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Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2006 Wizards of the Coast, Inc. Visit the LIVING GREYHAWK website at www.rpga.com. COR6-02 RALLYING POINT FOR THE BRIGHT SANDS A Two-Round Dungeons & Dragons® Living Greyhawk™ Core Adventure Version 1.0 by Chris Chesher and Greg Marks Circle Reviewers: Creighton Broadhurst and Stephen Radney-MacFarland Playtesters: Rod Bruce, Shaun Dagenhart, Tim Pitcock, Gordon Smith Special Thanks: Shawn Goldman and Gordon Smith Lady Karistyne requires you to travel to Hardby to retrieve a package on her behalf, but errand boys are not adventurers. To be an adventurer, you need to make choices, not just travel between two points. Are you ready to look within yourself and discover if you are an adventurer willing to fight for a cause or just an errand boy, sent by a patron, to collect a chest? A two-round Core adventure set in Hardy for character level 1-15 (APLs 2-16). Part 7 of “Blight on Bright Sands.” Resources for this adventure [and the authors of those works] include COR3-13 Traitor’s Road [Paul Looby], COR4-13 A Wretched Soul [Mike Hinds], COR5-06 Blood on Bright Sands [Creighton Broadhurst], COR5-09 Gateway to Bright Sands [Theron Martin], COR5-11 Dark Deceit on Bright Sands [Chris Chesher], COR5-17 Time’s Tide on Bright Sands [Bruce Paris and James Dempsey] and COR5-20 Phantoms on Bright Sands [Tom Kee]. COR6-02 Rallying Point for the Bright Sands Page 1 RPGA ® SANCTIONED PLAY Most likely you ordered this adventure as part of an RPGA even from the RPGA website, or you received it from your senior gamemaster. To play this adventure as part of the LIVING GREYHAWK campaign—a worldwide, ongoing D&D® campaign set in the GREYHAWK setting— you must sanction it as part of an RPGA event. This event could be as elaborate as a big convention, or as simple as a group of friends meeting at the DM’s house. To sanction an RPGA event, you must be at least a HERALD-LEVEL™ gamemaster. The person who sanctions the event is called the senior gamemaster, and is in charge of making sure the event is sanctioned before play, runs smoothly on the date sanctioned, and then reported back to the RPGA in a timely manner. The person who runs the game is called the table Dungeon Master (or usually just DM). Sometimes (and almost all the time in the cases of home events) the senior gamemaster is also the table DM. You don’t have to be a HERALD-LEVEL GM to run this adventure if you are not the senior GM. By sanctioning and reporting this adventure you accomplish a couple of things. First it is an official game, and you can use the AR to advance your LIVING GREYHAWK character. Second player and DMs gain rewards for sanctioned RPGA play if they are members of the DUNGEONS & DRAGONS REWARDS program. Playing this adventure is worth two (2) points. This adventure retires from RPGA-sanctioned play on December 31, 2007. To learn more about the LIVING GREYHAWK character creation and development, RPGA event sanctioning, and DUNGEONS & DRAGONS REWARDS, visit the RPGA website at www.rpga.com. Players Read No Farther If you are planning on playing this adventure, stop reading now. The rest of the information in this adventure is for the DM only. If you read farther than this section, you’ll know too much about its challenges, which kills the fun. Also, if you’re playing this adventure as part of an RPGA-sanctioned event, reading beyond this point makes you ineligible to do so. Preparing for Play To get the most out of this adventure, you need copies of the following D&D rule books: Player’s Handbook, Dungeon Master’s Guide, and the Monster Manual. Throughout this adventure, text in bold italics provides player information for you to paraphrase or read aloud when appropriate. Sidebars contain important information for you, including special instruction on running the adventure. Information on nonplayer characters (NPCs) and monsters appear in abbreviated form in the adventure text. Full information on NPCs and monsters are given in Appendix 1. For your convenience, that appendix is split by APL Along with this adventure you’ll find a RPGA Session Tracking sheet. If you’re playing this adventure as part of an RPGA-sanctioned event, complete and turn in this sheet to your senior GM directly after play. You’ll also find a LIVING GREYHAWK Adventure Record (AR). LIVING GREYHAWK LEVELS OF PLAY Because players bring their own characters to LIVING GREYHAWK games, this adventure’s challenges are proportionate to the modified average character level of the PCs participating in the adventure. To determine this modified Average Party Level (APL) follow the steps below: 1. Determine the character level for each of the PCs participating in the adventure. 2. If PCs bring animals that have been trained for combat (most likely dogs trained for war), other than those brought by virtue of a class ability (such as animal companions, familiars paladin’s mounts) or the warhorse of a character with the Mounted Combat feat, use the sidebar chart to determine the number of levels you add to the sum of step one. Add each character’s animals separately. A single PC may only bring four or fewer animals of this type, and animals with different CRs are added separately. # of Animals Mundane Animals Effect on APL 1 2 3 4 1/4 & 1/6 0 0 0 1 1/3 & 1/2 0 0 1 1 1 1 1 2 3 2 2 3 4 5 3 3 4 5 6 4 4 6 7 8 5 5 7 8 9 6 6 8 9 10 CR of Animal 7 7 9 10 11 3. Sum the results of step 1 and 2, and divide by the number of characters playing in the adventure. Round up to the nearest whole number. 4. If you are running a table of six PCs, add one to that average Throughout this adventure, APLs categorize the level of challenge the PCs face. APLS are given in even-numbered increments. If the APL of your group falls on an odd number, ask them before the adventure begins whether they would like to play a harder or easier adventure. Based on their choice, use either the higher or the lower adjacent APL. COR6-02 Rallying Point for the Bright Sands Page 2 APL also affects the amount of experience and gold a PC can gain at the end of the adventure. If a player character is three character levels or more either higher or lower than the APL at which this adventure is being played, that character receives only one-half of the experience points and gold for the adventure. This simulates the fact that either the PC was not challenged as much as normal or relied on help by higher-level characters to reach the objectives. Furthermore, a PC who is four or more levels higher than the highest APL supported by the adventure may not play the adventure. LIVING GREYHAWK adventures are designed for APL 2 and higher. Four or five 1st-level characters may find the challenge of an APL 2 adventure difficult. Suggest the following to these groups to help increase their chances of success: 1. Enlist a sixth player. 2. Advise characters to buy riding dogs to help protect them and fight for them. TIME UNITS AND UPKEEP This is a standard two-round core adventure, set in the Bright Lands. Characters native to the Bright lands pay one Time Unit per round, all others pay two Time Units per round. Adventurer’s Standard Upkeep costs 12 gp per Time Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury Upkeep costs 100 gp per Time Unit. Characters that fail to pay at least Standard Upkeep will retain temporary ability damage until the next adventure, must buy new spell component pouches and healer’s kits, and may suffer other in-game penalties (or possibly gain in-game benefits) as may be detailed in this adventure. A character that does not pay for at least Standard Upkeep may also avoid the above-described penalties by living off the wild. If the character possesses four or more ranks in the Survival skill and succeeds at a DC 20 Survival check, the character will heal temporary ability damage as if he or she paid for Standard Upkeep, may refill spell component pouches and healer’s kits, and may restock up to 20 arrows or bolts if the character has at least four ranks in Craft (bowmaking). The player is allowed to Take 10 on this roll. More information about Lifestyle and Upkeep can be found in the “Lifestyle and Upkeep” section of Chapter 3 of the Living Greyhawk Campaign Sourcebook. ADVENTURE BACKGROUND Factions in Hardby have worked behind the scenes for years, subtly warring against each other through politics and other underhanded methods. This secret war has come to a head, with the impending death of the Despotrix Ilena Norbelos, who has maintained a sense of stability in the City of the Scorned for years. Since participating in the Flight of Fiends, the Despotrix has been dying and only the secret elixirs of Rary have stayed death’s embrace. An important clandestine vote is soon to be taken. It will decide whether Hardby should declare itself independent from Greyhawk, and accept closer ties with the Empire of the Bright Lands. The outcome balances on a knife’s edge and the Despotrix’s vote will sway many; if she lives long enough to cast it. In this adventure the actions of the PCs decide which of the many factions have their way and ultimately the course of this crucial vote. An Explanation of Hardby’s Government In this adventure “Gynarch” refers to a member of the ruling body of women in Hardby, which is called the “Gynarchy.” When used as a title, “Gynarch” refers to the original title of the leader of Hardby, which was later replaced with the term “Despotrix.” “Didatrix” refers to a woman serving as a personal secretary, annalist, and herald to a Gynarch. This job commonly serves as a stepping-stone to becoming a Gynarch. There are forty members of the Gynarchy. Six are chosen from each of the six most prominent families in Hardby: Norbelos, Gerneskir, Jonnosh, Havelos, Maynem and Longland (which replaced Yragerne when that line ended). The last four members of the Gynarchy are made up of the Despotrix and three other members chosen by her as personal advisers. Each Gynarch is served by a Didatrix. Factions in Hardby There are several factions active in Hardby; each concerned about the future direction of Hardby’s politics. Several are briefly listed here to aid the DM in adjudicating this adventure. Bright Lands Faction: Minions of Rary are few but well placed. This faction seeks to use the Gynarchy as a weapon against Rary’s foes in Greyhawk. The Bright Lands faction attempts to retain good relations with Hardby under the guise of opening trade. This faction secretly includes Messalina, and generally favors Aleeta as a successor to Ilena. Compromise Faction: This group is composed primarily of a small number of Gynarchs. They seek a compromise candidate who has both age and arcane ability and that can work with Greyhawk without being too friendly or accommodating. Although this faction has pursued Bridara Norbelos as a candidate, they now look for a new choice given Bridara’s refusal to get involved in politics. Longland Faction: These are supporters of Deirdre Longland. Although she has the advantage of age, title, and experience, she lacks the magical ability traditionally expected of a Despotrix. She has earned the respect of Wilbren Carister for her military acumen and is the preferred candidate of the Ruling Oligarchy, which means that she also has the covert (if not necessarily welcomed) support of Retep Mandel. She has the support COR6-02 Rallying Point for the Bright Sands Page 3 of the faithful of Mayaheine and some elements of the Church of Pelor. Merchant Alliance Faction: Led by Perav Hulvir and Harvan Lhoral this group is comprised primarily of Trade Council members. They would just as soon see the Gynarchy collapse and hope to eliminate the position of Despotrix. They are an anti-Greyhawk group but are not allied with the Norbelos Faction. Norbelos Faction: These are supporters of Aleeta Norbelos. She is Despotrix Ilena’s preferred choice because of her staunchly anti-Greyhawk stance, though Ilena feels that, at age 26, she is still too young and unseasoned. Rary (and thus Messalina) favor her, as do the Slavelords, with whom she has secretly made a pact. She also has the open support of the Church of Wee Jas and Mirlan Rinshad. Unbeknownst to Aleeta, her Slavelord allies are arranging the assassination of Deidre Longland. Tenser’s Faction: The minions of Tenser, such as Javka Gerneskir, Helena Stanmaer, the paladin Karistyne and the pseudodragon Scorimongishaz, work to stymie the efforts of Rary in the region. Thus, they are not always concerned with Hardby politics unless the Traitor is at work. ADVENTURE SUMMARY The paladin Karistyne has dispatched the PCs to Hardby. Their mission is to recover research on the locations of the good- and evil-aligned weapons necessary for the unmaking ritual of the Scorpion Crown. (This ritual was discovered in COR5-11 Dark Deceit on Bright Sands). Introduction: The PCs enter Hardby just after Helena Stanmaer, a cleric of Fharlanghn and ally of the paladin Karistyne, and her allies have attacked Lord Robilar in the streets. Robilar himself had just arrived in Hardby to deliver another of Rary’s elixirs that keep the Despotrix alive. Robilar has withdrawn in a purposeful effort to lead Helena and her minions away from Hardby and the damage the battle was causing. This gives the illusion that Robilar (and thus Rary) cares about Hardby and her citizens. Further more, Robilar has his orders and some very good reasons not to get drawn into a fight just yet. Killing Helena (as he could with ease) would bring hardship to Rary’s plan. Encounter 1: During the battle, some rare monstrous specimens on their way to Rotanna’s Menagerie in Northend have been freed. The party must act quickly to deal with them before they feast on innocent bystanders. After defeating the beasts, the PCs are able to question the crowd about what occurred. Encounter 2: The PCs arrive at The High Chapel, the temple of Pelor, to receive the research and divinations requested by Karistyne. The details are sealed in a small chest. Encounter 3: Javka Gerneskir, the Didatrix to Despotrix Ilena, waits outside the temple to summon the PCs to a meeting with the Despotrix at her estate outside of Hardy. She has few answers for the PCs. Encounter 4: The PCs meet with the Despotrix, who is on her deathbed. The Despotrix asks the PCs for their loyalty and for them to perform a task for her before she dies. If the PCs agree, she sends them to meet with her granddaughter Aleeta Norbelos who has given sanctuary to Lord Robilar. Unbeknownst to Ilena and the PCs, without the elixir she has only six days to live. Encounter 5: Aleeta and Robilar explain their desire to help the Despotrix survive. Robilar claims to be on a mission of mercy when Helena attacked him, unfortunately destroying the elixir he was to deliver. He wishes them no harm, but he knows they will soon find him and attempt to kill him again. As such Robilar asks, and Aleeta begs, that the PCs consider him their patron while they try to recover the necessary ingredients to recreate the potion. Speed matters, so if the PCs accept, Aleeta will arrange to have them transported to the cairn the next day. Encounter 6: As the PCs rest for the night representatives of several different factions contact them. All try to sway the PCs to their cause and some try to turn the PCs against each other. Encounter 7: The PCs are transported to the Cairn of Reflected Souls in the Abbor-Alz where they must deal with the inhabitants of the glen housing the Cairn’s entrance. The cairn is from the time of the dead Sulm empire and is the resting place of one of three brothers who’s names have been lost to time. Each of the brothers was a master of his own inner power with a specific connection to life, death and the cycle of rebirth. This cairn is dedicated to the brother of rebirth. Encounter 8: The party enters the cairn and learns some of the cairn’s history after bypassing a trap. The PCs are able to enter the lower caverns of the cairn by means of a permanent teleportation circle located in the upper portion of the cairn. Encounter 9: The PCs undergo a test and avoid life-draining traps to gain one of the keys needed to operate the teleportation circle found in Encounter 8. Encounter 10: The PCs undergo a test and avoid fiery traps to gain the second key needed to operate the teleportation circle found in Encounter 8. Encounter 11: The party uses the teleportation circle to enter the underground resting place of the third unnamed brother, only to find, they are not alone. His servants still attend him. Encounter 12: As the party returns to Hardby, they are attacked by Retep Mandel and minions of the Greyhawk Directing Oligarchy who want the Despotrix to die. The assassins seek to kill, or delay the party. A minion of the Slavelords of Highport is also involved, seeking to speed the PCs on their way. (DM Note: The EL of this encounter has been decreased by one due to the aid the PCs receive.) Encounter 13: The PCs decide to whom they hand over the elixir ingredients and research. Conclusion: Depending on the actions of the party, the outcome of the vote either ties Hardby to the Free City of Greyhawk or the Empire of the Bright Sands. COR6-02 Rallying Point for the Bright Sands Page 4 PREPARATION FOR PLAY To better understand the PCs’ place amongst the various squabbling factions, review previous ARs from the “Blight on Bright Sands” series and other adventures that have occurred in or near Hardby.  Attracted Attention: The agents of the Slavelords in Hardby know PCs who have this designation from COR5-09 Gateway to Bright Sands.  Favor of Despotrix Ilena: The Despotrix favors any PC with this note due to their efforts on her behalf previously (COR5-09 Gateway to Bright Sands). These PCs have also previously met Javka Gerneskir.  Worked for Scor: Any PC who has worked for Scor (during COR5-09 Gateway to Bright Sands) is known by allies of Tenser to oppose Rary.  Hospitality of Karistyne Castle or Karistyne’s Arms and Armor or Favor of Karistyne Castle: These favors from COR5- 06 Blood on Bright Sands, COR5-11 Dark Deceit on Bright Sands or COR5-20 Phantoms on Bright Sands mark the PC as favored by Lady Karistyne and someone who knows Helena Stanmaer as one of her agents.  COR5-17 Time’s Tide on Bright Sands: Any PC that has played this event has previously met Lady Karistyne in her castle and knows Helena Stanmaer as one of her agents.  Wrath of the Greyhawk Assassin’s Guild: In Encounter 8, agents of the Greyhawk Assassin’s Guild preferentially target any PC with this enmity from COR3-13 Traitor’s Road.  Favor of Gynarch Rotanna Maynem: Those PCs with this favor from COR4-13 A Wretched Soul have already met Rotanna Maynem (she appears in Encounter 1). TIMELINE Some events of this module take place regardless of the actions of the PCs, and this brief timeline is provided to aid the DM in organizing these events. Day 1: Robilar is attacked in the streets of Hardby and the PCs arrive in Hardby. Day 2: Aleeta sends either the PCs to the Cairn of Reflected Souls, or goes herself. Day 6: Unless provided with the elixir, Despotrix Ilena dies. Day 7: The Gynarchy votes on independence. Day 9: If Ilena has previously been provided with the elixir, she dies. INTRODUCTION Leaving Karistyne Castle, it takes many days travel to reach Hardy. You are traveling on a mission of importance to the paladin. Remembering her words, her voice echoes in your heads; “Go to Hardby and the temple of the Sun Father there. Collect for me the results of the research that you plundered for me in the past and return to me when you can, but do not hurry, for I have other matters of equally great import to attend to. I have also heard rumors of unrest in Hardby. While there see if you can uncover anything unusual.” The PCs have just arrived in Hardby after a journey from Karistyne Castle. They are headed to the temple of Pelor, to pick-up some research and divinations requested by Karistyne. This mission is not especially time sensitive and the PCs have been told they may take their time in journeying to Hardby and back. The PCs have been journeying together for several days. Introductions should be carried out before reading the following Coming through the gate from Orz into the Ebbfields district of Hardby, it is clear that a great disturbance has just occurred in the square ahead. Carts are overturned, people scream and cry, and chaos abounds. Weapons lie discarded on scorched cobblestones. Nearby, a woman trying to care for a wounded man, squats in the shadow of several overturned cages filled with exotic beasts. Give the PCs a moment to react. It is clear there was a battle in the square between many people, although no combat is currently ongoing. Many bystanders have been injured. Once the PCs have moved to investigate, proceed to Encounter 1. ENCOUNTER 1: RAMPANT MENAGERIE Screams ring out from the crowd as several of the creatures in the overturned cages force their way free. The noise seems only to frighten the beasts, which lash out at nearby bystanders. With no guardsmen in sight, it seems likely that many innocents will die unless heroes step forward from the crowd. Robilar brought several monstrous specimens as a gift for Rotanna’s Menagerie in Northend. Unfortunately the combat between his entourage and Helena Stanmaer’s followers damaged some of the cages. The party must act quickly to deal with the escaping monsters before they feast on innocent bystanders. In the first round, the monsters are in the midst of the crowd. The DM should place a dozen or so innocent bystanders in their immediate vicinity. Area of effect COR6-02 Rallying Point for the Bright Sands Page 5 spells cast in the first round will certainly affect at least some of these individuals. The commoners run away at the end of the first round. APL 2 (EL 4) d Medium Monstrous Scorpion (4): hp 13 each; Monster Manual 287. APL 4 (EL 6) d Large Monstrous Scorpion (3): hp 32 each; Monster Manual 287. APL 6 (EL 8) d Large Monstrous Scorpion (2): hp 32 each; Monster Manual 287. d Huge Monstrous Scorpion (1): hp 75; Monster Manual 287. APL 8 (EL 10) d Dire Tortoise (2): hp 170; Appendix 1. APL 10 (EL 12) d Huge Monstrous Scorpion (3): hp 75; Monster Manual 287. d Dire Tortoise (2): hp 170; Appendix 1. APL 12 (EL 14) d Crocosphinx (2): hp 172; Appendix 1. APL 14 (EL 16) d Advanced Crocosphinx (2): hp 277; Appendix 1. APL 16 (EL 18) d Advanced Crocosphinx (4): hp 277; Appendix 1. Tactics: At all APLs, the creatures move to the nearest source of food and attack, switching targets only if they are attacked. Note that the crocosphinxes are intelligent and use their ability to fly to best advantage, attempting to isolate dangerous enemies. If any of the creatures are reduced to below a quarter of their hit points, they flee out of the north gate; which is just off the square. Development: If the PCs are having a particularly hard time, eventually a squad of Hardby Marines arrives. The marines make an effort to stabilize fallen PCs, and to drag hard-pressed PCs into cover until the rampaging beasts can be dealt with. In the case of parties doing particularly badly, the beasts may waste one or more rounds snapping at each other, particularly at APLs with mixed creature types. If the PCs are having no trouble, the marines arrive just as the last creature is dealt with. Investigating the Cages There are many cages left from Robilar’s party, but not all of them housed dangerous creatures. The majority of the beasts were fairly harmless and only the most dangerous ones were involved in the combat. Desert rodents, tiny-sized scorpions, sand beavers, dune scarabs, oasis monkeys, dire lamas, drought-mouth lions and storm frogs are all good examples of the desert fauna held in these cages The cages all have locks and the larger cages (like the ones with dangerous creatures) have latch bars incase the lock comes off. PCs examining the cages notice that the cages opened not only because the locks were removed, but because the latch bars had been lifted as well (there’s no signs that the beasts burst or bent their way out). During the parade, invisible and sneaky agents of the Greyhawk Assassin’s guild opened the cages in an attempt to damage Robilar’s (and thus Rary’s) relationship with Hardby. Questioning the Witnesses If the PCs defeat the beasts they are hailed as heroes. The merchants of the gate to Orz, shout cheers for them and many come out of their homes and business to thanks the PCs. The responding marines also thank the PCs for their aid. One merchant comes forward to answer the PCs’ questions. k Ithno Waroc: CN male human (mixed) expert 3. Ithno is middle-aged man with thinning brown hair, and a hint of belly. While no fighter, he is jovial enough in the company of men-at-arms, and thus is confident enough to speak with the PCs. He knows the following:  He is a member of the Hardby’s Merchant Alliance and imports a number of crafts items from Twilight Falls in the Viscounty of Verbobonc. (Twilight Falls is a small town populated by rogues and smugglers posing as honest merchants who can supply almost anything given sufficient time and gold).  Ithno is relatively ambivalent about the politics of Hardby and the surrounding area, as long as it doesn’t affect trade. He did watch the spectacle however.  All the commotion began about a half-hour ago, when Lord Robilar arrived in Hardby on his metal horse with all the pomp and circumstance of a parade. He claimed to be in the city on a diplomatic mission bearing gifts for the Despotrix and the Gynarchy on behalf of the Bright Lands. In his hand he carried a bottle that sparkled with magical light.  As the PCs had seen, he also brought a number of strange beasts from the deep desert. Lord Robilar’s herald announced that he would be donating the desert creatures to Rotanna’s Menagerie in Northend for the enjoyment of all Hardby’s citizens. COR6-02 Rallying Point for the Bright Sands Page 6  As Lord Robilar watched the passage of his caravan into the city, some of his retinue bantered with the crowds. Suddenly a group of people arrived in a flash of light. The group was led by a woman dressed in the vestments of a cleric of the Dweller on the Horizon (Fharlanghn). The woman screamed that Lord Robilar was evil and was here to corrupt or kill the Despotrix. Lord Robilar smiled wide and claimed he was here for no such thing, and then he questioned the nature of the cleric’s relationship with some paladin. The crowd began to laugh at the cleric, so she attempted to strike Lord Robilar down, in the process destroying the glowing bottle. The cleric woman was a short unassuming Oeridian woman with dark hair and a weathered countenance wearing green and grey. [If any PC has met her, the description of the cleric of Fharlanghn matches Helena Stanmaer.]  After the battle began, Ithno kept his head down and didn’t see it all. During the battle, he believes both sides were generally careful to avoid hurting bystanders; although not with complete success. Ithno noted that the more they fought, the more Robilar laughed, and the more the clerical woman and her followers became angry. Eventually Robilar and some of his minions fled by magic and the woman and her minions followed. Moments later the PCs arrived and the creatures escaped.  Ithno tells the PCs the location of his nearby home in Tradetown in case they have more questions for him. He can also give directions to the temple of Pelor, called the High Chapel, located in Northend (which is also sometimes called the High Chapel district). There is no way for the PCs to follow Robilar or Stanmaer; both are protected from scying and similar divinations. Gynarch Rotanna Maynem Just before the PCs proceed, they briefly encounter Gynarch Rotanna Maynem coming to supervise the arrival of the beasts. PCs that have her favor from COR4- 13 A Wretched Soul already know her, and she is particularly friendly toward them. Just as you are about to leave, a finely dressed Oeridian woman arrives. “Oh my. Blessed Ehlonna what has happened here?” she exclaims, looking toward your group. She introduces herself as Gynarch Rotanna Maynem – owner of the menagerie these creatures where destined for. She simply wishes to hear the PCs’ story before they leave. k Rotanna Maynem: NG female human (Oeridian) aristocrat 5. Rotanna is a friendly woman, keenly interested in any asherati or centaur PCs present. She quizzes such individuals about unusual creatures they have seen or possess. In addition, if she learns that the PCs are heroes, she thanks them profusely for their selflessness in protecting the populace. Treasure: Rotanna rewards the party if they defeated the rampaging beasts by giving them her sizing collar. If the PCs also succeeded in capturing any of the beasts alive, she grants them her favor. Such PCs receive the “Favor of Rotanna’s Menagerie” AR entry. All APLs: Magic – Rotanna’s sizing collar (400 gp). Development: Once the PCs have spoken to the available witnesses, proceed to the temple of Pelor and Encounter 2. ENCOUNTER 2: THE HIGH CHAPEL The golden dome of the High Chapel rises high above the nearby buildings, the sun glinting of its burnished gold leaf. Simple symbols of Pelor adorned the doors leading to the large temple. The temple of Pelor is one of the oldest, and tallest, structures in Hardby. It is a center of healing and aid to the poor. The acolytes staffing it are very responsive to visitors. Within moments the PCs are directed to High Priestess Mother Storanna; a kind, elderly woman who emphasizes the charitable aspect of Pelor. k Mother Storanna: NG female human (Suel) cleric (Pelor) 9. Mother Storanna greets the PCs in the name of Pelor. After hearing of their mission she directs an acolyte to bring forth a small chest containing the information Karistyne requested. Mother Storanna knows the following:  Lady Karistyne asked her to cast a number of divination and commune spells on a number of subjects and then perform some research using the various resources of Hardby. She is not willing to discuss the questions asked or the answers received, saying that Lady Karistyne asked her to act in confidence. She also warns the PCs that Karistyne had her lay some protections upon chest so they should be careful handling it.  She tries to do everything she can to keep the temple of Pelor out of politics, but she notes that there are many questions about Rary the Traitor and his Empire of the Bright Lands. If told about COR6-02 Rallying Point for the Bright Sands Page 7 the attack at the North Gate, she says it is quite likely that Lord Robilar is an evil man. However he does not normally attack first.  She hopes that in future, such conflicts can be avoided; at least in Hardby where so many innocents stand to be injured. She notes that a few of her younger acolytes would probably take a more militant approach.  Mother Storanna acknowledges the PCs’ good deeds in saving the people in the square. As a result, during this adventure she is willing to cast any healing or restorative spells the PCs require at a 25% discount from the prices listed in the Player’s Handbook. These spells include all spells with the Healing descriptor, or spells such as restoration, remove blindness, neutralize poison, and the like. Spells used for divinations, removing curses, or combat purposes are not included in this discount. The chest is indeed well protected. Those attempting to open it must bypass both its lock and magical ward. Anyone actually opening the chest may prematurely learn the information imparted by Karistyne in the Conclusion. s Wooden chest: 1 in. thick; hardness 5; hp 10; AC 5; Break DC 18; Open Locks DC 25. a Glyph of Warding Trap: CR 5; spell; spell trigger; no reset; spell effect (glyph of warding [blast], 9th-level cleric, 4d8 acid, DC 14 Reflex save half damage; multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28. Once the PCs have asked their questions and received the chest, Mother Storanna bids them good day and invites them to attend services to Pelor if they are in Hardby in the future. ENCOUNTER 3: A WAITING CARRIAGE This encounter occurs as the PCs leave the temple of Pelor. Word of their exploits in the square has reached many ears. As a result Javka Gerneskir, Didatrix to Despotrix Ilena, has been dispatched to invite the PCs to a meeting. She has finally managed to track them to the High Chapel. PCs that have played COR5-09 Gateway to Bright Sands recognize her. k Javka Gerneskir: NG female human (Suel) cleric (Lirr) 3/ rogue 3. A short, stout woman stands at the bottom of the temple stairs near a carriage. She has an olive complexion and stands with her arms crossed. A jeweled rapier hangs at her hip, but she makes no move to draw it as she speaks. “My mistress, the Despotrix of Hardby asks you to attend her at her estate at your earliest convenience. You will follow me there now.” Javka Gerneskir’s manner is brief, and somewhat gruff, but is decidedly improved by the presence of women, especially those of Suel descent, or those who claim to be bards. She addresses women first, expecting them to be in charge. She asks the PCs to ride with her in the carriage. (Centaur PCs are expected to follow behind). She expects that all invited by the Despotrix will attend her immediately, and her tone makes that obvious. Those who refuse surprise her, and she marks them as likely troublemakers. Javka does not know why her mistress has summoned them; only that she has heard of their exploits in the square this morning and wishes to speak with them. If the PCs have previously worked for the Despotrix in the module COR5-09 Gateway to Bright Sands, Javka is willing to speculate that perhaps her mistress has another offer of employment for them. Development: It is possible that the PCs may be put-off by Javka’s manner and refuse to accompany her to the Despotrix’s estate. In this case, skip ahead to Encounter 6. If they later decide to speak with the Despotrix, they are given an audience, though both Javka and Ilena will be notably colder. ENCOUNTER 4: ON HER DEATHBED This encounter assumes the PCs are arriving with Javka to meet Ilena. If this is not the case, the DM should adjust the read aloud text and encounter accordingly. The distance to the Despotrix’s manor is quickly put behind you as the comfortable carriage rumbles out of Hardby towards the Despotrix’s countryside estate. Large centaur characters are politely, but firmly, asked to wait outside with the carriage while the other PCs go inside. The house is simply not designed for them. In short order you are lead through a pleasant sitting room into a bedchamber. Inside, a frail, white haired Suel woman is propped up in a near sitting position. Despite her obvious weakness, her piercing blue eyes retain a calculating, bright intelligence. “Welcome to my home adventurers,” she whispers in a strained voice. The Despotrix addresses the PCs in a strained voice. She has a reserved demeanor that hides a sardonic wit. It is obvious that she is not far from death. The cause of her weakness is not clear and cannot be cured by any healing magic the PCs possess. Unless the PCs undertake her COR6-02 Rallying Point for the Bright Sands Page 8 proposed quest, she will die in six days. While Ilena does not know exactly how long she has left, she knows it isn’t long. She preferentially addresses women, especially those that are Suel, and failing that, those PCs that have her favor. Javka does not allow any rudeness to the Despotrix and orders nearby guards to eject such PCs from the manor immediately. k Ilena Norbelos: NG female human (Suel) wizard 13. Once the PCs have accepted the Despotrix’s hospitality, she continues. “I have asked you to my home so that we might talk in private. I am not as vigorous as I once was, and I fear I have little time left on this mortal plane. I need folk of strong arm and good heart who will act with the best interests of Hardby in mind. I hope you are these true heroes I seek. I would propose a quest to you if you would give me your assurances to see it completed for the good of Hardby.” The Despotrix does not continue until each PC pledges his or her loyalty. She is willing to say that this quest is not evil, in no way would violate any moral or religious codes the PCs have, and should not take them more than a week to complete. In addition, the future of Hardby is at stake. Those that refuse are asked to wait outside the manor house and other PCs are asked not to share the details of the quest with their friends should they see fit to allow them to accompany them on the quest. Once the PCs agree, or those that do not leave, she continues. The elderly woman inclines her head towards you and whispers fiercely, “Soon the Gynarchy will undertake a crucial vote to determine Hardby’s future. This vote takes place in but six days, but I fear I will not see it. I am dying, and my healers tell me they can do no more. I must live to see this vote, before the arguments of succession muddy the waters and our future perishes under the yoke of Greyhawk’s oppression. I ask you to help me cheat death for just long enough to sway the other Gynarchs to my cause - freedom.” Despotrix Ilena answers the PCs’ questions to the best of her ability. In each case, she always tries to portray things in the best light, to keep the PCs interested in helping her. She knows the following:  She has been sick since the Archmage Tenser strongly urged her to participate in the striking of the Croak of Rao. While her mind remains sharp, her body’s strength ebbs with each day.  She should have died already, as many of those that participated also have, but for a rare elixir she has been able to acquire. She has run out of this elixir and needs the PCs to acquire more ingredients so that her granddaughter Aleeta, also a wizard, might brew more. She does not say who gave her the potion or the recipe. How she learned of it is no concern of the PCs.  She gets regular reports about events in the city, and that is how she learned of the PCs’ efforts to rescue innocent townsfolk from the rampaging beasts. That selfless act was what made her realize the PCs were just the heroes she was looking for.  If the PCs are willing to undertake the quest, she asks them to attend her granddaughter Aleeta at her manor to get the details on what ingredients are required and where they might be found. They are welcome to take her coach to her granddaughter’s manor if it pleases them.  Ilena says she cannot send Aleeta. If she were to die while her granddaughter was out of the city, and she may die very soon, Aleeta might lose her chance to become the next Despotrix. Aleeta is Ilena’s favored choice to replace her.  Ilena will not discuss the vote beyond saying that the future of Hardby is tied to it, and without it, Hardby is doomed. She believes she must live in order to see good done.  If the PCs inquire about Robilar’s entrance into Hardby, she (honestly) claims he was on a diplomatic mission and announced his intention to arrive peacefully several days ago. Robilar, and Rary for that matter, have done nothing evil towards Hardby and if they ask for a peaceful diplomatic meeting they will be listened to provided they follow all required protocols. As far as Ilena has been able to determine, Robilar suffered an unprovoked attack in the city streets and the Despotrix is not pleased; especially because it endangered innocent lives.  If the PCs ask for a reward, the Despotrix says that their efforts will be rewarded by several of the most powerful people in the city and that should be more than ample. She does not lower herself to speak of money. Once the PCs have spoken with the Despotrix, she directs them to see her granddaughter; after asking one more time for their loyalty and secrecy in this mission. Development: There is no mechanic that prevents the PCs from spreading the information they have learned, and indeed, there are many that would be interested to learn it. What and who the PCs speak with drastically alters the conclusion of this adventure and the DM should keep careful track of who individual PCs might side with. Also note that the PCs may freely work counter to each other. The results of their machinations may even COR6-02 Rallying Point for the Bright Sands Page 9 lead to some PCs being targeted by opponents instead of other PCs. As long as the PCs do not directly enter combat with each other, they have not broken any campaign rules. If the PCs decide to meet with Aleeta, proceed to Encounter 5. If they do not agree to meet her and undertake the quest, proceed to Encounter 6. ENCOUNTER 5: ACCIDENTAL CONSPIRACIES This encounter occurs if/when the PCs arrive at Aleeta’s manor outside Hardby. If the PCs do not meet with Aleeta and Robilar, skip this encounter. Once again, large-sized centaurs are asked to wait outside while their companions speak with Aleeta. If the party contains medium-sized centaurs, a party of guards accompanies them into the study due to the presence of their enemy, Robilar. Aleeta’s manor is a small but elegant affair near the city. The gate guards obviously expected you and your party is quickly ushered inside despite the late hour. You are led by a man in fine servant’s livery to a study lit by a roaring fire. As you enter, a young, black-haired woman resembling a younger and more attractive version of the Despotrix turns from her guest to greet you. “Welcome to my home noble adventurers,” she says warmly. She gestures to a large bearded man standing near the fireplace holding a glass of brandy in his hand; “May I present Lord Robilar of the Bright Lands. Please sit, there is much you should be told.” Aleeta is an extremely ambitious Suel woman who despises Greyhawk and is willing to do anything to free Hardby from its clutches. She tries to keep the meeting as civil as possible, but is even more sexist than her grandmother. Additionally she lacks her elderly relative’s tempering wisdom, so it is possible that words may become heated if the PCs expound on the supremacy of Greyhawk or the male gender. In such cases, she is given to stroking her cat familiar to calm herself. Regardless of her behavior, she expects the PCs to do their duty to her grandmother. k Aleeta Norbelos: NE (detects as N) female human (Suel) wizard 7. Robilar for his part seems a large and jolly man of generally friendly demeanor given to throaty laughs. While there are many stories of his evil acts, he laughs them off as just stories spread by rivals and the sort of thing that all brash adventurers have said about them. Robilar appeals to Baklunish PCs, particularly those from Ket, to agree that such false tales are commonly told in the east about Baklunish adventurers. While Robilar is a dangerous murderer, his friendly demeanor makes that hard to believe. Given that he is on a mission for Rary to strengthen ties between the Bright Lands and Hardby, he does not jeopardize his assignment by giving into any of his baser instincts. k Lord Robilar: LE (detects as N) male human fighter 24; mind blank. Once the PCs are comfortable and have gotten over the shock of meeting Robilar, he continues with the explanation. Neither Robilar nor Aleeta and her many guards allow any combat. Aleeta explains that Robilar is under protection of diplomatic parlay. Hostile PCs are ejected while Aleeta and Robilar use contingent magic to flee from parties that stand a true chance of harming them. In this case, Robilar leaves Hardby to update Rary on the impending death of the Despotrix. Without Robiliar, there is no way for the PCs to recover the elixir and the Despotrix dies. PCs that insist on attacking Robilar should be reminded that he is well known for having plumed the depths of Castle Greyhawk alone, and is known to have killed several ancient dragons single- handed. Most PCs have no chance at all against such an epic personage. Robilar drinks deeply from his glass before placing it on the mantel and producing a pipe. “I’m glad we could meet in such a civilized atmosphere. I was beginning to wonder if all adventurers in Hardby attacked innocent diplomats without cause.” Robilar says, offering a large grin to Aleeta. Puffing on his pipe, he takes up a comfortable position leaning by the mantel and continues. Robilar converses with the PCs, explaining the original purpose of his mission and the unprovoked attack upon him; eventually detailing what the PCs must do. Use the following summaries to assist in roleplaying this conversation:  Since Tenser convinced the Despotrix to attend the ceremony to destroy the Crook of Rao she has been deathly ill. Only a regularly administered elixir crafted by Rary, Lord of the Bright Lands, has prolonged her life. It was one such freely offered elixir that he was delivering as part of his diplomatic mission to Hardby.  Robilar’s impending arrival in Hardby was no secret. It was well known that his caravan would be arriving and so he had the tributes arranged in order to show what the Bright Lands would be giving to the citizens of Hardby. Sadly, as the parade began, a group of adventurers lead by a female cleric of Fharlanghn attacked before he could determine why. In particular, she targeted the elixir he personally carried and destroyed it in the opening exchange. Several of her minions also seemed to be targeting the cages housing COR6-02 Rallying Point for the Bright Sands Page 10 some of the beasts he brought for the menagerie.  Robilar does know that the cleric sometimes works for a female paladin, but he can’t believe that the paladin would ever sanction such an ambush.  Rather than allow the crazed woman to harm the animals or the citizens of Hardby, he ordered his men to scatter, and he himself led the worst offenders on a merry chase out of Hardby before using magic to elude them.  Sadly, the elixir has been destroyed and if steps are not taken to recover new ingredients, the Despotrix will surely die in the next few days. Normally the ingredients are gathered from places in the Bright Lands, but that is a very time consuming process as they are spread far and wide. There is one place however, where all the ingredients might be found. He cannot go himself, as the cleric woman is surely still hunting for him. He will not lead her to the ingredients that she might then destroy to prevent the survival of the Despotrix. Instead, he will stay behind and lead her about the Abbor-Alz and the Hardby hinterlands, so as to distract her from the PCs.  Robilar believes the ingredients can be found in a cairn south of here in the hills between the Bright Lands and Hardby called the Cairn of Reflected Souls. Robilar gives the PCs a list of what to look for (see Player Handout 1). The list includes the items as best as Robilar can remember and describe. He has no appropriate knowledge skills and thus cannot say what the items are, but he remembers what was collected in the past, and what they looked like.  Robilar can tell the PCs much about the cairn. (See “Robilar and the Cairn of Reflecting Souls” below).  Robilar encourages the PCs to forget what rumors they may have heard and trust him enough to save the Despotrix. Contentious PCs are told: “Peace and freedom for Hardby are within its grasp and you can make it happen. Choose to be a part of something; something more than what the current power establishment shackles you with. Especially do not trust the Circle and their many minions. They pull the strings and mortals dance. None of them knows the full truth of anything. Even Rary has had to take extremes measures to free himself from their shackles. Because we seek freedom our own way, the powers that be label us evil and criminals. I am not a criminal; I’m just looking for my own way. Join us for a new Oerth order, one where honor will again have meaning.”  Aleeta very much wishes her grandmother to live and begs the PCs to help her. Robilar claims that he is here doing as Rary commands He suspects Rary seeks to aid the Despotrix, as Hardby is the gateway to the Bright Sands and so good relations are necessary if trade is to flow.  Aleeta says that after the PCs have rested, she will use a scroll of teleportation circle to transport them to the cairn. She does not possess the scroll yet; her agents are on their way to deliver it and should arrive by dawn. Given the late hour, she has procured rooms for the PCs in the city at the exclusive Mistress of the Coach Inn in the Ebbfields (though large- sized centaurs will find when they arrive that they are forced to stay in the stables, and medium-sized centaurs create quiet a fuss with the clientele). In order that they blend in, Aleeta provides suitable clothing if the PCs do not possess it (a courtier’s outfit for each PC),  Aleeta will have a coach pick them up at first light. She urges them not to be late as her grandmother’s life hangs in the balance.  As a security precaution, Robilar does not reveal the location of the cairn until the PCs leave for it. It is too likely that they might be captured or magically compelled to speak.  If the PCs refuse Aleeta and Robilar’s request, Aleeta angrily orders them from her house and shouts that she shall just have to do it herself, regardless of the cost it might have to Hardby. Robilar and the Cairn of Reflected Souls Robilar is not an expert on this cairn but he knows enough to kick open the front door and smash his way through to the treasure. Rary has dozens of history obsessed experts who could give a much more thorough briefing if they were in Hardby, but Robilar rarely listens to such types; at least not enough to repeat the most important details. What he does know, he’ll be glad to pass on if it convinces the PCs to do his bidding. Read or paraphrase the following: “Long ago, in the Sulm empire, there were three brothers, each a master of their own inner power. Each had a specific connection to life, death and the cycle of existence. When these brothers died, their followers entombed them each in their own great cairn; a separate faction for each brother, each connection. I uncovered one of the cairns, hidden away in the Bright Lands. It is a place of mystery and understanding, filled with strange talking trees that wanted specific answers about my childhood. Luckily I was able to cut to the chase with my sword. I hate answering weird questions. A teleportation rune on the floor brought my entourage and me to a fungal garden. It was COR6-02 Rallying Point for the Bright Sands Page 11 here that we gained the ingredients to make the elixir. We have nearly depleted the resources within the tomb’s garden making the previous elixirs but luckily, our sages have found information on the third brother. It is said he was shunned by the rest of the Sulm in life and his cairn was made outside Sulm. This place on the edge of the Bright was called the Cairn of Reflected Souls. It is only a few days journey from here, in the Abbor-Alz. I’ve never been there, but I’ve been given descriptions of nearby landmarks. Once there, follow my written directions and collect the ingredients I’ve listed. Once you’ve obtained the listed ingredients, travel back by your own means.” Banner of Robilar It is possible that some PCs may possess the Banner of Robilar from COR5-11 Dark Deceit on Bright Sands. If they display it at any time, he notices it, buts says nothing. If they choose to freely return it to him, he is pleased by their honesty and offers them a banner of law in return. However, if the PC demands money for the banner, he refuses, ominously saying “Finders keepers. I’m sure I’ll find it again someday.” Treasure: If a PC offers Robilar his standard back and seeks no reward, Robilar gives them a banner of law in exchange. That PC loses Robilar’s banner. This PC, and only this PC, receives Robilar’s Approval upon their AR. This is a plot item. All APLs: Magic – banner of law (0 gp). Some characters may wish to research the Cairn of Reflected Souls before they leave Hardby. All research, and appropriate knowledge checks can be found in Encounter 7. Development: High-level parties may have the ability to contact Lady Karistyne in order to determine her side of the story. Karistyne did not dispatch Helena to attack Robilar but would have if she had known of his location. She does admit that Helena is currently aiding an ally of hers but refuses to go into details. She claims Robilar is an incredibly powerful and evil man who must be slain or captured. However, his plot in Hardby should be uncovered first. Karistyne encourages the PCs to go along with the quest and then attempt to contact Helena rather than turning over the ingredients to Aleeta. If the PCs ask about the Despotrix’s likely death if she does not receive the elixir, Karistyne explains that those that consort with evil become evil themselves and should not be aided. Besides, there is no proof that Robilar’s potion would save her. This attitude should leave good-aligned PCs who do not have a code against associating with evil persons very uncomfortable. Once the PCs have had their questions answered, Aleeta arranges for the Despotrix’s coach to take them to the Mistress of the Coach Inn in the Ebbfields (proceed to Encounter 6). ENCOUNTER 6: MISTRESS OF THE COACH Ths encounter assumes that the PCs are spending the night in the Mistress of the Coach Inn. If this is not the case, the DM should adjust this text accordingly. As long as the PCs stay in Hardby or the surrounding lands, the interested parties listed below contact the PCs. PCs immediately leaving for the cairn (provided they uncover its location somehow) do not have this encounter. A DC 15 Knowledge (local - core) check brings to mind some details about the famed Mistress of the Coach Inn. It is known as the best inn in all of Hardby, with luxurious rooms, exotic fare, and a wine cellar without compare. As rooms here are generally reserved for the richest and most aristocratic of clientele, formal dress is required to enter. For this encounter it is necessary to reference the AR entries from previous adventures mentioned in the “Preparations for Play” section at the beginning of the adventure. The DM should use this information to determine which factions PCs know, and which PC seem likely allies for each of the approaching factions. The coach pulls up a lit driveway, past old trees and a manicured lawn, to a four-sided villa with an interior courtyard. Couples in fancy dress can be seen making there way past a large, armed doorman. The PCs must be generally clean and wearing fine clothes (at least a courtier’s outfit or better) in order to enter the inn. While the doorman (or any of the several hired mercenaries patrolling the grounds) allows weapons and armor to be brought inside, nothing larger than a dagger may be worn openly. All other weapons and armor must be stored. The inn provides lockable (DC 20 Open Locks check to open) trunks if required. PCs not following these guidelines are asked to leave. In addition, medium-sized centaurs draw a great many stares, and the coldest of service inside. Anyone so rude as to make a scene will be asked to leave, or arrested by the marines. Large-sized centaurs are not under any circumstances allowed inside the inn, though a place in the well-guarded stables can be made available to them along with food, wine, and comfortable blankets. Anyone causing a scene the DM deems to be extreme such as initiating combat or causing significant property damage is arrested by Hardby marines. Such individuals spend the night in jail until they are released on the authority of a very displeased Despotrix. Jailed PCs are fined 5 gp x APL for disturbing the peace, unless they killed an innocent. (Deliberately killing an innocent is an evil act). In all cases the PC is sentenced to be hung. Powerful people though work behind the scenes to keep the PC from the hangman’s noose (assuming that the PC has not COR6-02 Rallying Point for the Bright Sands Page 12 been removed from the campaign for committing an evil act). Instead of death the PC languishes in prison and must pay a fine of 1000 gp x APL. Additionally he loses 15 TU and the DM should note the evil act on the PC’s AR. For that PC, this adventure is over. Each PC has been reserved a single room and there are no adjoining suites available, though PCs may choose to sleep more than one to a room if the desire. Young boys in smart uniforms bring all of their baggage to their rooms. Each room has a large single bed, a dresser with washbasin and pitcher, a trunk filled with linens, a standing mirror, two comfortable chairs, and a small table. In addition to the door, there are multiple windows that overlook the central courtyard. All have simple locks. During the night the PCs have a series of mini- encounters. Representatives of several factions approach them trying to discover their plans and motivations. If possible they seek to sway the PCs toward the NPC’s goals. Each NPC approaches and behaves in a different matter and are presented separately below. It is up to the DM to control the pacing of this encounter and the PCs’ time in the inn based upon the temperament of the players. If necessary the DM may pull players away from the table to ensure secrecy as they work against each other. Messalina (Bright Lands Faction) Rary is well aware that many do not consider his emissary Robilar a trustworthy man. As such he has instructed his other operative in Hardby to contact the PCs. Messalina, a Throne Knight and magical advisor to the Despotrix, was an adventuring companion of Rary’s twenty years ago, and now serves as a tutor to Aleeta. This encounter happens as the PCs arrive at their rooms, Messalina, who was watching the building remotely, teleports into the inn and approaches the PCs asking to speak with all of them. A brief flash of light can be seen from the room across the hall from yours just seconds before the door opens. A woman of medium height with dark-haired in her mid to late forties wearing robes with an emblem resembling a wooden throne greets you. “Welcome adventures, I have been waiting for you. You may call me Messalina.” PCs that have played COR5-09 Gateway to Bright Sands recognize Messalina as one of the Despotrix’s advisers and a Throne Knight. Those who have not played COR5- 09 Gateway to Bright Sands, but succeed at a DC 15 Knowledge (local - core) know that Messalina is the advisor to the Despotrix in arcane matters and lives a half day outside of Hardby in Minaryn Castle. k Messalina: LN female (Suel) human wizard 15. Messalina is an intelligent woman given to lively debate. She asks to speak privately with the PCs about a matter concerning Hardby. Prior to arriving she has consumed a potion of glibness and donned her ring of mind shielding to limit the chances of her story being questioned. If the PCs refuse, she returns to her castle and reports her failure to Rary. If the PCs invite her into one of the rooms, she imparts the following (some of which is far from the truth):  Messalina is concerned about the recent goings on in Hardby. She knows that Ilena receives a potion with increasing regularly from Rary that is supposed to extend her life. She even believes that she could replicate it if she had the ingredients.  She wishes to acquire the ingredients, inspect them and then brew the potion in order to limit the chance that Rary is attempting to control Ilena in some manner. Although Aleeta is likely trustworthy, Messalina is concerned Robilar’s presence in her manor compromises her.  She claims to have found a book from the Bright Lands that details a similar elixir, which she could use as a resource to replicate Rary’s elixir. If she fails in this task she would allow the PCs to give the leftover ingredients to Aleeta and Robilar.  Messalina explains it is her duty as a Throne Knight to protect the Gynarchy and thinks this is the best course of action.  Messalina asks that the PCs keep silent about her involvement. If she is noticed, the many competing factions will prevent her from protecting Hardby and its rulers.  If the PCs agree to side with her, she asks that they journey to her home at Minaryn Castle after they return from the cairn. She will give them their reward on their arrival. Mirlan Rinshad (Norbelos Faction) Shortly after Messalina leaves, Mirlan orders food sent up to the PCs’ room. As the food arrives, Mirlan asks to join the PCs. Just moments after Messalina disappears in a flash of light there comes a knock at the door to the room in which you have gathered. In the hall, two serving girls bare large platters of food and several bottles of wine. Behind them is an Oeridian man with curly black hair dressed in cloth of gold. He smiles at you and says “I thought you could use some food,” as he enters the room. “Your meal is courtesy of Mirlan Rinshad and the Royal Guild of Merchants of Aerdy.” Mirlan is a handsome, friendly man of great ambitions. He drinks freely, with much back slapping of fellow men and flirting with attractive women. He claims to be a merchant from Kalstrand in Ahlissa interested in sharing a meal with fellow foreigners. He neglects to inform the PCs his position as Factor of the Guild’s mission to Hardby. COR6-02 Rallying Point for the Bright Sands Page 13 A successful DC 25 Knowledge (local - core) check or DC 20 Gather Information check reveals that Mirlan Rinshad is the local Factor of the Royal Guild of Merchants of Aerdy and is known as a flamboyant playboy and sot. k Mirlan Rinshad: LN male human (Oeridian) rogue 10; Bluff +16, Sense Motive +16, Slippery Mind. Mirlan has noticed the arrival of the out-of-place PCs in one of the Gynarchy’s coaches. He has realized that they are likely on some mission and assumes it is something to do with this morning’s battle. Through his contacts in the Norbelos faction, he is also well aware that a crucial secret vote nears that may herald Hardby’s split with Greyhawk; something he must support if the guild is to increase its dominance over trade in this area. Mirlan hopes that friendly conversation and fine food and drink will loosen the tongues of the PCs and that they might give him some useful information. He suggests that he knows much more than he does and that he might be willing to help the PCs, if it seems likely to motivate them to talk. If the PCs tell him nothing, he thanks them for sharing a meal with them and goes his own way. However, if the PCs tell them anything regards their mission, his demeanor changes, and while he offers no direct intervention in the PCs’ affairs, he does have several bits of (self-serving) advice:  He knows that many of the factions active in Hardby want the Despotrix and her granddaughter dead in order to strengthen ties to Greyhawk. Greyhawk seeks only to further enslave the people of Hardby. Whatever the PCs have been asked to do, he would trust the Despotrix and Aleeta over others. They have the true interests of the people at heart. He admits that coincidentally they both also support free trade, which would benefit him.  He warns the PCs to beware secret messengers and the like, as they could be working for anyone or seeking to lead the party astray. Such wheels within wheels are common in Hardby, and betrayal can be found everywhere.  Mirlan never admits to being a member of the Norbelos faction supporting Aleeta; but rather tries to portray himself as a neutral observer.  If the PCs find themselves in danger while on this mission in Hardby, he offers them the safety of the Royal Guild of Merchants of Aerdy Office in Tradetown. In addition to guards, the Office possesses some measure of diplomatic protection. The Guild can always use talented adventurers so Mirlan says he is only too happy to help. He says he has some small pull with the local Factor who is in charge. Retep Mandel (Longland Faction) After the PCs have retired to their separate rooms, one of them discovers he is not alone. A disguised Retep Mandel has been waiting for them. Choose a PC that seems the most morally flexible; particularly if they have rogue levels and have few or none of the AR notes listed in the “Preparation for Play” section. You are dozing when you notice how much your clothing hung over the chair reminds you of a person sitting upon it. Then the puff of a pipe leaves your sleep-addled mind clear that it is no pile of clothes that watches you. “Sit up and listen,” the form whispers in an ambiguous voice. The Gynarchy is up to something and Retep Mandel intends to uncover it for the Directing Oligarchy of Greyhawk. He, or his spies, have noticed the comings and goings of the PCs and their conversation with Mirlan, and so it is only proper that he involves himself. Retep is a short, narrow, nondescript man officially working for the Military Governor. In truth he is a minion of the Directing Oligarchy and the Greyhawk Assassin’s Guild. For this meeting he is dressed entirely in black and wears a mask. He is cold and calculating, without feeling or mercy. He uses magic to disguise his voice and calls himself Geven. k Retep Mandel: LE (detects as N) male human rogue 5/assassin 4; Bluff +14, Sense Motive +5, undetectable alignment.  “Geven” thanks the PC for taking the time to speak with him, and then asks their business in Hardby. Retep knows that they have met with the Despotrix, as well as her granddaughter Aleeta. He also knows they have met Factor Mirlan Rinshad and he wants to know why they have been meeting with these seditious individuals.  “Geven” suggests that he may be in law enforcement, without ever saying which organization he belongs too.  He suggests that the Despotrix has gone over to the forces of darkness and may in fact be a minion of such evils as Rary; or worse. Working against the Despotrix is a good deed; one that his powerful friends will greatly reward.  “Geven” suggests that he might be willing to pay for information. If the PC seems willing to sell out his compatriots, he sweetens the deal, and says the reward will be bigger if the PC is willing to do something for him as well. He gives the PC a magical ring if the PC agrees to recover whatever it is the Despotrix is sending them after and delivers it to him Bonded Barrel Ghetto in the district of Fishtown.  If they reach an agreement he gives the PC “Geven’s ring” as per the AR. He tells the PC to wear it; saying it will mark him as a friend, in case anyone dangerous crosses their paths. He warns the PCs that the ring will loose its COR6-02 Rallying Point for the Bright Sands Page 14 enchantment if the ingredients are not returned to him within a week.  “Geven” explains he needs all of whatever it is that the PCs are being sent after. If he feels he’s been double-crossed, he will not be pleased, and the ring will loose its enchantment.  If the PC does not wish to deal, “Geven” is displeased and says they have made a powerful enemy before using a magical item to dimension door away. He also uses his cape of the mountebank if threatened or targeted with a spell. Once their business transaction is completed, he also leaves in the same manner. Treasure: If the PC agrees to work for “Geven” they receive Geven’s ring on their AR and add it directly to their MIL at no cost. This is a plot item. All APLs: Magic – Geven’s ring - 0 gp. Scorimongishaz (Tenser’s Faction) This encounter occurs in the dead of night when all of the PCs have settled in for the evening. Scorimongishaz (Scor for shot), a pseudodragon familiar of one of Tenser’s apprentices, sneaks into the rooms of any PC with the “Worked for Scor” notation from COR5-09 Gateway to Bright Sands. If there is more than one such PC, he tries to get them to meet with him as a group. If no one has this designation, choose the good-aligned PC who is closest to Lawful Good and take that player aside. If there is more than one Lawful Good PC, preference is given to arcane spellcasters. If there are no good-aligned PCs or no one has the “Worked for Scor” notation this encounter does not happen. Scor tries to avoid speaking with other PCs using his invisibility and telepathy abilities to remain unseen and guide the chosen PC(s) to him. k Scorimongishaz: NG male pseudodragon familiar. Tenser has long suspected that Despotrix Ilena has had dealings with Rary. When Javka reported to him the nature of Ilena’s meeting with the PCs, some of whom she may have had secret dealings with previously, Tenser became suspicious and asked one of his acolytes to look into the matter further. To this end Scor has been dispatched to get more information about what the PCs were asked to do by the Despotrix and what it has to do with the appearance of Robilar in Hardby. Adjust the following description accordingly if the PC was already awake when Scor contacts him: Upon being awoken from your pleasant sleep/reverie you find that one aspect of your recent dream was not just a figment of your imagination: you really are looking at a tiny reddish dragon, one about the size of a house cat. It wears a gem-studded blue collar. “Hello again,” a voice in your head says as the little dragon gestures with its wing. “I’ve been sent to talk to you by my master. He’d like to find out what the Despotrix asked you to do that even her Didatrix can’t be trusted to know.” A DC 12 Knowledge (arcana) check identifies Scor as a pseudodragon and that such creatures are sometimes familiars to powerful wizards and sorcerers. A successful DC 17 Knowledge (arcana) check reminds the PC that pseudodragons only serve good-aligned masters. Scor is a laid-back, good-natured creature. Use the following to assist in roleplaying this encounter:  If the PC is not forthcoming, Scor tries to convince the PC by promising that he and his master aren’t here to hurt anyone; they’re just concerned that the Despotrix might be dealing with someone (Robilar) who is dangerous and evil.  He won’t reveal whom exactly he’s working for other than to say he’s a “good man” who “works for another man who’s very interested in protecting the peace and security of the land.”  If the PC has previously worked with Scor, he admits that Helena Stanmaer was also working with his master in this action.  If asked about the “evil” that the Despotrix might be dealing with, Scor says that his master and the man he works for are concerned that Rary and Robilar are attempting to take over Hardby using some sort of mind control potion. Regardless, Ilena has been consorting with evil men like Robilar, and that is more than cause for concern.  If the PC won’t tell him what is going on, Scor thanks him for his time and leaves.  If the PC truthfully explains the quest they were asked to undertake, he offers the PC a blue gem from his collar and tells the PC: “When you return from your quest, put that little thing in your mouth and speak your report and me and my master will hear it. I and some of my master’s friends will meet with you then if we should take the elixir ingredients.” If the stone is checked for magic, it radiates strong evocation magic. It is imbued with a sending spell cast at 13th-level. It activates when the stone in placed in a person’s mouth. The stone dissolves into a minty-tasting powder once used.  If any mention of a reward for this service is made, Scor looks offended but promises that the PC will be rewarded for her efforts.  If Scor is treated in a hostile fashion at any point, he use dimension door to flee. (This ability is usable once per day and was gained from a wish spell).  If the stone is used, go to Encounter 9. Once the PCs are ready to travel to the Cairn of Reflected Souls, continue to Encounter 7. COR6-02 Rallying Point for the Bright Sands Page 15 ENCOUNTER 7: A POLE IN ONE This encounter details the research of, travel to, and exploration of the Cairn of Reflected Souls. Researching to the Cairn Prior to leaving Hardby, there are several ways the PC might research the Cairn of Reflected Souls and the ingredients they have been sent to recover. Hardby Resources: The party might wish to avail themselves of the same researchers at the High Chapel used by Karistyne. In this case they are granted an audience with Mother Storanna. Mother Storanna informs them that it would take several days to perform any mundane research, but she is capable of casting one commune and one divination spell today. She charges normal rates as listed in the Player’s Handbook. It is also possible to seek out the naturalist Gynarch Rotanna Maynem who the PCs met earlier in order to learn more about the ingredients on Robilar’s list. Rotanna knows nothing of the cairn, but if shown the list of ingredients, she relates all the information listed below gained by a DC 20 Knowledge (nature) check. Anyone attempting a Knowledge check receives all of the information equal to their check, and that gained by lesser results. Bardic Knowledge (Cairn of Reflected Souls)  DC 15: There are many cairns in the Abbor-Alz, but this one is thought lost. Stories say that great pains where taken to hide it so what or whomever was buried there would never be found by grave robbers.  DC 20: Legends claim that the cairn reflects not the souls of those who visit it, but those that are buried there.  DC 25: An obscure tale by bard Almesco Delveran claims that there were once three brothers in ancient Sulm that worshipped the cycle of life in its three forms: birth, death, rebirth. The tale claims the brother who represented rebirth was laid to rest in a place called the Cairn of Reflected Souls, and his remains where purified. Knowledge (history) (Cairn of Reflected Souls)  DC 20: Many of the cairns in the hills and mountains surrounding the Bright Desert were built by the Flan before the creation of the desert  DC 25: Several different bands of workers where corrupted by the strange unknown religion of the being that lies in the cairn. The ruins of their work camp still mark the entrances.  DC 30: An obscure tale by bard Almesco Delveran claims that there were once three brothers in ancient Sulm that worshipped the cycle of life in its three forms: birth, death, rebirth. The tale claims the brother who represented rebirth was laid to rest in a place called the Cairn of Reflected Souls. Bardic Knowledge (Elixir Ingredients)  DC 20: Legends often speak of using the remains of powerful spellcasters in elixirs to prolong life. Often these tales involve dark arcane rituals or supplications to evil gods.  DC 25: Many strange mushrooms are used in elixirs. The ones described here sound like those described in a tale of miners that ventured deep underground and found a strange mushroom forest. Each mushroom has a different property. Knowledge (arcana) (Elixir Ingredients)  DC 15: Mushrooms are sometimes used in potions and elixirs, although more commonly in poisons.  DC 20: The mushrooms described as smelling of the air after a lightning strike suggests they may have some planar tie; possibly not actually originating from the Material Plane.  DC 25: It is likely that the description of the water refers to magical water that radiates an aura of illusion magic, rather than that of divination. Knowledge (nature) (Elixir Ingredients)  DC 15: The gray mushrooms are sometimes called “Sweet Stone Mushrooms” and are rare in this part of the world. A tasteless brew made from them is said to ease joints swollen with age.  DC 20: The shiny black stone streaked with white, sounds like it may be volcanic glass, or obsidian, but with some impurity causing the white lines.  DC 30: The red mushrooms do not sound like mushrooms from this area at all. Most red plants or fungi are extremely poisonous. Some may be administered over several months and cause a painful death. Traveling to the Cairn PCs ready to leave for the cairn, must return to the woods just outside Aleeta’s manor, unless they plan to travel to the cairn without the aid of her teleportation circle. At this point they have four days to get the ingredients and return. Aleeta’s coach arrives just before dawn, and you quickly make your way from the Mistress of the Coach to Aleeta’s manor. The quiet driver dropped you near the edge of a small wood and pointed toward its middle with steady hand before driving off. COR6-02 Rallying Point for the Bright Sands Page 16 Following the path, you come across a clearing where a cauldron bubbles next to a circle inscribed upon the ground. While Robilar stands guard nearby, Aleeta puts the finishing touches on the circle. She looks very tired, and her dress is stained with the dirt and leaves of the forest floor. She grins as you approach, “This circle should take you to the cairn. Good luck. Hurry friends, time is of the essence.” Aleeta has inscribed a teleportation circle from the scroll she has acquired. Any PC succeeding on a DC 24 Spellcraft check notes the spell and realizes that Aleeta is not of sufficient power to successfully cast the spell automatically. Once the PCs step into the circle they arrive at the cairn, and may freely explore. Arriving at the Cairn You stand in an arid mountain glen. A sparse thicket of brush and scrub pine surrounds you. The high altitude glen is ringed with sloping mountainsides. Numerous caves of various sizes and shapes can be seen in all directions. To the east, a thick black pole rises from the rocks. Some sort of stone structure seems to be built around it. The PCs are in the Abbor-Alz Mountains. If they were to travel south down out of the mountains, they would end up in the Bright Desert near the Tulwar Oasis. This locates the cairn closer to Karistyne’s castle than to Hardby. This 400 ft. in diameter mountain glade is remote and relatively undisturbed. Not far above this altitude, the snow line is clearly visible. This glen is where the followers of the third brother of Sulm built his cairn. The black pole on the eastern edge of the glen is a marking device. The stone poll has many holes drilled through it at different heights and angles. When looked through, each one lines up with a cave or a fake excavation. The fake excavations are there to fool would-be tomb robbers into thinking the builders started digging here, but gave up and moved on to some site somewhere else. The many natural caves are meant to confuse or frustrate tomb robbers. The real cairn started out as one such cave but was extensively modified. As the PCs approach the pole, the details of the stone structure become clear. The 3 ft. wide black stone pole rises ten feet into the air with sunlight shining through numerous holes drilled through it at various angles and directions. Around the base of the poll is a crude stone staircase zigzagging about half way up the eastern side of the pole. The ruins of individual stone buildings ring the pole’s base. There is a stirring below the half fallen stones and a loud resounding snort. Before the PCs can fully investigate the pole and its secrets, they need to evict the squatters that have taken up residence in the remains of the builder’s housing. Creatures: These creatures know nothing of the cairn or of the hidden meaning of the black pole. At the most, they know that the surrounding hills have many caves of different sizes, but when it comes to looking for food, they always travel to lower altitudes and then return here for safety. As well, the creatures know that no other creatures of significance live within 1,000 ft. of here (basically within the glade). The creatures exhibit no advanced tactics other than the desire to protect their home, and territory (and cubs if present). At lower APLs, the animals are wary, and do not immediately attack; thus combat need not be the only solution here. For instance, the animals could be befriended and then allow the PCs to share their den. If cubs are present the PCs have to be extra careful not to antagonize the parents as they don’t want humanoids so close to their young. Any PC befriending the animals, using animal empathy or extremely good roleplaying, needs to arrange for the removal of the cubs (either personally, or luring them out with food or what not). PCs who have not personally befriended the parents and who attempt to interact with, or enter the den when the cubs are present, are attacked until the parents can be calmed down again. The more hostile but intelligent creatures (the displacer beast pack lords), may be reasoned with, and would gladly settle for a large portion of food and trade goods to share their home. APL 2 (EL 2) d Wolverine: hp 28; Monster Manual 283. d Wolverine Cubs (4): hp 2 each; as cat, Monster Manual 270. APL 4 (EL 4) d Wolverine (2): hp 28 each; Monster Manual 283. d Wolverine Cubs (4): hp 2 each; as cat; Monster Manual 270. APL 6 (EL 6) d Dire Wolverine: hp 45; Monster Manual 66. d Dire Wolverine Cubs (2): hp 28 each; as dire badger; Monster Manual 62. APL 8 (EL 8) d Dire Wolverine (2): hp 45 each; Monster Manual page 66. d Dire Wolverine Cubs (4): hp 28 each; as dire badger; Monster Manual 62. COR6-02 Rallying Point for the Bright Sands Page 17 APL 10 (EL 10) d Dire Tiger (mountain) (2): hp 120 each; Monster Manual 66. d Dire Tiger Cubs (4): hp 2 each; as cat; see Monster Manual page 270. APL 12 (EL 12) d Displacer Beast Pack Lord: hp 203; Monster Manual 66. APL 14 (EL 14) d Displacer Beast Pack Lord (2): hp 203 each; Monster Manual 66. APL 16 (EL 16) d Displacer Beast Pack Lord (4): hp 203 each; Monster Manual 66. The Black Pole A long time ago, short but sturdy stone buildings were built around the black pole and the crude stairs that lead up the eastern side. The buildings were the work camp of the sect that built the cairn. Little remains of their presence here, except for what they deliberately left behind. Most of the buildings have collapsed or fallen into one another. This has created several stone lean-tos in which the monster in this encounter lair. An exhaustive search of the stone ruins (other than the pole) reveals Flan markings and graffiti made by the three different work gangs that constructed the cairn. The work crews have left messages boasting to one another and to future readers, which team was more productive and so on. A DC 20 Search check (and one hour’s searching) reveals the following intact messages written in Flan: “The day is done by the Muck Movers!” “Once again, the Engineering Ochre’s have bested all and completed our assigned tasks before sunset.” “Though last each day, we Slippery Sliders have shown the way to rebirth and our true devotion.” A successful DC 15 Knowledge (architecture and engineering) check reveals that structures like these are typical of archaic constructions sites, such as tombs. The workers needed somewhere to live, and work gangs need to be organized. Gangs often named themselves after the motif of their masters and a sense of friendly competition usually spurred on building. Each work gang (as well as the entire sect) had a motif that went along with their belief in the third brother. This third brother was shunned from Sulm society because he was a master of oozes. Yet like his brothers, he had an uncanny insight into the cycle of birth, death and rebirth. For this sect, rebirth comes out of the decaying muck one would find oozes in. Thus is the secret to the black pole. The black pole has a Flan rune marking one side of each hole. All the holes can be looked through by a normal-sized human standing on various steps of the stairs. All the holes line up with a natural cave or a fake excavation, but only the correct selection reveals the entrance to the Cairn of Reflected Souls. The following is a list of holes (from highest to lowest), the accompanying rune (in Flan), and what they lead to.  Nurture; natural cave  Revenge; fake excavation  Repulsive; Cairn of Reflected Souls  Death; natural cave  Birth; natural cave  Joy; fake excavation  Extravagance; nature cave  Fire; natural cave  Sky; natural cave  Acceptance; fake excavation To properly explore each dead end takes 1d3 hours (1d3+1 hours if done during night-time). The natural caves are uninhabited and range in size and depth. The fake excavations show signs of construction working, but such works peters out after ten feet or so. These fakes are meant to draw attention and distract looters from the real tomb. The DM should try to balance the time spent letting the players explore these dead ends (to realize that’s what they might be), against allowing a summarized search. Eventually, the PCs pick the right sight hole on the black pole and find the Cairn of Reflected Souls. Keep track of the time it takes the PCs to find the cairn. Time is against the PCs as they need to get back to Hardby with the ingredients. As well, depending on when the PCs arrive (assume 10 am if nothing unusually happened), it could very well be dark or even dawn again, by the time the PCs find the right cave. Keep this in mind when determining if the PCs become fatigued or not (consider this time spent searching as ‘travel’). ENCOUNTER 8: THE CAIRN OF REFLECTED SOULS Once the PCs have found the correct cave and started exploring inside, they gain a clue that they’re on the right track. This clue comes in the form of a trap in the tunnel leading from the cave mouth to the main chamber of the upper cairn. There is no light in the cairn unless otherwise noted. COR6-02 Rallying Point for the Bright Sands Page 18 Trap: A pit trap blocks the passage through the 10 ft. wide natural cavern. At those APLs where an elemental is summoned, the bottom of the pit is wider than the shaft and can accommodate fallen PCs and the elemental. At APL 16, the horrid wilting effect targets those within 30- ft. of the hole, every round. The elemental is not targeted by the horrid wilting. APL 2 (EL 2) a Spiked Pit Trap: CR 2; mechanical; touch trigger; automatic reset; DC 20 Reflect save avoids; 20 ft. deep (2d6, fall); Multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 per spike); Search DC 18; Disable Device DC 15. APL 4 (EL 4) a Spiked Pit Trap: CR 4; mechanical; touch trigger; automatic reset; DC 20 Reflect save avoids; 60 ft. deep (6d6, fall); Multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 per spike); Search DC 20; Disable Device DC 20. APL 6 (EL 5) a Spiked Pit Trap: CR 5; mechanical; touch trigger; automatic reset; DC 25 Reflect save avoids; 40 ft. deep (4d6, fall); Multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4 per spike); Search DC 21; Disable Device DC 20. APL 8 (EL 6) a Spiked Pit Trap: CR 6; mechanical; touch trigger; automatic reset; DC 20 Reflect save avoids; 100 ft. deep (10d6, fall); Multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4 per spike); Search DC 20; Disable Device DC 20. APL 10 (EL 8) a Well-Camouflaged Pit Trap: CR 8; mechanical; location trigger; repair reset; DC 20 Reflect save avoids; 100 ft. deep (10d6, fall); Search DC 27; Disable Device DC 18. APL 12 (EL 9) a Wide-Mouth Pit Trap: CR 9; mechanical; location trigger; manual reset; DC 25 Reflect save avoids; 100 ft. deep (10d6, fall); Multiple targets (all targets in a 10 by 10 ft. area) Search DC 25; Disable Device DC 25. APL 14 (EL 11) a Wide-Mouth Pit Trap: CR 9; mechanical; location trigger; manual reset; DC 25 Reflect save avoids; 100 ft. deep (10d6, fall); Multiple targets (all targets in a 10 by 10 ft. area) Search DC 25; Disable Device DC 25. a Summon Monster VIII Trap: CR 9; magic device; proximity trigger (the trapped pit squares); no reset; spell effect (summon monster VIII, greater fire elemental, 15th-level wizard) Search DC 33; Disable Device DC 33. APL 16 (EL 12) a Wide-Mouth Pit Trap: CR 9; mechanical; location trigger; manual reset; DC 25 Reflect save avoids; 100 ft. deep (10d6, fall); Multiple targets (all targets in a 10 by 10 ft. area) Search DC 25; Disable Device DC 25. a Horrid Wilting Trap: CR 9; magic device; proximity trigger (the trapped pit squares); automatic reset (immediate); spell effect (horrid wilting spell, 15d6 to all within 30 ft., 15th-level wizard) Search DC 33; Disable Device DC 33. a Summon Monster VIII Trap: CR 9; magic device; proximity trigger (the trapped pit squares); no reset; spell effect (summon monster VIII, greater fire elemental, 15th-level wizard) Search DC 33; Disable Device DC 33. Once past the trapped entrance, the passageway leads into a larger chamber. The walls of this chamber are of worked stone and the area has obviously been expanded. The natural cave tunnel opens up into a stone worked chamber with two more passages leading off to the left and right. Near the center of the chamber is a fountain with shimmering water flowing from one raised basin to another lower basin before disappearing through a drain. A large arcane pattern is marked on the floor before the fountain. THE TELEPORT CIRCLE This is the large arcane pattern on the floor. It is a device triggered through successful use of the fountain (see below). It radiates strong conjuration magic. The circle leads to the otherwise inaccessible lower cairn. THE FOUNTAIN Upon closer inspection, the shimmering of the fountain is actually caused by moving images within the cascading water. Within the water, tiny people move around a rustic and archaic- looking village built into the side of a hill. The fountain itself is of stone with a waterspout at the top shaped like a decorative mushroom with water cascading over the sides of the cap. There are two obvious curved recesses in the mushroom. The fountain has two functions. The first is that it allows for the activation of the teleportation circle. This is done by inserting the two tokens (each earned from the two side passage encounters) into the areas provided on the sculptured mushroom. The second function of the fountain is more complicated. Using illusion magic (moderate strength) COR6-02 Rallying Point for the Bright Sands Page 19 enchantments cast on the fountain depicts daily events, life lessons, and the dogma of the life and times of the brother entombed here. Watching and studying these events gives the PCs some insight into what needs to be done to pass the tests of the Cairn of Reflected Souls and enter the lower cairn where the ingredients are located. As each Flan brother represents part of the Old Faith style circle of life; birth, death and rebirth, each cairn had tests and traps set to the cycle of the brother entombed there. This tomb is dedicated to the notion of rebirth, but also pays tributes to the importance of the other aspects. The show is just illusionary and the images cannot be interacted with, only watched. Hampering the flow of the water interferes with the viewing, but it returns to normal with the return of the water flow. Drinking the water has no abnormal effects. The following are the highlights the PCs can observe. The images repeat every hour.  The village is densely populated with humans of Flan decent. One centaur is present in the village, buying trade goods, but eventually leaves.  A busy market sells all manners of goods. The equipment and technology seems primitive to the current standard in the Flanaess. A DC 25 Knowledge (history) check reveals this to be a rendition of a Sulmite village.  Three flowing fountains are present in the village. One has a mushroom top like this one, but the other two have a nut (tree seed) and a raven, respectively.  Mothers wash their babies in the fountain with the nut, and the old and infirm regularly take drinks and hand wash from the fountain with the raven before walking of with a look of ease on their faces.  The mushroom fountain is farther removed from the rest of the village. People come out of their homes and dump buckets of sloppy liquids into the mushroom fountain.  A procession of mounted and armored men arrives at the village. A DC 15 Knowledge (nobility and royalty) check reveals these to be a royal procession led by a Flan king. Most react in fear to the mounted warriors, but three men come forth.  The first man is dressed in green, the second dressed in black and the third is dressed in tattered and stained brown clothes.  The king figure parlays from horseback with the three men, until each leads the mounted leader to one of the fountains.  The green dressed man gives forth a drink from the nut-decorated fountain and the leader accepts and responds positively.  The black dressed man offers a drink from the fountain but the rider refuses and instead pours the water into a flask, which he then pockets.  The brown dressed man offers the mounted man a drink from the mushroom-capped fountain. At first the rider hesitates, but the brown man seems to reassure him, and the rider then drinks.  After drinking from the mushroom fountain, the rider spits out the drink and becomes angry. He draws his sword and waves it around, yet he does not strike at the unarmed brown clothed man. The rider shouts some more and rejoins his main procession. The riders then leave the village in a hurry, trampling several commoners on the way out.  The injured and dying commoners are taken to the three men, whom all stand on a rune- marked circle (similar to the one on the floor in this room) and suddenly they all disappear.  The images then restart from the beginning. Development: There are two carved passageways leading to Encounters 9 and 10. It is in these encounters that the knowledge of the fountains can be used to earn the tokens needed to operate the teleport circle. If the PCs have received the two tokens from Encounters 9 and 10, they have simply to insert them into the available spots on the fountains stone mushroom cap. Using the tokens in this manner transports all those standing within the teleportation circle to the lower cairn. Once the circle is completed, the two tokens can be reused for up to 24 hours before they dissolve. ENCOUNTER 9: THE DREGS The chamber before you has ten pedestals prominently placed about it. On each pedestal is an open wooden case each with a different word engraved upon it. In each case, carefully laid out on black silk, is a drinking flask with a clear liquid in it. A voice echoes through the chambers (read this only if a PC understands Flan). “To each his own, the brothers did agree, for there could not be one without all three. One leads to another, but drink the flask this brother thinks key.” After the voice speaks, the chamber is silent. All ten pedestals and their contents are trapped; all radiate strong necromantic magic. Each time the PCs enter the room, the voice repeats the riddle. This room represents the Death aspect of the three flan brothers. To receive the token the PCs must drink from the correct vial. Each time they touch or interact with an incorrect potion, case or pedestal, they set off the trap. Once a PC has drunk the correct dreg, the case that held the bottle closes then reopens on it’s own, and a little COR6-02 Rallying Point for the Bright Sands Page 20 stone mushroom appears (that fits into the fountain’s slot). In addition, the PC who drank the correct dreg immediately receives a restoration spell cast at 7th-level. The case labels are as follows, each in Flan:  Joy  Birth  Extravagance  Fire  Acceptance  Sky  Rebirth  Solidarity  Death  Storm The correct answer is Death. Development: Should something unforeseen happen to the Death bottle (such as it being destroying), this entire encounter resets every 8 hours. Should the PCs attempt to drink any of the incorrect flasks outside the room (for example if they rope the bottle from a distance, then drag it out of the room), the bottle becomes nonmagical and tastes only of water. The bottle must be brought back into the room, whereupon it is magical again, in order for there to be an effect whether it is success or failure. Trap: Tampering with the wrong box, vial, or pedestal targets the offender (and possibly others nearby) with a spell effect. APL 2 (EL 4) a Ray of Exhaustion Trap: CR 4; magical device; touch trigger; automatic reset; spell effect (ray of exhaustion, 5th-level wizard, Atk +10 ranged touch, exhaustion or just fatigue if pass DC 13 Fort save); Search DC 28; Disable Device DC 28. APL 4 (EL 5) a Enervation Trap: CR 5; magical device; touch trigger; automatic reset; spell effect (enervation, 7th-level wizard, Atk +10 ranged touch, 1d4 negative levels); Search DC 29; Disable Device DC 29. APL 6 (EL 7) a Enervation Trap (2): CR 5; magical device; touch trigger; automatic reset; spell effect (enervation, 7th-level wizard, Atk +10 ranged touch, 1d4 negative levels); Search DC 29; Disable Device DC 29. Note: Rays affect separate targets (if multiple targets are in range). APL 8 (EL 8) a Enervation Trap (3): CR 5; magical device; touch trigger; automatic reset; spell effect (enervation, 7th-level wizard, Atk +10 ranged touch, 1d4 negative levels); Search DC 29; Disable Device DC 29. Note: Rays affect separate targets (if multiple targets are in range). APL 10 (EL 9) a Enervation Trap (4): CR 5; magical device; touch trigger; automatic reset; spell effect (enervation, 7th-level wizard, Atk +10 ranged touch, 1d4 negative levels); Search DC 29; Disable Device DC 29. Note: Rays affect separate targets (if multiple targets are in range). APL 12 (EL 10) a Energy Drain Trap: CR 10; magical device; touch trigger; automatic reset; spell effect (energy drain, 17th-level wizard, Atk +15 ranged touch, 2d4 negative levels); Search DC 34; Disable Device DC 34. APL 14 (EL 11) a Enervation Trap (3): CR 8; magical device; touch trigger; automatic reset; spell effect (enervation, 7th-level wizard, Atk +10 ranged touch, 1d4 negative levels); Search DC 29; Disable Device DC 29; Market value 36,000 gp. a Energy Drain Trap: CR 10; magical device; touch trigger; automatic reset; spell effect (energy drain, 17th-level wizard, Atk +15 ranged touch, 2d4 negative levels); Search DC 34; Disable Device DC 34. Note: Rays affect separate targets (if multiple targets are in range). APL 16 (EL 12) a Energy Drain Trap (2): CR 10; magical device; touch trigger; automatic reset; spell effect (energy drain, 17th-level wizard, Atk +15 ranged touch, 2d4 negative levels); Search DC 34; Disable Device DC 34. Note: The energy drains affect separate targets (if multiple targets are in range). Development: With token in hand (a small stone mushroom), the PCs can either attempt Encounter 10 or they can try to activate the teleport circle. ENCOUNTER 10: SOY IT AIN’T SOW! The high vaulted chamber before you is thick with green vines despite the lack of light. On these vines grow melons the size of a man’s head. The vines stretch across the floor from a soil covered area against the far wall. A table resting on the dirt holds a single clay pot and a small spade. This is a simple encounter. The PCs need only pick a melon, break it open, remove a seed and plant it in the pot. Once planted, a new vine starts to grow rapidly, but as the vine pushes out, a little stone mushroom comes out with it (the token needed). There is one small obstacle for the PCs. The room has a fire-summoning trap protecting the room. COR6-02 Rallying Point for the Bright Sands Page 21 This room represents the ‘birth’ aspect of the three Flan brothers. Trap: Once the first melon is touched, the trap is activated. Once the trap is activated all the melons and their seeds are destroyed within four rounds (including their seeds, as the melon’s burst). To gain the stone token from this area the PCs must plant the seed in the pot. To do so, they must continue to pick a melon and save it from destruction in the fires. If the PCs fail to collect a seed and plant it, the room resets 8 hours after the PCs activated it. APL 2 (EL 3) a Fire Summoning Trap: CR 3; magical and mechanical device; location/touch trigger; automatic reset (8 hours); alchemical effect (1d6 fire, 20-foot radius for 10 rounds, DC 12 Reflex half) and spell effect (summon small fire elemental after 1 round, stays for 3 rounds); Search DC 28; Disable Device DC 28. APL 4 (EL 4) a Fire Summoning Trap: CR 4; magical and mechanical device; location/touch trigger; automatic reset (8 hours); alchemical effect (3d6 fire, 20-foot radius for 10 rounds, DC 12 Reflex half) and spell effect (summon Small fire elemental after 1 round, stays for 4 rounds); Search DC 28; Disable Device DC 28. APL 6 (EL 5) a Fire Summoning Trap: CR 5; magical and mechanical device; location/touch trigger; automatic reset (8 hours); alchemical effect (5d6 fire, 20-foot radius for 10 rounds, DC 14 Reflex half) and spell effect (summon Small fire elemental after 1 round, stays for 5 rounds); Search DC 28; Disable Device DC 28. APL 8 (EL 7) a Fire Summoning Trap: CR 7; magical and mechanical device; location/touch trigger; automatic reset (8 hours); alchemical effect (8d6 fire, 20-foot radius for 10 rounds, DC 15 Reflex half) and spell effect (summon Medium fire elemental after 1 round, stays for 9 rounds); Search DC 30; Disable Device DC 30. APL 10 (EL 8) a Fire Summoning Trap: CR 8; magical and mechanical device; location/touch trigger; automatic reset (8 hours); alchemical effect (8d6 fire, 20-foot radius for 10 rounds, DC 15 Reflex half) and spell effect (summon 1d3 Medium fire elemental after 1 round, stays for 11 rounds); Search DC 31; Disable Device DC 31. APL 12 (EL 10) a Fire Summoning Trap: CR 10; magical and mechanical device; location/touch trigger; automatic reset (8 hours); alchemical effect (11d6 fire, 20-foot radius for 10 rounds, DC 16 Reflex half) and spell effect (summon 1d3 Large fire elemental after 1 round, stays for 13 rounds); Search DC 32; Disable Device DC 32. APL 14 (EL 11) a Fire Summoning Trap: CR 11; magical and mechanical device; location/touch trigger; automatic reset (8 hours); alchemical effect (13d6 fire, 20-foot radius for 10 rounds, DC 17 Reflex half) and spell effect (summon 1 Huge fire elemental after 1 round, stays for 13 rounds); Search DC 33; Disable Device DC 33. APL 16 (EL 13) a Fire Summoning Trap: CR 13; magical and mechanical device; location/touch trigger; automatic reset (8 hours); alchemical effect (15d6 fire, 20-foot radius for 10 rounds, DC 18 Reflex half) and spell effect (summon 1 Greater fire elemental after 1 round, stays for 17 rounds); Search DC 35; Disable Device DC 35. Development: With token in hand (a small stone mushroom), the PCs can either attempt Encounter 9 or they can try to activate the teleport circle. ENCOUNTER 11: THE LOWER CAIRN Once the PCs have activated the teleportation circle by using the two mushroom charms, read allowed the following: You appear in a huge chamber, softly lit by glowing lichen. The air is rank with decay. In the middle of the chamber is a 10 ft. high stone ziggurat made of black stone shot through with white streaks. Other than the rune-covered stone circle you are standing on, the rest of the chamber is covered in a thick covering of mushrooms ranging in height from 1 ft. to 4 ft. This is the final resting place of the third brother of Sulm, the master of oozes, dedicated to rebirth. His followers built this cairn hoping he would be reborn after a time, perhaps even rising as a more powerful being. This has not yet come to pass. The chamber is 40 ft. in height and shows signs of magical excavation. There are no other exits other than the teleportation circle. The PCs are 200 ft. under the upper level, below the solid rock of the mountain. The air is hot and moist. The ground beneath the mushroom forest is mucky and filled with the remains of rotting plant matter. (It qualifies as a wet and muddy place for the mephit’s fast healing). The PCs must collect two different types of mushrooms, and some ooze from the remains of the corpse (as per Robilar’s instructions in Player Handout 1). The ziggurat is made of the black stone with white streaks that the PCs require. The two different kinds of mushrooms are rare among the small forest of other types, perhaps accounting for only one in every hundred. The base time it to search the chamber is four hours. A DC 15 Search check locates the required mushrooms. For every five points the party COR6-02 Rallying Point for the Bright Sands Page 22 exceeds the check, deduct one hour from the time required. The party may take ten, but not twenty, on this check. The small ziggurat in the middle of the chamber holds the remains of the third brother in a sarcophagus. To gain access to his body, the stone lid of the ziggurat must be slipped off. This requires a DC 18 Strength check. The lid is not locked or trapped. The outside of the ziggurat has several receptacles that hold the few treasures of the brother entombed here. A bowl of mushroom-shaped charms is also present. Inside the sarcophagus, the brother’s body has body has turned to a viscous paste, similar in consistency to an ooze. He has no bones or such left, so the PCs need only to scoop some of him up. This chamber has a planar convergence with the para-elemental plane of ooze. It is one of the reasons it was chosen for the brother’s final rest. The third brother and his radical fringe sect believed that ooze, decay, fungus, and so on were the key to rebirth and renewed life. They felt that if their body was broken down, consumed, and reformed, they could take shape again. A side effect of this belief was a penchant for smelly and disgusting practices, which caused the Sulmite master of oozes to run afoul of the government. The over-sized mushrooms in this chamber are more than what they seem. They survive off the ooze dripping from the mephitis who in turn eat the mushrooms, in an endless cycle. These mephits (and some centipedes at higher APLs) are the only remaining guardians of the tomb. While the mephits are not evil, they are hostile to intruders. This is their territory and it is their’s to guard. Creatures: The mephits (and centipedes) begin the encounter hidden below the mushrooms caps. Once the PCs approach within 50 ft. of the ziggurat, the mephits burst from cover and attack. It is possible to reason with the mephits. They care for little besides their way of life, but if the PCs show these mephits that they have learned (and value) the ways of the third brother, the mephits are willing to help (or at least not attack). If the PCs befriend the mephits, and promise to spread the message of rebirth through decay, they allow the PCs to remain in the chamber for up to an hour and to search for what they require. This requires no Search checks and the PCs automatically find the ingredients they need. The mephits also allow the PCs to take the burial treasures as they have no need of them. If the PCs instead choose to fight, the sorcerer and any individually noted mephits fight to the death. Those in a mob however flee and hide if the mob falls apart. The centipedes are the pets of the mephits and fight to the death. APL 2 (EL 5) d Ooze Mephit (2): hp 19; Monster Manual 183. APL 4 (EL 7) d Ooze Mephit (4): hp 19; Monster Manual 183. APL 6 (EL 9) d Ooze Mephit Mob: hp 168; Appendix 1. d Ooze Mephit Sorcerer: male ooze mephit sorcerer 3; hp 29; Appendix 1. APL 8 (EL 11) d Ooze Mephit Mob (2): hp 168 each; Appendix 1. d Ooze Mephit Sorcerer: male ooze mephit sorcerer 5; hp 37; Appendix 1. APL 10 (EL 13) d Ooze Mephit Mob (4): hp 168 each; Appendix 1. d Ooze Mephit Sorcerer: male ooze mephit sorcerer 7; hp 46; Appendix 1. APL 12 (EL 15) d Ooze Mephit Mob (4): hp 168 each; Appendix 1. d Ooze Mephit Sorcerer: male ooze mephit sorcerer 7; hp 46; Appendix 1. d Advanced 40 HD Colossal Monstrous Centipede: hp 260; Appendix 1. APL 14 (EL 17) d Ooze Mephit Mob (4): hp 168 each; Appendix 1. d Ooze Mephit sorcerer: male ooze mephit sorcerer 9; hp 70; Appendix 1. d Advanced 48 HD Colossal Monstrous Centipede: hp 360; see Appendix 1. APL 16 (EL 19) d Ooze Mephit Mob (6): hp 168 each; Appendix 1. d Ooze Mephit Sorcerer: male ooze mephit sorcerer 12; hp 84; Appendix 1. d Advanced 48 HD Colossal Monstrous Centipedes (3): hp 360 each; Appendix 1. Terrain: The majority of this large cavern is filled with one- to four-foot high mushrooms. These fungi are not very sturdy and can be forced out of the way or stepped on. These mushroom growths affect the PCs movement through the cavern. If a PC moves carefully through the mushrooms, trying to avoid damaging them treat the mushrooms as heavy undergrowth (Dungeon Master’s Guide 87). If a PC ignores the possibility of damage to the mushrooms treat the mushrooms as light undergrowth (Dungeon Master’s Guide 87). Additionally at the beginning of each PC’s movement, roll 1d6 and consult the chart below. The effect is due to spores being released by the mushrooms as a defense mechanism. Movement by the mephitis, being part of the mushrooms, does not trigger the release of these spores. The DC for all spells is 10+APL. 1: Nothing COR6-02 Rallying Point for the Bright Sands Page 23 2: Doom (as per spell, CL=APL,). 3: Cure light wounds (as per spell, CL=APL) 4: Calm emotions (single PC only, CL=APL) 5: Lesser restoration (as per spell, CL=APL) 6 (At APL 2-8) blindness (as per spell, CL=APL) 6 (At APL 10-16) insect plague (swarms start around PC then extra’s radiate out as DM desires, CL=APL). This effect happens instantly, after which the PC can continue his movement. Treasure: Items may be taken from the mephits as well as the burial treasure arrayed around the sarcophagus. APL 2: Magic – dust of dryness (67 gp), hand of the mage (75 gp), slashing sand (167 gp). APL 4: Magic – dust of dryness (67 gp), hand of the mage (75 gp), slashing sand (167 gp). APL 6: Magic – armbands of might (342 gp), bracers of armor +1 (83 gp), brooch of shielding (125 gp), cloak of charisma +2 (333 gp), dust of dryness (67 gp), hand of the mage (75 gp), slashing sand (167 gp). APL 8: Magic – armbands of might (342 gp), bracers of armor +1 (83 gp), brooch of shielding (125 gp), cloak of charisma +2 (333 gp), dust of dryness (67 gp), hand of the mage (75 gp), ring of protection +1 (167 gp), slashing sand (167 gp). APL 10: Magic – armbands of might (342 gp), bracers of armor +2 (333 gp), brooch of shielding (125 gp), cloak of charisma +2 (333 gp), dust of dryness (67 gp), hand of the mage (75 gp), lesser silent metamagic rod (250 gp), ring of protection +1 (167 gp), slashing sand (167 gp). APL 12: Magic – armbands of might (342 gp), bracers of armor +2 (333 gp), brooch of shielding (125 gp), cloak of charisma +2 (333 gp), dust of dryness (67 gp), figurine of wondrous power: ivory camel (708 gp), hand of the mage (75 gp), lesser silent metamagic rod (250 gp), ring of protection +1 (167 gp), slashing sand (167 gp). APL 14: Magic – amulet of natural armor +1 (167 gp), armbands of might (342 gp), Boccob’s blessed book (1042 gp), bracers of armor +2 (333 gp), brooch of shielding (125 gp), cloak of charisma +2 (333 gp), dust of dryness (67 gp), figurine of wondrous power: ivory camel (708 gp), gloves of dexterity +2 (333 gp), hand of the mage (75 gp), lesser silent metamagic rod (250 gp), pearl of power 2nd-level (333 gp), ring of protection +2 (667 gp), slashing sand (167 gp). APL 16: Magic – amulet of natural armor +1 (167 gp), armbands of might (342 gp), Boccob’s blessed book (1042 gp), bracers of armor +2 (333 gp), brooch of shielding (125 gp), cloak of charisma +4 (1333 gp), dust of dryness (67 gp), figurine of wondrous power: ivory camel (708 gp), gloves of dexterity +2 (333 gp), hand of the mage (75 gp), lesser quicken metamagic rod (2917 gp), lesser silent metamagic rod (250 gp), pearl of power 2nd-level (333 gp), ring of protection +2 (667 gp), slashing sand (167 gp). THE TELEPORTATION CIRCLE REDUX This circle has slots for two more tiny stone mushrooms. These are required to operate it. These charms can be found in a bowl amongst the burial treasures on top of the ziggurat. Development: Once the PCs leave the cairn and begin their return to Hardby, proceed to Encounter 12. ENCOUNTER 12: JOURNEY HOME The section “Getting There” discusses the distance that must be traveled and the time it takes, while the section “Delaying Action” deals with an encounter the PCs have on their back. GETTING THERE Determine the speed at which the party moves, based upon the slowest PC using the rules in the Player’s Handbook (pages 162-164). The cairn is 12 miles of trackless mountain from the nearest road. The road then passes through the mountains for another 12 miles before heading on to Hardby through farmland (plains) for 6 miles. This is a total of 30 miles. Example: If all the PCs have a base speed of 30, they normally move 24 miles per day. However, this distance is halved in the trackless mountains and is only three quarters of normal on the mountain road. It therefore takes 1 day to reach the road to Hardby and a second day to follow the road to Hardby assuming they never encounter the horses offered by Logrian Klirz in “Delaying Action.” Treating the time spent searching for the cairn as travel, if the PCs have not rested before setting out they likely suffer significant penalties for the trip home (Player’s Handbook page 164). As well, it is possible that one or more PCs may have betrayed the party, stolen the ingredients and fled during the night. Such fleeing PCs avoid the village encounter and carries on directly to Hardby. DELAYING ACTION The PCs encounter minions of two factions that have decided a more direct approach might be necessary to affect the outcome of the party’s quest. They have dispatched operatives to aid, or slow the journey home. Development: This encounter assumes that the PCs are traveling using mundane means to Hardby (likely to the small wood near Aleeta’s manor). If the PCs are not using mundane travel methods, the DM should adapt this encounter accordingly to provide a plausible placement for this attack. For example the PCs could be attacked on the road to Hardby, near the farms and woods that surrounds Aleeta’s manor, or in the streets of Hardby, as appropriate. If the PCs are using COR6-02 Rallying Point for the Bright Sands Page 24 entirely normal travel methods, the village is on the mountain road near where the PCs first pick it up. If the PCs travel instantly and unnoticed to their final meeting in Encounter 9 without stopping anywhere between the cairn and the exact location of Aleeta, skip this encounter entirely. Up ahead the road passes through a small collection of thatched houses, one of which smolders from a recently doused fire. A man shouts at the assembled crowd, “I seen ‘em I did. A band of strangers lit Kinen’s house on fire they did, with all his little ones inside. They were just here, a motley gang of adventurers. Look! There they are now. Git ‘em!” The mob of angry villagers turns toward you, murder in their eyes. Retep Mandel and the pro-Greyhawk members of the Longland faction are not willing to trust their agent(s) to betray the other PCs and thus Retep has sent some of his underlings from the Greyhawk Assassin’s Guild to slow the advance of the PCs; possibly stealing whatever it is they carry in the process. However, the minions of the Assassin’s Guild are not the only ones looking for the party. Mirlan Rinshad has spread information to other members of the Norbelos Faction that the PCs are likely allies working for Aleeta. As such an agent of the Slavelords of Highport operating in the area has taken upon himself to aid the PCs in hurrying back to Hardby. Both groups encounter the PCs here, in a small unnamed village on the road to Hardby. Creatures: The operatives of the Assassin’s Guild have mingled with the crowd disguised as other peasants, having been told that the PCs would be passing through. One of their number arranged a deadly act of arson, which they are now blaming on the PCs in order to stir up the crowd. Logrian Klirz, the Slavelords agent, witnesses competing operatives setting the fire and thus stayed to watch and determine their plan. At lower APLs, Logrian shouts out that the PCs were not the culprits and the crowd is not sufficiently motivated toward violence, forcing the Assassin’s Guild agents to fight on their own. While Logrian is the PCs ally, it is important that this fight focuses on the PCs, and he remains only a minor supporting character for those PCs getting into trouble. If a PC is knocked out of the fight (or left the group due to betrayal), the DM is encouraged to allow that player to run Logrian. At all APLs, the NPCs have precast all the spells listed in their power-up suites. General Tactics: APL-specific tactics follow below. However at all APLs the following individuals act in the following ways: Logrian moves into a flanking position before revealing himself as an ally, and then uses his spiked chain. The guildsmen avoid attacking anyone wearing Geven’s ring knowing that PC to be an ally. They however preferentially target anyone with “Wrath of the Greyhawk Assassin’s Guild” from COR3-13 Traitor’s Road. At APLs where one or more mobs are present the DM should remember that the mob is not evil, its members are simply caught up in the moment. Using lethal force against good-aligned peasants should be considered an evil act. APL 2 (EL 4) d Jesdin Mertell: male half-orc fighter 1/rogue 1; hp 16; Appendix 1. d Senoumon: female human sorcerer 2; hp 9; Appendix 1. d Thugs (2): Male half-orc fighter 1; hp 9; Appendix 1. k Logrian Klirz: male human rogue 1; hp 5; see Appendix 1. Tactics: Jesdin fails to stir up the mob due to Logrian’s interference, so he is forced to take matters into his own hands. He and the two thugs attempt to get the drop on the PCs by flanking and focusing on one opponent. Senoumon makes liberal use of her color spray spell, and is willing to catch commoners in the area of affect if she can incapacitate a PC. The commoners panic and scatter after the first round. APL 4 (EL 6) d Jesdin Mertell: male half-orc fighter 2/ rogue 2; hp 30; Appendix 1. d Senoumon: female human sorcerer 4; hp 27; Appendix 1. d Thugs (2): male half-orc fighter 2; hp 22; Appendix 1. k Logrian Klirz: male human fighter 1/ rogue 2; hp 19; Appendix 1. Tactics: Jesdin fails to stir up a mob due to Logrian’s interference, so he is forced to take matters into his own hands. He and the two thugs attempt to get the drop on the PCs by flanking and focusing on one opponent. Senoumon makes liberal use of her color spray spell, and is willing to catch commoners in the area of affect if she can incapacitate a PC. (She also uses her Sudden Widened color spray to surprise PCs thinking they are out of the area of affect. The commoners panic and scatter after the first round. APL 6 (EL 8) d Angry Mob: male and female human mob; hp 135; Appendix 1. d Jesdin Mertell: male half-orc fighter 2/ rogue 2; hp 30; Appendix 1. d Senoumon: female human sorcerer 4; hp 27; Appendix 1. k Logrian Klirz: male human fighter 2/ rogue 3; hp 31; see Appendix 1. COR6-02 Rallying Point for the Bright Sands Page 25 Tactics: Jesdin has stirred up a mob despite Logrian’s interference. The peasants begin to riot and swarm over the PCs. Jesdin uses his hide in plain sight ability to hide in the crowd. He then studies a PC with a likely low Fortitude saving throw (someone using sneak attacks or casting arcane spells for example) for three rounds so that he can use his death attack ability. Senoumon makes liberal use of her color spray spell, and is willing to catch commoners in the area of affect if she can incapacitate a PC. (She also uses her Sudden Widened color spray to surprise PCs thinking they are out of the area of affect. APL 8 (EL 10) d Angry Mob: male and female human mob; hp 135; Appendix 1. d Jesdin Mertell: male half-orc fighter 2/ rogue 3/ assassin 2/ shadowdancer 1; hp 55; Appendix 1. d Senoumon: female erinyes; hp 85; Monster Manual 54. k Logrian Klirz: male human fighter 3/ rogue 4; hp 43; Appendix 1. Tactics: Jesdin has stirred up a mob despite Logrian’s interference. The peasants begin to riot and swarm over the PCs. Jesdin uses his hide in plain sight ability to hide in the crowd. He then studies a PC with a likely low Fortitude saving throw (someone using sneak attacks or casting arcane spells for example) for three rounds so that he can use his death attack ability. He uses critical strike whenever possible. Senoumon begins the combat also disguised, but quickly sheds the look of a peasant and takes to the air. She uses her rope to entangle flying foes and uses her minor image spell to make the mob appear much larger and making it hard for PCs to determine which squares are safe. She then resorts to using her bow, focusing on invisible foes. APL 10 (EL 12) d Angry Mob (2): male and female human mob; hp 135; Appendix 1. d Jesdin Mertell: male half-orc fighter 2/ rogue 3/ assassin 4/ shadowdancer 1; hp 65; Appendix 1. d Senoumon: Female erinyes sorcerer 2; hp 109; Appendix 1. k Logrian Klirz: male human fighter 3/ rogue 4/ exotic weapon master 2; hp 57; Appendix 1. Tactics: Jesdin has stirred up two mobs despite Logrian’s interference. The peasants begin to riot and swarm over the PCs. Jesdin uses his hide in plain sight ability to hide in the crowd. He then studies a PC with a likely low Fortitude saving throw (someone using sneak attacks or casting arcane spells for example) for three rounds so that he can use his death attack ability. He uses critical strike whenever possible, and swift invisibility if he needs to in order to move and hide. Senoumon begins the combat also disguised, but quickly sheds the look of a peasant and takes to the air casting arrow mind. She uses her rope to entangle flying foes and her minor image spell to make the mob appear much larger and making it hard for PCs to determine which squares are safe. She then resorts to using her bow, against invisible opponents. APL 12 (EL 14) d Angry Mob (2): male and female human mob; hp 135; Appendix 1. d Jesdin Mertell: male half-orc fighter 2/ rogue 3/ assassin 4/ shadowdancer 1; hp 65; Appendix 1. d Senoumon: female erinyes sorcerer 4; hp 135; Appendix 1. k

Logrian Klirz: male human fighter 4/ rogue 4/ exotic weapon master 3; hp 71; Appendix 1. Tactics: Jesdin has stirred up two mobs despite Logrian’s interference. The peasants begin to riot and swarm over the PCs. Jesdin uses his hide in plain sight ability to hide in the crowd. He then studies a PC with a likely low Fortitude saving throw (someone using sneak attacks or casting arcane spells for example) for three rounds so that he can use his death attack ability. Jesdin uses critical strike whenever possible, and uses swift invisibility if he needs to in order to move and hide again. Senoumon begins the combat also disguised, but quickly sheds the look of a peasant and takes to the air casting arrow mind. She uses her rope to entangle flying foes and then resorts to using her bow, against invisible foes. APL 14 (EL 16) d Angry Mob (2): male and female human mob; hp 135; Appendix 1. d Barbed Devil: hp 126; Monster Manual 51. d Immin: male half-orc fighter 2/ rogue 3/ assassin 4/ shadowdancer 1; hp 65; Appendix 1. d Jesdin Mertell: male half-orc fighter 4/ rogue 3/ assassin 6/ shadowdancer 1; hp 99; Appendix 1. d Senoumon: female erinyes sorcerer 6; hp 153; Appendix 1. k Logrian Klirz: male human barbarian 2/ fighter 4/ rogue 4/ exotic weapon master 3; hp 87; Appendix 1. Tactics: Jesdin has stirred up two mobs despite Logrian’s interference. The peasants begin to riot and swarm over the PCs. Jesdin and Immin use their hide in plain sight ability to hide in the crowd. They then study a PC with a likely low Fortitude saving throw (someone using sneak attacks or casting arcane spells for example) for three rounds so that they can use their death attack ability. When they do this they try and flank their target. They use critical strike whenever possible, and Jesdin uses swift invisibility if he needs to in order to move and hide. The barbed devil begins the combat standing inside a major image of a peasant, but quickly moves to combat COR6-02 Rallying Point for the Bright Sands Page 26 the PCs directly. He provides flanks for Jesdin and Immin whenever possible. Senoumon begins the combat also disguised, but quickly sheds the look of a peasant and takes to the air casting arrow mind. She uses her bands of steel or web anchored to nearby trees or homes to entangle flying or troublesome foes and then resorts to using her bow, focusing on invisible opponents. She temporarily teleports away to cast protection from good and renew her false life if she is hard pressed. APL 16 (EL 18) d Advanced Ice Devil (2): hp 185; Appendix 1. d Angry Mob (2): male and female human mob; hp 135; Appendix 1. d Jesdin Mertell: male half-orc barbarian 1/ fighter 4/ rogue 3/ assassin 7/ shadowdancer 1; hp 150; Appendix 1. d Immin: Male half-orc fighter 2/ rogue 3/ assassin 4/ shadowdancer 1; hp 65; Appendix 1. d Senoumon: female erinyes sorcerer 7; hp 176; Appendix 1. k Logrian Klirz (Ally): male human barbarian 2/ fighter 4/ ranger 2/ rogue 4/ exotic weapon master 3; hp 99; Appendix 1. Tactics: Jesdin has stirred up two mobs despite Logrian’s interference. The peasants begin to riot and swarm over the PCs. Jesdin and Immin use their hide in plain sight ability to hide in the crowd. They then study a PC with a likely low Fortitude saving throw (someone using sneak attacks or casting arcane spells for example) for three rounds so that they can use their death attack ability. When they do this they try and flank their target. They use critical strike whenever possible, and Jesdin uses swift invisibility if he needs to in order to move and hide. The ice devils begin the combat standing inside a persistent image of several peasants, but quickly move to combat the PCs directly using melee or spell-like abilities as appropriate. They provide flanks for Jesdin and Immin whenever possible. Senoumon begins the combat also disguised, but quickly sheds the look of a peasant and takes to the air casting arrow mind. She uses her bands of steel or web (if possible) to entangle flying or troublesome foes and then resorts to using her bow, focusing on invisible opponents. She temporarily teleports away to cast protection from good, displacement, and renew her false life if she is hard pressed. Treasure: The PCs may claim the Assassin’s Guild members’ gear should they defeat them. APL 2: Loot – 123 gp; Magic – oil of sonic weapon (25 gp), scroll of instant locksmith (2 gp). APL 4: Loot – 125 gp; Magic – armbands of might (342 gp), oil of sonic weapon (25 gp), scroll of instant locksmith (2 gp), wand of charm person (63 gp). APL 6: Loot – 95 gp; Magic – oil of sonic weapon (25 gp), scroll of instant locksmith (2 gp), wand of charm person (63 gp). APL 8: Loot – 90 gp, Magic – cloak of elvenkind (208 gp), headband of intellect +2 (333 gp), necklace of fireballs – type I (138 gp), oil of sonic weapon (25 gp), scroll of instant locksmith (2 gp), wand of charm person (63 gp). APL 10: Loot – 117 gp, Magic – adamantine arrows (203 gp), bracers of armor +4 (1333 gp), cloak of elvenkind (208 gp), +1 flaming composite longbow [+5 Str] (742 gp), headband of intellect +2 (333 gp), necklace of fireballs – type I (138 gp), oil of sonic weapon (25 gp), scroll of instant locksmith (2 gp), wand of charm person (63 gp). APL 12: Loot – 117 gp, Magic – adamantine arrows (203 gp), bracers of armor +4 (1333 gp), cloak of elvenkind (208 gp), +1 flaming composite longbow [+5 Str] (742 gp), headband of intellect +2 (333 gp), +1 keen falchion (698 gp), necklace of fireballs – type I (138 gp), oil of sonic weapon (25 gp), ring of counterspells (333 gp), scroll of instant locksmith (2 gp), wand of charm person (63 gp), wand of darkness (375 gp). APL 14: Loot – 206 gp, Magic – adamantine arrows (203 gp), bracers of armor +4 (1333 gp), cloak of elvenkind (416 gp, 208 gp ea.), dust of disappearance (292 gp), +1 flaming composite longbow [+5 Str] (742 gp), headband of intellect +2 (666 gp, 333 gp ea.), +1 keen falchion (698 gp), necklace of fireballs – type I (138 gp), oil of sonic weapon (25 gp), ring of counterspells (333 gp), ring of freedom of movement (3333 gp), scroll of instant locksmith (2 gp), wand of charm person – (63 gp), wand of darkness (375 gp). APL 16: 206 gp, Magic – adamantine arrows – (203 gp), amulet of health +4 (1333 gp), bracers of armor +4 (1333 gp), cloak of elvenkind (416 gp, 208 gp ea.), dust of disappearance (292 gp), +1 flaming composite longbow [+5 Str] (742 gp), headband of intellect +2 (666 gp, 333 gp ea.), +1 keen falchion (698 gp), necklace of fireballs – type I (138 gp), oil of sonic weapon (25 gp), ring of counterspells (333 gp), ring of freedom of movement (3333 gp), scroll of instant locksmith – (2 gp), scroll of wall of force (94 gp), vest of resistance +4 (1333 gp), wand of charm person (63 gp), wand of darkness (375 gp). Questioning Captives It is possible that the PCs capture some of their attackers and question them. With the exception of Logrian, none of the NPCs are especially cooperative but can be compelled to speak with magic or significant threats.  None of the commoners know anything relevant beyond the recent fire and the deaths resulting from it. They are sheepish about rioting over the incident. They simply were carried away by Jesdin’s words.  If present, the barbed devil and ice devils were simply doing a service for an unknown spellcaster; having been summoned to aid the assassins. They have no useful information for the PCs.  If present, the thugs know they are just starting an apprenticeship to the Greyhawk Assassin’s Guild and threaten the PCs to let them go or COR6-02 Rallying Point for the Bright Sands Page 27 suffer the wrath of the Guild. They know Jesdin Mertell was their handler but don’t know the details of their mission beyond delaying the PCs. They can be made to admit to setting the fire.  If present, Immin is Jesdin’s one-time apprentice and often works on his own. Since he was in the area, his master asked for his assistance. Immin does his best not to implicate the guild if possible, knowing that a permanent punishment would be forthcoming. Immin does not know who hired Jesdin or what they were to do after the attack. He does know they were to kill or delay the party, and were to be on the lookout for some potion or ingredients of some kind.  Both Jesdin Mertell and Senoumon are full members of the Greyhawk Assassin’s Guild and know what is going on; but have different tacks for dealing with the PCs. Jesdin becomes very quiet and says little. He refuses to speak short of magical compulsion. Senoumon on the other hand is witty and talkative, taunting the PCs playfully and avoiding the topic of the party’s questions. She however, is vulnerable to significant applications of force in addition to magical compulsion. Both of them know that a superior member of the Guild working in Hardby hired them. That guild member, who sometimes uses the false name Geven, ordered them to kill or delay the PCs and recover any possible potion ingredients. While they don’t reveal it unless specifically asked, they were to avoid harming anyone wearing Geven’s ring.  Logrian Klirz freely talks with the PCs, claiming to be an admirer of Gynarch Aleeta. He claims to have heard the PCs were on a mission for her where speed was of the essence. He was bringing them riding horses (one each, which he has hidden nearby) when he noticed some odd behavior and decided to insinuate himself into the crowd. He happily offers the PCs the horses regardless of whether they ask for them or not. Short of magical compulsion, he will not reveal that he works for the Slavelords of Highport and that they are helping Aleeta in these events without her knowledge. Logrian knows of any PC who has the “Attracted Attention” notation from COR5-09 Gateway to Bright Sands and uses what he knows of that PCs reputation to seem more sympathetic. Development: If the PCs lose this fight, none of the PCs work for Geven, and Logrian is unconscious, the ingredients are stolen and the townsfolk nurse living PCs back to consciousness an hour later. The elixir ingredients, all alchemical items, and all spell component pouches are gone (the rogues don’t know exactly what they are looking for). The PCs are too late to save Ilena. If the PCs lose this fight, Logrian is unconscious, and any of the PCs work for Geven, all of the PCs are taken into the custody of the Assassin’s Guild Agents and brought to Geven (See Encounter 13). If the PCs lose this fight, and Logrian is conscious and can win the fight, he brings their unconscious bodies to Aleeta in Encounter 9 where Robilar administers curative potions to make them conscious. ENCOUNTER 13: DIFFICULT DECISIONS Time Limit: From the time the PCs arrived in Hardby in the Introduction, Ilena’s time to live had already dwindled to nearly nothing. She has six days when the PCs arrived, but by now, she is even closer to death. Once the PCs return to Hardby, they face the difficult decision of what to do with the ingredients. This is further complicated by PCs that might attempt to betray the party to other factions. More than other encounters, this one requires the DM to adapt the adventure to the actions of individual PCs. It is up to the DM to adjudicate any attempts by a PC to rob or lie to other PCs, but any use of physical lethal force (lethal damage, poison that does Con damage, and the like) is defined as an evil act by the Living Greyhawk Campaign Sourcebook and results in said PC being removed from play. While Greyhawk is a world of grays and conflict; players should resolve their conflicts through diplomacy or guile while avoiding brute force. Presented here is what each of the respective NPCs does in response to being contacted by the PCs. It is also possible that some of the PCs may choose to give the research contracted by Lady Karistyne to someone else as well. Where appropriate, the outcome of this action is also listed. Despotrix Ilena Norbelos If the PCs seek out Despotrix Ilena Norbelos directly; distrustful of her granddaughter and her association with Lord Robilar, they are quickly ushered into her bedchamber. There they meet with her and Didatrix Javka Gerneskir. Alter the following text dependant on how long the PCs took to reach this point of the adventure. A nervous servant and several guards quickly lead you directly into the bedchamber where you first saw the Despotrix several days ago. She looks extremely frail, and the small light of vitality previously betrayed in her eyes has fled. It is clear that she will die soon without aid. She tries to raise a hand in greeting but can barely move it from the bed. Her Didatrix Javka speaks, “Say your piece quickly adventurers; my mistress is not well.” In all cases Javka speaks for the Despotrix, occasionally leaning close so that her mistress can whisper into her COR6-02 Rallying Point for the Bright Sands Page 28 ear. She repeats her mistress’s words faithfully, and Ilena nods feebly if the PCs question whether Javka is truthful.  Ilena admits that she has only survived this long due to the elixirs given to her by Rary. Rary has asked nothing of her for this boon beyond fair trade practices with the Empire of the Bright Lands.  Ilena has had Messalina and others inspect the elixir. It has no mind control properties that she is aware of.  Ilena wishes the PCs to hand the ingredients over to her granddaughter Aleeta, that she might prolong Ilena’s life long enough for the upcoming vote.  The upcoming vote concerns whether Hardby should declare its independence from the male oppressors of Greyhawk. If the vote passes, Hardby immediately sends diplomats to all surrounding nations seeking to be recognized as an independent state before Greyhawk can mobilize for an attack. If most major courts recognize them, Hardby might be able to claim the protections outlined in the Treaty of Greyhawk granted to all independent states. The Treaty of Greyhawk was the treaty enacted on the Day of Great Signing that ended the Greyhawk Wars. Greyhawk would be hard- pressed to violate that treaty.  The outcome of the vote remains in doubt, but the Despotrix’s vote is critical and without it, the proposal will certain fail and Hardby will continue in slavery to Greyhawk. The vote must occur before Ilena dies, as her successor is not certain and some choices, such as Deirdre Longland, are too close to Greyhawk’s Military Governor for the Despotrix’s liking.  Should the PCs mention the research Lady Karistyne had the PCs acquire, Ilena is not interested, being far more concerned with living long enough for the vote.  Ilena can answer few questions before she falls unconscious. Once this occurs, Javka demands that the PCs deliver the ingredients to save her mistress. The PCs are free to heroically flee with the ingredients of course, while Javka screams for the guards to seize them. Factor Mirlan Rinshad The PCs may go to the office of the Royal Guild of Merchants of Aerdy in order to find a neutral party, or to seek shelter from more attacks while they figure out how to proceed. The office of the Royal Guild of Merchants of Aerdy is an expensive building in the district of Tradetown. In short order your band is brought before Mirlan Rinshad in an opulent office filled with a wide selection of fine wines and brandies. Mirlan stands quickly as you enter, “Friends, are you well? I have heard there are those that seek you ill.” Mirlan is generally worried about the PCs; worried that they will fall into the wrong hands where he cannot profit. He is pleased that they have come to seek his aid. He offers any of the following as appropriate:  Mirlan offers the PCs the protection of the Royal Guild of Merchants of Aerdy for as long as they need; though he worries if their mission might be somewhat time sensitive.  Mirlan urges the PCs to seek the aid of any NPC listed in Conclusion A that the PCs seem sympathetic to. With a drink in his hand and an offer of aid, Mirlan cuts a very friendly compassionate figure.  If the PCs insist, he takes possession of the ingredients. In this case he immediately takes them to Aleeta; reminding her that the Guild is a friend of the rightful rulers of Hardby.  If the PCs offer Mirlan Lady Karistyne’s research from the temple of Pelor, he is curious to look at it and bypasses the trap, but he can find no use for it and returns it to the PCs.  If needed, Mirlan sends for a cleric. He is willing to pay for any healing needed to make all the PCs conscious. Geven (Retep Mandel) If one of the PCs steals the ingredients for Geven, or convinces a mercenary party to betray the rulers of Hardby, they may seek out Geven (Retep Mandel) in the Bonded Barrel Ghetto of the Fishtown district. This encounter also happens (with some modifications) if the PCs are captured by the Agents of Greyhawk Assassin’s Guild. A few quiet words in the Bonded Barrel Ghetto and you are quickly directed to a dark back alley corner where a cloaked and masked man awaits you. “You have what I want?” Retep, in the guise of Geven, expects this to go like a simple transaction; whether it is between himself and a PC, or between himself and members of the Assassin’s Guild. If spells or steel are exposed, he flees using magic.  Retep takes possession of the ingredients in exchange for allowing the PC to keep the ring, and ensuring that it retains its enchantment.  He strongly discourages the PCs from given any ingredients to, or discussing their transaction with, anyone else.  If any of the PCs are captives of agents of the Assassin’s Guild, he offers to free them, but this takes a week to arrange. This prevents the PCs from interfering in the events surrounding the vote and Ilena’s death. If any of the PCs betrayed others to the guild, and the guild members believe the PC acting on their side, Retep frees that PC immediately. COR6-02 Rallying Point for the Bright Sands Page 29  If the PCs offer him Lady Karistyne’s research, he takes it immediately. He has no use for it, but having information others do not is always helpful. In this case, the PCs receive “Geven’s Favor” on the AR. Gynarch Aleeta Norbelos and Lord Robilar If the PCs have accepted Aleeta’s quest, or have agreed to return the ingredients here based upon Ilena or Mirlan’s advice, they arrive at Aleeta’s manor. This encounter also occurs if there are no conscious PCs at the end of Encounter 12 but Logrian Klirz, the agent of the Slavelords, still lives to bring them the rest of the way. The woods outside Aleeta’s manor are well tended. In short order you find you way to the agreed upon clearing where Aleeta stirs a great cauldron under Robilar’s guard. She looks up expectantly, “Did you succeed? Have you saved my grandmother?” If the PCs are not willing to immediately handover the ingredients, Aleeta demands they explain their reticence.  Aleeta wishes only to save her grandmother. Only fiends would condemn her to death; especially with her important work in Hardby unfinished.  She wishes the PCs no harm, but says they will be branded outlaws in Hardby if they do not cooperate.  Assuming the PCs have brought the ingredients and handed them over, Aleeta is overjoyed and Robilar congratulates the PCs on a job well done. Aleeta throws herself into brewing the elixir and within a few hours she and Robilar rush off to save Aleeta. Lady Karistyne Some parties, particularly those with access to high-level magic, may chose to travel to Karistyne Castle to seek council with the paladin. Unless they travel or communicate with nearly no loss of time, they will be too late to prevent Ilena from dying. The banners and pennants of Castle Karistyne snap briskly in the warm winds from the south as you are brought before the paladin of Heironeous. Lady Karistyne smiles at your approach. “You have returned with my research from the temple of Pelor?” she questions. Karistyne is happy to offer her advice to those she sees as her agents. After hearing the PCs’ story, she urges them to turn the elixir ingredients and the Pelorite research over to her.  She is greatly concerned about the apparent influence of Rary in Hardby and will look into it.  In addition she will have friends inspect the ingredients and if they produce no harmful effect, she will have them returned to the Despotrix. This will take several days, but if she is worthy in the eyes of Heironeous, he will make certain she holds on that long. If she dies, it will be clear that she had turned to darkness.  Assuming the PCs turn over the Pelorite research, and have not drastically offended her, she shares it with them (See Player Handout 2). Messalina the Throne Knight If the PCs do not trust Aleeta and instead return to Minaryn Castle, they are quickly brought before Messalina. Servants quickly bring you before the Throne Knight Messalina in the great hall of Minaryn Castle. “Good adventurers, what have you brought me?” Messalina is pleased to see the PCs, and attempts to quickly determine the success of the mission. She is aware that time is critically of the essence.  Messalina wishes to take possession of the ingredients as quickly as possible.  Once she has the ingredients, she excuses herself and transports herself directly to Aleeta to deliver them.  If the PCs question her about the Pelorite research, she is keenly interested and, with the permission of the PCs, dispel the magical trap and peruse the information. In this case she either asks to keep it, or tries to memorize as much of it as possible. In either case, Rary will be informed of its contents. Treasure: Parties that have dealt fairly with Messalina are rewarded just as she promised with a ring of sustenance. All APLs: Magic – ring of sustenance (208 gp). Scorimongishaz If one of the PCs uses the blue gem provided by Scor, the party will quickly get the attention of Scor and Helena Stanmaer. After placing the gem in your mouth and speaking your report you hear a response in Scor’s mellow voice. “I’ll be right there friend,” and seconds later Scor and a woman wearing the vestments of a cleric of Fharlanghn appear in a flash of light. “You have done well,” she smiles. The agents of Tenser are expecting to find their pawn alone and in possession of the ingredients. If this is not the case, they will be far more wary and the DM may have to adjust the encounter appropriately. COR6-02 Rallying Point for the Bright Sands Page 30  Helena expects the PC to turn the ingredients over to her. If they do not have them, she instructs the PC to get them and meet her again. If this is not possible, she settles for a very complete accounting of why the PC does not have them.  If the PCs had the ingredients, but one of their own stole them during a betrayal, Helena accepts instructions from the PCs on how to reach the cairn. She then teleports away to collect the ingredients herself. Under these particular conditions, this satisfies her and she rewards the PCs.  She does not negotiate or barter for the elixir ingredients and begins to question if reticent PCs might be agents of the Traitor sent to delay her.  If the PC offers her the Pelorite research, she directs them to deliver it to Lady Karistyne as planned.  At no point do Scor or Helena admit to working for Tenser. Treasure: Parties dealing fairly with Scor are rewarded with a ring of sustenance. All APLs: Magic – ring of sustenance (208 gp). Read aloud the appropriate conclusion based on the PCs’ actions. Regardless of the conclusion used, the PCs may still return to Karistyne Castle. To handle this refer to Encounter 13. If the PCs give her the information she requires they receive the “Karistyne’s Favor” AR entry. CONCLUSION Conclusion A If the potion ingredients end up with the Despotrix, Didatrix Javka Gerneskir, Aleeta, Lord Robilar, Messalina, Factor Mirlan Rinshad or Logrian Klirz prior to the Despotrix’s death use this conclusion. It doesn’t take long after delivering the ingredients for news to spread throughout Hardby. The members of the Gynarchy have met in secret without the approval of Greyhawk’s Military Governor Wilbren Carister and voted to secede from the Domain of Greyhawk. Within minutes of that declaration, the Empire of the Bright lands recognized Hardby as a sovereign state protected under the rights granted in the Treaty of Greyhawk. Anyone threatening Hardby is declared to be threatening the Bright Lands. This news of political upheaval comes with sadness however. Three days after proclaiming Hardby’s sovereignty the Despotrix Ilena Norbelos died peacefully in her sleep. Her granddaughter Aleeta is the likely successor to the Throne of Wood. Conclusion B If the potion ingredients end up with Scorimongishaz, Lady Karistyne, Helena Stanmaer, Geven (Retep Mandel), or the agents of Greyhawk Assassin’s Guild, or the party arrives too late use this conclusion It doesn’t take long after delivering the ingredients for news to spread throughout Hardby: the Despotrix Ilena Norbelos has died. Over the cries of her granddaughter Aleeta and her allies, Deirdre Longland and other pro- Greyhawk members of the Gynarchy moved for a resolution to tie Hardby even closer to the Gem of the Flanaess. As the resolution passed, several members of the Gynarchy stormed from the Palace of the Gynarchs. With the approval of Greyhawk’s Military Governor, Wilbren Carister, Deirdre Longland is the likely successor to the Throne of Wood. In other news, rumors say that Rary is not pleased. His troops have begun deploying along his northern border fearing military action by the Domain of Greyhawk. Lord Robilar was last seen riding his metal steed hard, out of the Hardby’s east gate not more than a few minutes after the death of the Despotrix. CAMPAIGN CONSEQUENCES The actions of the party and the alliances they have made have a profound effect on the Domain of Greyhawk and the Empire of the Bright Lands. If this event is played during February, March or April 2006, it is important that the DM notifies the Bright Sands writing team which conclusion was reached. Email [email protected] with the subject line “COR6- 02 Results.” Convention coordinators may consolidate all tables into one email if preferred. Help keep the campaign living and dynamic, report your results! The End COR6-02 Rallying Point for the Bright Sands Page 31 EXPERIENCE POINT SUMMARY To award experience for this adventure, add up the values for the objectives accomplished. Then assign the experience award. Award the total value (objectives plus roleplaying) to each character. Encounter 1 Defeat the rampaging menagerie APL 2: 120 XP APL 4: 180 XP APL 6: 240 XP APL 8: 300 XP APL 10: 360 XP APL 12: 420 XP APL 14: 480 XP APL 16: 540 XP Encounter 7 Acquire passage past the animals by combat or negotiation APL 2: 60 XP APL 4: 120 XP APL 6: 180 XP APL 8: 240 XP APL 10: 300 XP APL 12: 360 XP APL 14: 420 XP APL 16: 480 XP Encounter 8 Encounter the trap APL 2: 60 XP APL 4: 120 XP APL 6: 150 XP APL 8: 180 XP APL 10: 240 XP APL 12: 270 XP APL 14: 330 XP APL 16: 360 XP Encounter 9 Encounter the trap APL 2: 120 XP APL 4: 180 XP APL 6: 240 XP APL 8: 300 XP APL 10: 360 XP APL 12: 420 XP APL 14: 480 XP APL 16: 540 XP Encounter 10 Encounter the trap APL 2: 90 XP APL 4: 120 XP APL 6: 150 XP APL 8: 210 XP APL 10: 240 XP APL 12: 300 XP APL 14: 330 XP APL 16: 390 XP Encounter 12 Defeat the Mephits APL 2: 150 XP APL 4: 210 XP APL 6: 270 XP APL 8: 330 XP APL 10: 390 XP APL 12: 450 XP APL 14: 510 XP APL 16: 570 XP Encounter 12 Defeat the Assassin’s Guild Agents APL 2: 120 XP APL 4: 180 XP APL 6: 240 XP APL 8: 300 XP APL 10: 360 XP APL 12: 420 XP APL 14: 480 XP APL 16: 540 XP Story Award Returning to Hardby before the Despotrix dies. (The PCs need not choose to save her to gain this reward, but only need return in time to have the option). APL 2: 90 XP APL 4: 135 XP APL 6: 180 XP APL 8: 225 XP APL 10: 270 XP APL 12: 315 XP APL 14: 360 XP APL 16: 405 XP Discretionary role-playing award APL 2: 90 XP APL 4: 135 XP APL 6: 180 XP APL 8: 225 XP APL 10: 270 XP APL 12: 315 XP APL 14: 360 XP APL 16: 405 XP Total possible experience APL 2: 900 XP APL 4: 1,350 XP APL 6: 1,800 XP APL 8: 2,250 XP APL 10: 2,700 XP APL 12: 3,150 XP APL 14: 3,600 XP APL 16: 4,050 XP COR6-02 Rallying Point for the Bright Sands Page 32 TREASURE SUMMARY During an adventure, characters encounter treasure, usually finding it in the possession of their foes. Every encounter that features treasure has a “treasure” section within the encounter description, giving information about the loot, coins, and magic items that make up the encounter’s treasure. The loot total is the number of gold pieces each character gains if the foes are plundered of all their earthly possessions. Looting the bodies takes at least 10 minutes per every 5 enemies, and if the characters cannot take the time to loot the bodies, they do not gain this gold. If you feel it is reasonable that characters can go back to loot the bodies, and those bodies are there (i.e., not carted off by dungeon scavengers, removed from the scene by the local watch, and so on), characters may return to retrieve loot. If the characters do not loot the body, the gold piece value for the loot is subtracted from the encounter totals given below. The coin total is the number of gold pieces each character gains if they take the coin available. A normal adventuring party can usually gather this wealth in a round or so. If for some reason, they pass up this treasure, the coin total is subtracted from the encounter totals given below. Next, the magic items are listed. Magic item treasure is the hardest to adjudicate, because they are varied and because characters may want to use them during the adventure. Many times characters must cast identify, analyze dweomer or similar spell to determine what the item does and how to activate it. Other times they may attempt to use the item blindly. If the magic item is consumable (a potion, scroll, magic bolts, etc.) and the item is used before the end of the adventure, its total is subtracted from the adventure totals below. Once you have subtracted the value for unclaimed treasure from each encounter add it up and that is the number of gold pieces a characters total and coin value increase at the end of the adventure. Write the total in the GP Gained field of the adventure certificate. Loot = Looted gear from enemy; Coin = Coin, Gems, Jewelry, and other valuables; Magic = Magic Items. Encounter 1 Receive Rotanna’s reward APL 2: Magic: Rotanna’s sizing collar - 400 gp APL 4: Magic: Rotanna’s sizing collar - 400 gp APL 6: Magic: Rotanna’s sizing collar - 400 gp APL 8: Magic: Rotanna’s sizing collar - 400 gp APL 10: Magic: Rotanna’s sizing collar - 400 gp APL 12: Magic: Rotanna’s sizing collar - 400 gp APL 14: Magic: Rotanna’s sizing collar - 400 gp APL 16: Magic: Rotanna’s sizing collar - 400 gp Encounter 11 Defeat the mephits APL 2: Magic – dust of dryness (67 gp), hand of the mage (75 gp), slashing sand (167 gp). APL 4: Magic – dust of dryness (67 gp), hand of the mage (75 gp), slashing sand (167 gp). APL 6: Magic – armbands of might (342 gp), bracers of armor +1 (83 gp), brooch of shielding (125 gp), cloak of charisma +2 (333 gp), dust of dryness (67 gp), hand of the mage (75 gp), slashing sand (167 gp). APL 8: Magic – armbands of might (342 gp), bracers of armor +1 (83 gp), brooch of shielding (125 gp), cloak of charisma +2 (333 gp), dust of dryness (67 gp), hand of the mage (75 gp), ring of protection +1 (167 gp), slashing sand (167 gp). APL 10: Magic – armbands of might (342 gp), bracers of armor +2 (333 gp), brooch of shielding (125 gp), cloak of charisma +2 (333 gp), dust of dryness (67 gp), hand of the mage (75 gp), lesser silent metamagic rod (250 gp), ring of protection +1 (167 gp), slashing sand (167 gp). APL 12: Magic – armbands of might (342 gp), bracers of armor +2 (333 gp), brooch of shielding (125 gp), cloak of charisma +2 (333 gp), dust of dryness (67 gp), figurine of wondrous power: ivory camel (708 gp), hand of the mage (75 gp), lesser silent metamagic rod (250 gp), ring of protection +1 (167 gp), slashing sand (167 gp). APL 14: Magic – amulet of natural armor +1 (167 gp), armbands of might (342 gp), Boccob’s blessed book (1042 gp), bracers of armor +2 (333 gp), brooch of shielding (125 gp), cloak of charisma +2 (333 gp), dust of dryness (67 gp), figurine of wondrous power: ivory camel (708 gp), gloves of dexterity +2 (333 gp), hand of the mage (75 gp), lesser silent metamagic rod (250 gp), pearl of power 2nd-level (333 gp), ring of protection +2 (667 gp), slashing sand (167 gp). APL 16: Magic – amulet of natural armor +1 (167 gp), armbands of might (342 gp), Boccob’s blessed book (1042 gp), bracers of armor +2 (333 gp), brooch of shielding (125 gp), cloak of charisma +4 (1333 gp), dust of dryness (67 gp), figurine of wondrous power: ivory camel (708 gp), gloves of dexterity +2 (333 gp), hand of the mage (75 gp), lesser quicken metamagic rod (2917 gp), lesser silent metamagic rod (250 gp), pearl of power 2nd-level (333 gp), ring of protection +2 (667 gp), slashing sand (167 gp). Encounter 12 Defeat the assassin’s guild members APL 2: Loot – 123 gp; Magic – oil of sonic weapon (25 gp), scroll of instant locksmith (2 gp). APL 4: Loot – 125 gp; Magic – armbands of might (342 gp), oil of sonic weapon (25 gp), scroll of instant locksmith (2 gp), wand of charm person (63 gp). APL 6: Loot – 95 gp; Magic – oil of sonic weapon (25 gp), scroll of instant locksmith (2 gp), wand of charm person (63 gp). APL 8: Loot – 90 gp, Magic – cloak of elvenkind (208 gp), headband of intellect +2 (333 gp), necklace of fireballs – type I (138 gp), oil of sonic weapon (25 gp), scroll of instant locksmith (2 gp), wand of charm person (63 gp). APL 10: Loot – 117 gp, Magic – adamantine arrows (203 gp), bracers of armor +4 (1333 gp), cloak of elvenkind (208 gp), +1 flaming composite longbow [+5 Str] (742 gp), headband of intellect +2 (333 gp), necklace COR6-02 Rallying Point for the Bright Sands Page 33 of fireballs – type I (138 gp), oil of sonic weapon (25 gp), scroll of instant locksmith (2 gp), wand of charm person (63 gp). APL 12: Loot – 117 gp, Magic – adamantine arrows (203 gp), bracers of armor +4 (1333 gp), cloak of elvenkind (208 gp), +1 flaming composite longbow [+5 Str] (742 gp), headband of intellect +2 (333 gp), +1 keen falchion (698 gp), necklace of fireballs – type I (138 gp), oil of sonic weapon (25 gp), ring of counterspells (333 gp), scroll of instant locksmith (2 gp), wand of charm person (63 gp), wand of darkness (375 gp). APL 14: Loot – 206 gp, Magic – adamantine arrows (203 gp), bracers of armor +4 (1333 gp), cloak of elvenkind (416 gp, 208 gp ea.), dust of disappearance (292 gp), +1 flaming composite longbow [+5 Str] (742 gp), headband of intellect +2 (666 gp, 333 gp ea.), +1 keen falchion (698 gp), necklace of fireballs – type I (138 gp), oil of sonic weapon (25 gp), ring of counterspells (333 gp), ring of freedom of movement (3333 gp), scroll of instant locksmith (2 gp), wand of charm person – (63 gp), wand of darkness (375 gp). APL 16: 206 gp, Magic – adamantine arrows – (203 gp), amulet of health +4 (1333 gp), bracers of armor +4 (1333 gp), cloak of elvenkind (416 gp, 208 gp ea.), dust of disappearance (292 gp), +1 flaming composite longbow [+5 Str] (742 gp), headband of intellect +2 (666 gp, 333 gp ea.), +1 keen falchion (698 gp), necklace of fireballs – type I (138 gp), oil of sonic weapon (25 gp), ring of counterspells (333 gp), ring of freedom of movement (3333 gp), scroll of instant locksmith – (2 gp), scroll of wall of force (94 gp), vest of resistance +4 (1333 gp), wand of charm person (63 gp), wand of darkness (375 gp). Encounter 13 Receive reward from Messalina or Scorimongishaz APL 2: Magic: ring of sustenance - 208 gp APL 4: Magic: ring of sustenance - 208 gp APL 6: Magic: ring of sustenance - 208 gp APL 8: Magic: ring of sustenance - 208 gp APL 10: Magic: ring of sustenance - 208 gp APL 12: Magic: ring of sustenance - 208 gp APL 14: Magic: ring of sustenance - 208 gp APL 16: Magic: ring of sustenance - 208 gp Total Possible Treasure APL 2: L: 123 gp; C: 0 gp; M: 944 gp - Total: 900 gp (Actual Total: 1067 gp) APL 4: L: 125 gp; C: 0 gp; M: 1349 gp - Total: 1300 gp (Actual Total: 1474 gp) APL 6: L: 95 gp; C: 0 gp; M: 1890 gp - Total: 1800 gp (Actual Total: 1985 gp) APL 8: L: 90 gp; C: 0 gp; M: 2736 gp - Total: 2600 gp (Actual Total: 2826 gp) APL 10: L: 117 gp; C: 0 gp; M: 5514 gp - Total: 4600 gp (Actual Total: 5631 gp) APL 12: L: 117 gp; C: 0 gp; M: 7628 gp - Total: 6600 gp (Actual Total: 7745 gp) APL 14: L: 206 gp; C: 0 gp; M: 14169 gp - Total: 13200 gp (Actual Total: 14375 gp) APL 16: L: 206 gp; C: 0 gp; M: 20846 gp - Total: 19800 gp (Actual Total: 21052 gp) Special w Favor of Karistyne/Geven/Robilar (circle one): You have delivered the Sulmite research to one of the above. Your patron offers to arrange your purchase of any of the following items from Sandstorm: goggles of the desert, lamp of stars, portable shade, replenishing skin, sandals of shifting sands. You pay normal price and may purchase them as often as you like following any adventure set in Hardby or the Bright Lands. w Favor of Rotanna’s Menagerie: For capturing some of her specimens alive, Rotanna is willing to treat any one animal companion, familiar, special mount, or regular animal with alchemical mixtures and a rigorous training regimen. The treated animal gains +2 inherent bonus to Constitution and increases the animal’s natural armor by +1. This costs 2 TUs. s Geven’s Ring: Add this to your MIL at no cost. While wearing this ring, you are surrounded in shadow. This gives you a +3 competence bonus to Hide checks. In addition, once per day may be affected by a cloak of shade spell (Sandstorm, p. 112) cast at 3rd-level. This ring might upgrade later. While wearing this ring you suffer a -3 penalty to all Charisma-based skill checks. Faint abjuration; CL 3rd; Craft Ring, cloak of shade; Price: 1,980 gp; Weight: -. w Robilar’s Approval: Seeking no reward, you offered to return Robilar’s lost standard. Robilar gives you a banner of law (Heroes of Battle 133) in exchange. You lose Robilar’s banner and add the banner of law to your MIL at no cost. The banner of law is proudly emblazoned with the heraldry of the Empire of the Bright Lands. s Rotanna’s Sizing Collar: Any animal wearing this collar can be affected by a reduce animal spell twice per day. The effect ends if the collar is removed. Faint transmutation; CL 3rd; Craft Wondrous Item, reduce animal; Price: 4,800 gp; Weight: -. ITEMS FOR THE ADVENTURE RECORD Item Access APL 2:  Dust of dryness (Adventure; DMG; 800 gp)  Hand of the mage (Adventure; DMG; 900 gp)  Oil of sonic weapon (Adventure; CV; 300 gp)  Ring of sustenance (Adventure; DMG; 2,500 gp)  Rotanna’s sizing collar (Adventure; see above, 4,800 gp)  Scroll of instant locksmith (Adventure; CV; 25 gp)  Slashing sand (Adventure; Sandstorm, 2,000 gp) COR6-02 Rallying Point for the Bright Sands Page 34 APL 4 (all of APL 2 plus the following):  Armbands of might (Adventure; CV; 4,100 gp)  Wand of charm person (Adventure; DMG; 750 gp) APL 6 (all of APLs 2-4 plus the following):  Brooch of shielding (Adventure; DMG; 1,500 gp) APL 8 (all of APLs 2-6 plus the following):  Cloak of elvenkind (Adventure; DMG; 2,500 gp)  Necklace of fireballs – type I (Adventure; DMG; 1,650 gp)  APL 10 (all of APLs 2-8 plus the following):  Adamantine arrows (Adventure; DMG; 61 gp ea.)  Bracers of armor +2 (Adventure; DMG; 4,000 gp)  Bracers of armor +4 (Adventure; DMG; 16,000 gp)  +1 flaming composite longbow [+5 Str] (Adventure; DMG; 8,900 gp)  Lesser silent metamagic rod (Adventure; DMG; 3,000 gp) APL 12 (all of APLs 2-10 plus the following):  Figurine of wondrous power - Ivory Camel (Adventure; Sandstorm, 8,500 gp)  +1 keen falchion (Adventure; DMG; 8,375 gp)  Ring of counterspells (Adventure; DMG; 4,000 gp)  Wand of darkness (Adventure; DMG; 4,500 gp) APL 14 (all of APLs 2-12 plus the following):  Boccob’s blessed book (Adventure; DMG; 12,500 gp)  Dust of disappearance (Adventure; DMG; 3,500 gp)  Pearl of power - 2nd-level (Adventure; DMG; 4,000 gp)  Ring of freedom of movement (Adventure; DMG; 40,000 gp)  Ring of protection +2 (Adventure; DMG; 8,000 gp) APL 16 (all of APLs 2-14 plus the following):  Amulet of health +4 (Adventure; DMG; 16,000 gp)  Cloak of Charisma +4 (Adventure; DMG; 16,000 gp)  Lesser quicken metamagic rod (Adventure; DMG; 35,000 gp)  Scroll of wall of force (Adventure; DMG; 1,125 gp)  Vest of resistance +4 (Adventure; CA; 16,000 gp) COR6-02 Rallying Point for the Bright Sands Page 35 APPENDIX 1: APL 2 ENCOUNTER 12 d Jesdin Mertell: male half-orc fighter 1/ rogue1; CR 2; Medium humanoid (orc); HD 1d10+2 plus 1d6+2; hp 16 Init +2; Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk +1; Grp +4; Atk +6 melee (2d4+4/18-20, masterwork falchion) or +4 ranged (1d8+3/x3, mighty composite longbow [+3 Str bonus]); Full Atk +6 melee (2d4+4/18-20, masterwork falchion) or +4 ranged (1d8+3/x3, mighty composite longbow [+3 Str bonus]); SA sneak attack +1d6; SQ trapfinding; AL NE; SV Fort +4, Ref +4, Will +2; Str 17, Dex 14, Con 14, Int 12, Wis 10, Cha 6. Skills and Feats: Bluff +2, Climb +4, Disguise +4, Hide +6, Listen +4, Move Silently +6, Perform (dance) +3, Sense Motive +4, Spot +4, Tumble +6; Iron Will, Weapon Focus (falchion). Languages: Common, Infernal, Orc. Possessions: Chain shirt, masterwork falchion, mighty composite longbow [+3 Str bonus], 20 masterwork arrows, large cloak, disguise kit, peasant outfit, oil of sonic weapon. Physical Description: Jesdin has predominantly human features that he has distorted with a make-up and peasant clothing. k Logrian Klirz: male human rogue 1; CR 1; Medium humanoid (human); HD 1d6+1; hp 5; Init +2; Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk +0; Grp +4; Atk: +5 melee (2d4+6, spiked chain) or +2 ranged (1d6/x3, short bow); Full Atk: +5 melee (2d4+6, spiked chain) or +2 ranged (1d6/x3, short bow); Space/Reach 5 ft./ 5 ft. (10 ft. with spiked chain); SA sneak attack +1d6; SQ trapfinding; AL CE; SV Fort +1, Ref +4, Will +0; Str 18, Dex 14, Con 12, Int 8, Wis 10, Cha 8. Skills and Feats: Hide +6, Listen +4, Move Silently +6, Sense Motive +4, Spot +4, Tumble +6, Use Magic Device +3, Use Rope +6; Exotic Weapon Proficiency (spiked chain), Weapon Focus (spiked chain). Languages: Common. Possessions: Chain shirt, spiked chain, short bow, 20 arrows. Physical Description: A pleasant-looking burly man with a thin mustache dress in black. Senoumon: female human sorcerer 2; CR 2; Medium humanoid (human); HD 2d4+2; hp 8; Init +1; Spd 30 ft.; AC 11, touch 11, flat-footed 10; Base Atk +1; Grp +0; Atk +0 melee (1d4-1/19-20, dagger) or +2 ranged (1d8/19-20, light crossbow); Full Atk +0 melee (1d4-1/19-20, dagger) or +2 ranged (1d8/19-20, light crossbow); AL CE; SV Fort +3, Ref +1, Will +3; Str 8, Dex 12, Con 12, Int 8, Wis 10, Cha 18. Skills and Feats: Concentration +6 (+10 casting defensively), Spellcraft +4; Combat Casting, Sudden Widen. Languages: Common. Spells Known (6/5; base DC = 14 + spell level): 0– acid splash, daze, detect magic, mage hand, read magic; 1st– color spray, mage armor. Possessions: Dagger, light crossbow, 10 bolts, spell component pouch (2), rat familiar (“Lust”), scroll of instant locksmith. Power-Up Suite (mage armor): AC 15 (+4 armor, +1 Dex), touch 11, flat-footed 14. Physical Description: An extremely attractive woman in risqué black leather clothing and a vermillion feathered cloak. d Lust: rat familiar; CR -; Tiny magical beast; HD 2d8; hp 4; Init +2; Spd 15 ft., climb 15 ft., swim 15 ft.; AC 15 (+1 natural, +2 size, +2 Dex), touch 14, flat-footed 13; Base Atk +1; Grp -11; Atk +5 melee (1d3-4, bite); Full Atk +5 melee (1d3-4, bite); SQ empathic link, improved evasion, share spells; AL CE; SV Fort +2, Ref +4, Will +3; Str 2, Dex 15, Con 10, Int 6, Wis 12, Cha 2. Skills and Feats: Balance +10, Climb +12, Concentration +5, Hide +16, Move Silently +12, Spellcraft +3, Swim +10; Stealthy, Weapon Finesse. Languages: Common. Power-Up Suite (mage armor): AC 19 (+4 armor, +1 natural, +2 size, +2 Dex), touch 14, flat-footed 17. d Thugs (2): male half-orc fighter 1; CR 1; Medium humanoid (orc); HD 1d10+3; hp 10; Init +2; Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk +1; Grp +5; Atk: +6 melee (2d4+6/18-20, falchion) or +3 ranged (1d6+4, javelin); Full Atk +6 melee (2d4+6/18-20, falchion) or +3 ranged (1d6+4, javelin); SQ half-orc traits; AL CN; SV Fort +5, Ref +2, Will +0; Str 18, Dex 14, Con 16, Int 7, Wis 10, Cha 6. Skills and Feats: Jump +6; Power Attack, Weapon Focus (falchion). Languages: Common, Orc. Possessions: Chain shirt, falchion, 5 javelins, large cloak. Physical Description: A heavily browed half-orc wearing large dirty, baggy clothing. COR6-02 Rallying Point for the Bright Sands Page 36 APL 4 ENCOUNTER 12 d Jesdin Mertell: male half-orc fighter 2/ rogue 2; CR 4; Medium humanoid (orc); HD 2d10+4 plus 2d6+4; hp 32; Init +6; Spd 30 ft.; AC 16 (+2 Dex, +4 armor), touch 12, flat-footed 14; Base Atk +4; Grp +7; Atk +9 melee (2d4+6/18-20, masterwork falchion) or +6 ranged (1d8+3/x3, mighty composite longbow [+3 Str bonus]); Full Atk +9 melee (2d4+6/18-20, masterwork falchion) or +6 ranged (1d8+3/x3, mighty composite longbow [+3 Str bonus]); SA sneak attack +1d6; SQ evasion, trapfinding; AL NE; SV Fort +5, Ref +5, Will +2 (+6 vs. mind-affecting); Str 18, Dex 14, Con 14, Int 12, Wis 10, Cha 6. Skills and Feats: Bluff +2, Climb +5, Disguise +4, Hide +9, Listen +4, Move Silently +9, Perform (dance) +3, Ride +5, Sense Motive +4, Spot +4, Tumble +9; Improved Initiative, Iron Will, Scorpion’s Resolve, Weapon Focus (falchion). Languages: Common, Infernal, Orc. Possessions: Chain shirt, masterwork falchion, rapier, mighty composite longbow [+3 Str bonus], 20 masterwork arrows, large cloak, disguise kit, peasant outfit, oil of sonic weapon. Physical Description: Jesdin has predominantly human features that he has distorted with a make-up and peasant clothing. d Logrian Klirz: male human fighter 1/ rogue 2; CR 3; Medium humanoid (human); HD 1d10+1 plus 2d6+2; hp 19; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +4 armor), touch 12, flat-footed 14; Base Atk +2; Grp +6; Atk +7 melee (2d4+6, spiked chain) or +4 ranged (1d6/x3, short bow); Full Atk +7 melee (2d4+6, spiked chain) or +4 ranged (1d6/x3, short bow); Space/Reach 5 ft./ 5 ft. (10 ft. with spiked chain); SA sneak attack +1d6; SQ evasion, trapfinding; AL CE; SV Fort +3, Ref +3, Will +0; Str 18, Dex 14, Con 12, Int 8, Wis 10, Cha 8. Skills and Feats: Craft (weaponsmithing) +1, Hide +7, Listen +5, Move Silently +7, Sense Motive +5, Spot +5, Tumble +7, Use Magic Device +4, Use Rope +7; Combat Reflexes, Exotic Weapon Proficiency (spiked chain), Power Attack, Weapon Focus (spiked chain). Languages: Common. Possessions: Chain shirt, spiked chain, short bow, 20 arrows. Physical Description: A pleasant-looking burly man with a thin mustache dress in black. d Senoumon: female human sorcerer 4; CR 4; Medium humanoid (human); HD 4d4+4; hp 16; Init +1; Spd 30 ft.; AC 11 (+1 Dex), touch 11, flat-footed 10; Base Atk +2; Grp +1; Atk +1 melee (1d4-1/19-20, dagger) or +3 ranged (1d8/19-20, light crossbow); Full Atk +1 melee (1d4-1/19-20, dagger) or +3 ranged (1d8/19-20, light crossbow); AL CE; SV Fort +4, Ref +2, Will +4; Str 9, Dex 12, Con 12, Int 8, Wis 10, Cha 18. Skills and Feats: Concentration +8 (+12 casting defensively), Spellcraft +6; Combat Casting, Sudden Still, Sudden Widen. Languages: Common. Spells Known (6/7/4; base DC = 14 + spell level): 0– acid splash, daze, detect magic, ghost sound, mage hand, read magic; 1st– color spray, mage armor, magic missile; 2nd– false life. Possessions: Dagger, light crossbow, 10 bolts, spell component pouch (2), rat familiar (“Lust”), scroll of instant locksmith, wand of charm person. Power-Up Suite (false life, mage armor): hp 27; AC 15 (+4 armor, +1 Dex), touch 11, flat-footed 14. Physical Description: An extremely attractive woman in risqué black leather clothing and a vermillion feathered cloak. d Lust: rat familiar; CR -; Tiny magical beast; HD 4d8; hp 8; Init +2; Spd 15 ft., climb 15 ft., swim 15 ft.; AC 16 (+2 natural, +2 size, +2 Dex), touch 14, flat-footed 14; Base Atk +2; Grp -10; Atk +6 melee (1d3-4, bite); Full Atk +6 melee (1d3-4, bite); SQ deliver touch spells, empathic link, improved evasion, share spells; AL CE; SV Fort +2, Ref +4, Will +5; Str 2, Dex 15, Con 10, Int 7, Wis 12, Cha 2. Skills and Feats: Balance +10, Climb +12, Concentration +7, Hide +16, Move Silently +12, Spellcraft +5, Swim +10; Stealthy, Weapon Finesse. Languages: Common. Power-Up Suite (false life, mage armor): hp 19, AC 20 (+4 armor, +2 natural, +2 size, +2 Dex), touch 14, flat-footed 18. d Thugs (2): female half-orc fighter 2; CR 2; Medium humanoid (orc); HD 2d10+6; hp 21; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +4 armor), touch 12, flat- footed 14; Base Atk +2; Grp +6; Atk +7 melee (2d4+6/18-20, falchion) or +4 ranged (1d6+4, javelin); Full Atk +7 melee (2d4+6/18-20, falchion) or +4 ranged (1d6+4, javelin); SQ half-orc traits; AL CN; SV Fort +6, Ref +2, Will +0 (+4 vs. mind-affecting); Str 18, Dex 14, Con 16, Int 7, Wis 10, Cha 6. Skills and Feats: Jump +7; Power Attack, Scorpion’s Resolve, Weapon Focus (falchion). Languages: Common, Orc. Possessions: Chain shirt, falchion, 5 javelins, large cloak, armbands of might (one thug only). Physical Description: A heavily browed half-orc wearing large dirty, baggy clothing. COR6-02 Rallying Point for the Bright Sands Page 37 APL 6 ENCOUNTER 11 d Ooze Mephit Mob; CR 8; Gargantuan outsider (mob of small outsiders, Extraplanar, Water); HD 30d8+33; hp 213; Init +0; Spd 20 ft., Fly 30 (average), Swim 20; AC 12, touch 7, flat-footed 12; Base Atk +30, Grp +44, Atk mob 5d6; Full Atk mob 5d6; Space/Reach 20 ft./0 ft.; SA expert grappler, trample; SQ DR 5/magic, darkvision 60 ft., fast healing 2, mob anatomy; AL N; SV Fort +19, Ref +17, Will +17; Str 14, Dex 10, Con 13, Int 6, Wis 10, Cha 10. Skills and Feats: Bluff +6, Diplomacy +2, Disguise +0 (+2 acting), Escape Artist +6, Hide +10, Listen +6, Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings); Power Attack, Toughness, Improved Bull Rush, Improved Overrun. Expert Grappler (Ex): A mob can maintain a grapple without penalty and still make attacks against other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks). A mob is never considered flat-footed while grappling. Trample (Ex): A mob that simply moves over a creature and doesn’t end its movement with that creature in one of its occupied squares can trample the creature. A trampled creature takes 2d6+3 points of damage. The victim can either make an attack of opportunity against the mob or make a DC 27 Reflex save to take half damage. Mob Anatomy (Ex): A mob has no clear front or back and no discernible anatomy, so it is not subject to critical hits or sneak attacks. A mob cannot be flanked, tripped, grappled, or bull rushed. Unlike standard swarms, mobs are made up of relatively small numbers of individual creatures, so spells or effects that target specific numbers of creatures can have an effect on a mob. Each specific creature that is slain, disabled, or otherwise incapacitated by spells or effects that target specific creatures bestows two negative levels on the mob. A mob that gains negative levels equal to its Hit Dice breaks up as if reduced to 0 hit points. Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration), but never result in permanent level loss. A mob takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and evocation spells. Although mobs are treated as one creature, it sometimes becomes necessary to determine the fate of a specific individual caught up in the mob. If a mob is dispersed by nonlethal attacks, there are no casualties. If the mob is dispersed by lethal attacks, assume that 30% of its number are slain and 30% are reduced to 0 hit points. To determine a specific individual’s fate, simply roll d%: a result of 01-30 indicates death, 31-60 indicates the victim is reduced to 0 hit points, and a roll of 61-100 indicates the victim escapes relatively unscathed. d Ooze Mephit Sorcerer: male mephit sorcerer 3; CR 6; Small outsider (Extraplanar, Water); HD 3d8+3 plus 3d4+6; hp 36; Init +0; Spd 30 ft., Fly 40 (average), Swim 30; AC 17, touch 11, flat-footed 17; Base Atk +4, Grp +2, Atk +7 melee (1d3+2, claw); Full Atk +7/+7 melee (1d3+2, 2 claws); Space/Reach 5 ft./5 ft.; SA breath weapon, spell-like abilities, summon mephit; SQ DR 5/magic, darkvision 60 ft., fast healing 2; AL N; SV Fort +5, Ref +4, Will +6; Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 18. Skills and Feats: Bluff +13, Concentration +4, Diplomacy +6, Disguise +4 (+6 acting), Escape Artist +6, Hide +10, Listen +6, Move Silently +6, Spellcraft +2, Spot +6, Swim +10, Use Rope +0 (+2 with bindings); Power Attack, Toughness, Practiced Spellcaster. Breath Weapon (Su): 10-foot cone of caustic liquid, damage 1d4 acid. Reflex DC 13 half. Living creatures that fail their saves are tormented by itching skin and burning eyes unless they have immunity to acid or are otherwise protected. This effect imposes a - 4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution based and includes a +1 racial bonus. Spell-Like Abilities: Once per hour an ooze mephit can hurl an acidic blob that functions like Melf’s acid arrow (caster level 3rd). Once per day it can create a mass of smelly fog that duplicates the effect of stinking cloud (DC 17, caster level 6th). The save DC is Charisma based. Summon Mephit (Sp): Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of success. Roll d%: On a failure no creature answers the summons that day. A mephit that has just been summoned cannot use it’s summon ability for 1 hour. This ability is the equivalent of a 2nd level spell. Fast Healing (Ex): An ooze mephit heals only if in a wet or muddy environment. Spells Known: (6/6; base DC = 14 + spell level); 0— acid splash, daze, ghost sound, ray of frost, resistance; 1st— mage armor, magic missile, ray of enfeeblement. Possessions: bracers of armor +1, cloak of charisma +2, armbands of might, brooch of shielding. Power-Up Suite (mage armor): AC 20, touch 11, flat-footed 20. ENCOUNTER 12 d Human Commoner Mob: CR 8; Gargantuan humanoid (mob of medium humans); HD 30d8; hp 180; Init +4; Spd 20 ft.; AC 6, touch 6, flat-footed 6; Base Atk +22; Grp +34; Atk mob 5d6; Full Atk mob 5d6; Space/Reach 20 ft./0 ft.; SA expert grappler, trample; SQ mob anatomy; AL LN; SV Fort +11, Ref +9, Will +17; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10. Skills and Feats: Listen +4, Spot +4; Improved Initiative, Great Fortitude, Power Attack, Toughness, Improved Bull Rush, Improved Overrun. COR6-02 Rallying Point for the Bright Sands Page 38 Expert Grappler (Ex): A mob can maintain a grapple without penalty and still make attacks against other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks). A mob is never considered flat-footed while grappling. Trample (Ex): A mob that simply moves over a creature and doesn’t end its movement with that creature in one of its occupied squares can trample the creature. A trampled creature takes 2d6 points of damage. The victim can either make an attack of opportunity against the mob or make a DC 25 Reflex save to take half damage. Mob Anatomy (Ex): A mob has no clear front or back and no discernible anatomy, so it is not subject to critical hits or sneak attacks. A mob cannot be flanked, tripped, grappled, or bull rushed. Unlike standard swarms, mobs are made up of relatively small numbers of individual creatures, so spells or effects that target specific numbers of creatures can have an effect on a mob. Each specific creature that is slain, disabled, or otherwise incapacitated by spells or effects that target specific creatures bestows two negative levels on the mob. A mob that gains negative levels equal to its Hit Dice breaks up as if reduced to 0 hit points. Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration), but never result in permanent level loss. A mob takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and evocation spells. Although mobs are treated as one creature, it sometimes becomes necessary to determine the fate of a specific individual caught up in the mob. If a mob is dispersed by nonlethal attacks, there are no casualties. If the mob is dispersed by lethal attacks, assume that 30% of its number are slain and 30% are reduced to 0 hit points. To determine a specific individual’s fate, simply roll d%: a result of 01-30 indicates death, 31-60 indicates the victim is reduced to 0 hit points, and a roll of 61-100 indicates the victim escapes relatively unscathed. d Jesdin Mertell: male half-orc fighter 2/ rogue 2; CR 4; Medium humanoid (orc); HD 2d10+4 plus 2d6+4; hp 32; Init +6; Spd 30 ft.; AC 16 (+2 Dex, +4 armor), touch 12, flat-footed 14; Base Atk+3; Grp +7; Atk +9 melee (2d4+6/18-20, masterwork falchion) or +6 ranged (1d8+3/x3, mighty composite longbow [+3 Str bonus]); Full Atk +9 melee (2d4+6/18-20, masterwork falchion) or +6 ranged (1d8+3/x3, mighty composite longbow [+3 Str bonus]); SA sneak attack +1d6; SQ evasion, trapfinding; AL NE; SV Fort +5, Ref +5, Will +2 (+6 vs. mind-affecting); Str 18, Dex 14, Con 14, Int 12, Wis 10, Cha 6. Skills and Feats: Bluff +2, Climb +5, Disguise +4, Hide +9, Listen +4, Move Silently +9, Perform (dance) +3, Ride +5, Sense Motive +4, Spot +4, Tumble +9; Improved Initiative, Iron Will, Scorpion’s Resolve, Weapon Focus (falchion). Languages: Common, Infernal, Orc. Possessions: Chain shirt, masterwork falchion, rapier, mighty composite longbow [+3 Str bonus], 20 masterwork arrows, large cloak, disguise kit, peasant outfit, oil of sonic weapon. Physical Description: Jesdin has predominantly human features that he has distorted with a make-up and peasant clothing. k Logrian Klirz: male human fighter 2/ rogue 3; CR 5; Medium humanoid (human); HD 2d10+2 plus 3d6+3; hp 33; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +4 armor), touch 12, flat-footed 14; Base Atk+4; Grp +8; Atk +9 melee (2d4+6, spiked chain) or +6 ranged (1d6/x3, short bow); Full Atk +9 melee (2d4+6, spiked chain) or +6 ranged (1d6/x3, short bow); Space/Reach 5 ft./ 5 ft. (10 ft. with spiked chain); SA sneak attack +2d6; SQ evasion, trapfinding, trap sense +1; AL CE; SV Fort +5, Ref +3, Will +1; Str 19, Dex 14, Con 12, Int 8, Wis 10, Cha 8. Skills and Feats: Craft (weaponsmithing) +2, Hide +8, Listen +6, Move Silently +8, Ride +3, Sense Motive +6, Spot +6, Tumble +8, Use Magic Device +5, Use Rope +8; Combat Reflexes, Exotic Weapon Proficiency (spiked chain), Power Attack, Weapon Focus (spiked chain). Languages: Common. Possessions: Chain shirt, spiked chain, short bow, 20 arrows. Physical Description: A pleasant-looking burly man with a thin mustache dress in black. d Senoumon: female human sorcerer 4; CR 4; Medium humanoid (human); HD 4d4+4; hp 16; Init +1; Spd 30 ft.; AC 11 (+1 Dex), touch 11, flat-footed 10; Base Atk +2; Grp +1; Atk +1 melee (1d4-1/19-20, dagger) or +3 ranged (1d8/19-20, light crossbow); Full Atk +1 melee (1d4-1/19-20, dagger) or +3 ranged (1d8/19-20, light crossbow); AL CE; SV Fort +4, Ref +2, Will +4; Str 9, Dex 12, Con 12, Int 8, Wis 10, Cha 18. Skills and Feats: Concentration +8 (+12 casting defensively), Spellcraft +6; Combat Casting, Sudden Still, Sudden Widen. Languages: Common. Spells Known (6/7/4; base DC = 14 + spell level): 0– acid splash, daze, detect magic, ghost sound, mage hand, read magic; 1st– color spray, mage armor, magic missile; 2nd– false life. Possessions: Dagger, light crossbow, 10 bolts, spell component pouch (2), rat familiar (“Lust”), scroll of instant locksmith, wand of charm person. Power-Up Suite (false life, mage armor): hp 30; AC 15 (+4 armor, +1 Dex), touch 11, flat-footed 14. Physical Description: An extremely attractive woman in risqué black leather clothing and a vermillion feathered cloak. d Lust: rat familiar; CR -; Tiny magical beast; HD 4d8; hp 8; Init +2; Spd 15 ft., climb 15 ft., swim 15 ft.; AC 16 (+2 natural, +2 size, +2 Dex), touch 14, flat-footed 14; Base Atk +2; Grp -10; Atk +6 melee (1d3-4, bite); Full Atk +6 melee (1d3-4, bite); SQ deliver touch spells, empathic link, improved evasion, share spells; AL CE; COR6-02 Rallying Point for the Bright Sands Page 39 SV Fort +2, Ref +4, Will +5; Str 2, Dex 15, Con 10, Int 7, Wis 12, Cha 2. Skills and Feats: Balance +10, Climb +12, Concentration +7, Hide +16, Move Silently +12, Spellcraft +5, Swim +10; Stealthy, Weapon Finesse. Languages: Common. Power-Up Suite (false life, mage armor): hp 19, AC 20 (+4 armor, +2 natural, +2 size, +2 Dex), touch 14, flat-footed 18. COR6-02 Rallying Point for the Bright Sands Page 40 APL 8 ENCOUNTER 11 d Ooze Mephit Mob: CR 8; Gargantuan outsider (mob of small outsiders, Extraplanar, Water); HD 30d8+33; hp 213; Init +0; Spd 20 ft., Fly 30 (average), Swim 20; AC 12, touch 7, flat-footed 12; Base Atk +30, Grp +44, Atk mob 5d6; Full Atk mob 5d6; Space/Reach 20 ft./0 ft.; SA expert grappler, trample; SQ DR 5/magic, darkvision 60 ft., fast healing 2, mob anatomy; AL N; SV Fort +19, Ref +17, Will +17; Str 14, Dex 10, Con 13, Int 6, Wis 10, Cha 10. Skills and Feats: Bluff +6, Diplomacy +2, Disguise +0 (+2 acting), Escape Artist +6, Hide +10, Listen +6, Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings); Power Attack, Toughness, Improved Bull Rush, Improved Overrun. Expert Grappler (Ex): A mob can maintain a grapple without penalty and still make attacks against other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks). A mob is never considered flat-footed while grappling. Trample (Ex): A mob that simply moves over a creature and doesn’t end its movement with that creature in one of its occupied squares can trample the creature. A trampled creature takes 2d6+3 points of damage. The victim can either make an attack of opportunity against the mob or make a DC 27 Reflex save to take half damage. Mob Anatomy (Ex): A mob has no clear front or back and no discernible anatomy, so it is not subject to critical hits or sneak attacks. A mob cannot be flanked, tripped, grappled, or bull rushed. Unlike standard swarms, mobs are made up of relatively small numbers of individual creatures, so spells or effects that target specific numbers of creatures can have an effect on a mob. Each specific creature that is slain, disabled, or otherwise incapacitated by spells or effects that target specific creatures bestows two negative levels on the mob. A mob that gains negative levels equal to its Hit Dice breaks up as if reduced to 0 hit points. Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration), but never result in permanent level loss. A mob takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and evocation spells. Although mobs are treated as one creature, it sometimes becomes necessary to determine the fate of a specific individual caught up in the mob. If a mob is dispersed by nonlethal attacks, there are no casualties. If the mob is dispersed by lethal attacks, assume that 30% of its number are slain and 30% are reduced to 0 hit points. To determine a specific individual’s fate, simply roll d%: a result of 01-30 indicates death, 31-60 indicates the victim is reduced to 0 hit points, and a roll of 61-100 indicates the victim escapes relatively unscathed. Ooze Mephit Sorcerer: male mephit sorcerer 5; CR 8; Small outsider (Extra Planar, Water); HD 3d8+6 plus 5d4+13; hp 52; Init +0; Spd 30 ft., Fly 40 (average), Swim 30; AC 18, touch 12, flat-footed 18; Base Atk +5, Grp +3, Atk +8 melee (1d3+2, claw); Full Atk +8/+8 melee (1d3+2, 2 claws); Space/Reach 5 ft./5 ft.; SA breath weapon, spell-like abilities, summon mephit; SQ DR 5/magic, darkvision 60 ft., fast healing 2; AL N; SV Fort +6, Ref +4, Will +7; Str 14, Dex 10, Con 14, Int 6, Wis 11, Cha 18. Skills and Feats: Bluff +13, Concentration +11, Diplomacy +6, Disguise +4 (+6 acting), Escape Artist +6, Hide +10, Listen +6, Move Silently +6, Spellcraft +2, Spot +6, Swim +10, Use Rope +0 (+2 with bindings); Power Attack, Toughness, Practiced Spellcaster. Breath Weapon (Su): 10-foot cone of caustic liquid, damage 1d4 acid. Reflex DC 14 half. Living creatures that fail their saves are tormented by itching skin and burning eyes unless they have immunity to acid or are otherwise protected. This effect imposes a - 4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution based and includes a +1 racial bonus. Spell-Like Abilities: Once per hour an ooze mephit can hurl an acidic blob that functions like Melf’s acid arrow (caster level 3rd). Once per day it can create a mass of smelly fog that duplicates the effect of stinking cloud (DC 17, caster level 6th). The save DC is Charisma based. Summon Mephit (Sp): Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of success. Roll d%: On a failure no creature answers the summons that day. A mephit that has just been summoned cannot use it’s summon ability for 1 hour. This ability is the equivalent of a 2nd level spell. Fast Healing (Ex): An ooze mephit heals only if in a wet or muddy environment. Spells Known: (6/7/5; base DC = 14 + spell level); 0— acid splash, daze, ghost sound, ray of frost, read magic, resistance; 1st— mage armor, magic missile, ray of enfeeblement, shield; 2nd— glitterdust, Tasha’s hideous laughter. Possessions: bracers of armor +1, cloak of charisma +2, ring of protection +1, armbands of might, brooch of shielding. Power-Up Suite (mage armor): AC 21, touch 12, flat-footed 21. ENCOUNTER 12 d Human Commoner Mob: CR 8; Gargantuan humanoid (mob of medium humans); HD 30d8; hp 180; Init +4; Spd 20 ft.; AC 6, touch 6, flat-footed 6; Base Atk +22, Grp +34, Atk mob 5d6; Full Atk mob 5d6; Space/Reach 20 ft./0 ft.; SA expert grappler, trample; COR6-02 Rallying Point for the Bright Sands Page 41 SQ mob anatomy; AL LN; SV Fort +11, Ref +9, Will +17; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10. Skills and Feats: Listen +4, Spot +4; Improved Initiative, Great Fortitude, Power Attack, Toughness, Improved Bull Rush, Improved Overrun. Expert Grappler (Ex): A mob can maintain a grapple without penalty and still make attacks against other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks). A mob is never considered flat-footed while grappling. Trample (Ex): A mob that simply moves over a creature and doesn’t end its movement with that creature in one of its occupied squares can trample the creature. A trampled creature takes 2d6 points of damage. The victim can either make an attack of opportunity against the mob or make a DC 25 Reflex save to take half damage. Mob Anatomy (Ex): A mob has no clear front or back and no discernible anatomy, so it is not subject to critical hits or sneak attacks. A mob cannot be flanked, tripped, grappled, or bull rushed. Unlike standard swarms, mobs are made up of relatively small numbers of individual creatures, so spells or effects that target specific numbers of creatures can have an effect on a mob. Each specific creature that is slain, disabled, or otherwise incapacitated by spells or effects that target specific creatures bestows two negative levels on the mob. A mob that gains negative levels equal to its Hit Dice breaks up as if reduced to 0 hit points. Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration), but never result in permanent level loss. A mob takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and evocation spells. Although mobs are treated as one creature, it sometimes becomes necessary to determine the fate of a specific individual caught up in the mob. If a mob is dispersed by nonlethal attacks, there are no casualties. If the mob is dispersed by lethal attacks, assume that 30% of its number are slain and 30% are reduced to 0 hit points. To determine a specific individual’s fate, simply roll d%: a result of 01-30 indicates death, 31-60 indicates the victim is reduced to 0 hit points, and a roll of 61-100 indicates the victim escapes relatively unscathed. d Jesdin Mertell: male half-orc fighter 2 /rogue 3/ assassin 2/ shadow dancer 1; CR 8; Medium humanoid (orc); HD 2d10+4 plus 1d8+2 plus 5d6+10; hp 59; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +4 armor), touch 12, flat- footed 14; Base Atk +5; Grp+9; Atk +11 melee (2d4+6/18-20, masterwork falchion) or +8 ranged (1d8+3/x3, mighty composite longbow [+3 Str bonus]); Full Atk +11 melee (2d4+6/18-20, masterwork falchion) or +8 ranged (1d8+3/x3, mighty composite longbow [+3 Str bonus]); SA death attack (Fort DC 14 negates), sneak attack +3d6; SQ evasion, hide in plain sight, poison use, trapfinding, trap sense +1, uncanny dodge; AL NE; SV Fort +6 (+7 vs. poison), Ref +10, Will +1 (+5 vs. mind-affecting); Str 19, Dex 14, Con 14, Int 12 [14], Wis 10, Cha 6. Skills and Feats: Bluff +6, Climb +5, Disguise +7 (+9 acting), Hide +18, Listen +4, Move Silently +13, Perform (dance) +3, Ride +5, Sense Motive +4, Spot +11, Tumble +13; Combat Reflexes, Dodge, Mobility, Scorpion’s Resolve, Weapon Focus (falchion). Languages: Common, Infernal, Orc. Spells Known (1; base DC = 12 + spell level): 1st– critical strike, disguise self. Possessions: Chain shirt, masterwork falchion, rapier, mighty composite longbow [+3 Str bonus], 20 master arrows, cloak of elvenkind, headband of intellect +2, disguise kit, peasant outfit, oil of sonic weapon, scroll of instant locksmith, wand of charm person, necklace of fireballs – type I. Physical Description: Jesdin has predominantly human features that he has distorted with a make-up and peasant clothing. d Logrian Klirz: male human fighter 3/ rogue 4; CR 7; Medium humanoid (human); HD 3d10+3 plus 4d6+4; hp 47; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +4 armor), touch 12, flat-footed 14; Base Atk +6; Grp +10; Atk +11 melee (2d4+6, spiked chain) or +8 ranged (1d6/x3, short bow); Full Atk +11/+6 melee (2d4+6, spiked chain) or +8/+3 ranged (1d6/x3, short bow); Space/Reach 5 ft./ 5 ft. (10 ft. with spiked chain); SA sneak attack +2d6; SQ evasion, uncanny dodge, trapfinding, trap sense +1; AL CE; SV Fort +5, Ref +5, Will +2; Str 19, Dex 14, Con 12, Int 8, Wis 10, Cha 8. Skills and Feats: Craft (weaponsmithing) +3, Hide +9, Listen +7, Move Silently +9, Ride +4, Sense Motive +7, Spot +7, Tumble +9, Use Magic Device +6, Use Rope +9; Blind-fight, Combat Reflexes, Exotic Weapon Proficiency (spiked chain), Power Attack, Weapon Focus (spiked chain). Languages: Common. Possessions: Chain shirt, spiked chain, short bow, 20 arrows. Physical Description: A pleasant-looking burly man with a thin mustache dress in black. COR6-02 Rallying Point for the Bright Sands Page 42 APL 10 ENCOUNTER 11 d Ooze Mephit Mob: CR 8; Gargantuan outsider (mob of small outsiders, Extraplanar, Water); HD 30d8+33; hp 213; Init +0; Spd 20 ft., Fly 30 (average), Swim 20; AC 12, touch 7, flat-footed 12; Base Atk +30, Grp +44, Atk mob 5d6; Full Atk mob 5d6; Space/Reach 20 ft./0 ft.; SA expert grappler, trample; SQ DR 5/magic, darkvision 60 ft., fast healing 2, mob anatomy; AL N; SV Fort +19, Ref +17, Will +17; Str 14, Dex 10, Con 13, Int 6, Wis 10, Cha 10. Skills and Feats: Bluff +6, Diplomacy +2, Disguise +0 (+2 acting), Escape Artist +6, Hide +10, Listen +6, Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings); Power Attack, Toughness, Improved Bull Rush, Improved Overrun. Expert Grappler (Ex): A mob can maintain a grapple without penalty and still make attacks against other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks). A mob is never considered flat-footed while grappling. Trample (Ex): A mob that simply moves over a creature and doesn’t end its movement with that creature in one of its occupied squares can trample the creature. A trampled creature takes 2d6+3 points of damage. The victim can either make an attack of opportunity against the mob or make a DC 27 Reflex save to take half damage. Mob Anatomy (Ex): A mob has no clear front or back and no discernible anatomy, so it is not subject to critical hits or sneak attacks. A mob cannot be flanked, tripped, grappled, or bull rushed. Unlike standard swarms, mobs are made up of relatively small numbers of individual creatures, so spells or effects that target specific numbers of creatures can have an effect on a mob. Each specific creature that is slain, disabled, or otherwise incapacitated by spells or effects that target specific creatures bestows two negative levels on the mob. A mob that gains negative levels equal to its Hit Dice breaks up as if reduced to 0 hit points. Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration), but never result in permanent level loss. A mob takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and evocation spells. Although mobs are treated as one creature, it sometimes becomes necessary to determine the fate of a specific individual caught up in the mob. If a mob is dispersed by nonlethal attacks, there are no casualties. If the mob is dispersed by lethal attacks, assume that 30% of its number are slain and 30% are reduced to 0 hit points. To determine a specific individual’s fate, simply roll d%: a result of 01-30 indicates death, 31-60 indicates the victim is reduced to 0 hit points, and a roll of 61-100 indicates the victim escapes relatively unscathed. d Ooze Mephit Sorcerer: male mephit Sorcerer 7; CR 10; Small outsider (Extraplanar, Water); HD 3d8+6 plus 7d4+17; hp 62; Init +0; Spd 30 ft., Fly 40 (average), Swim 30; AC 19, touch 12, flat-footed 19; Base Atk +6; Grp +4; Atk +9 melee (1d3+2, claw); Full Atk +9/+9/+4 melee (1d3+2, 3 claws); Space/Reach 5 ft./5 ft.; SA breath weapon, spell-like abilities, summon mephit; SQ DR 5/magic, darkvision 60 ft., fast healing 2; AL N; SV Fort +7, Ref +5, Will +8; Str 14, Dex 10, Con 14, Int 6, Wis 11, Cha 18. Skills and Feats: Bluff +15, Concentration +15, Diplomacy +6, Disguise +4 (+6 acting), Escape Artist +6, Hide +10, Listen +6, Move Silently +6, Spellcraft +2, Spot +6, Swim +10, Use Rope +0 (+2 with bindings); Power Attack, Toughness, Practiced Spellcaster, Spell Focus (enchantment). Breath Weapon (Su): 10-foot cone of caustic liquid, damage 1d4 acid. Reflex DC 14 half. Living creatures that fail their saves are tormented by itching skin and burning eyes unless they have immunity to acid or are otherwise protected. This effect imposes a - 4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution based and includes a +1 racial bonus. Spell-Like Abilities: Once per hour an ooze mephit can hurl an acidic blob that functions like Melf’s acid arrow (caster level 3rd). Once per day it can create a mass of smelly fog that duplicates the effect of stinking cloud (DC 17, caster level 6th). The save DC is Charisma based. Summon Mephit (Sp): Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of success. Roll d%: On a failure no creature answers the summons that day. A mephit that has just been summoned cannot use it’s summon ability for 1 hour. This ability is the equivalent of a 2nd level spell. Fast Healing (Ex): An ooze mephit heals only if in a wet or muddy environment. Spells Known: (6/7/7/5; base DC = 14 + spell level; enchantment: DC 15 + spell level); 0— acid splash, daze, detect magic, ghost sound, ray of frost, read magic, resistance; 1st— mage armor, magic missile, orb of acid lesser, ray of enfeeblement, shield; 2nd— false life, glitterdust, Tasha’s hideous laughter; 3rd— hold person, slow. Possessions: bracers of armor +2, cloak of charisma +2, ring of protection +1, lesser metamagic rod of silent, armbands of might, brooch of shielding. Power-Up Suite (mage armor): AC 21, touch 12, flat-footed 21. ENCOUNTER 12 d Human Commoner Mob; CR 8; Gargantuan humanoid (mob of medium humans); HD 30d8; hp 180; Init +4; Spd 20 ft.; AC 6, touch 6, flat-footed 6; Base Atk +22; Grp +34; Atk mob 5d6; Full Atk mob 5d6; Space/Reach 20 ft./0 ft.; SA expert grappler, trample; COR6-02 Rallying Point for the Bright Sands Page 43 SQ mob anatomy; AL LN; SV Fort +11, Ref +9, Will +17; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10. Skills and Feats: Listen +4, Spot +4; Improved Initiative, Great Fortitude, Power Attack, Toughness, Improved Bull Rush, Improved Overrun. Expert Grappler (Ex): A mob can maintain a grapple without penalty and still make attacks against other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks). A mob is never considered flat-footed while grappling. Trample (Ex): A mob that simply moves over a creature and doesn’t end its movement with that creature in one of its occupied squares can trample the creature. A trampled creature takes 2d6 points of damage. The victim can either make an attack of opportunity against the mob or make a DC 25 Reflex save to take half damage. Mob Anatomy (Ex): A mob has no clear front or back and no discernible anatomy, so it is not subject to critical hits or sneak attacks. A mob cannot be flanked, tripped, grappled, or bull rushed. Unlike standard swarms, mobs are made up of relatively small numbers of individual creatures, so spells or effects that target specific numbers of creatures can have an effect on a mob. Each specific creature that is slain, disabled, or otherwise incapacitated by spells or effects that target specific creatures bestows two negative levels on the mob. A mob that gains negative levels equal to its Hit Dice breaks up as if reduced to 0 hit points. Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration), but never result in permanent level loss. A mob takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and evocation spells. Although mobs are treated as one creature, it sometimes becomes necessary to determine the fate of a specific individual caught up in the mob. If a mob is dispersed by nonlethal attacks, there are no casualties. If the mob is dispersed by lethal attacks, assume that 30% of its number are slain and 30% are reduced to 0 hit points. To determine a specific individual’s fate, simply roll d%: a result of 01-30 indicates death, 31-60 indicates the victim is reduced to 0 hit points, and a roll of 61-100 indicates the victim escapes relatively unscathed. d Jesdin Mertell: male half-orc fighter 2/rogue 3/ assassin 4/ shadow dancer 1; CR 10; Medium humanoid (orc); HD 2d10+4 plus 1d8+2 plus 7d6+14; hp 72; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +4 armor), touch 12, flat-footed 14; Base Atk+7; Grp +11; Atk +13 melee (2d4+6/18-20, masterwork falchion) or +10 ranged (1d8+3/x3, mighty composite longbow [+3 Str bonus]); Full Atk +13/+8 melee (2d4+6/18-20, masterwork falchion) or +10/+5 ranged (1d8+3/x3, mighty composite longbow [+3 Str bonus]); SA death attack (Fort DC 16 negates), sneak attack +4d6; SQ evasion, hide in plain sight, poison use, trapfinding, trap sense +1, uncanny dodge; AL NE; SV Fort +7 (+9 vs. poison), Ref +11, Will +4 (+8 vs. mind-affecting); Str 19, Dex 14, Con 14, Int 12 [14], Wis 10, Cha 6. Skills and Feats: Bluff +6, Climb +5, Disguise +7 (+9 acting), Hide +20, Listen +6, Move Silently +15, Perform (dance) +3, Ride +5, Sense Motive +4, Spot +13, Tumble +15; Combat Reflexes, Dodge, Iron Will, Mobility, Scorpion’s Resolve, Weapon Focus (falchion). Languages: Common, Infernal, Orc. Spells Known (4/2; base DC = 12 + spell level): 1st – critical strike, disguise self, distract assailant, true strike; 2nd – pass without trace, spider climb, swift invisibility. Possessions: Chain shirt, masterwork falchion, rapier, mighty composite longbow [+3 Str bonus], 20 masterwork arrows, cloak of elvenkind, headband of intellect +2, disguise kit, peasant outfit, oil of sonic weapon, scroll of instant locksmith, necklace of fireballs – type I. Physical Description: Jesdin has predominantly human features that he has distorted with a make-up and peasant clothing. Power-Up Suite (pass without trace). k Logrian Klirz: male human fighter 3/ rogue 4/ exotic weapon master 2; CR 9; Medium humanoid (human); HD 5d10+5 plus 4d6+4; hp 64; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +4 armor), touch 12, flat-footed 14; Base Atk +8; Grp +13; Atk +14 melee (2d4+10/19-20, spiked chain) or +10 ranged (1d6/x3, short bow); Full Atk +14/+9 melee (2d4+10/19-20, spiked chain) or +10/+5 ranged (1d6/x3, short bow); Space/Reach 5 ft./ 5 ft. (10 ft. with spiked chain); SA exotic reach, sneak attack +2d6, uncanny blow; SQ evasion, uncanny dodge, trapfinding, trap sense +1; AL CE; SV Fort +8, Ref +5, Will +2; Str 20, Dex 14, Con 12, Int 8, Wis 10, Cha 8. Skills and Feats: Craft (weaponsmithing) +3, Hide +9, Intimidate +1, Listen +7, Move Silently +9, Ride +4, Sense Motive +7, Spot +7, Tumble +9, Use Magic Device +6, Use Rope +9; Blind-fight, Combat Reflexes, Exotic Weapon Proficiency (spiked chain), Improved Critical (spiked chain), Power Attack, Weapon Focus (spiked chain). Exotic Reach: When wielding an exotic weapon with reach, Logrian may make an attack of opportunity against a foe that provokes such an attack even if the foe has cover (but not total cover). Uncanny Blow: When wielding a one-handed exotic melee weapon in two hands, Logrian can focus the power of his attack so that he deals extra damage equal to this Strength bonus x2 instead of his Strength bonus x1-1/2. If he has the Power Attack feat, he treats the weapon as two-handed for purposes of determining his bonus damage on rolls. Languages: Common. Possessions: Chain shirt, spiked chain, short bow, 20 arrows. Physical Description: A pleasant-looking burly man with a thin mustache dress in black. d Senoumon: female erinyes sorcerer 2; CR 10; Medium outsider (Evil, Extraplanar, Lawful); HD 9d8+45 plus 2d4+10; hp 115; Init +5; Spd 30 ft., fly 50 ft. COR6-02 Rallying Point for the Bright Sands Page 44 (good); AC 27, touch 15, flat-footed 22 [+5 Dex, +4 armor, +8 natural]; Base Atk +10; Grp +15; Atk +16 melee (1d8+5/19-20, longsword) or +16 ranged (1d8+6+1d6 fire/x3, +1 flaming composite longbow [+5 Str bonus]) or +15 ranged (entangle, rope); Full Atk +16/+11/+6 melee (1d8+5/19-20, longsword) or +16/+11/+6 ranged or +14/+14/+9/+4 ranged (1d8+6+1d6 fire/x3, +1 flaming composite longbow [+5 Str bonus]) or +16 ranged (entangle, rope); SA entangle, spell-like abilities, summon devil; SQ DR 5/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, SR 20, telepathy 100 ft., true seeing; AL LE; SV Fort +14, Ref +12, Will +11; Str 21, Dex 21, Con 21, Int 14, Wis 18, Cha 20. Skills and Feats: Concentration +19, Diplomacy +7, Escape Artist +17, Hide +17, Knowledge (arcana) +14, Knowledge (religion) +14, Listen +18, Move Silently +17, Search +14, Sense Motive +16, Spellcraft +8, Spot +18, Survival +4 (+6 following tracks), Use Rope +5 (+7 with bindings); Alertness, Dodge, Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run. Languages: Celestial, Draconic, and Infernal. Entangle (Ex): Senoumon carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell (caster level 16th). She can hurl the rope 30 feet with no range penalty. Typically, Senoumon entangles a foe, lifts it into the air, and drops it from a great height. Spell-Like Abilities: Caster level 12th. The save DCs are Charisma-based. At will - greater teleport (self plus 50 pounds of objects only), charm monster (DC 19), minor image (DC 17), unholy blight (DC 19). Summon Devil (Sp): Once per day Senoumon can attempt to summon 2d10 lemures or 1d4 bearded devils with a 50% chance of success. This ability is the equivalent of a 3rd-level spell. True Seeing (Su): Senoumon continuously use true seeing, as the spell (caster level 14th). Spells Known (6/6; base DC = 15 + spell level): 0– detect magic, mage hand, mending, prestidigitation, read magic; 1st– arrow mind, magic missile. Possessions: Rat familiar (“Lust”), masterwork longsword, +1 flaming composite longbow [+5 Str bonus], 40 adamantine arrows, 50’ silk rope, bracers of armor +4, wand of charm person. Physical Description: An extremely attractive woman in risqué black leather clothing with vermillion feathered wings. Lust: rat familiar; CR -; Tiny magical beast; HD 9d8; hp 57; Init +2; Spd 15 ft., climb 15 ft., swim 15 ft.; AC 15 (+1 natural, +2 size, +2 Dex), touch 14, flat-footed 13; Base Atk +10; Grp -2; Atk +14 melee (1d3-4, bite); Full Atk +14 melee (1d3-4, bite); SQ empathic link, improved evasion, share spells; AL CE; SV Fort +9, Ref +9, Will +8; Str 2, Dex 15, Con 10, Int 6, Wis 12, Cha 2. Skills and Feats: Balance +10, Climb +12, Concentration +14, Diplomacy -2, Escape Artist +22, Hide +22, Knowledge (arcana) +10, Knowledge (religion) +10, Listen +13, Move Silently +14, Search +10, Sense Motive +13, Spellcraft +4, Spot +13, Survival +1 (+3 following tracks), Swim +10 and Use Rope +2 (+4 with bindings); Stealthy, Weapon Finesse. Languages: Common. COR6-02 Rallying Point for the Bright Sands Page 45 APL 12 ENCOUNTER 11 d Ooze Mephit Mob: CR 8; Gargantuan outsider (mob of small outsiders, Extraplanar, Water); HD 30d8+33; hp 213; Init +0; Spd 20 ft., Fly 30 (average), Swim 20; AC 12, touch 7, flat-footed 12; Base Atk +30, Grp +44, Atk mob 5d6; Full Atk mob 5d6; Space/Reach 20 ft./0 ft.; SA expert grappler, trample; SQ DR 5/magic, darkvision 60 ft., fast healing 2, mob anatomy; AL N; SV Fort +19, Ref +17, Will +17; Str 14, Dex 10, Con 13, Int 6, Wis 10, Cha 10. Skills and Feats: Bluff +6, Diplomacy +2, Disguise +0 (+2 acting), Escape Artist +6, Hide +10, Listen +6, Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings); Power Attack, Toughness, Improved Bull Rush, Improved Overrun. Expert Grappler (Ex): A mob can maintain a grapple without penalty and still make attacks against other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks). A mob is never considered flat-footed while grappling. Trample (Ex): A mob that simply moves over a creature and doesn’t end its movement with that creature in one of its occupied squares can trample the creature. A trampled creature takes 2d6+3 points of damage. The victim can either make an attack of opportunity against the mob or make a DC 27 Reflex save to take half damage. Mob Anatomy (Ex): A mob has no clear front or back and no discernible anatomy, so it is not subject to critical hits or sneak attacks. A mob cannot be flanked, tripped, grappled, or bull rushed. Unlike standard swarms, mobs are made up of relatively small numbers of individual creatures, so spells or effects that target specific numbers of creatures can have an effect on a mob. Each specific creature that is slain, disabled, or otherwise incapacitated by spells or effects that target specific creatures bestows two negative levels on the mob. A mob that gains negative levels equal to its Hit Dice breaks up as if reduced to 0 hit points. Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration), but never result in permanent level loss. A mob takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and evocation spells. Although mobs are treated as one creature, it sometimes becomes necessary to determine the fate of a specific individual caught up in the mob. If a mob is dispersed by nonlethal attacks, there are no casualties. If the mob is dispersed by lethal attacks, assume that 30% of its number are slain and 30% are reduced to 0 hit points. To determine a specific individual’s fate, simply roll d%: a result of 01-30 indicates death, 31-60 indicates the victim is reduced to 0 hit points, and a roll of 61-100 indicates the victim escapes relatively unscathed. d Ooze Mephit Sorcerer: male sorcerer 7; CR 10; Small outsider (Extraplanar, Water); HD 3d8+6 plus 7d4+17; hp 62; Init +0; Spd 30 ft., Fly 40 (average), Swim 30; AC 19, touch 12, flat-footed 19; Base Atk +6, Grp +4, Atk +9 melee (1d3+2, claw); Full Atk +9/+9/+4 melee (1d3+2, 3 claws); Space/Reach 5 ft./5 ft.; SA breath weapon, spell-like abilities, summon mephit; SQ DR 5/magic, darkvision 60 ft., fast healing 2; AL N; SV Fort +7, Ref +5, Will +8; Str 14, Dex 10, Con 14, Int 6, Wis 11, Cha 18. Skills and Feats: Bluff +15, Concentration +15, Diplomacy +6, Disguise +4 (+6 acting), Escape Artist +6, Hide +10, Listen +6, Move Silently +6, Spellcraft +2, Spot +6, Swim +10, Use Rope +0 (+2 with bindings); Power Attack, Toughness, Practiced Spellcaster, Spell Focus (enchantment). Breath Weapon (Su): 10-foot cone of caustic liquid, damage 1d4 acid. Reflex DC 14 half. Living creatures that fail their saves are tormented by itching skin and burning eyes unless they have immunity to acid or are otherwise protected. This effect imposes a - 4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution based and includes a +1 racial bonus. Spell-Like Abilities: Once per hour an ooze mephit can hurl an acidic blob that functions like Melf’s acid arrow (caster level 3rd). Once per day it can create a mass of smelly fog that duplicates the effect of stinking cloud (DC 17, caster level 6th). The save DC is Charisma based. Summon Mephit (Sp): Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of success. Roll d%: On a failure no creature answers the summons that day. A mephit that has just been summoned cannot use it’s summon ability for 1 hour. This ability is the equivalent of a 2nd level spell. Fast Healing (Ex): An ooze mephit heals only if in a wet or muddy environment. Spells Known: (6/7/7/5; base DC = 14 + spell level; enchantment: DC 15 + spell level); 0—acid splash, daze, detect magic, ghost sound, ray of frost, read magic, resistance; 1st—mage armor, magic missile, orb of acid lesser, ray of enfeeblement, shield; 2nd—false life, glitterdust, Tasha’s hideous laughter; 3rd—hold person, slow. Possessions: bracers of armor +2, cloak of charisma +2, ring of protection +1, lesser metamagic rod of silent, armbands of might, brooch of shielding. Power-Up Suite (mage armor): AC 21, touch 12, flat-footed 21. d Monstrous Centipede, Advanced: CR 13 Colossal vermin; HD 40d8+80; hp 320; Init +2; Spd 40 ft.; AC 20, touch 4, flat-footed 18; Base Atk +30; Grp +55; Atk +39 melee (4d6+13 plus poison, bite); Full Atk +39 melee (4d6+12 plus poison, bite); Space/Reach 30 ft./20 ft.; SA poison; SQ darkvision 60 ft., vermin traits; AL N; SV Fort +25 Ref +15 Will +13; Str 28 Dex 14 Con 14 Int – Wis 10 Cha 2. COR6-02 Rallying Point for the Bright Sands Page 46 Skills and Feats: Climb +16, Hide -7, Spot +4. Poison (Ex): A monstrous centipede has a poisonous bite. A colossal centipede’s bite has a Fort DC 24, damage 2d6 Dex. The save DC is Constitution- based. The indicated damage is both initial and secondary damage. ENCOUNTER 12 d Human Commoner Mob: CR 8; Gargantuan humanoid (mob of medium humans); HD 30d8; hp 180; Init +4; Spd 20 ft.; AC 6, touch 6, flat-footed 6; Base Atk +22; Grp +34, Atk mob 5d6; Full Atk mob 5d6; Space/Reach 20 ft./0 ft.; SA expert grappler, trample; SQ mob anatomy; AL LN; SV Fort +11, Ref +9, Will +17; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10. Skills and Feats: Listen +4, Spot +4; Improved Initiative, Great Fortitude, Power Attack, Toughness, Improved Bull Rush, Improved Overrun. Expert Grappler (Ex): A mob can maintain a grapple without penalty and still make attacks against other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks). A mob is never considered flat-footed while grappling. Trample (Ex): A mob that simply moves over a creature and doesn’t end its movement with that creature in one of its occupied squares can trample the creature. A trampled creature takes 2d6 points of damage. The victim can either make an attack of opportunity against the mob or make a DC 25 Reflex save to take half damage. Mob Anatomy (Ex): A mob has no clear front or back and no discernible anatomy, so it is not subject to critical hits or sneak attacks. A mob cannot be flanked, tripped, grappled, or bull rushed. Unlike standard swarms, mobs are made up of relatively small numbers of individual creatures, so spells or effects that target specific numbers of creatures can have an effect on a mob. Each specific creature that is slain, disabled, or otherwise incapacitated by spells or effects that target specific creatures bestows two negative levels on the mob. A mob that gains negative levels equal to its Hit Dice breaks up as if reduced to 0 hit points. Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration), but never result in permanent level loss. A mob takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and evocation spells. Although mobs are treated as one creature, it sometimes becomes necessary to determine the fate of a specific individual caught up in the mob. If a mob is dispersed by nonlethal attacks, there are no casualties. If the mob is dispersed by lethal attacks, assume that 30% of its number are slain and 30% are reduced to 0 hit points. To determine a specific individual’s fate, simply roll d%: a result of 01-30 indicates death, 31-60 indicates the victim is reduced to 0 hit points, and a roll of 61-100 indicates the victim escapes relatively unscathed. Jesdin Mertell: male half-orc fighter 2/ rogue 3/ assassin 4/ shadow dancer 1; CR 10; Medium humanoid (orc); HD 2d10+4 plus 1d8+2 plus 7d6+14; hp 72; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +4 armor), touch 12, flat-footed 14; Base Atk +7; Grp +11; Atk +13 melee (2d4+7/15-20, +1 keen falchion) or +10 ranged (1d8+3/x3, mighty composite longbow [+3 Str bonus]); Full Atk +13/+8 melee (2d4+7/15-20, +1 keen falchion) or +10/+5 ranged (1d8+3/x3, mighty composite longbow [+3 Str bonus]); SA death attack (Fort DC 16 negates), sneak attack +4d6; SQ evasion, hide in plain sight, poison use, trapfinding, trap sense +1, uncanny dodge; AL NE; SV Fort +7 (+9 vs. poison), Ref +11, Will +4 (+8 vs. mind-affecting); Str 19, Dex 14, Con 14, Int 12 [14], Wis 10, Cha 6. Skills and Feats: Bluff +6, Climb +5, Disguise +7 (+9 acting), Hide +20, Listen +6, Move Silently +15, Perform (dance) +3, Ride +5, Sense Motive +4, Spot +13, Tumble +15; Combat Reflexes, Dodge, Iron Will, Mobility, Scorpion’s Resolve, Weapon Focus (falchion). Languages Common, Infernal, Orc. Spells Known (4/2; base DC = 12 + spell level): 1st – critical strike, disguise self, distract assailant, true strike; 2nd – pass without trace, spider climb, swift invisibility. Possessions: Chain shirt, masterwork falchion, rapier, mighty composite longbow [+3 Str bonus], 20 masterwork arrows, cloak of elvenkind, headband of intellect +2, disguise kit, peasant outfit, oil of sonic weapon, scroll of instant locksmith, necklace of fireballs – type I, +1 keen falchion. Physical Description: Jesdin has predominantly human features that he has distorted with a make-up and peasant clothing. Power-Up Suite (pass without trace). k Logrian Klirz: male human fighter 4/ rogue 4/ exotic weapon master 3; CR 11; Medium humanoid (human); HD 7d10+7 plus 4d6+4; hp 81; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +4 armor), touch 12, flat-footed 14; Base Atk +10; Grp +15; Atk +16 melee (2d4+12/19-20, spiked chain) or +12 ranged (1d6/x3, short bow); Full Atk +16/+11 melee (2d4+12/19-20, spiked chain) or +14/+14/+9 melee (2d4+12/19-20, spiked chain) or +12/+7 ranged (1d6/x3, short bow); Space/Reach 5 ft./ 5 ft. (10 ft. with spiked chain); SA exotic reach, sneak attack +2d6, uncanny blow; SQ evasion, uncanny dodge, trapfinding, trap sense +1; AL CE; SV Fort +9, Ref +6, Will +3; Str 20, Dex 14, Con 12, Int 8, Wis 10, Cha 8. Skills and Feats: Craft (weaponsmithing) +3, Hide +9, Intimidate +2, Listen +7, Move Silently +9, Ride +6, Sense Motive +7, Spot +7, Tumble +9, Use Magic Device +6, Use Rope +9; Blind-fight, Combat Reflexes, Exotic Weapon Proficiency (spiked chain), Improved Critical (spiked chain), Power Attack, Weapon Focus (spiked chain), Weapon Specialization (spiked chain). Exotic Reach: When wielding an exotic weapon with reach, Logrian may make an attack of opportunity COR6-02 Rallying Point for the Bright Sands Page 47 against a foe that provokes such an attack even if the foe has cover (but not total cover). Flurry of Strikes: When wielding an exotic double weapon or a spiked chain with both hands, Logrian can elect to use a full attack action to make a flurry of strikes. When doing so, he may make one extra attack in the round at his full base attack bonus, but this attack takes a –2 penalty, as does each other attack made in that round and until the exotic weapon master’s next turn. The extra attack may be with either end of the double weapon. Uncanny Blow: When wielding a one-handed exotic melee weapon in two hands, Logrian can focus the power of his attack so that he deals extra damage equal to this Strength bonus x2 instead of his Strength bonus x1-1/2. If he has the Power Attack feat, he treats the weapon as two-handed for purposes of determining his bonus damage on rolls. Languages: Common. Possessions: Chain shirt, spiked chain, short bow, 20 arrows. Physical Description: A pleasant-looking burly man with a thin mustache dress in black. d Senoumon: female erinyes sorcerer 4; CR 12; Medium outsider (Evil, Extraplanar, Lawful); HD 9d8+45 plus 4d4+20; hp 131; Init +6; Spd 30 ft., fly 50 ft. (good); AC 28, touch 16, flat-footed 22 [+6 Dex, +4 armor, +8 natural]; Base Atk +11; Grp +16; Atk +17 melee (1d8+5/19-20, longsword) or +18 ranged (1d8+6+1d6 fire/x3, +1 flaming composite longbow [+5 Str bonus]) or +17 ranged (entangle, rope); Full Atk +17/+12/+7 melee (1d8+5/19-20, longsword) or +18/+13/+8 ranged or +16/+16/+11/+6 ranged (1d8+6+1d6 fire/x3, +1 flaming composite longbow [+5 Str bonus]) or +17 ranged (entangle, rope); SA entangle, spell-like abilities, summon devil; SQ DR 5/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, SR 20, telepathy 100 ft., true seeing; AL LE; SV Fort +14, Ref +13, Will +14; Str 21, Dex 22, Con 21, Int 14, Wis 18, Cha 20. Skills and Feats: Concentration +21, Diplomacy +7, Escape Artist +18, Hide +18, Knowledge (arcana) +14, Knowledge (religion) +14, Listen +18, Move Silently +18, Search +14, Sense Motive +16, Spellcraft +14, Spot +18, Survival +4 (+6 following tracks), Use Rope +6 (+8 with bindings); Alertness, Dodge, Manyshot, Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run. Languages: Celestial, Draconic, and Infernal. Entangle (Ex): Senoumon carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell (caster level 16th). She can hurl its rope 30 feet with no range penalty. Typically, Senoumon entangles a foe, lifts it into the air, and drops it from a great height. Spell-Like Abilities: Caster level 12th. The save DCs are Charisma-based. At will - greater teleport (self plus 50 pounds of objects only), charm monster (DC 19), minor image (DC 17), unholy blight (DC 19). Summon Devil (Sp): Once per day Senoumon can attempt to summon 2d10 lemures or 1d4 bearded devils with a 50% chance of success. This ability is the equivalent of a 3rd-level spell. True Seeing (Su): Erinyes continuously use true seeing, as the spell (caster level 14th). Spells Known (6/8/4; base DC = 15 + spell level): 0– arcane mark, detect magic, mage hand, mending, prestidigitation, read magic; 1st– arrow mind, magic missile, protection from good; 2nd– false life. Possessions: Rat familiar (“Lust”), masterwork longsword, +1 flaming composite longbow [+5 Str bonus], 40 adamantine arrows, 50’ silk rope, bracers of armor +4, wand of charm person, ring of counterspells (dispel magic), wand of darkness. Power-Up Suite (false life): hp 146. Physical Description: An extremely attractive woman in risqué black leather clothing with vermillion feathered wings. d Lust: rat familiar; CR -; Tiny magical beast; HD 13d8; hp 65; Init +2; Spd 15 ft., climb 15 ft., swim 15 ft.; AC 16 (+2 natural, +2 size, +2 Dex), touch 14, flat-footed 14; Base Atk +11; Grp -1; Atk +15 melee (1d3-4, bite); Full Atk +15 melee (1d3-4, bite); SQ deliver touch spells, empathic link, improved evasion, share spells; AL CE; SV Fort +9, Ref +10, Will +11; Str 2, Dex 15, Con 10, Int 7, Wis 12, Cha 2. Skills and Feats: Balance +10, Climb +12, Concentration +16, Diplomacy -2, Escape Artist +22, Hide +22, Knowledge (arcana) +10, Knowledge (religion) +10, Listen +13, Move Silently +14, Search +10, Sense Motive +13, Spellcraft +10, Spot +13, Survival +1 (+3 following tracks), Swim +10 and Use Rope +2 (+4 with bindings); Stealthy, Weapon Finesse. Languages: Common. Power-Up Suite (false life): hp 80. COR6-02 Rallying Point for the Bright Sands Page 48 APL 14 ENCOUNTER 1 d Advanced Crocosphinx: CR 14; Large magical beast; HD 21d10+147; hp 304; Init -1; Spd 40 ft., fly 60 ft. (poor), swim 40 ft.; AC 23 (-1 size, -1 Dex, +15 natural), touch 8, flat-footed 23; Base Atk +21; Grp +33; Atk Bite +28 melee (2d6+8) or tail slap +28 melee (1d12+12); Full Atk Bite +28 melee (2d6+8) and 2 claws +23 melee (2d4+4) and 1 claw +18 melee (2d4+4); or tail slap +28 melee (1d12+12) and 2 claws +23 melee (2d4+4) and 1 claw +18 melee (2d4+4); Space/Reach 10 ft./5 ft.; SA improved grab, pounce, rake 2d4+4; SQ darkvision 60 ft., hold breath, low-light vision; AL CE; SV Fort +19, Ref +11, Will +9; Str 26, Dex 9, Con 24, Int 13, Wis 14, Cha 15. Skills and Feats: Hide +8 (+22 in water), Intimidate +17, Listen +28, Spot +28, Swim +8; Alertness, Awesome Blow, Cleave, Flyby Attack, Hover, Improved Bull Rush, Power Attack, Rapid Strike (claw). Hold Breath (Ex): A crocosphinx can hold its breath for a number minutes of rounds equal to 4 x its Constitution score before it risks drowning. Improved Grab (Ex): To use this ability, a crocosphinx must hit a creature with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, the crocosphinx establishes a hold on the opponent and drags it into deep water, attempting to pin it to the bottom. Rake (Ex): Attack bonus +23, damage 2d4+4. ENCOUNTER 11 d Ooze Mephit Mob; CR 8; Gargantuan outsider (mob of small outsiders, Extraplanar, Water); HD 30d8+33; hp 213; Init +0; Spd 20 ft., Fly 30 (average), Swim 20; AC 12, touch 7, flat-footed 12; Base Atk +30, Grp +44, Atk mob 5d6; Full Atk mob 5d6; Space/Reach 20 ft./0 ft.; SA expert grappler, trample; SQ DR 5/magic, darkvision 60 ft., fast healing 2, mob anatomy; AL N; SV Fort +19, Ref +17, Will +17; Str 14, Dex 10, Con 13, Int 6, Wis 10, Cha 10. Skills and Feats: Bluff +6, Diplomacy +2, Disguise +0 (+2 acting), Escape Artist +6, Hide +10, Listen +6, Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings); Power Attack, Toughness, Improved Bull Rush, Improved Overrun. Expert Grappler (Ex): A mob can maintain a grapple without penalty and still make attacks against other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks). A mob is never considered flat-footed while grappling. Trample (Ex): A mob that simply moves over a creature and doesn’t end its movement with that creature in one of its occupied squares can trample the creature. A trampled creature takes 2d6+3 points of damage. The victim can either make an attack of opportunity against the mob or make a DC 27 Reflex save to take half damage. Mob Anatomy (Ex): A mob has no clear front or back and no discernible anatomy, so it is not subject to critical hits or sneak attacks. A mob cannot be flanked, tripped, grappled, or bull rushed. Unlike standard swarms, mobs are made up of relatively small numbers of individual creatures, so spells or effects that target specific numbers of creatures can have an effect on a mob. Each specific creature that is slain, disabled, or otherwise incapacitated by spells or effects that target specific creatures bestows two negative levels on the mob. A mob that gains negative levels equal to its Hit Dice breaks up as if reduced to 0 hit points. Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration), but never result in permanent level loss. A mob takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and evocation spells. Although mobs are treated as one creature, it sometimes becomes necessary to determine the fate of a specific individual caught up in the mob. If a mob is dispersed by nonlethal attacks, there are no casualties. If the mob is dispersed by lethal attacks, assume that 30% of its number are slain and 30% are reduced to 0 hit points. To determine a specific individual’s fate, simply roll d%: a result of 01-30 indicates death, 31-60 indicates the victim is reduced to 0 hit points, and a roll of 61-100 indicates the victim escapes relatively unscathed. d Ooze Mephit Sorcerer: male sorcerer 9; CR 12; Small outsider (Extraplanar, Water); HD 3d8+6 plus 9d4+21; hp 72; Init +5; Spd 30 ft., Fly 40 (average), Swim 30; AC 22, touch 14, flat-footed 21; Base Atk +7; Grp +5; Atk +10 melee (1d3+2, claw); Full Atk +10/+10 melee (1d3+2, claws); Space/Reach 5 ft./5 ft.; SA breath weapon, spell-like abilities, summon mephit; SQ DR 5/magic, darkvision 60 ft., fast healing 2; AL N; SV Fort +8, Ref +7, Will +10; Str 14, Dex 12, Con 14, Int 6, Wis 12, Cha 18. Skills and Feats: Bluff +15, Concentration +17, Diplomacy +6, Disguise +4 (+6 acting), Escape Artist +7, Hide +11, Listen +7, Move Silently +7, Spellcraft +6, Spot +7, Swim +10, Use Rope +1 (+3 with bindings); Power Attack, Toughness, Practiced Spellcaster, Spell Focus (enchantment), Improved Initiative. Breath Weapon (Su): 10-foot cone of caustic liquid, damage 1d4 acid. Reflex DC 14 half. Living creatures that fail their saves are tormented by itching skin and burning eyes unless they have immunity to acid or are otherwise protected. This effect imposes a - 4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution based and includes a +1 racial bonus. Spell-Like Abilities: Once per hour an ooze mephit can hurl an acidic blob that functions like Melf’s acid arrow (caster level 3rd). Once per day it can create a mass of smelly fog that duplicates the effect of stinking cloud (DC 17, caster level 6th). The save DC is Charisma based. COR6-02 Rallying Point for the Bright Sands Page 49 Summon Mephit (Sp): Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of success. Roll d%: On a failure no creature answers the summons that day. A mephit that has just been summoned cannot use it’s summon ability for 1 hour. This ability is the equivalent of a 2nd level spell. Fast Healing (Ex): An ooze mephit heals only if in a wet or muddy environment. Spells Known: (6/7/7/7/5; base DC = 14 + spell level; enchantment: DC 15 + spell level); 0— acid splash, daze, detect magic, ghost sound, ray of frost, read magic, resistance, open/close; 1st— mage armor, magic missile, orb of acid lesser, ray of enfeeblement, shield; 2nd— false life, glitterdust, see invisible, Tasha’s hideous laughter; 3rd— hold person, slow, stinking cloud; 4th— confusion, greater invisibility. Possessions: bracers of armor +2, cloak of charisma +2, ring of protection +2, amulet of natural armor +1, gloves of dexterity +2, lesser metamagic rod of silent, armbands of might, brooch of shielding. Power-Up Suite (false life, mage armor): hp 83; AC 21, touch 12, flat-footed 21. d Monstrous Centipede, Advanced: CR 15 Colossal vermin; HD 48d8+144; hp 432; Init +2; Spd 40 ft.; AC 20, touch 4, flat-footed 18; Base Atk +36; Grp +61; Atk +45 melee (4d6+13 plus poison, bite); Full Atk +45 melee (4d6+12 plus poison, bite); Space/Reach 30 ft./20 ft.; SA poison; SQ darkvision 60 ft., vermin traits; AL N; SV Fort +29 Ref +18 Will +16; Str 28 Dex 14 Con 16 Int – Wis 10 Cha 2. Skills and Feats: Climb +16, Hide -7, Spot +4. Poison (Ex): A monstrous centipede has a poisonous bite. A colossal centipede’s bite has a Fort DC 25, damage 2d6 Dex. The save DC is Constitution- based. The indicated damage is both initial and secondary damage. ENCOUNTER 12 d Human Commoner Mob: CR 8; Gargantuan humanoid (mob of medium humans); HD 30d8; hp 180; Init +4; Spd 20 ft.; AC 6, touch 6, flat-footed 6; Base Atk +22, Grp +34, Atk mob 5d6; Full Atk mob 5d6; Space/Reach 20 ft./0 ft.; SA expert grappler, trample; SQ mob anatomy; AL LN; SV Fort +11, Ref +9, Will +17; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10. Skills and Feats: Listen +4, Spot +4; Improved Initiative, Great Fortitude, Power Attack, Toughness, Improved Bull Rush, Improved Overrun. Expert Grappler (Ex): A mob can maintain a grapple without penalty and still make attacks against other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks). A mob is never considered flat-footed while grappling. Trample (Ex): A mob that simply moves over a creature and doesn’t end its movement with that creature in one of its occupied squares can trample the creature. A trampled creature takes 2d6 points of damage. The victim can either make an attack of opportunity against the mob or make a DC 25 Reflex save to take half damage. Mob Anatomy (Ex): A mob has no clear front or back and no discernible anatomy, so it is not subject to critical hits or sneak attacks. A mob cannot be flanked, tripped, grappled, or bull rushed. Unlike standard swarms, mobs are made up of relatively small numbers of individual creatures, so spells or effects that target specific numbers of creatures can have an effect on a mob. Each specific creature that is slain, disabled, or otherwise incapacitated by spells or effects that target specific creatures bestows two negative levels on the mob. A mob that gains negative levels equal to its Hit Dice breaks up as if reduced to 0 hit points. Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration), but never result in permanent level loss. A mob takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and evocation spells. Although mobs are treated as one creature, it sometimes becomes necessary to determine the fate of a specific individual caught up in the mob. If a mob is dispersed by nonlethal attacks, there are no casualties. If the mob is dispersed by lethal attacks, assume that 30% of its number are slain and 30% are reduced to 0 hit points. To determine a specific individual’s fate, simply roll d%: a result of 01-30 indicates death, 31-60 indicates the victim is reduced to 0 hit points, and a roll of 61-100 indicates the victim escapes relatively unscathed. d Jesdin Mertell: male half-orc fighter 4/ rogue 3/ assassin 6/ shadow dancer 1; CR 14; Medium humanoid (orc); HD 4d10+8 plus 1d8+2 plus 9d6+18; hp 98; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +4 armor), touch 12, flat-footed 14; Base Atk +10; Grp +15; Atk +17 melee (2d4+9/15-20, masterwork falchion) or +13 ranged (1d8+3/x3, mighty composite longbow [+3 Str bonus]); Full Atk +17/+12 melee (2d4+9/15-20, masterwork falchion) or +13/+8 ranged (1d8+3/x3, mighty composite longbow [+3 Str bonus]); SA death attack (Fort DC 18 negates), sneak attack +5d6; SQ evasion, improved uncanny dodge, hide in plain sight, poison use, trapfinding, trap sense +1, uncanny dodge; AL NE; SV Fort +9 (+12 vs. poison), Ref +13, Will +6 (+10 vs. mind-affecting); Str 20, Dex 14, Con 14, Int 12 [14], Wis 10, Cha 6. Skills and Feats: Bluff +6, Climb +9, Disguise +7 (+9 acting), Hide +22, Listen +8, Move Silently +17, Perform (dance) +3, Ride +8, Sense Motive +4, Spot +15, Tumble +17; Combat Reflexes, Dodge, Improved Critical (falchion), Iron Will, Mobility, Scorpion’s Resolve, Weapon Focus (falchion), Weapon Specialization (falchion). Languages: Common, Infernal, Orc. Spells Known (4/4/1; base DC = 12 + spell level): 1st– critical strike, disguise self, distract assailant, true strike; 2nd– pass without trace, spider climb, swift invisibility, undetectable alignment; 3rd – false life, misdirection, nondetection. COR6-02 Rallying Point for the Bright Sands Page 50 Possessions: Chain shirt, masterwork falchion, rapier, mighty composite longbow [+3 Str bonus], 20 masterwork arrows, cloak of elvenkind, headband of intellect +2, disguise kit, peasant outfit, oil of sonic weapon, scroll of instant locksmith, dust of disappearance. Power-Up Suite (false life, pass without trace): hp 112. Physical Description: Jesdin has predominantly human features that he has distorted with a make-up and peasant clothing. d Immin: male half-orc fighter 2/ rogue 3/ assassin 4/ shadow dancer 1; CR 10; Medium humanoid (orc); HD 2d10+4 plus 1d8+2 plus 7d6+14; hp 72; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +4 armor), touch 12, flat-footed 14; Base Atk +7; Grp +11; Atk +13 melee (2d4+7/15-20, +1 keen falchion) or +10 ranged (1d8+3/x3, mighty composite longbow [+3 Str bonus]); Full Atk +13/+8 melee (2d4+7/15-20, +1 keen falchion) or +10/+5 ranged (1d8+3/x3, mighty composite longbow [+3 Str bonus]); SA death attack (Fort DC 16 negates), sneak attack +4d6; SQ evasion, hide in plain sight, poison use, trapfinding, trap sense +1, uncanny dodge; AL NE; SV Fort +7 (+9 vs. poison), Ref +11, Will +4 (+8 vs. mind- affecting); Str 19, Dex 14, Con 14, Int 12 [14], Wis 10, Cha 6. Skills and Feats: Bluff +6, Climb +5, Disguise +7 (+9 acting), Hide +20, Listen +6, Move Silently +15, Perform (dance) +3, Ride +5, Sense Motive +4, Spot +13, Tumble +15; Combat Reflexes, Dodge, Iron Will, Mobility, Scorpion’s Resolve, Weapon Focus (falchion). Languages: Common, Infernal, Orc. Spells Known (4/2; base DC = 12 + spell level): 1st– critical strike, disguise self, distract assailant, true strike; 2nd– pass without trace, spider climb, swift invisibility. Possessions: Chain shirt, masterwork falchion, rapier, mighty composite longbow [+3 Str bonus], 20 masterwork arrows, cloak of elvenkind, headband of intellect +2, disguise kit, peasant outfit, necklace of fireballs – type I, +1 keen falchion. Physical Description: Immin is a small boy dressed in peasant clothing. Power-Up Suite (pass without trace). k Logrian Klirz: male human barbarian 2 /fighter 4/ rogue 4/ exotic weapon master 3; CR 13; Medium humanoid (human); HD 2d12+4 plus 7d10+14 plus 4d6+8; hp 114; Init +2; Spd 40 ft.; AC 16 (+2 Dex, +4 armor), touch 12, flat-footed 14; Base Atk +12; Grp +17; Atk +18 melee (2d4+12/19-20, spiked chain) or +14 ranged (1d6/x3, short bow); Full Atk +18/+13 melee (2d4+12/19-20, spiked chain) or +16/+16/+11 melee (2d4+12/19-20, spiked chain) or +14/+9 ranged (1d6/x3, short bow); Space/Reach 5 ft./ 5 ft. (10 ft. with spiked chain); SA exotic reach, rage 1/day, sneak attack +2d6, uncanny blow; SQ evasion, uncanny dodge, trapfinding, trap sense +1; AL CE; SV Fort +12, Ref +6, Will +3; Str 21, Dex 14, Con 12, Int 8, Wis 10, Cha 8. Skills and Feats: Craft (weaponsmithing) +3, Hide +9, Intimidate +2, Listen +13, Move Silently +9, Ride +6, Sense Motive +7, Spot +7, Tumble +9, Use Magic Device +6, Use Rope +9; Blind-fight, Combat Reflexes, Exotic Weapon Proficiency (spiked chain), Improved Critical (spiked chain), Power Attack, Power Critical, Weapon Focus (spiked chain), Weapon Specialization (spiked chain). Exotic Reach: When wielding an exotic weapon with reach, Logrian may make an attack of opportunity against a foe that provokes such an attack even if the foe has cover (but not total cover). Flurry of Strikes: When wielding an exotic double weapon or a spiked chain with both hands, Logrian can elect to use a full attack action to make a flurry of strikes. When doing so, he may make one extra attack in the round at his full base attack bonus, but this attack takes a –2 penalty, as does each other attack made in that round and until the exotic weapon master’s next turn. The extra attack may be with either end of the double weapon. Uncanny Blow: When wielding a one-handed exotic melee weapon in two hands, Logrian can focus the power of his attack so that he deals extra damage equal to this Strength bonus x2 instead of his Strength bonus x1-1/2. If he has the Power Attack feat, he treats the weapon as two-handed for purposes of determining his bonus damage on rolls. Languages: Common. Possessions: Chain shirt, spiked chain, short bow, 20 arrows. Physical Description: A pleasant-looking burly man with a thin mustache dress in black. d Senoumon: female erinyes sorcerer 6; CR 14; Medium outsider (Evil, Extraplanar, Lawful); HD 9d8+45 plus 6d4+30; hp 147; Init +6; Spd 30 ft., fly 50 ft. (good); AC 28, touch 16, flat-footed 22 [+6 Dex, +4 armor, +8 natural]; Base Atk +12; Grp +17; Atk +18 melee (1d8+5/19-20, longsword) or +20 ranged (1d8+6+1d6 fire/x3, +1 flaming composite longbow [+5 Str bonus]) or +18 ranged (entangle, rope); Full Atk +18/+13/+6 melee (1d8+5/19-20, longsword) or +20/+15/+10 ranged or +18/+18/+13/+8 ranged (1d8+6+1d6 fire/x3, +1 flaming composite longbow [+5 Str bonus]) or +18 ranged (entangle, rope); SA entangle, spell-like abilities, summon devil; SQ DR 5/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, SR 20, telepathy 100 ft., true seeing; AL LE; SV Fort +15, Ref +14, Will +15; Str 21, Dex 22, Con 21, Int 14, Wis 18, Cha 20. Skills and Feats: Concentration +23, Diplomacy +7, Escape Artist +18, Hide +18, Knowledge (arcana) +14, Knowledge (religion) +14, Listen +18, Move Silently +18, Search +14, Sense Motive +16, Spellcraft +20, Spot +18, Survival +4 (+6 following tracks), Use Rope +6 (+8 with bindings); Alertness, Dodge, Manyshot, Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Weapon Focus (composite longbow). Languages: Celestial, Draconic, and Infernal. COR6-02 Rallying Point for the Bright Sands Page 51 Entangle (Ex): Senoumon carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell (caster level 16th). She can hurl its rope 30 feet with no range penalty. Typically, Senoumon entangles a foe, lifts it into the air, and drops it from a great height. Spell-Like Abilities: Caster level 12th. The save DCs are Charisma-based. At will - greater teleport (self plus 50 pounds of objects only), charm monster (DC 19), minor image (DC 17), unholy blight (DC 19). Summon Devil (Sp): Once per day Senoumon can attempt to summon 2d10 lemures or 1d4 bearded devils with a 50% chance of success. This ability is the equivalent of a 3rd-level spell. True Seeing (Su): Senoumon continuously uses true seeing, as the spell (caster level 14th). Spells Known (6/8/5/4; base DC = 15 + spell level): 0– arcane mark, detect magic, mage hand, mending, prestidigitation, read magic; 1st– arrow mind, comprehend languages, magic missile, protection from good; 2nd– false life, web; 3rd– bands of steel. Possessions: Rat familiar (“Lust”), masterwork longsword, +1 flaming composite longbow [+5 Str bonus], 40 adamantine arrows, 50’ silk rope, bracers of armor +4, wand of charm person, ring of counterspells (greater dispel magic), wand of darkness, ring of freedom of movement. Power-Up Suite (false life): hp 160. Physical Description: An extremely attractive woman in risqué black leather clothing with vermillion feathered wings. d Lust: rat familiar; CR -; Tiny magical beast; HD 15d8; hp 73; Init +2; Spd 15 ft., climb 15 ft., swim 15 ft.; AC 17 (+3 natural, +2 size, +2 Dex), touch 14, flat-footed 15; Base Atk +12; Grp +0; Atk +16 melee (1d3-4, bite); Full Atk +16 melee (1d3-4, bite); SQ deliver touch spells, empathic link, improved evasion, share spells, speak with master; AL CE; SV Fort +10, Ref +11, Will +12; Str 2, Dex 15, Con 10, Int 8, Wis 12, Cha 2. Skills and Feats: Balance +10, Climb +12, Concentration +18, Diplomacy -2, Escape Artist +22, Hide +22, Knowledge (arcana) +11, Knowledge (religion) +11, Listen +13, Move Silently +14, Search +11, Sense Motive +13, Spellcraft +17, Spot +13, Survival +1 (+3 following tracks), Swim +10 and Use Rope +2 (+4 with bindings); Stealthy, Weapon Finesse. Languages: Common. Power-Up Suite (false life): hp 86. COR6-02 Rallying Point for the Bright Sands Page 52 APL 16 ENCOUNTER 1 d Advanced Crocosphinx: CR 14; Large magical beast; HD 21d10+147; hp 304; Init -1; Spd 40 ft., fly 60 ft. (poor), swim 40 ft.; AC 23 (-1 size, -1 Dex, +15 natural), touch 8, flat-footed 23; Base Atk +21; Grp +33; Atk Bite +28 melee (2d6+8) or tail slap +28 melee (1d12+12); Full Atk Bite +28 melee (2d6+8) and 2 claws +23 melee (2d4+4) and 1 claw +18 melee (2d4+4); or tail slap +28 melee (1d12+12) and 2 claws +23 melee (2d4+4) and 1 claw +18 melee (2d4+4); Space/Reach 10 ft./5 ft.; SA improved grab, pounce, rake 2d4+4; SQ darkvision 60 ft., hold breath, low-light vision; AL CE; SV Fort +19, Ref +11, Will +9; Str 26, Dex 9, Con 24, Int 13, Wis 14, Cha 15. Skills and Feats: Hide +8 (+22 in water), Intimidate +17, Listen +28, Spot +28, Swim +8; Alertness, Awesome Blow, Cleave, Flyby Attack, Hover, Improved Bull Rush, Power Attack, Rapid Strike (claw). Hold Breath (Ex): A crocosphinx can hold its breath for a number minutes of rounds equal to 4 x its Constitution score before it risks drowning. Improved Grab (Ex): To use this ability, a crocosphinx must hit a creature with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, the crocosphinx establishes a hold on the opponent and drags it into deep water, attempting to pin it to the bottom. Rake (Ex): Attack bonus +23, damage 2d4+4. ENCOUNTER 11 d Ooze Mephit Mob: CR 8; Gargantuan outsider (mob of small outsiders, (Extraplanar, Water)); HD 30d8+33; hp 213; Init +0; Spd 20 ft., Fly 30 (average), Swim 20; AC 12, touch 7, flat-footed 12; Base Atk +30; Grp +44; Atk mob 5d6; Full Atk mob 5d6; Space/Reach 20 ft./0 ft.; SA expert grappler, trample; SQ DR 5/magic, darkvision 60 ft., fast healing 2, mob anatomy; AL N; SV Fort +19, Ref +17, Will +17; Str 14, Dex 10, Con 13, Int 6, Wis 10, Cha 10. Skills and Feats: Bluff +6, Diplomacy +2, Disguise +0 (+2 acting), Escape Artist +6, Hide +10, Listen +6, Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings); Power Attack, Toughness, Improved Bull Rush, Improved Overrun. Expert Grappler (Ex): A mob can maintain a grapple without penalty and still make attacks against other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks). A mob is never considered flat-footed while grappling. Trample (Ex): A mob that simply moves over a creature and doesn’t end its movement with that creature in one of its occupied squares can trample the creature. A trampled creature takes 2d6+3 points of damage. The victim can either make an attack of opportunity against the mob or make a DC 27 Reflex save to take half damage. Mob Anatomy (Ex): A mob has no clear front or back and no discernible anatomy, so it is not subject to critical hits or sneak attacks. A mob cannot be flanked, tripped, grappled, or bull rushed. Unlike standard swarms, mobs are made up of relatively small numbers of individual creatures, so spells or effects that target specific numbers of creatures can have an effect on a mob. Each specific creature that is slain, disabled, or otherwise incapacitated by spells or effects that target specific creatures bestows two negative levels on the mob. A mob that gains negative levels equal to its Hit Dice breaks up as if reduced to 0 hit points. Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration), but never result in permanent level loss. A mob takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and evocation spells. Although mobs are treated as one creature, it sometimes becomes necessary to determine the fate of a specific individual caught up in the mob. If a mob is dispersed by nonlethal attacks, there are no casualties. If the mob is dispersed by lethal attacks, assume that 30% of its number are slain and 30% are reduced to 0 hit points. To determine a specific individual’s fate, simply roll d%: a result of 01-30 indicates death, 31-60 indicates the victim is reduced to 0 hit points, and a roll of 61-100 indicates the victim escapes relatively unscathed. d Ooze Mephit Sorcerer: male mephit sorcerer 12; CR 15; Small outsider (Extraplanar, Water); HD 3d8+6 plus 12d4+20; hp 80; Init +5; Spd 30 ft., Fly 40 (average), Swim 30; AC 23, touch 14, flat-footed 22; Base Atk +9; Grp +7; Atk +12 melee (1d3+2, claw); Full Atk +12/+12 melee (1d3+2, claws); Space/Reach 5 ft./5 ft.; SA breath weapon, spell-like abilities, summon mephit; SQ DR 5/magic, darkvision 60 ft., fast healing 2; AL N; SV Fort +9, Ref +8, Will +12; Str 14, Dex 12, Con 14, Int 6, Wis 12, Cha 20. Skills and Feats: Bluff +22, Concentration +20, Diplomacy +7, Disguise +5 (+7 acting), Escape Artist +7, Hide +11, Listen +7, Move Silently +7, Spellcraft +6, Spot +7, Swim +10, Use Rope +1 (+3 with bindings); Power Attack, Toughness, Practiced Spellcaster, Spell Focus (enchantment), Improved Initiative, Greater Spell Focus (enchantment). Breath Weapon (Su): 10-foot cone of caustic liquid, damage 1d4 acid. Reflex DC 14 half. Living creatures that fail their saves are tormented by itching skin and burning eyes unless they have immunity to acid or are otherwise protected. This effect imposes a - 4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution based and includes a +1 racial bonus. Spell-Like Abilities: Once per hour an ooze mephit can hurl an acidic blob that functions like Melf’s acid arrow (caster level 3rd). Once per day it can create a mass of smelly fog that duplicates the effect of COR6-02 Rallying Point for the Bright Sands Page 53 stinking cloud (DC 18, caster level 6th). The save DC is Charisma based. Summon Mephit (Sp): Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of success. Roll d%: On a failure no creature answers the summons that day. A mephit that has just been summoned cannot use it’s summon ability for 1 hour. This ability is the equivalent of a 2nd level spell. Fast Healing (Ex): An ooze mephit heals only if in a wet or muddy environment. Spells Known: (6/8/7/7/7/6/3; base DC = 15 + spell level; enchantment: DC 17 + spell level); 0— acid splash, daze, detect magic, flare, ghost sound, ray of frost, read magic, resistance, open/close; 1st— mage armor, magic missile, orb of acid lesser, ray of enfeeblement, shield; 2nd— false life, glitterdust, see invisible, Tasha’s hideous laughter, web; 3rd— lightning bolt, hold person, slow, stinking cloud; 4th— confusion, greater invisibility, orb of acid; 5th— hold monster, mind fog; 6th—chain lightning. Possessions: bracers of armor +3, cloak of charisma +4, ring of protection +2, amulet of natural armor +1, gloves of dexterity +2, lesser metamagic rod of quicken, lesser metamagic rod of silent, armbands of might, brooch of shielding. Power-Up Suite (false life, mage armor): hp 95; AC 21, touch 12, flat-footed 21. d Monstrous Centipede, Advanced: CR 15 Colossal vermin; HD 48d8+144; hp 432; Init +2; Spd 40 ft.; AC 20, touch 4, flat-footed 18; Base Atk +36; Grp +61; Atk +45 melee (4d6+13 plus poison, bite); Full Atk +45 melee (4d6+12 plus poison, bite); Space/Reach 30 ft./20 ft.; SA poison; SQ darkvision 60 ft., vermin traits; AL N; SV Fort +29 Ref +18 Will +16; Str 28 Dex 14 Con 16 Int – Wis 10 Cha 2. Skills and Feats: Climb +16, Hide -7, Spot +4. Poison (Ex): A monstrous centipede has a poisonous bite. A colossal centipede’s bite has a Fort DC 25, damage 2d6 Dex. The save DC is Constitution- based. The indicated damage is both initial and secondary damage. ENCOUNTER 12 d Human Commoner Mob: CR 8; Gargantuan humanoid (mob of medium humans); HD 30d8; hp 180; Init +4; Spd 20 ft.; AC 6, touch 6, flat-footed 6; Base Atk +22; Grp +34; Atk mob 5d6; Full Atk mob 5d6; Space/Reach 20 ft./0 ft.; SA expert grappler, trample; SQ mob anatomy; AL LN; SV Fort +11, Ref +9, Will +17; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10. Skills and Feats: Listen +4, Spot +4; Improved Initiative, Great Fortitude, Power Attack, Toughness, Improved Bull Rush, Improved Overrun. Expert Grappler (Ex): A mob can maintain a grapple without penalty and still make attacks against other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks). A mob is never considered flat-footed while grappling. Trample (Ex): A mob that simply moves over a creature and doesn’t end its movement with that creature in one of its occupied squares can trample the creature. A trampled creature takes 2d6 points of damage. The victim can either make an attack of opportunity against the mob or make a DC 25 Reflex save to take half damage. Mob Anatomy (Ex): A mob has no clear front or back and no discernible anatomy, so it is not subject to critical hits or sneak attacks. A mob cannot be flanked, tripped, grappled, or bull rushed. Unlike standard swarms, mobs are made up of relatively small numbers of individual creatures, so spells or effects that target specific numbers of creatures can have an effect on a mob. Each specific creature that is slain, disabled, or otherwise incapacitated by spells or effects that target specific creatures bestows two negative levels on the mob. A mob that gains negative levels equal to its Hit Dice breaks up as if reduced to 0 hit points. Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration), but never result in permanent level loss. A mob takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and evocation spells. Although mobs are treated as one creature, it sometimes becomes necessary to determine the fate of a specific individual caught up in the mob. If a mob is dispersed by nonlethal attacks, there are no casualties. If the mob is dispersed by lethal attacks, assume that 30% of its number are slain and 30% are reduced to 0 hit points. To determine a specific individual’s fate, simply roll d%: a result of 01-30 indicates death, 31-60 indicates the victim is reduced to 0 hit points, and a roll of 61-100 indicates the victim escapes relatively unscathed. d Advanced Ice Devil (2): CR 14; Large outsider (evil, extraplanar, lawful); HD 16d8+112; hp 208; Init +5; Spd 40 ft.; AC 32 [–1 size, +5 Dex, +18 natural], touch 14, flat-footed 27; Base Atk +16; Grp +26; Atk +22 melee (2d6+9/x3 plus slow, spear) or +21 melee (1d10+6, claw); Full Atk +22/+17/+12/+7 melee (2d6+9/x3 plus slow, spear) and +16 melee (2d6+3, bite) and +16 melee (3d6+3 plus slow, tail); or +21 melee (1d10+6, 2 claws) and +16 melee (2d6+3, bite) and +16 melee (3d6+3 plus slow, tail); Space/Reach 10 ft./10 ft.; SA fear aura, slow, spell-like abilities, summon devil; SQ damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, spell resistance 25, telepathy 100 ft.; AL LE; SV Fort +17, Ref +15, Will +16; Str 23, Dex 21, Con 24, Int 22, Wis 22, Cha 20. Skills and Feats: Bluff +24, Climb +25, Concentration +26, Diplomacy +9, Disguise +7 (+9 acting), Intimidate +26, Jump +29, Knowledge (arcana) +25, Knowledge (the planes) +25, Knowledge (religion) +25, Listen +25, Move Silently +24, Search +25, Sense Motive +25, Spellcraft +25, Spot +27, Survival +6 (+8 following tracks); Alertness, Cleave, Combat Reflexes, COR6-02 Rallying Point for the Bright Sands Page 54 Empower Spell-like Ability (ice storm), Power Attack, Weapon Focus (spear). Fear Aura (Su): An ice devil can radiate a 10- foot-radius fear aura as a free action. A creature in the area must succeed on a DC 22 Will save or be affected as though by a fear spell (caster level 13th). A creature that successfully saves cannot be affected again by the same ice devil’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based. Slow (Su): A hit from an ice devil’s tail or spear induces numbing cold. The opponent must succeed on a DC 23 Fortitude save or be affected as though by a slow spell for 1d6 rounds. The save DC is Constitution- based. Spell-Like Abilities: Caster level 13th. The save DCs are Charisma-based. At will - cone of cold (DC 20), fly, ice storm (DC 19), greater teleport (self plus 50 pounds of objects only), persistent image (DC 20), unholy aura (DC 23), wall of ice (DC 19). Summon Devil (Sp): Once per day an ice devil can attempt to summon 2d10 lemures or 1d6 bearded devils, 2d4 bone devils with a 50% chance of success, or another ice devil with a 20% chance of success. This ability is the equivalent of a 4th-level spell. Regeneration (Ex): An ice devil takes normal damage from good-aligned weapons and from spells or effects with the good descriptor. Power-Up Suite (fly, unholy aura): Spd 40 ft., fly 60 ft. [Good]; AC 36 [+4 deflection, –1 size, +5 Dex, +18 natural], touch 18, flat-footed 31; SV Fort +21, Ref +19, Will +20. d Jesdin Mertell: male half-orc barbarian 1/ fighter 4/ rogue 3/ assassin 7/ shadow dancer 1; CR 16; Medium humanoid (orc); HD 1d12+4 plus 4d10+16 plus 1d8+4 plus 10d6+40; hp 154; Init +2; Spd 40 ft.; AC 16 (+2 Dex, +4 armor), touch 12, flat-footed 14; Base Atk +12; Grp +17; Atk +19 melee (2d4+9/15-20, masterwork falchion) or +15 ranged (1d8+3/x3, mighty composite longbow [+3 Str bonus]); Full Atk +19/+14/+9 melee (2d4+9/15-20, masterwork falchion) or +15/+10/+5 ranged (1d8+3/x3, mighty composite longbow [+3 Str bonus]); SA death attack (Fort DC 19 negates), rage 1/day, sneak attack +6d6; SQ evasion, improved uncanny dodge, hide in plain sight, poison use, trapfinding, trap sense +1, uncanny dodge; AL NE; SV Fort +17 (+20 vs. poison), Ref +17, Will +10 (+14 vs. mind-affecting); Str 21, Dex 14, Con 14 [18], Int 12 [14], Wis 10, Cha 6. Skills and Feats: Bluff +6, Climb +9, Disguise +7 (+9 acting), Hide +24, Listen +13, Move Silently +19, Perform (dance) +3, Ride +8, Sense Motive +4, Spot +15, Tumble +18; Combat Reflexes, Dodge, Improved Critical (falchion), Improved Toughness, Iron Will, Mobility, Scorpion’s Resolve, Weapon Focus (falchion), Weapon Specialization (falchion). Languages: Common, Infernal, Orc. Spells Known (4/4/2; base DC = 12 + spell level): 1st– critical strike, disguise self, distract assailant, true strike; 2nd– pass without trace, spider climb, swift invisibility, undetectable alignment; 3rd– false life, misdirection, nondetection. Possessions: Chain shirt, masterwork falchion, rapier, mighty composite longbow [+3 Str bonus], 20 masterwork arrows, cloak of elvenkind, headband of intellect +2, disguise kit, peasant outfit, oil of sonic weapon, scroll of instant locksmith, dust of disappearance, amulet of health +4, vest of resistance +4. Power-Up Suite (false life, nondetection, pass without trace): hp 179. Physical Description: Jesdin has predominantly human features that he has distorted with a make-up and peasant clothing. d Immin: Male half-orc fighter 2/ rogue 3/ assassin 4/ shadow dancer 1; CR 10; Medium humanoid (orc); HD 2d10+4 plus 1d8+2 plus 7d6+14; hp 72; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +4 armor), touch 12, flat-footed 14; Base Atk +7; Grp +11; Atk +13 melee (2d4+7/15-20, +1 keen falchion) or +10 ranged (1d8+3/x3, mighty composite longbow [+3 Str bonus]); Full Atk +13/+8 melee (2d4+7/15-20, +1 keen falchion) or +10/+5 ranged (1d8+3/x3, mighty composite longbow [+3 Str bonus]); SA death attack (Fort DC 16 negates), sneak attack +4d6; SQ evasion, hide in plain sight, poison use, trapfinding, trap sense +1, uncanny dodge; AL NE; SV Fort +7 (+9 vs. poison), Ref +11, Will +4 (+8 vs. mind- affecting); Str 19, Dex 14, Con 14, Int 12 [14], Wis 10, Cha 6. Skills and Feats: Bluff +6, Climb +5, Disguise +7 (+9 acting), Hide +20, Listen +6, Move Silently +15, Perform (dance) +3, Ride +5, Sense Motive +4, Spot +13, Tumble +15; Combat Reflexes, Dodge, Iron Will, Mobility, Scorpion’s Resolve, Weapon Focus (falchion). Languages: Common, Infernal, Orc. Spells Known (4/2; base DC = 12 + spell level): 1st – critical strike, disguise self, distract assailant, true strike; 2nd – pass without trace, spider climb, swift invisibility. Possessions: Chain shirt, masterwork falchion, rapier, mighty composite longbow [+3 Str bonus], 20 masterwork arrows, cloak of elvenkind, headband of intellect +2, disguise kit, peasant outfit, necklace of fireballs – type I, +1 keen falchion. Power-Up Suite (pass without trace). Physical Description: Immin is a small boy dressed in peasant clothing. Logrian Klirz: male human barbarian 2/ fighter 4/ ranger 2/ rogue 4/ exotic weapon master 3; CR 15; Medium humanoid (human); HD 2d12+ 2 plus 7d10+ 14 plus 2d8+16 plus 4d6+8; hp 140; Init +2; Spd 40 ft.; AC 16 (+2 Dex, +4 armor), touch 12, flat-footed 14; Base Atk +14; Atk +19; Atk +20 melee (2d4+12/19-20, spiked chain) or +16 ranged (1d6/x3, short bow); Full Atk +20/+15 melee (2d4+12/19-20, spiked chain) or +18/+18/+13 melee (2d4+12/19-20, spiked chain) or +16/+11 ranged (1d6/x3, short bow); Space/Reach 5 ft./ 5 ft. (10 ft. with spiked chain); SA exotic reach, favored COR6-02 Rallying Point for the Bright Sands Page 55 enemy +2 (human), rage 1/day, sneak attack +2d6, uncanny blow; SQ evasion, uncanny dodge, trapfinding, trap sense +1, wild empathy; AL CE; SV Fort +15, Ref +8, Will +5; Str 21, Dex 14, Con 12, Int 8, Wis 10, Cha 8. Skills and Feats: Craft (weaponsmithing) +3, Hide +9, Intimidate +2, Listen +13, Move Silently +9, Ride +6, Sense Motive +7, Spot +17, Tumble +9, Use Magic Device +6, Use Rope +9; Blind-fight, Combat Reflexes, Exotic Weapon Proficiency (spiked chain), Improved Critical (spiked chain), Iron Will, Power Attack, Power Critical, Rapid Shot, Track, Weapon Focus (spiked chain), Weapon Specialization (spiked chain). Exotic Reach: When wielding an exotic weapon with reach, Logrian may make an attack of opportunity against a foe that provokes such an attack even if the foe has cover (but not total cover). Flurry of Strikes: When wielding an exotic double weapon or a spiked chain with both hands, Logrian can elect to use a full attack action to make a flurry of strikes. When doing so, he may make one extra attack in the round at his full base attack bonus, but this attack takes a –2 penalty, as does each other attack made in that round and until the exotic weapon master’s next turn. The extra attack may be with either end of the double weapon. Uncanny Blow: When wielding a one-handed exotic melee weapon in two hands, Logrian can focus the power of his attack so that he deals extra damage equal to this Strength bonus x2 instead of his Strength bonus x1-1/2. If he has the Power Attack feat, he treats the weapon as two-handed for purposes of determining his bonus damage on rolls. Languages: Common. Possessions: Chain shirt, spiked chain, short bow, 20 arrows. Physical Description: A pleasant-looking burly man with a thin mustache dress in black. d Senoumon: female erinyes sorcerer 7; CR 15; Medium outsider (Evil, Extraplanar, Lawful); HD 9d8+45 plus 7d4+35; hp 155; Init +6; Spd 30 ft., fly 50 ft. (good); AC 28, touch 16, flat-footed 22 [+6 Dex, +4 armor, +8 natural]; Base Atk +12; Grp +17; Atk +18 melee (1d8+5/19-20, longsword) or +20 ranged (1d8+6+1d6 fire/x3, +1 flaming composite longbow [+5 Str bonus]) or +18 ranged (entangle, rope); Full Atk +18/+13/+6 melee (1d8+5/19-20, longsword) or +20/+15/+10 ranged or +18/+18/+13/+8 ranged (1d8+6+1d6 fire/x3, +1 flaming composite longbow [+5 Str bonus]) or +18 ranged (entangle, rope); SA entangle, spell-like abilities, summon devil; SQ DR 5/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, SR 20, telepathy 100 ft., true seeing; AL LE; SV Fort +16, Ref +14, Will +15; Str 21, Dex 22, Con 22, Int 14, Wis 18, Cha 20. Skills and Feats: Concentration +23, Diplomacy +7, Escape Artist +18, Hide +18, Knowledge (arcana) +14, Knowledge (religion) +14, Listen +18, Move Silently +18, Search +14, Sense Motive +16, Spellcraft +21, Spot +19, Survival +4 (+6 following tracks), Use Rope +6 (+8 with bindings); Alertness, Dodge, Manyshot, Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Weapon Focus (composite longbow). Languages: Celestial, Draconic, and Infernal. Entangle (Ex): Senoumon carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell (caster level 16th). Senoumon can hurl its rope 30 feet with no range penalty. Typically, she entangles a foe, lifts it into the air, and drops it from a great height. Spell-Like Abilities: Caster level 12th. The save DCs are Charisma-based. At will - greater teleport (self plus 50 pounds of objects only), charm monster (DC 19), minor image (DC 17), unholy blight (DC 19). Summon Devil (Sp): Once per day Senoumon can attempt to summon 2d10 lemures or 1d4 bearded devils with a 50% chance of success. This ability is the equivalent of a 3rd-level spell. True Seeing (Su): Senoumon continuously uses true seeing, as the spell (caster level 14th). Spells Known (6/8/6/5; base DC = 15 + spell level): 0– arcane mark, detect magic, mage hand, mending, prestidigitation, read magic; 1st– arrow mind, comprehend languages, magic missile, obscuring mist, protection from good; 2nd– false life, mirror image, web; 3rd– bands of steel, displacement. Possessions: Rat familiar (“Lust”), masterwork longsword, +1 flaming composite longbow [+5 Str bonus], 40 adamantine arrows, 50’ silk rope, bracers of armor +4, wand of charm person, ring of counterspells (greater dispel magic), wand of darkness, ring of freedom of movement, scroll of wall of force. Power-Up Suite (false life): hp 168. Physical Description: An extremely attractive woman in risqué black leather clothing with vermillion feathered wings. d Lust: rat familiar; CR -; Tiny magical beast; HD 16d8; hp 77; Init +2; Spd 15 ft., climb 15 ft., swim 15 ft.; AC 18 (+4 natural, +2 size, +2 Dex), touch 14, flat-footed 16; Base Atk +12; Grp +0; Atk +16 melee (1d3-4, bite); Full Atk +16 melee (1d3-4, bite); SQ deliver touch spells, empathic link, improved evasion, share spells, speak with master, speak with rats; AL CE; SV Fort +10, Ref +11, Will +12; Str 2, Dex 15, Con 10, Int 9, Wis 12, Cha 2. Skills and Feats: Balance +10, Climb +12, Concentration +18, Diplomacy -2, Escape Artist +22, Hide +22, Knowledge (arcana) +11, Knowledge (religion) +11, Listen +13, Move Silently +14, Search +11, Sense Motive +13, Spellcraft +18, Spot +13, Survival +1 (+3 following tracks), Swim +10 and Use Rope +2 (+4 with bindings); Stealthy, Weapon Finesse. Languages: Common. Power-Up Suite (false life): hp 90. COR6-02 Rallying Point for the Bright Sands Page 56 APPENDIX 2: NEW RULES NEW CREATURES Crocosphinx Sandstorm 187 Large Magical Beast Hit Dice: 15d10+90 (172 hp) Initiative: -1 Speed: 40 ft. (6 squares), fly 60 ft. (poor), swim 40 ft. AC: 23 (-1 size, -1 Dex, +15 natural), touch 8, flat-footed 23 Base Attack/Grapple: +15/+27 Attack: Bite +22 melee (2d6+8) or tail slap +22 melee (1d12+12) Full Attack: Bite +22 melee (2d6+8) and 2 claws +17 melee (2d4+4); or tail slap +22 melee (1d12+12) and 2 claws +17 melee (2d4+4) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, pounce, rake 2d4+4 Special Qualities: Darkvision 60 ft., hold breath, low-light vision Saves: Fort +15, Ref +8, Will +7 Abilities: Str 26, Dex 8, Con 23, Int 13, Wis 14, Cha 15 Skills: Hide +8*, Intimidate +11, Listen +22, Spot +22, Swim +8 Feats: Alertness, Awesome Blow, Cleave, Flyby Attack, Improved Bull Rush, Power Attack Climate/Terrain: Warm deserts Organization: Solitary Challenge Rating: 12 Treasure: Standard Alignment: Always chaotic evil Advancement: 16-22 HD (Large); 23-45 HD (Huge) Level Adjustment: +8 (cohort) Crocosphinxes are among the most aggressive of the sphinxes. They lair on the banks of rivers that cut through the waste, often amid colonies of crocodiles with which they freely interbreed. When hunting, they slip into the water and lie mostly submerged, leaving only their eyes and nostrils above the surface. They then swim slowly closer to their prey. They appear almost to drift until the victim is within reach; then they pounce in a sudden, deadly attack. Despite having wings, crocosphinxes rarely feel the need to fly, and cannot do so immediately out of t he water, in any case. A crocosphinx that has been submerged must for 1 minute before it can fly; its wings must dry out before it can take to the air. Combat A crocosphinx pounces on its opponent from beneath the water, then drags it in and attempts to drown the victim. Hold Breath (Ex): A crocosphinx can hold its breath for a number minutes of rounds equal to 4 x its Constitution score before it risks drowning. Improved Grab (Ex): To use this ability, a crocosphinx must hit a creature with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, the crocosphinx establishes a hold on the opponent and drags it into deep water, attempting to pin it to the bottom. Rake (Ex): Attack bonus +17, damage 2d4+4. Skills (Ex): A crocosphinx has a +8 racial bonus on any Swim check to perform some special action to avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A crocosphinx gains a +4 racial bonus on Hide checks when in the water. Further, a crocosphinx can lie in the water with only its eyes and nostrils showing, gaining a +10 circumstance bonus on Hide checks. Dire Tortoise Sandstorm 151 Huge Animal Hit Dice: 14d8+107 (170 hp) Initiative: -2 Speed: 20 ft. (4 squares), burrow 20 ft. AC: 25 (-2 size, -2 Dex, +19 natural), touch 6, flat-footed 25 Base Attack/Grapple: +10/+26 Attack: Bite +16 melee (1d8+12) Full Attack: Bite +16 melee (1d8+12) Space/Reach: 15 ft./10 ft. Special Attacks: Lightning strike, trample 4d8+12 Special Qualities: Low-light vision Saves: Fort +16, Ref +7, Will +9 Abilities: Str 26, Dex 6, Con 25, Int 2, Wis 10, Cha 6 Skills: Hide -1*, Listen +6, Spot +6 Feats: Alertness, Endurance, Toughness (x3) Climate/Terrain: Warm deserts Organization: Solitary or pair Challenge Rating: 8 Treasure: None Alignment: Always neutral Advancement: 15-28 HD (Huge); 29-42 HD (Gargantuan) Level Adjustment: -- A dire tortoise moves slowly about the waste, consuming cactuses, mesquite shrubs, and tough desert grasses. It is an ill-tempered beast and quick to lash out at intruders. A dire tortoise is 20 to 30 feet long and can weigh 12,000 pounds or more. Combat Dire tortoises rely on their camouflage and protection. If approached, they lunge suddenly at any creature within reach of their powerful jaws. COR6-02 Rallying Point for the Bright Sands Page 57 Lightning Strike (Ex): A dire tortoise can lash out very rapidly. On the first round of combat, it gets a surprise round regardless of whether it has been noticed. A creature that notices the dire tortoise is still treated as flat-footed during this round. Trample (Ex): Reflex half DC 25. The save is Strength-based. Skills (Ex): *A dire tortoise has a +12 racial bonus on Hide checks in rocky terrain. Mobs [Template] Dungeon Master’s Guide II 59 An angry mob represents the most dangerous form of crowd. An angry mob might or might not be enraged at the PCs, but as a general rule, the mob mentality overrides the desires and goals of an individual in a mob, and PCs who happen to get in the way could find themselves the focus of the mob’s rage. A mob is treated as a single entity similar to a swarm, except that it is made of larger creatures. A mob can be composed of Small, Medium, or Large creatures, but all individual creatures must be of the same type. A mob that incorporates a crowd of goblins and a crowd of chokers is best modeled by two separate mobs. You can use the following template to create specific types of mobs. “Mob” is an acquired template that can be added to any Small, Medium, or Large creature. Generally, mobs are transitory, after forming, a mob lasts for, at most, 1d4+1 hours before breaking up. Most mobs break up naturally far sooner, once the condition that caused their formation is no longer a factor. A mob uses all the base creature’s statistics and special abilities except as noted here. Size and Type: A mob is a gargantuan creature composed of either forty-eight Small or Medium creatures or twelve Large creatures. The mob’s type remains unchanged from the base creature. Hit Dice: A mob has a single pool of Hit Dice and hit points. All mobs have 30 Hit Dice; this number represents the mob’s mentality and physical mass rather than its race or class, since the individual members of a mob don’t use their own abilities or experience to aid the whole. The type of Hit Dice rolled is set by the mob’s racial Hit Dice, not any class levels the mob might have. Thus, a mob of commoners would roll d8s for hit points, not d4s. Reducing a mob to 0 hit points or lower causes it to break up, though damage taken until that point does not degraded its ability to attack or resist attack. Mobs are never staggered or reduced to a dying date by damage. Initiative: A mob’s initiative modifier is always +0. Speed: A mob’s speed is 10 feet slower than that of the base creature. Armor Class: As the base creature, modified by –4 for the mob’s Gargantuan size. Base Attack: Since all mobs have 30 Hit Dice, their base attack bonuses are set depending upon their type. Fey or undead +15; Aberration, animal, construct, elemental, giant, humanoid, ooze, plant or vermin +22; Dragon, magical beast, monstrous humanoid or outsider +30. Grapple: As base attack bonus, modified by +12 for its size, and as appropriate for its Strength modifier. Attack/Full Attack: Mobs don’t make standard attacks. Rather, they are treated similar to swarms in combat. A mo deals 5d6 points of bludgeoning damage to any creature whose space it occupies at the end of its move, with no attack roll needed. Mob attacks ignore concealment and cover. Mob’s attacks are non-magical, unless the base creature’s attacks are considered magical. Damage reduction applies to mob attacks. Space/Reach: A mob occupies a square 20 feet on a side, but its reach is 0 feet. In order to attack, it moves into an opponent’s space, which provokes an attack of opportunity. It can occupy the same space as a creature, since it tramples over and moves around its victim. A mob can move through squares occupied by enemies, and vice versa, without impediment, although a mob provokes an attack of opportunity if it does so. A mob can move through openings large enough for its component creatures. Larger mobs are represented by multiples of single mobs. The area occupied by larger mobs is completely shapeable, though the mob usually remains in contiguous squares. Attack Options: A mob’s mentality is fueled by emotion; as a result, the individual creatures that make up the mob are unable to use any attack options that require actions, such as breath weapons, spell-like abilities, and the like. If the base creature has attack options that affect the damage it deals (such as poison, energy drain, ability damage, improved grab, constrict, rend, or swallow whole), those special function normally on any creatures damaged by the mob. Attack options such as gaze weapons that function constantly continue to function normally. The save DCs for any of these attacks should be recalculated based on the mob’s 30 Hit Dice. In addition, mobs gain one or both of the following attack options. Expert Grappler (Ex): A mod can maintain a grapple without penalty and still make attacks against other targets (normally, attacking other targets while grappling imposes a =20 penalty on grapple checks). A mob is never considered flat-footed while grappling. Trample (Ex): A mob that simply moves over a creature and doesn’t end its movement with that creature in one its occupied squares can trample the creature. A trampled creature takes damage equal to 2d6 points +1.5 times the mob’s Strength modifier. The victim can make an attack of opportunity against the mob or make a Reflex save (DC 25 _ the mob’s Str modifier) to take half damage. Special Qualities: A mob retains all the special qualities of the base creature. In addition, it gains the following special quality. COR6-02 Rallying Point for the Bright Sands Page 58 Mob Anatomy (Ex): A mob has no clear front or back and no discernible anatomy, so it is not subject to critical hits or sneak attacks. A mob cannot be flanked, tripped, grappled, or bull rushed. Unlike standard swarms, mobs are made up of relatively small numbers of individual creatures, so spells or effects that target specific numbers of creatures can have an effect on a mob. Each specific creature that is slain, disabled, or otherwise incapacitated by spells or effects that target specific creatures bestows two negative levels on the mob. A mob that gains negative levels equal to its Hit Dice breaks up as if reduced to 0 hit points. Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration), but never result in permanent level loss. A mob takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and evocation spells. Although mobs are treated as one creature, it sometimes becomes necessary to determine the fate of a specific individual caught up in the mob. If a mob is dispersed by nonlethal attacks, there are no casualties. If the mob is dispersed by lethal attacks, assume that 30% of its number are slain and 30% are reduced to 0 hit points. To determine a specific individual’s fate, simply roll d%: a result of 01-30 indicates death, 31-60 indicates the victim is reduced to 0 hit points, and a roll of 61-100 indicates the victim escapes relatively unscathed. Saves: A mob’s saving throws are calculated as for a 30 HD creature of its type. A mob’s base good save is +17, and its base bad save is +9. Abilities: A mob’s abilities are the same as the base creature, except that its Intelligence, Wisdom, and Charisma scores drop to 10. If the base creature’s Intelligence, Wisdom, or Charisma scores are already lower than 10, they do not change. Skills: Same as the base creature; do not recalculate based on the mob’s 30 Hit Dice. The mob’s new Intelligence, Wisdom, or Charisma scores might grand some skills different modifiers. Feats: Same as the base creature; all mobs gain Improved Bull Rush and Improved Overrun as bonus feats. Organization: Solitary, pair, or gang (3-12 mobs). Challenge Rating: 9, or +2 if the base creature’s CR is 7 or higher. Advancement: --- Level Adjustment: --- NEW FEATS Power Critical [General] Complete Warrior 103 Choose one weapon, such as a longsword or a greataxe. With that weapon, you know how to hit where it hurts. Prerequisites: Weapon focus with weapon, base attack bonus +4. Benefits: When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat. Special: A fighter may select Power Critical as one of his fighter bonus feats. You can gain the Power Critical multiple times. Each time you take the feat, it may be with a different weapon or the same weapon. If you take it with the same weapon, the effects of the feats stack. Practiced Spellcaster [General] Complete Arcane 82 Choose a spellcasting class that you possess. Your spells cast from that class are more powerful. Prerequisites: Spellcraft 4 ranks Benefits: Your caster level for the chosen spellcasting class increases by 4. This benefit can’t increase your caster level to higher than your Hit Dice. However, even if you can’t gain from the full bonus immediately, if you later gain Hit Dice in levels of nonspellcasting classes, you might be able to apply the rest of the bonus. For example, a human 5th-level sorcerer/3rd-level fighter who selects this feat would increase his sorcerer caster level from 5th to 8th (since he has 8 Hit Dice). If he later gained a fighter level he would gain the remainder of the bonus and his sorcerer caster level would become 9th (since he now has 9 Hit Dice). A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which class gains the feat’s effect. This feat does not affect your spells per day or spells known. It increases your caster level only, which would help you penetrate spell resistance and increase the duration and other effects of your spells. Special: You may select this feat multiple times. Each time you choose it, you must apply it to a different spellcasting class. For instance, a 4th-level cleric/5th-level wizard who had selected this feat twice would cast cleric spells as an 8th-level caster and wizard spells as a 9th-level caster. Rapidstrike [Monstrous] Draconomicon 73 You can attack more than once with a natural weapon. Prerequisites: Dex 9, one or more pairs of natural weapons, aberration, dragon, elemental, magical beast, or plant type, base attack bonus +10. Benefits: If you have a pair of natural weapons, such as two claws, two wings, or two slams, you can make one extra attack with one of those weapons at a -5 penalty. A creature with multiple limbs qualifies for this feat as well, such as a creature with three arms and three claw attacks. Normal: Without this feat, you attack once with each natural weapon. Special: You can take this feat once for each pair of natural weapons you have. For example, a Large dragon has one bite, two claws, two wings, and one tail attacks. The dragon can take this feat twice, once for its claws and once for its wings. COR6-02 Rallying Point for the Bright Sands Page 59 Scorpion’s Resolve Sandstorm 53 Like the scorpion, you are not easily distracted. Benefits: You gain a +4 bonus on saving throws against mind-affecting spells and abilities. Sudden Still [Metamagic] Complete Arcane 83 Once per day you may cast a spell stilled without special preparation. Prerequisites: Any metamagic feat. Benefits: Once per day, you may apply the Still Spell feat to any spell you cast, without increasing the level of the spell or specially preparing it ahead of time. You may still use the Still Spell feat normally, if you have it. Sudden Widen [Metamagic] Complete Arcane 83 You can increase a spell's area without special preparation. Benefit: Once per day, you can apply the effect of the Widen Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Widen Spell normally if you have it. NEW ITEMS Armbands of Might Complete Adventurer 132 These bronze armbands grant their wearer a +2 bonus on Strength checks and Strength-based skill checks. If the wearer has the Power Attack feat, he gains a +2 bonus on melee damage rolls on any attack which he uses the Power Attack feat and takes a penalty of at least –2 on his attack roll. Armbands occupy the space on the body as a pair of bracers or bracelets. Faint transmutation; CL 3rd; Craft Wondrous Item, bull’s strength; Price: 4,100 gp; Weight: -. Figurine of Wondrous Power: Ivory Camel Sandstorm 133 When commanded, this statuette changes into a creature with the same properties as a dromedary camel (see page 192), except that it has that it has an Intelligence of 8, can communicate in Common, and is exceptionally heat-tolerant. It has a +4 bonus on saves to resist heat and dehydration, and it is unaffected by sun glare. The item cab be used for 12 hours per week, but the duration need not be continuous. Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects; Price: 8,500 gp; Weight: -. Geven’s Ring A New Item While wearing this ring, you are surrounded in shadow. This gives you a +3 competence bonus to Hide checks. In addition, once per day may be affected by a cloak of shade spell (Sandstorm, p. 112) cast at 3rd-level. This ring might upgrade later. While wearing this ring you suffer a -3 penalty to all Charisma-based skill checks. Faint abjuration; CL 3rd; Craft Ring, cloak of shade; Price: 1,980 gp; Weight: -. Rotanna’s Sizing Collar A New Item By affixing the collar, any animal wearing this collar is affected by a reduce animal spell as though cast by a 3rd- level druid. The effect ends if the collar is removed. The collar may be used twice per day. Faint transmutation; CL 3rd; Craft Wondrous Item, reduce animal; Price: 4,800 gp; Weight: -. Slashing Sand Sandstorm 135 This handful of glittering dark sand is typically stored in a small sack. When flung on the ground, it covers an area of up to 200 square feet with razor-sharp obsidian shards that produces a spike stones effect that lasts for 10 hours. Moderate transmutation; CL 10th; Craft Wondrous Item, spike stones; Price: 2,000 gp; Weight: . Vest of Resistance Complete Arcane 150 These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws. Faint abjuration; CL 5th; Craft Wondrous Item, resistance, caster level must be three times that of vest’s bonus; Price: 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5). NEW SPELLS Arrow Mind Complete Arcane 143 Divination Level: Ranger 1, Sorcerer/Wizard 1 Components: V, S, M Casting Time: 1 immediate action Range: Personal Target: You Duration: 1 minute/level (D) COR6-02 Rallying Point for the Bright Sands Page 60 You sharpen your senses and focus your mind on the use of a bow. While this spell is in effect and you are wielding a longbow, shortbow, greatbow, composite greatbow, composite shortbow, or composite longbow, you threaten all squares within your normal melee reach (5 feet if Small or Medium, or 10 feet if Large) with your bow, allowing you to make attacks of opportunity with arrows shot from the bow. In addition, you do no provoke attacks of opportunity when you shoot a bow while you are in another creature’s threatened square. Material Component: A flint arrowhead. Bands of Steel Complete Arcane 98 Conjuration (Creation) Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: 1 round/level Saving Throw: Reflex partial Spell Resistance: No You conjure a number of shining metallic bands out of thin air, encircling a medium or smaller creature. The victim must succeed on a Reflex save or be immobilized (helpless). If the saving throw succeeds, the victim is only partially trapped by the bands (treat as entangled). A creature immobilized by the bands can attempt escape as a full-round action, either by bursting free (Strength DC 18) or wriggling out (Escape Artist DC 18). An entangled creature can use a full-round action to break or disentangle itself with a DC 13 Strength check or a DC 13 Escape Artist check. Large or larger creatures are too big to be captured or impeded by the bonds. Material Component: Three small silver hoops, interlocked. Critical Strike Complete Adventurer 145 Divination Level: Assassin 1, sorcerer/wizard 1 Components: V Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round While this spell is in effect, your melee attacks are more likely to strike a foe’s vital areas. Whenever you make a melee attack against a flanked foe or against a foe denied its Dexterity bonus, you deal an extra 1d6 points of damage, your weapon’s threat range is doubled (as if under the effects of keen edge), and you gain a +4 insight bonus on rolls made to confirm critical hits. The increased threat range granted by this spell doesn’t stack with any other effect that increases your weapon’s threat range. Creatures immune to sneak attack are immune to the extra damage dealt by your attacks. Distract Assailant Complete Adventurer 146 Enchantment (Compulsion) [Mind-Affecting] Level: Assassin 1, sorcerer/wizard 1 Components: V, S, M Casting Time: 1 swift action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round Saving Throw: Will negates Spell Resistance: Yes The subject of this spell is distracted, flinching at blows that seem to come from the shadows. A creature affected by this spell is flat-footed until the beginning of its next turn. Material Component: The dried wing of a fly. Instant Locksmith Complete Adventurer 153 Divination Level: Assassin 1, sorcerer/wizard 1 Components: V, S Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round You can make one Disable Device check or one Open Lock check in this round as a free action. You gain a +2 insight bonus on the check. Invisibility, Swift Complete Adventurer 153 Illusion (Glamour) Level: Assassin 2, bard 2 Components: V Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round This spell functions like invisibility (see page 245 of the Player’s Handbook), except as noted above. Orb of Acid Complete Arcane 115 Conjuration (Creation) [Acid] Level: Sorcerer/wizard 4, warmage 4 COR6-02 Rallying Point for the Bright Sands Page 61 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One orb of acid Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: No An orb of acid about 3 inches across shoots from your palm at its target, dealing ld6 points of acid damage per caster level (maximum 15d6). You must succeed on a ranged touch attack to hit your target. A creature struck by the orb take damage and becomes sickened by the acid's noxious fumes for 1 round. A successful Fortitude save negates the sickened effect bur does not reduce the damage. Orb of Acid, Lesser Complete Arcane 115 Conjuration (Creation) [Acid] Level: Sorcerer/wizard 1, warmage 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2Ievels) Effect: One orb of acid Duration: Instantaneous Saving Throw: None Spell Resistance: No An orb of acid about 2 inches across shoots from your palm at its target, dealing ld8 points of acid damage. You must succeed on a ranged touch attack to hit your target. For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher. Sonic Weapon Complete Adventurer 157 Transmutation [Sonic] Level: Bard 2, sorcerer/wizard 2 Components: V Casting Time: 1 standard action Range: Touch Target: Weapon touched Duration: 1 minute/level (D) This spell temporarily sheathes a weapon in sonic energy. While the spell is in effect, the affected weapon deals an extra 1d6 points of sonic damage with each successful attack. The sonic energy does not harm the wielder. Bows, crossbows, and slings that are affected by this spell bestow the sonic energy upon their ammunition. NEW PRESTIGE CLASS Exotic Weapon Master Complete Warrior 30 Characters of any race or background can become exotic weapon masters; the only real requirement is commitment and perseverance. Nevertheless, most exotic weapon masters are human, because members of that race have the most exposure to new cultures and thus the most opportunity to take up exotic weapons. NPC exotic weapon masters often open training arenas or schools for those interested in learning to fight with unusual weapons or tactics. They often take levels in other prestige classes and can be found as champions or leaders among bands of warriors. Hit Die: d10. Requirements To qualify to become an exotic weapon master, a character must fulfill all the following criteria. Base Attack Bonus: +6. Skills: Craft (weaponsmithing) 3 ranks. Feats: Exotic Weapon Proficiency (any exotic weapon), Weapon Focus (any exotic weapon). Special: Races that have familiarity with an exotic weapon (such as the dwarf’s familiarity with the dwarven waraxe and the dwarven urgosh) are considered to have the Exotic Weapon Proficiency feat for the purpose of meeting the requirements of this class. Class Skills The exotic weapon master’s class skills (and the key ability for each skill) are Craft (Int), Intimidate (Cha), and Profession (Wis). Skill Points at Each Level: 2 + Int Modifier. Class Features All of the following are class features of the exotic weapon master prestige class. Weapon and Armor Proficiency: Exotic weapon masters gain no proficiency with any weapon or armor. Exotic Weapon Stunt (Ex): At each level, an exotic weapon master learns a special trick that he can use with any exotic weapon for which he has the Weapon Focus feat. He must select the trick learned when he gains the level, and once selected, the choice cannot later be changed. He can’t select the same stunt more than once. Weapon Master Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +1 +2 +0 +0 Exotic weapon stunt 2nd +2 +3 +0 +0 Exotic weapon stunt 3rd +3 +3 +1 +1 Exotic weapon stunt COR6-02 Rallying Point for the Bright Sands Page 62 Close-Quarters Ranged Combat: A character who knows this stunt doesn’t provoke an attack of opportunity when using an exotic ranged weapon. Double Weapon Defense: When wielding an exotic double weapon with both hands, the character gains a +1 shield bonus to AC. Exotic Reach: When wielding an exotic weapon with reach, the character may make an attack of opportunity against a foe that provokes such an attack even if the foe has cover (but not total cover). Exotic Sunder: When wielding a one-handed or two-handed exotic weapon, the character deals an extra 1d6 points of damage on any successful sunder. Flurry of Strikes: When wielding an exotic double weapon or a spiked chain with both hands, the character can elect to use a full attack action to make a flurry of strikes. When doing so, he may make one extra attack in the round at his full base attack bonus, but this attack takes a –2 penalty, as does each other attack made in that round and until the exotic weapon master’s next turn. The extra attack may be with either end of the double weapon. Ranged Disarm: The character can make a disarm attempt even on a ranged attack. Such an attack provokes no attack of opportunity (except as normal for using a ranged weapon). For the purpose of this disarm attempt, treat the character’s ranged weapon as a light weapon. If the character fails this disarm attempt, the defender can’t attempt to disarm him. Show Off: As a standard action, the character can display his mastery with an exotic weapon and confound his opponent. The character may make an Intimidate check against a single opponent within 30 feet that can see him, adding his base attack bonus to the result. If the result exceeds the opponent’s modified level check (see the skill description on page 76 of the Player’s Handbook), the opponent becomes shaken (-2 penalty on attack rolls, ability checks, and saving throws) for 1 round per class level of the exotic weapon master. Stunning Blow: If the character has the Stunning Fist feat, he can utilize the feat while wielding an exotic melee weapon. Throw Exotic Weapon: The character can throw an exotic weapon with no penalty on the attack roll, even if it isn’t designed to be thrown (such as an orc double axe or a spiked chain). When he throws a double weapon, only one end of the weapon (character’s choice) can strike the target. Exotic weapons thrown in this way have a range increment of 10 feet. Twin Exotic Weapon Fighting: When wielding the same light exotic weapon in each hand, the character is treated as having the Two-Weapon Fighting feat. If he already has the feat, the penalties on attack rolls are lessened to –1 for both the primary hand and the off hand when fighting in this manner. Trip Attack: The character can use a one-handed or two-handed exotic weapon to make a trip attack. If he is tripped during his own trip attempt, he can drop the weapon to avoid being tripped. If the exotic weapon already allows its wielder to make trip attacks, the character instead adds a +2 bonus on any trip attempt. Uncanny Blow: When wielding a one-handed exotic melee weapon in two hands, the character can focus the power of his attack so that he deals extra damage equal to this Strength bonus x2 instead of his Strength bonus x1-1/2. If he has the Power Attack feat, he treats the weapon as two-handed for purposes of determining his bonus damage on rolls. COR6-02 Rallying Point for the Bright Sands Page 63 APPENDIX 3: DM MAPS COR6-02 Rallying Point for the Bright Sands Page 64 PLAYER HANDOUT 1: ELIXIR INGREDIENTS Robilar’s handwritten list of ingredients: 1. A vial of pure magically enchanted water that sees what is not there. 2. Three whole mushrooms of gray colored skin, with red blotches and an odor of overripe apples. 3. One whole mushroom of red colored skin, with blue-green blotches and an odor of the air after a lightning strike. 4. An ink well’s worth of residue of the third brother (his bones, or ashes, or what ever is left of him). 5. A few flecks of a shiny black stone, streaked with white. PLAYER HANDOUT 2: RESEARCH PERFORMED BY THE HIGH CHAPEL A summary of the research performed by the High Chapel of Pelor in Hardby. The ritual to unmake the Scorpion Crown requires one good and one evil-aligned weapon that meet certain very rare requirements. The High Chapel has researched the location of acceptable weapons in the area. The good-aligned weapon, whose name translates from ancient Flan as "The Defender," is described as a hammer. This sentient relic was known to have been wielded by Khorla Ghaniss, the mightiest templar of Vathris, in the final battle against the Sulmites. [If anyone possesses the Spirit Tattoo Gana, he recognizes Khorla as a man once reviled as the greatest mortal enemy of the Sulm.] Defender was devoted to defending the progress and ingenuity of Itar, the values which Vathris originally cherished. It was not believed to have been taken as a prize in the wake of the final battle, so it likely still lies in the submerged ruins of Sennerae, Itar’s capital city. Tales speak of an evil weapon, some say it a khopesh sword, some a great scimitar, belonging to the Chief Magistrate of Utaa. The Chief Magistrate was in charge of the policing of the state and commanded the armies in his king's name. The blade may have been forged or caused to be forged by Shattados himself of starmetal or Baatorian steel. Some accounts attribute the weapon's ill influence to the tainted material from which it was created. At least one account, from a mad desert hermit (said to have been devoured by forces unseen) wrote from first-hand accounts that the weapon "drunk in the life's blood of the transgressor, leaving behind something awful, a body bereft of animation and one with the desert sands." Little is known of what happened to the weapon. Scholars logically conclude it must still reside somewhere within the cursed ruins of Utaa, perhaps still in the grip of the Chief Magistrate as he met out some harsh justice as the Doom of the Desert descended.
textdata/thevault/Living Greyhawk/Modules/Core/596/COR6-02 Rallying Point for the Bright Sands (APL 2-16)/COR6-02 Rallying Point for the Bright Sands.pdf
1 Introduction 02 New Game Stats 02 Metric System 03 Design Worksheet 03 Confed Shipyards 03 Energy Is The Key 05 Design Budget 05 Build Time 06 Command Rank 06 Req. Authority 07 Benefits Of Rank 07 Starship Systems 08 System Cost Table 09 New Systems 09 System Upgrades 17 Retrofits 18 Complete Refits 19 Teleporter & Sickbay 19 Crew Size 19 Cinematic Crew 20 Starship Decks 21 Ship’s Locker 21 Design Flaws 22 Hero Ship 25 The Saucer Module 26 Naming Your Design 26 New Ship Classes 27 This fan created product is designed for use with Goblinoid Games’ Starships & Spacemen™ 2nd Edition role playing game, which can be found at www.goblinoidgames.com. Starships and Spacemen™, and associated content owned by Daniel Proctor and Goblinoid Games. AUTHOR & ILLUSTRATOR: Scott Mulder CGI MODELS & TEXTURES: Simon Schild, Power Fusion 3-D, 3-D-C, Notilize, Coflek Gnorg, Adam Thwaites, Cybertenko, Darriofish, Predatron 3D, Nightshift3D, The Antfarm, Mortem Vetus, and Valander. This product contains fan created content under the creative common license. The purchaser of this product may re-print it for personal use. ARTWORK: Copy Right 2018. All original or derived artwork contained in this product were created by Scott Mulder and Luminous Design Studio. These works cannot be redistributed or extracted outside the personal use of this product without the expressed written permission of the artist. 2 The Starship Construction Manual, Volume #1: Confederation, is a rules supplement resource for designing and building starships for use in Goblinoid Games’ Starships & Spacemen 2nd Edition role playing game. These rules are an optional expansion of the existing ones for using starships in the game and are not required in order to play. This manual is designed as a resource to help you in designing your own Galactic Confederation starships for use in the game. Smaller non-interstellar craft such as system ships, space fighters, and shuttles will be addressed separately. This supplement can be used by both Star Masters and Players, but it is at the Star Masters discretion whether a new ship design will be allowed into the game or available for a player to command. Three new statistical scores are introduced in this supplement to help you organize and manage your starship construction projects. They include Hull Size (HS), Construction Points (CP), and Design Budget (DB). The starship construction rules presented here are a simple resource management system similar to that already used for starship operation in the 2nd Edition rulebook. HULL SIZE (HS) This is a conceptual score that indicates the size of a spacecraft’s superstructure ranging from tiny (HS-1) to massive (HS-6). Hull Size scales will adjust comparatively over time. For example, a Frigate in the 24th Century may be considerably larger than a ship of the same class in the 22nd Century (or vice versa). The ship classes remain the same, but the size scale adjusts to fit the technology of the time period. 3 STARSHIP CLASS SIZE HS PPB Runabout (PT) Tiny 1 25 Frigate (FG) Small 2 50 Light Freighter (LF) Small 2 50 Space Tug (TT) Medium 4 100 Med Freighter (MF) Medium 3 100 Destroyer (DD) Medium 3 100 Heavy Freighter (HF) Large 4 200 Cruiser (CS) Large 4 200 Battle Cruiser (BC) Huge 5 300 Star Carrier (CV) Huge 5 300 Dreadnought (DN) Massive 6 400 CONSTRUCTION POINTS (CP) This is a conceptual score that determines the construction cost of a spacecraft based on the amount of energy required to build and operate the vessel. DESIGN BUDGET (DB) This is a conceptual score that indicates the maximum number of construction points that a starship design can use. A starship design can be under its total Design Budget score but must not exceed it. The standard units of measurement in the 2nd Edition rulebook are described using the English System of measurement. If you prefer to use the metric system, simply exchange or convert any measurements to the metric system to suit your personal preference. This game supplement includes a Starship Design Worksheet page for you to use to organize and record your design progress. You can print out a copy of this form for use in the design of your starship. If your design requires more space than what is provided on the form, you can use the back side of the paper or additional sheets of paper to make notes and entries. Shipyards are massive orbital or terrestrial facilities used to build, repair, and upgrade spacecraft. The shipyards of the Galactic Confederation Spacefleet are normally found near large Starbases where supplies and resources are plentiful. Most shipyards are orbital facilities that take advantage of low and zero gravity fabrication processes. However, some shipyards can be found on Class H Planets where the climate and 4 resources are favorable for large scale construction projects. Shipyards come in a variety of different configurations that all share a similar open box frame and cradle design. Orbital shipyards that are not attached to a Starbase have their own nuclear drives for orbit adjustment maneuvering. Confederation Shipyards are equipped with screens just like starships, but they typically do not have any armaments of their own. They rely on local patrol ships and Starbases for their defense and protection. Shipyards have their own power plants which generate enough power for construction and to operate full screens if needed. There are three classifications of shipyards in the Galactic Confederation. Each can construct various kinds of spacecraft up to the shipyard’s Hull Size (HS) capacity. Class A shipyards can produce small spacecraft up to Hull Size 2. Many shuttle ships, runabouts, and frigate class vessels are built at these facilities. Class B shipyards can construct small to medium sized spacecraft up to Hull Size 4. Class B facilities are the most plentiful and are commonly used to produce destroyer and cruiser class vessels. Class C facilities are rare to find and can produce small to large sized spacecraft. These massive facilities are used to build anything from frigates to dreadnoughts and everything in between. The number of spacecraft that any given shipyard can construct, or repair is equal to its maximum hull size limit. This capacity represents the total number of docking bays that the facility has for building or servicing spacecraft. For example, a Class B Shipyard can build or repair a total of 4 vessels at a time up to Hull Size 4. The maximum capacity of a shipyard cannot be changed by splitting the hull size and increasing the number of ships in each bay. Like Starbases, shipyards can repair and refuel spacecraft up to their full class capacity at a rate of 25 EU’s per day. ROLL CLASS MAX HS CAPACITY 1-4 Class A Hull Size 2 2 Ships 5-7 Class B Hull Size 4 4 Ships 8-0 Class C Hull Size 6 6 Ships You can assign the class of shipyard you want at a specific location or Roll 1D10 on the table above for a random result. 5 Damaged starship’s seeking repair that are larger than the shipyard’s Hull Size limit will not be able to use that facility. It is fair to assume that most Starbases will have a Class C shipyard located either at the Starbase or nearby in orbit. Here is an example of typical shipyard placement using the Galactic set-up provided in the 2nd Edition rulebook on Pages #88-90. EXAMPLE SHIPYARD PLACEMENT LOCATION SECTOR SHIPYARD Earth SOL Class C Mars SOL Class B Centauri Colony SOL Class A Sirius Colony SOL Class A Starbase Alpha SOL Class C Starbase Beta SOL Class B Whether you are building the Great Pyramids of Egypt or a Capital Class Starship the essence of any technological construct can be distilled to time, labor, resources (i.e. raw materials), and energy (i.e. power or fuel). Since the advent of advanced robotics and molecular fabrication technologies in the 22nd Century, time and energy have become the only remaining resources still in demand. Energy is required to power the fabrication process from raw material synthesis to final production assembly. Economics have changed too, molecular fabrication has all but eliminated the need for profit, money, or credit. Designers, engineers, and builders who once worked for economic reward now ply their trades in the pursuit of personal or professional excellence. So, energy has become the new economy in that it is the only external resource required to produce any of the things we want or need. Since the late 21st Century Energy has progressively become cleaner, more accessible, and more abundant. Solar, Nuclear Fusion, and Antimatter Collision have become the most common forms of energy production in the Confederation. While energy in its universally transferable form, commonly called EU, is plentiful it is not unlimited. Since the economy of the Galactic Confederation is not based on the exchange of currency the cost of building a starship is measured in the amount of resources required. Specifically, the resource of energy, since all systems used to fabricate a starship require it. Distilled down to its purest essence the direct cost in energy to build any given starship is determined by the total energy that its power plant will produce for its PPB. In other words, the cost of constructing a Starship is equal to its Power Pile Base. So, the first step in designing a starship for use in the game is to determine what kind of 6 power plant you want it to have. However, use caution because if you expend too much of your Design Budget on your engine you will not be able to afford anything else. For example, a Frigate with a PPB of 50 points will have a Design Budget (DB) of 50 construction points (CP) for use in its construction. In most cases, a starship’s final construction cost will equal its budget. Starship designers can complete their projects under budget but never over. Designs that are over budget exceed the ship’s power production and distribution systems ability to operate. The disastrous result would be a starship whose systems would be competing against each other for power. Good design is a precise balance that forms a marriage of art and science. The time required to build a starship from blueprint to final shake-down cruise is based on the size of the ship. Each Hull Size (HS) represents one full year of design, fabrication, and testing. The bigger the starship the longer it will take to build the vessel. Unfortunately, there is no safe way to fast track the process because short cuts in the shipyard can have disastrous consequences once a ship leaves the safety of Spaceport for open space. STARSHIP CLASS SIZE TIME Runabout (PT) HS 1 1 Year Frigate (FG) HS 2 2 Years Light Freighter (LF) HS 2 2 Years Space Tug / Tender (TT) HS 3 3 Years Medium Freighter (MF) HS 3 3 Years Destroyer (DD) HS 3 3 Years Heavy Freighter (HF) HS 4 4 Years Cruiser (CS) HS 4 4 Years Battle Cruiser (BC) HS 5 5 Years Star Carrier (CV) HS 5 5 Years Dreadnought (DN) HS 6 6 Years The minimum command rank to requisition a new starship design is based on the size of the ship. The larger and more complex a vessel is the more experience is required to effectively command it. The privilege of command is achieved through 7 hard work, experience, and accomplishments in the field. These attributes earn a commanding officer the respected trust of both Spacefleet and their crew. HS CLASS MINIMUM RANK 1 Runabout Ensign 2 Frigate Lieutenant 2 L- Freighter Lieutenant 3 Space Tug Commander 3 M-Freighter Commander 3 Destroyer Commander 4 H-Freighter Captain 4 Cruiser Captain 5 Battlecruiser Commodore 5 Star Carrier Commodore 6 Dreadnought Rear Admiral Starship construction projects are significant endeavors that require massive amounts of energy, resources, and manpower. The Confederation Spacefleet entrusts the authority to commission such tasks to command level officers who have obtained the rank of Commander or higher. Command experience is an important factor in how big of a project Spacefleet will entrust to an officer. As an officer advances in rank their respect, reputation, and requisition authority within Spacefleet also grows. Not all command level officers will choose to exercise these privileges during their career due to the intensive investment of time required to personally oversee the construction of a starship. Most command level officers would rather be out exploring the galaxy then managing the minutia of a ship build. In the famous words of renowned starship designer Dylan Winslett, “Frankly, It’s just not everyone’s cup of Earl Grey Tea”. RANK CLASS CP Commander Runabout 25 Captain Frigate 50 Captain Light Freighter 50 Commodore Space Tug 100 Commodore Med. Freighter 100 Commodore Destroyer 100 Rear Admiral Heavy Freighter 200 Rear Admiral Cruiser 200 Vice Admiral Battle-Cruiser 300 Vice Admiral Star Carrier 300 Admiral Dreadnought 400 Under this rule the Star Master can award an additional 1D12 PPB and Construction Points per Hull Size for commissions that are below the Officer’s level of Requisition Authority. For example, Commodore Dradis would like a new Frigate class ship commissioned for a three-year exploration mission. Since a Frigate class vessel is below his requisition authority the shipyard crew wants to make a good impression with the Commodore and build the best Frigate to ever grace the shipyard. Due to the Commanding Officer’s personal 8 involvement and interest in the build the Design Budget will receive an additional 2D12 PPB and CP (Hull Size 2 x 1D12). These points can be used to purchase additional system components for the ship. For example, the Star Master or Player rolls an 8 and a 6 resulting in 14 additional points to be added to the Frigate’s Design Budget for a total of 64 Construction Points. The technologies incorporated into the design of a new Starship are called Systems and are classified as either Compulsory or Mission Specific. Compulsory systems are those technological components that are necessary for the starship to function safely. They include everything from the ship’s hull structure to life support. All starship designs are required to have these systems installed prior to leaving the shipyard. Mission specific systems are all of the technologies needed for the ship to fulfill its design parameters and include everything from weapons to laboratories. Mission specific systems are not necessary for the ship to function safely but are needed in order for the crew and ship to perform their mission. COMPULSORY SYSTEMS The compulsory systems are those required for every starship to function. Without any of these systems the ship would either simply not go anywhere or be too dangerous for the crew to operate. The compulsory systems are required to be included in every new starship design regardless of the size or the complexity of the build. These systems include… • Hull Structure • Hyperdrive Pod • Nuclear Drive • Command Bridge • Life Support Systems o Environmental o Artificial Gravity o Inertial Dampening o Food / Provisions • Living Quarters • Defense Screen Grid • Computer Core o Sensors o Astro-Navigation o Communications o Universal Translation SYSTEM COST For ease of explanation, a list of the most common Compulsory and Mission Specific Systems found on Confederation Starships has been compiled here. Each item in the list has been assigned a construction point (CP) value based on the amount of energy required to fabricate it and the amount of energy it will require to operate. High energy items such as hyperdrive pods and defense screen grids will cost the design budget more construction points than others that use less energy. 9 SHIP’S SYSTEM CP COST Quantum Drive 15 Pts. / HS Full Size H-Drive Pod 15 Pts. Each ½ Size H-Drive Pod 10 Pts. Each Shuttle Ship 6 Pts. Each ¼ Size H-Drive Pod 5 Pts. Each Cargo Pod 5 Pts. Each Hull Structure 5 Pts. / HS Cloaking Shield 4 Pts. / HS Beam Array 4 Pts. Each Holo Simulator 4 Pts. Each Quantum Capacitor 4 Pts. Each Nuclear Drive 3 Pts. / HS Defense Screen Grid 3 Pts. / HS Computer Core 3 Pts. / HS Starship Automation 3 Pts. / HS Teleporter 3 Pts. / Person Sick Bay 3 Pts. / Person Tractor Beam Emitter 3 Pts. Each Capacitor Torpedo 3 Pts. Each Beam Bank 3 Pts. Each Command Bridge 2 Pts. / HS Life Support System 2 Pts. / HS Hull Plating Armor 2 Pts. / HS Beam Cannon 2 Pts. Each Ion Torpedo 2 Pts. Each Science Probe 2 Pts. Each Security Brig 2 Pts. Each Officer‘s Club 2 Pts. Each Executive Quarters 2 Pts. Each Science Lab 2 Pts. Each Engineering Lab 2 Pts. Each Ship’s Locker 1 Pt. / HS Plasma Torpedo 1 Pt. Each Cryo-Tube 1 Pt. Each Living Quarters 1 Pt. Each Hydroponics Lab 1 Pt. Each Patterson Cannon 1 Pt. Each This game supplement introduces several new compulsory and mission specific systems for use in your starship designs. Like in the system cost table these starship systems have been organized in descending order from highest to lowest in terms of construction point (CP) cost. Items that are listed in the table but do not have a description here are ones that have already been introduced in the 2nd Edition rulebook. QUANTUM DRIVE (15 CP/HS) This propulsion system, also known as a Q- Drive, is an experimental dimensional jump drive that allows a starship to instantaneously travel vast distances through quantum entanglement with an organic hyphae network that spans throughout the known universe and psionic plane. While the jump itself is near instantaneous, plotting a course through the filament network requires one hour of 10 calculations per light year to be travelled. For example, the time needed to plot a course and jump ten light years would be ten hours. Use of the drive is risky and each quantum jump has a 40% chance of causing a mishap. The Star Master can roll 1d10 on the table below to randomly determine the result of a jump mishap if one occurs. ROLL JUMP MISHAP ENCOUNTERED 01 Malfunction destroys the drive. 02 Arrive in the psionic plane. 03 Arrive 1D6 months ahead in time. 04 Arrive 2D10 light years off course. 05 Arrive 1D6 months back in time. 06 Ship and crew are duplicated. 07 Drive does not function at all. 08 Arrive in an alternate reality. 09 Arrive but causes crew amnesia. 10 Arrive but PPB is exhausted. Unlike H-Drive, a Q-Drive does not produce EU’s and must be used in conjunction with hyperdrive. Like the nuclear drive, the Q- Drive is in the ship’s saucer and only one unit is needed to function costing 10 EU’s per LY. Adding additional units will not improve the drive’s performance or reduce the chance of a jump mishap. ¼ SIZE HYPERDRIVE POD (5 CP) The quarter size hyperdrive pod contains the drive energy production components for small starships. This hyperdrive pod produces 25 EU’s per day and can be used in conjunction with other pods if a starship design requires additional energy resources. CARGO POD (5 CP) Cargo Pods come in variety of shapes and sizes but the most common ones in use with Confederation freighters and tugs are 40 meters by 200 meters cylinders. Cargo Pods are capable of carrying a wide range of freight and can be jettisoned in the event of an emergency. CLOAKING SHIELD (4 CP/HS) After the Zangid War the development of cloaking shield technology was prohibited under treaty by the Galactic Confederation. Recognizing the invaluable advantage that this technology provided the Videni some unsanctioned elements in Spacefleet continued to develop their own versions in secret. While possession of such a device would result in a serious diplomatic incident and certain court martial necessary circumstances may grant an exception to or review of the treaty. The cloaking shields described here function identically to those used by the Videni in the 2nd Edition rulebook. BEAM BANK ARRAY (4 CP) The beam bank array uses a large arc shaped array composed of multiple beam emitters embedded into a starship’s hull. This upgrade allows the vessel to fire both beams at the same target or one beam at two different targets. If used against two 11 targets the damage is divided in half between the two targets. If both beams are fired at the same target the emitter functions as a normal beam bank. The improved energy distribution system of the beam array provides 1d6x6 damage per beam. HOLO SIMULATOR (4 CP) The holo simulator is a specially designed compartment that uses the ship’s computer, holographic image emitters and the teleporter mechanism to create a temporary life-like virtual environment. Holo simulators may be used for learning or improving skills, simulate various environments, or recreation. Characters who use the simulator to improve their skills towards promotion will earn 200 experience points per day of use. While the character is training inside the simulator they cannot participate in any other action for the remainder of the day without leaving the simulator. Characters must complete the entire day of training in order to receive the experience points towards promotion. The Holo Simulator costs 5 EU per day to operate, can accommodate up to 8 people, and requires resources from several of the ship’s systems. While the Holo Simulator is running the teleporter and ship’s computer cannot be used. Due to its power usage and resource demands the use of a ship’s holo simulator requires authorization from the Command Officer. The Command Officer can abort a Holo Simulator session at any time if the compulsory resources it requires are needed for other priority functions. QUANTUM CAPACITOR (4 CP) A quantum capacitor is an EU storage device that allows a starship to retain up to 10 EU’s of surplus energy for 24 hours per unit. Quantum Capacitors cannot generate energy on their own and must have an EU surplus from the ship’s hyperdrive in order to operate. Energy stored by a quantum capacitor cannot be used during construction towards the ship’s overall CP or Design Budget. COMPUTER CORE (3 CP/HS) It was a commonly held misconception that early models of starship computers were “stupid” due to limitations on their interaction subroutines. However, the misconception was partially correct in that the computers of the time were only as smart as those who programed them. Data 12 engineers designed these older systems to provide information within the limited parameters of specified inquiries to prevent Spacefleet Officers from relying too much on computer data over their own judgement. Like most things, this “conventional wisdom” eventually gave way to new ideas with the advancement of technology. New starship computers still require specific data inquiries but are now more intuitive and user friendly than their predecessors. The Star Masters’ rules for computer usage have not changed but they now can allow the ship’s computer to consider open ended questions. STARSHIP AUTOMATION (3 CP/HS) This component system allows the computer core to automate many of the ships functions so that they do not require individual crew to operate them. Starship automation systems can help lower the cost of starship construction by reducing the overall required crew compliment by 50%, eliminating half of the required living quarters, and reducing the cost of the life support systems to 1 construction point per hull size. The downside to starship automation is that its complex integrated nature hampers damage control efforts. With a successful skill check Engineering Officers will only be able to repair their level x2 for total PPB restored per day and technical enlisted men at their level for total PPB restored per day when conducting repairs on a starship with automated systems. CAPACITOR TORPEDO (3 CP) The capacitor torpedo is an unusually devious weapon developed on Rigel. It does not cost EU to use, has the same range as an ion torpedo, and has a limited ammo capacity that must be checked off the ship sheet after each use. However, unlike Ion torpedoes this weapon carries a quantum capacitor instead of a warhead. When the torpedo strikes its intended target, it bores into the ship’s hull and begins siphoning ten EU’s per turn from the ship’s PPB slowly building up to an overload. The torpedo will exceed its capacitor’s storage and overload in 1d10 turns. Upon overload the capacitor will explode releasing all of its stored energy at once into the target ship. Engineering officers and technical enlisted men can make a skill check to attempt to disable the weapon before it reaches overload. Capacitor torpedoes can only be used against spacecraft, space stations, or Starbases. They have no effect on space- born life forms and are useless for planetary bombardment. The capacitor torpedo is solely a weapon of war and the Confederation discourages its use but has not yet prohibited it all together. 13 COMMAND BRIDGE (2 CP/HS) The Command Bridge is the control center that coordinates and oversees all activity on a starship. The command bridge on Confederation ships is traditionally located either at the top of, or in the center of, the saucer module. It is a compulsory system that is required on all Confederation Starships. A starship can have more than one Command Bridge with the second one acting as a redundant back-up in case of emergency. Each Command Bridge on a starship provides a +1 bonus to all PC and NPC skill checks as it aids in the coordination of all operational systems on the ship. To determine the maximum number of Command Bridge facilities that a starship design can support divide the ship’s HS in half and round up for fractions. HULL PLATING ARMOR (2 CP/HS) While not as effective as screens, polarized hull plating armor absorbs 10 EU points of damage per hull size. Unlike screens, hull armor does not use energy, so it is a logical choice for small vessels with limited energy production capabilities. During combat the hull armor takes any damage points first until depleted. Once depleted hull armor plating has been destroyed and cannot be repaired or regenerated. BEAM CANNON (2 CP) A beam cannon is a scaled down version of a beam bank and uses a single emitter. Beam cannons have the same range as beam banks, cost 3 EU per shot, and deliver 1d6x5 points of damage per shot. A beam cannon can only fire one beam at a time at one individual target from its emitter. These weapons are useful for smaller vessel designs where space and energy are at a premium. 14 SCIENCE PROBE (2 CP) Science probes are autonomous sensor drones used to survey, detect, and record scientific data. They do not cost EU to use and have the same delivery vehicle systems as an ion torpedo. Science probes have the same range as ion torpedoes and can provide players with data unobtainable by sensor scans alone. Science probes can be tasked to gather information from anything within their range. Once a probe reaches the limit of its range it will become depleted and is lost. Probes cannot detect cloaked ships or cause damage, but they can be used to lift the “fog of war” with intelligence about enemy units. Science Probes relay their gathered information directly to a starship’s computer core providing one additional computer inquiry question per probe used. SECURITY BRIG (2 CP) The ship’s security brig is a specialized living quarters accommodation designed for holding prisoners. This compartment has two reinforced holding cells with force field emitters that can house one prisoner each. The security brig contains a kiosk station and workspace that can serve as a security office or monitoring station. OFFICER’S CLUB (2 CP) This compartment is a recreation area for the Ship’s Officers and can accommodate up to ten people at a time. The officer’s club contains a small bar, lounge, food dispensary, and game table. Enlisted crew are not normally allowed in this area without an invitation or pass. LIVING QUARTERS (2 CP) There are commonly two types of living quarters used on Confederation starships. These are classified as either Crew Quarters or Executive Quarters. The crew quarters are very Spartan in nature and can accommodate up to four people in bunk bed style berths. The Executive Quarters are a semi private accommodation for two people with a divided privacy partition. Executive quarters are considered luxurious in comparison to the standard crew accommodations. Executive Quarters can also be converted into a VIP stateroom to provide private quarters for a visiting dignitary. SCIENCE LAB (2 CP) The science laboratory is a compartment where the ship’s science team develops innovative solutions to the ship’s scientific problems. Any character who has a science skill will receive a +1 to this skill check if they have access to a science lab on their ship. The science lab also grants a +1 bonus for the technical skill roll to get on line with the computer and a +1 bonus to the results of the computer inquiry roll. 15 ENGINEERING LAB (2 CP) The engineering laboratory is a compartment where the ship’s engineering team develops innovative solutions to the ship’s technological problems. Any character who has a technical skill will receive a +1 bonus to this skill check if they have access to an engineering lab on their ship. The engineering lab is also where the ship’s molecular fabricator is located. This device can synthesize a variety of substances and objects from its supply of catalytic provisions. The engineering lab also grants a +1 bonus for the technical skill roll to get on line with the computer and a +1 bonus to the results of the computer inquiry roll. PLASMA TORPEDO (2 CP) The plasma torpedo is a modern redesigned version of the Ion torpedo’s predecessor of the same name. The economy of this weapon’s design has given it a new lease on life with innovative improvements in the plasma containment and delivery systems. The original design suffered from high dissipation rates that dramatically reduced the effectiveness of the weapon. The redesigned plasma torpedo does not cost EU to use, has the same range as an Ion torpedo, and delivers 1d6x5 damage. Upon detonation of the torpedo the released plasma will continue to burn on contact for an additional 1d6 points of damage for 1d4 turns. Like Ion Torpedoes, these weapons have a limited ammo capacity and have to be checked off of the ship sheet after each use. One advantage to carrying these weapons is that they are considerably smaller than their ion counterparts. A starship can carry two plasma torpedoes in the same amount of space required for one ion torpedo. The advantage of a larger torpedo capacity means an increased chance of hitting an intended target by volume of available ammo to fire at it. HYDROPONICS LAB (1 CP) The hydroponics laboratory is a compartment designed for growing various kinds of plant life for the purpose of producing oxygen and food. Any starship equipped with a hydroponics laboratory can reduce the cost of their life-support system by a total of 2 EU to operate. 16 PATTERSON CANNON (1 CP) The Patterson Cannon, named after its inventor Dr. Remar Patterson, is an anachronistic projectile weapon that fires a depleted osmium borite slug with a binary chemical propellent. Originally designed as asteroid busters these elegantly un- complicated weapons have the advantage of being able to be fired without the expenditure of EU from the starship’s PPB. So, even if main power is offline, i.e. after a hyperdrive pod ejection, a starship armed with a Patterson Cannon can still defend itself without incurring additional permanent damage from deficit EU usage. Patterson Cannons have seen a recent surge in popularity being requisitioned for smaller starships such as runabouts that have limited power resources to expend on beam weapons. Like torpedoes, the Patterson Cannon has a limited number of slugs that can be carried in its internal magazine which must be checked off after each use. The capacity of the cannon’s magazine is determined by multiplying the ship’s Hull Size by 10. Each osmium borite slug that hits its target does 1d6x3 damage. The Patterson Cannon has a limited range of 160,000 miles so it has to be used at close range to be most effective. Each Patterson Cannon mounted on the ship can only be directed at one target at a time and can fire as often as desired until its ammo supply has been depleted. Changing targets with the same cannon requires the calculation of a new firing solution and the weapon must disengage for one turn of combat to acquire the new target. TO HIT TARGET RANGE 16 10,000 Miles 15 20,000 Miles 14 30,000 Miles 13 40,000 Miles 12 50,000 Miles 11 60,000 Miles 10 70,000 Miles 09 80,000 Miles 08 90,000 Miles 07 100,000 Miles 06 110,000 Miles 05 120,000 Miles 04 130,000 Miles 03 140,000 Miles 02 150,000 Miles 01 160,000 Miles 17 Some starship systems can have their components upgraded to enhance their performance. These upgrades are available for requisition at the shipyard during construction. There are three levels of upgrade available for Hull Armor, Hyperdrives, Computer Cores, Beam Weapons, and Torpedoes. Each upgrade level represents new scientific innovations that enhance the systems normal abilities. HULL ARMOR UPGRADES Improvements in self-regenerative hull plating materials allow the ship to absorb 5 additional points of EU damage per Hull Size for each level of upgrade. For example, a starship equipped with Hull plating armor that purchases the Mark I upgrade will be able to absorb 15 EU’s of damage per Hull Size. LEVEL MODIFIER COST Mark I Additional 5 EU Dmg. 5 CP Mark II Additional 10 EU Dmg. 10 CP Mark III Additional 15 EU Dmg. 15 CP HYPERDRIVE UPGRADES Starship designers can improve their ship’s overall performance by investing in a hyperdrive upgrade. The three upgrades available at the shipyard provide an additional 1d10 EU’s each to the ship’s final PPB score. These modifiers cannot be applied to the ship’s design budget as they are only a benefit to performance once the design is completed and all components installed. Hyperdrive upgrades should be recorded as a “System" on the Starship Design Worksheet. LEVEL MODIFIER COST Mark I +1d10 to PPB 5 CP Mark II +2d10 to PPB 10 CP Mark III +3d10 to PPB 15 CP COMPUTER CORE UPGRADES Upgrades to the ships computer will allow it to respond to inquiries from the crew in a faster more efficient manner. Each upgrade level allows the player to add one additional question to each inquiry. Additionally, each upgrade provides a +1 per upgrade level to the technical skill check required to get on-line with the computer. 18 LEVEL MODIFIER COST Mark I +1 Inquiry / +1 Skill 5 CP Mark II +2 Inquiries / +2 Skill 10 CP Mark III +3 Inquiries / +3 Skill 15 CP BEAM WEAPON UPGRADES New developments in beam emitter technology and power distribution systems have resulted in three levels of upgrades available for requisition on all beam weapon systems. Each level of upgrade will add an additional 1d6 points of damage and a +1 modifier to the skill check required to hit the target. LEVEL MODIFIER COST Mark I +1d6 Dmg / +1 Skill 5 CP Mark II +2d6 Dmg / +2 Skill 10 CP Mark III +3d6 Dmg / +3 Skill 15 CP ION TORPEDO UPGRADES Innovations in ion torpedo design have resulted in three levels of upgrades available for requisition at the shipyard. Any Ion torpedoes present on the ship or reloaded after the upgrade will automatically be at the new level without additional charge. These upgrades do not apply to Plasma or Capacitor Torpedoes. LEVEL MODIFIER COST Mark I +1d6 Dmg / +1 Skill 5 CP Mark II +2d6 Dmg / +2 Skill 10 CP Mark III +3d6 Dmg / +3 Skill 15 CP Over time your starship’s systems may begin to grow obsolete and require a return trip to the shipyard for retrofit. This is a complete overhaul and replacement of any two systems that no longer support the efficient operation of the vessel. Retrofits, while necessary to keep a starship at peak performance on mission, are very arduous and take a toll on the vessel. Starships can only support a limited number of retrofits throughout the life of their service. To determine the number of retrofits a starship is eligible for simply divide the ship’s hull size in half, rounding any fractions up. For example, a cruiser with a hull size of four can under go two retrofits during its service life providing an upgrade for two of its systems each time. A starship that enters the shipyard for retrofit can 19 upgrade any two systems to the next level without construction point cost but will have to remain out of service for the duration of the procedure. Retrofits can only upgrade systems already installed on the ship and cannot add entirely new systems to a starship design. To determine the time required to complete the retrofit for a starship multiply the ship’s Hull Size by three months. A refit is a one-time only complete redesign of a starship from the ground up in order to extend its service life. Any starship undergoing a refit will begin the entire design process over from scratch. In essence you will be fabricating an entirely new ship on the bones of the old one. Refits allow you to modernize an old design with the latest technologies. Starships which have suffered a catastrophic disaster resulting in Hyperdrive ejection will have to undergo a refit in order to restore all systems. Ships undergoing a refit may improve their existing upgradeable systems by one level without CP cost but will have to remain out of service for the duration of the procedure. During a refit, designers are permitted to swap out old systems for new ones of equal value so long as they do not exceed the ship’s Design Budget. To determine the time required to complete the refit multiply the ship’s Hull Size by six months. The default teleporter and sickbay capacity on a new starship design is equal to the ship’s Hull Size score. So, a Frigate with a Hull Size of 2 will be built with a teleporter room and sick bay that can each handle two people at a time. Additional capacity can be purchased as an add-on with your available construction points. To determine the crew compliment of your starship design, use the following formula Hull Size x PPB / 20 = the total crew compliment (round up any fractions). For example, the formula for a new dreadnought would look like this HS 6 x PPB 400 = 2400 / 20 = 120. So, the crew compliment of your new design would be a total of 120. Now your crew will need a place to sleep and work, so you will need 20 to build living quarters into your design to accommodate your crew. Each living quarters unit can house up to four crew members, so for the example given here you will need to add 30 living quarters components at a cost of 30 construction points. Upgraded semi-private accommodations cost twice as much and house only two crew members each. Most ship designs will incorporate both kinds of crew accommodations with a limited number of executive quarters. In extremely rare cases a starship may offer VIP staterooms for dignitaries and honored guests. These accommodations are executive quarters that have been converted or upgraded for use by a single occupant. If your game style is more cinematic in nature you may wish to use this optional rule to expand the crew compliment and fill out your ship. To expand the crew size of any given ship class listed in the 2nd Edition rulebook simply consider the listed crew compliment to represent the ship’s minimum command crew required to operate the vessel. This minimum crew is 10% of the total number of crew or passenger the ship can support. For example, a Destroyer class starship with a listed crew compliment of 20 would have a minimum command crew of 20 and a maximum crew or passenger capacity of 200. The average operational crew compliment of the ship would be somewhere in the middle around 50% of the maximum capacity. For example, the same Destroyer class vessel would normally operate with a standard crew of 100 officers and enlisted personnel at any given time. This number would cover all essential positions and still allow additional room to accommodate passengers or troops. STARSHIP CLASS MIN MAX Runabout (PC) 2 20 Frigate (FG) 10 100 Light Freighter (LF) 10 100 Space Tug / Tender (TT) 15 150 Medium Freighter (MF) 15 150 Destroyer (DD) 20 200 Heavy Freighter (HF) 20 200 Cruiser (CS) 50 500 Battle Cruiser (BC) 100 1000 Carrier (CV) 100 1000 Dreadnought (DN) 150 1500 21 A Deck on a starship is the interior area inside the hull where the ship’s crew live and work. To determine the maximum number of decks available for your design multiply the ship’s hull size by 6. For example, a Frigate with a hull size of two would have up to 12 decks. Since not all ship designs are the same for the same type of vessel you can choose the number of decks that best fit your design up to the maximum number of decks allowed for the Hull Size. For example, some designs may be longer in length than in height and require fewer number of decks because each deck is larger length-wise. If you would like to randomize this number simply roll 1D6-2 and subtract the result from the maximum number of decks allowed for the Hull Size. If your roll result is 2 or lower read the result as a roll of 1. Provided here is the Ship’s Locker stats for all of the starships found in this supplement using the optional Ship Locker ruled found on Page #20 of the 2nd Edition rulebook. STARSHIP CLASS UNITS MAX Runabout (PC) 4 3 Frigate (FG) 6 3 Light Freighter (LF) 6 3 Space Tug / Tender (TT) 10 4 Medium Freighter (MF) 10 4 Destroyer (DD) 10 4 Heavy Freighter (HF) 14 - Cruiser (CS) 14 - Battle Cruiser (BC) 20 - Carrier (CV) 20 - Dreadnought (DN) 26 - If you wish to build your own Ship’s locker for your starship design, you can use the following optional rules formula. To determine the total number of Units of equipment the locker can hold multiply the starships Hull Size by 3 and then add 1 to the total (HSx3+1). For example, a destroyer class vessel with a Hull Size of 3 would have enough space to store up to a total of 10 Units (3x3,+1=10). To determine the maximum unit value that can be securely stored in the Locker add 1 to the starship’s Hull Size (HS+1). For example, a frigate class vessel with a Hull Size of 2 would have a maximum unit value of 3 that can be stored in its Ship’s Locker. Since five units is the ceiling in the 2nd Edition rulebook any result that is five or higher indicates that any item regardless of unit value can be securely stored in the Locker up to the total number of units allowed. 22 Each ship designed and produced at a shipyard is a unique work of technology and artistic craftsmanship. While two ships of the same class may have the same specifications, they will individually be unique with their very own quirks and personality. New ship designs are bound to come out of the shipyard with some flaws. The longer a vessel is under construction at a shipyard the greater the chance that some flaws will creep their way in. Whether it is a matter of too many people involved in the process or an oversight, flaws will happen. After all, even the best engineers have been known to make a mistake or a compromise from time to time to meet a deadline. For every year that a new ship spends under construction in the shipyard Roll 1d20 to select one random design flaw from the table. For example, a Hull Size 4 Cruiser will be under construction for four years so roll 4 times on the table for the design flaws that end up in the ship. If the design flaw is serious enough to warrant repair your ship’s engineering team and enlisted technical men can attempt to repair the issue. ROLL DESIGN FLAWS 01 Slow to jump to hyperwarp. 02 Environmental control runs cold. 03 Attracts Pod Pippit Infestations. 04 Glitchy / Lagging Computer Core. 05 Unidentifiable unpleasant odor. 06 Elevators arrive at wrong decks. 07 Unfinished interior: panels missing. 08 Bad vibrations during hyperwarp. 09 Annoying loud engine noises. 10 Intermittent gravity plate failures. 11 Unidentifiable rattle in air vents. 12 Unfinished interior: carpet missing. 13 Security lock-out protocol. 14 Environmental control runs hot. 15 Uncomfortable furniture. 16 Leaky water pipes. 17 Intermittent lighting failures. 18 Attracts space lice infestations. 19 Intermittent door failures. 20 Power Drain: Lose 5 EU from PPB. (01) SLOW JUMP This design flaw results from a poorly networked data connection in the helm control that delays the bridge’s command to enter hyperwarp to the engine room by 1d6 turns. (02) ENVIRONMENT RUNS COLD A faulty regulator in the ship’s life support system causes the temperature inside the ship to remain at a brisk 40 Degrees Fahrenheit regardless of how many times the engineering team attempts to adjust it. 23 03) POD PIPPIT INFESTATION A bulk provisions canister in the ship’s cargo bay contains an infestation of Pod Pippits that were attracted by the food stored inside. Once aboard the ship the animals escape the container and find their way into the inner hull and crawl spaces. (04) GLITCHY COMPUTER CORE A glitch in the computer core results in an uncomfortably long and awkward silence lasting 1d6 turns when requesting information from the computer. (05) UNIDENTIFIED ODOR Nick named “new ship smell”, this intensely unpleasant foul chemical, or biological, odor lingers throughout the entire ship. Over time the odor can build up becoming an irritant that causes headaches, dizziness, and disorientation among the crew. (06) ELEVATORS AT WRONG DECKS The on-board control mechanisms for the elevator lifts are constantly misreading the floor locations and sending the lifts to the wrong floor. (07) MISSING PANELS Several interior areas of the ship were left unfinished before the ship had to go into service. These open sections of corridor and compartment increase the risk of fall or injury to anyone in them. (08) BAD VIBRATIONS A faulty hyperspace harmonics induction coil causes the ship to noticeably shake every time the ship goes to hyperwarp. Each increasingly higher hyperwarp factor raises the intensity of the vibration. (09) LOUD ENGINE NOISES Operation of the ship’s nuclear drive causes an annoyingly loud engine sound inside the ship every time it is activated. (10) GRAVITY FAILURES The artificial gravity plating embedded below the ship’s flooring has a fault that causes areas of high, low, or zero gravity to occur inside the ship. Star Masters should roll 1d6 to determine how an area is affected. A roll of 1 or 2 indicates reduced gravity on the deck. A roll of 3 or 4 indicates no gravity on the deck. A roll of 5 or 6 indicates elevated gravity on the deck. (11) UNIDENTIFIED RATTLE There is a persistent quiet rattle coming from the air handlers that will not go away. While the rattle does not affect the environmental condition inside the ship the constant noise will slowly drive the crew mad with aggravation. (12) CARPET MISSING All Confederation starships are equipped with special non-conductive, non-slip, carpet-like flooring tiles. For some reason portions of your ship were not installed 24 with this feature. Roll 1d6 x Hull Size to determine how many decks are missing their floor covering. Crew members will have a 40% risk of falling when walking or running on these surfaces. (13) SECURITY LOCK OUT A faulty processing node in the ship’s computer core accidentally enables a random security lock-out protocol that prevents the crew from controlling the ship. The Star Master should roll 1d6 with all computer inquiries made and any odd numbered roll results in the security lock- out. The problem can temporarily be resolved with a computer system reset by a technical officer or enlisted man that will require 1d10 turns to complete. After the computer reset the computer will function correctly for the inquiry until the next time the computer is accessed by a new user. (14) ENVIRONMENT RUNS HOT A faulty regulator in the ship’s life support system causes the temperature inside the ship to remain at an uncomfortable 104 Degrees Fahrenheit regardless of how many times the engineering team attempts to adjust it. (15) UNCOMFORTABLE FURNITURE The furniture on the ship is stiff and uncomfortable to use for long periods of time resulting in discomfort and aggravation for the crew. (16) LEAKY WATER PIPES In the enclosed environment of a starship surrounded by sensitive electronics the presence of a minor water pipe leak is more than just a nuisance. The water leak increases the chance of a fall while walking or running by 40% and will cause glitches in nearby electronics and computer terminals. The Star Master will roll 1d10 on the table below to determine what temporary glitch is caused by the leak and how many turns the glitch will last until the effected systems find a bypass. If the roll results in a flaw that the ship already has the Star Master should re-roll to determine a new glitch. ROLL TEMPORARY GLITCH 01 Unidentifiable rattle in air vents. 02 Environmental control runs hot. 03 Intermittent lighting failures. 04 Intermittent door failures. 05 Environmental control runs cold. 06 Elevators arrive at wrong decks. 07 Security lock-out protocol. 08 Intermittent gravity plate failures. 09 Unidentifiable unpleasant odor. 00 Bad vibrations during hyperwarp. (17) INTERMITTENT LIGHTING A glitch in the power regulation system for the ship’s internal lighting controllers is causing intermittent lighting failures that randomly leave areas of the ship in darkness on upon a random 1d6 check by the SM that results in an odd number. 25 (18) SPACE LICE INFESTATION Incorrect installation of the ship’s food processing units causes a protein line leak that attracts an infestation of Rigellian space lice. (19) DOOR FAILURES A faulty control module in the ship’s door sensors causes all interior doors in the ship to open or close randomly. Whatever state the door is in when the fault occurs will be reversed causing the door to suddenly open or shut without warning. Upon any Character or NPC approaching an interior door the Star Master will roll 1d6 and even numbered results will trigger the flaw. Exterior airlocks and hatches are on a separate safety protocol and are not affected. (20) POWER DRAIN A fault in the ship’s power distribution network is causing a minor power drain from the ship’s hyperdrive that consumes 5 EU’s per day. One of the most rewarding experiences in table-top Sci-Fi gaming is for players to develop their own hero ship for use in their game. A hero ship is a vessel that is as much a character in the story as the player characters themselves. It has a certain animistic personality all its own and becomes more than just a vehicle to get from point A to point B. All too often Galactic Confederation starships are viewed as mass produced cookie-cutter clones because of their standardization and uniformity in design. However, this does not have to be the case, your personal starship design can be a unique expression that screams hero ship the moment it leaves the shipyard. Even with the strict structure of Confederation Spacefleet Regulations every good Commanding Officer knows how to find the loop holes. Overtime the longer a starship traverses the black void of deep space the more its appearance will begin to change. Micro- meteor pocks in the hull, battered emblem markings, patch-work repairs, and impromptu engineering modifications all add to the look, feel, and character of your ship. A visit to the local starbase shipyard for repair, retrofit, or complete refit can clean up a lot of these issues but not all wounds heal without leaving scars. The best ways to give your ship design more character is through careful deliberate 26 design, unique traits such as custom systems or design flaws, and a detailed description of its appearance. You can use the Description & Notes Section on the back side of the Starship Design Worksheet to work up a detailed description or image of your hero ship to help invoke a clear picture of your design. The Galactic Confederation Spacefleet is well known for its exceptional starship designs that feature a prominent saucer or disc shaped hull. There are many theories for the reason behind this design convention but the one thing that is for certain is that it has withstood the test of time. The use of other hull configurations is less common among Confederation designs, but they are not un-heard of. Spheres, deltas, and cylinder-shaped hulls have also been used extensively in starship designs throughout Confederation history. When using one of these less common starship configurations you can use the term command module instead of saucer. One of the last, but certainly not least, steps to designing your own starship will be to classify the design with a name and share it with others. By naming the class of your ship you identify the characteristics and design parameters that future ships of the same class will share with each other. Naming conventions are completely up to your imagination and should conjure thoughts and mental images that express the essence of the design itself. 99 POPULAR STARSHIP NAMES Presented here is a sample of ninety-nine popular names for Galactic Confederation starships, in no particular order, for you to use for your designs. These names can also be used for a class of ship with the first ship in the class bearing the name of the design. It is always best to choose your own unique name for a hero ship, but this list can help inspire you if you get stuck. Most 27 Confederation starship classes included in the 2nd Edition rulebook have a uniform naming convention that describe what ships in that class are commonly named after. This can help you narrow down your own list of potential names for your ships or class designs. Star Masters and Players are encouraged in this supplement to expand on those naming conventions to add new possibilities and variety for their games. 99 POPULAR STARSHIP/CLASS NAMES Columbia Aspire Intrepid Atlantis Nimitz Challenger Freedom Defiant Independence Daedalus Phoenix Osprey Mercury Albatross Hermes Annapolis Constitution Cheyenne Farragut Yorktown Typhon Constellation Thunderbolt Guardian Antares Reliant Proteus Cygnus Pulsar Altair Atlas Indomitable Resolute Calypso Andromeda Yeager Einstein Olympic Prometheus Odyssey Polaris Ambassador Copernicus Apollo Newton Nebula Armstrong Chimera Aurora Zodiac Titan Endeavour Hyperion Exeter Atlas Excalibur Yamato Hercules Agamemnon Valkyrie Valiant Victory Lexington Explorer Horizon Fearless Hood Trident Dauntless Calisto Pathfinder Oberon Liberty Cyclone Europa Ganymede Wanderer Saratoga Tempest Ranger Achilles Aries Avenger Hornet Demeter Bellerophon Endurance Eagle Mayflower Destiny Magellan Pacific Galileo Black Hawk Midway Concord Iwo Jima Nautilus Ticonderoga In this supplement there are three new pre-generated Galactic Confederation starship classes and one sub class you can add to those already found in the 2nd Edition rulebook. These new vessels include the Runabout, the Space Tug, the Star Carrier, and the Starliner sub-class. Use of these new starships is optional and can add a new dimension to your game scenarios and space battles. RUNABOUT (PC) The Runabout, or Patrol Craft, is the smallest class of interstellar vessel in use by the Galactic Confederation. This multi-role, atmospheric flight capable, spacecraft comes in a variety of configurations and is used for everything from transporting cargo to deep space rescue missions. The ship was designed to be versatile with 28 mission specific hull modules that can be changed as needed. The ship’s quarter size hyperdrive pod produces 25 EU’s per day and requires some creative energy management skills to operate. Runabouts are named after Oceans, Seas, and Rivers such as Pacific, Aegean, and Yukon. RUNABOUT (PT) Hull Size: 1 Construction Cost: 25 CP Crew Compliment: 2/20 Command Rank: Ensign Power Pile Base: 25 Teleporter Capacity: 0 Beam Banks: 1 Ion Torpedoes: 0 Shuttle Ships: N/A Sick Bay Capacity: N/A Ship’s Locker (Optional) 4 3 *Players should note that this class of spacecraft represents a broad category of design compared to what was seen on the iconic television show and movies that inspired this game. SPACE TUG / TENDER (TT) A Space Tug or Tender is a multi-purpose support vessel about the same size as the Confederation Destroyer. Space Tugs are commonly used to tow disabled spacecraft or cargo modules like a freighter. When towing cargo modules, the Space Tug has the same capacity as a medium freighter. A Space Tug can tow one disabled spacecraft up to Hull Size 6. Space Tugs / Tenders are named after well-known historic seaports and spaceports such as Savanah, Jakarta, Mojave, White Sands, and Kodiak. 29 SPACE TUG / TENDER (TT) Hull Size: 3 Construction Cost: 100 CP Crew Compliment: 15/150 Command Rank: Lieutenant Power Pile Base: 100 Teleporter Capacity: 2 Beam Banks: 2 Ion Torpedoes: 6 Shuttle Ships: 2 Sick Bay Capacity: 4 Ship’s Locker (Optional) 10 4 STAR CARRIER (CV) Confederation military design convention never widely embraced the use of carrier vessels or fighters like some of the other interstellar governments did. Encounters with Zangid and Videni carriers in battle revealed the tactical value of developing an attack platform that could deliver fast attack craft at a distance before committing starships to battle. The Confederation’s investment in the development of carrier vessels is very limited and highly experimental. Only a few prototypes can be found in service and they are under constant scrutiny from the admiralty and Spacefleet Command. For game mechanic simplicity space fighters based on the Star Carrier should be treated the same as the Zangid fighters found on Page #47 of the 2nd Edition rulebook. Each Confederation space fighter has a two-man crew that operates the craft independently of the carrier. The fighters only have nuclear drive and can travel up to 30,000 miles per turn. Each of these craft is equipped with one beam cannon and hull plating armor. They do not have screens and produce 15 EU’s of power per day. This example space fighter has a Hull Size of ½ and costs 15 CP to build. The Star Carrier can transport up to eight fighters and launch or recover one fighter per turn. They are considerably more “expensive” in terms of CP than a shuttle due to the additional armor, armaments, and enhanced engines. Space fighters have enough power and provisions to remain in space for up to 48 hours. They must return to a carrier, space station, or starbase in order to reload, repair, and refuel. Space fighters are atmospheric flight capable and can land on planets just like a shuttle can. They are limited to inter-solar system flight and cannot jump to hyperspace unless on- board a carrier ship. 30 STAR CARRIER (CV) Hull Size: 5 Construction Cost: 300 CP Crew Compliment: 100/1000 Command Rank: Commodore Power Pile Base: 300 Teleporter Capacity: 2 Beam Banks: 4 Ion Torpedoes: 10 Shuttles: Fighters: 4 8 Sick Bay Capacity: 15 Ship’s Locker (Optional) 20 N/A STARLINER SUB CLASS (ST) Starliners are a sub class of freighter that have been designed, or converted, to accommodate passengers instead of bulk cargo. Statistically they are identical to freighters in every way except for the cargo carried. Space Tugs can also serve as a starliner, or troop transport, by towing a passenger pod instead of a cargo pod or disabled ship. Starliners come in a variety of configurations with accommodations ranging from economic to luxurious. Starliners are found operating throughout the Confederation by Spacefleet, private enterprises, and corporations. They are commonly named after historic authors, artists, and inventors such as Davinci, Hemingway, Bell and Westinghouse. 31 STARSHIP DESIGN WORKSHEET CP: STARTING: REMAINING: SHIP’S NAME: S.S. SHIP NAME BEAM: TYPE: # SHIP’S CLASS: TORP: TYPE: # COMMAND RANK: TELEPORT CAP: # BENEFIT OF RANK: HS x 1d12 SICKBAY CAP: # CREW COMP: MIN: MAX: SHUTTLE SHIPS: # SYSTEMS & UPGRADES: # CP HULL STRUCTURE 1 HYPERDRIVE POD(S) NUCLEAR DRIVE 1 COMMAND BRIDGE LIFE SUPPORT SYSTEM 1 LIVING QUARTERS DEFENSE SECREENS 1 COMPUTER CORE 1 HS DESIGN FLAWS: 1 2 3 4 5 6 HS: PPB: STARTING: ADJUSTED: DB: = STARTING PPB: DECKS HS X 6: SHIP’S LOCKER TOTAL UNITS MAX UNITS HS X 3, +1: HS +1: USE BACK SIDE FOR ADDITIONAL ENTRIES STARSHIP DESIGN WORKSHEET SYSTEMS & UPGRAGES (CONTINUED): # CP NOTES / DESCRIPTION RETROFIT / REFIT NOTES
textdata/thevault/Starships & Spacemen/Starships & Spacemen (osr)/Starships & Spacemen Starship Construction Manual 01 Confederation.pdf
          A horde of orcish barbarians fall one by one screaming as flashes of metal dart back and forth between them. When the dust settles a lone elven woman stands amongst the carnage. A human grips his glaive in one hand. With his other hand he gently touches the pale blue crystal hanging from his neck. He closes his eyes for a moment to concentrate then flings his hand outward sending a fireball careening into a mass of skeletal warriors. A gnome stands before a pair of hill giants. Next to her rests a hammer larger that she could ever hope to be but with a single movement of unnatural speed and strength she brings the weapon spinning over her head and then down to the ground sundering it under her opponent’s feet and casting them into the abyss below      Some individuals seek out greatness. Others are chosen for a higher purpose. Such is the case with Dragon Knights. These proud warriors are specially chosen by one of the divine dragons to receive a single drop of their blood. The arcane and divine essence of this gift manifests itself in various ways for different people but one thing that all these individuals have in common is that they can no longer go back to being ordinary.      Dragon Knights are exceptionally rare as the Platinum Dragon and the Chromatic Queen do not bestow their gifts lightly. When they appear, it is common for them to be an army unto themselves. There are many tales told throughout the land of warriors in shining, silvered armor wading into battle outnumbered hundreds to one. More still of stories of mysterious figures in hooded cloaks systematically dismantling an enemy formation without even moving a finger, Whatever the case may be, the life of a Dragon Knight is one often filled with a very special kind of loneliness. The divine blessing bestowed upon them marks them as outsiders. In the best case, they are held up as prophets or demigods. At worst, they are treated with mistrust and malice. Because of this, many do what they can to hide their blessing from those around them.     As you create your Dragon Knight, remember that, being a blessing from a dragon god, their abilities are likely extremely rare, if not unique in this world. What are your character’s aspirations in life? How will the onset of this blessing effect those plans? Will they eagerly take up the call, or will they shy away from the responsibility? While their power comes from one of the divine dragons, Dragon Knights are not beholden to their will and often fall into two categories. Some are reluctant and try to hide their new gifts from others, only using their powers when necessary. Others eagerly take up the call and seek out opportunities to prove their worth. In both cases, Dragon Knights will find great value in a small group of friends whom they can trust and rely on.   You can make a Dragon Knight quickly by following these suggestions. First, make Dexterity your highest ability score. Make Charisma your next highest.   As a Dragon Knight, you gain the following features   Hit Dice: 1d8 per Dragon Knight Level Hit Points at 1st Level: 8 + your Constitution Modifier Hit Points at Higher Levels: 1d8 + your Constitution Modifier per Dragon Knight Level  Armor: Light Armor Weapons: Simple Weapons, Short Swords Tools: Smith’s Tools or Tinker’s Tools Saving Throws: Dex, Cha Skills: Choose 2 from: Acrobatics, Arcana, Athletics, Deception, Insight, Intimidation, Perception, Persuasion, Religion  You start with the following equipment in addition to equipment provided by your background: • Two simple weapons or (b) a martial melee weapon • A Holy Symbol or (b) An Arcane Focus • An Explorer’s Pack or (b) A Dungeoneer’s Pack • Leather Armor The Dragon Knight Spell Slots Per Spell Level Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 1 2 Dragon Forge, Wyrm Talon 2 2 Spell Casting 1 2 3 2 Dragon Aspect 1 3 4 2 Ability Score Improvement 1 3 5 3 1 4 2 6 3 Dragon Aspect Feature 1 4 2 7 3 1 4 3 8 3 Ability Score Improvement 1 4 3 9 4 Wyrm Talon (2) 1 4 3 2 10 4 Dragon Blast 1 4 3 2 11 4 Dragon Aspect Feature 1 4 3 3 12 4 Ability Score Improvement 2 4 3 3 13 5 2 4 3 3 1 14 5 2 4 3 3 1 15 5 Dragon Aspect Feature 2 4 3 3 2 16 5 Ability Score Improvement 2 4 3 3 2 17 6 2 4 3 3 3 1 18 6 2 4 3 3 3 1 19 6 Ability Score Improvement 2 4 3 3 3 2 20 6 Forged Ground 2 4 3 3 3 2     At 1st level, any melee weapon you are proficient with is considered a Dragon Knight Weapon for you. When Wielding a Dragon Knight Weapon, you may choose to use your dexterity or strength modifier for attack and damage roles.   At 1st level the divine blessing has awoken in your blood. Your skin from your lower jaw down, excluding your fingers and toes becomes covered in small scales. If the blessing came from the Platinum Dragon, the scales will be a pristine platinum in color. If the Chromatic Queen bestowed her blood to you, the scales will be a mix of all the colors of chromatic dragons. Once per long rest you can use an action to telekinetically take control of any Dragon Knight weapon in your possession for a number of minutes equal to your Dragon Knight level + your Charisma modifier (Minimum 1). You can control one weapon at a time at 1st level. At 9th level, the number of controlled weapons increases by 1. While using this feat, you can use a bonus action to move each weapon up to 30ft. in any direction up to 60ft. away from you. Any weapon with the “Heavy” property can only move 15ft. If a weapon moves within range of a creature, make an attack roll for each weapon against the creature. Weapons with the “Light” property get advantage on the attack roll. For attack and damage rolls made in this way, add your proficiency and Charisma modifier to each roll.   At 1st level, the divine dragon’s energies well up inside you like a great fire. You gain Dragon Fire charges equal to your Dragon Knight Level. As a bonus action, you can spend these charges to conjure up to two melee weapons. The weapons can take the form of any Dragon Knight weapon. You spend one charge for each hand the weapons require. Weapons with the Versatile property are considered two handed for the purposes of calculating this cost. The created weapons appear in your hands or sticking up from the ground within 5ft. of you. The weapons can be used by you or any creature you allow. If a hostile creature tries to pick up a weapon created in this way, it is destroyed and the creature takes 1d4 slashing damage as the weapon shatters in its hand. Beginning at 5th level you can spend an extra charge of Dragon Fire to give a Dragon Forged weapon a +1 modifier to hit and damage or add 1d4 acid, cold, fire, lightning, or poison damage to attacks made with this weapon. At 14th level you can spend 2 additional charges to give a Dragon Forged Weapon a +2 modifier to hit and damage or add 1d6 damage to attacks made with this weapon. Created weapons last for a number of minutes equal to twice your Dragon Knight Level. Once the time has elapsed, the blades dissolve into arcane smoke as the energy used to create them fades. You regain all spent Dragon Fire charges at the end of a long rest.   By 2nd level, you have learned to harness the magical essence gifted to you by the divine dragon’s blood to cast spells. See Chapter 10 of the PHB for general rules of spellcasting and the end of this document for the Dragon Knight spell list.  At 2nd level, you know 1 cantrip of your choice from the Dragon Knight spell list. You learn additional Dragon Knight cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Dragon Knight table.     The Dragon Knight table shows how many spell slots you have to cast your spells. To cast one of your Dragon Knight spells of 1st level or higher, you must expend a slot of that spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Dragon Knight spells that are available for you to cast, choosing from the Dragon Knight spell list. When you do so, choose a number of Dragon Knight spells equal to your Charisma modifier + half your Dragon Knight level, rounded down (minimum of 1). The spells must be of a level for which you have spell slots.   Charisma is your spellcasting ability for your Dragon Knight spells, since their power derives from the strength of your resolve. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Dragon Knight spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier   You can use a holy symbol or arcane focus (found in chapter 5 of the PHB) as a spellcasting focus for your Dragon Knight spells.    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   At 10th level you gain the ability to maximize the damage potential of your weapons at the cost of durability. Before an attack or Wyrm Talon attack, you can declare the attack as a Blast Attack. Roll the attack as normal and, if it hits, you deal additional damage for that attack as the weapon detonates on contact. The additional damage equals twice your Dragon Knight level. Whether you hit or miss, the weapon is destroyed. If the attack was using a weapon you are holding, you take half the damage as it explodes in your hand.   At 20th level, the divine dragon’s power reaches its peak. Once per long rest, you can cast Forged Ground as a 5th level spell. This activates your Wyrm Talon feature and creates an area with a 50ft. radius around you filled with magical weapons. The weapons can take the form of any Dragon Knight weapon, have a +3 modifier to hit and damage, and can be used as Wyrm Talons. Additionally, for the duration of this ability, the number of weapons you can control with Wyrm Talons is doubled. Once an attack with one of these weapons succeeds, it shatters dealing 1d6 additional slashing damage to the struck target. While in the area created by forged ground, you can retrieve any of the weapons created by the effect as a free action. If a non-friendly creature attempts to pick up a weapon created by Forged Ground, they must make a DC15 DEX saving throw or take 2d6 slashing damage from the weapon shattering in their hand. On a successful save they take half damage. The area persists for 5 minutes after which the created weapons fade out of existence and you suffer two levels of exhaustion.   Each individual Dragon Knight is unique and chosen by the gods for a specific purpose. Because of this, the dragon god’s blood influences each Dragon Knight differently. At 3rd level you choose a Dragon Aspect. As you grow in Dragon Knight levels, this aspect will grant you certain features.     The Aspect of the Wing grants a Dragon Knight the ability to quickly move around the battlefield, engage multiple combatants and avoid damage.      Beginning when you choose this aspect, you gain the Two Weapon Fighting feature. When you fight with a weapon in each hand, you can add your ability modifier to the damage of the second attack. Additionally, you gain proficiency in longswords and two other martial melee weapons without the Two-Handed property. These weapons are now considered Dragon Knight weapons for you.   At 6th level your physical conditioning has improved to the point that your foes often have difficulty hitting you. You gain the following benefits: • Your speed and jump height increase by 10ft. • When you take an attack action while wielding a weapon in each hand, you may attack twice for one action. • Once per turn, when you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. • Once per turn, you can make an acrobatics check to move along vertical surfaces as though they were flat ground. (DC = 10 + 5 for every 5 feet past 10ft.)   At 11th level, the blessing of the divine dragon increases. You regain your use Wyrm Talon after a short rest. Additionally, you gain access to the Dragon Dive feature.   When you use Wyrm Talon to successfully hit a creature, you may use your reaction before your next turn to teleport to the weapon that scored the hit. You appear in an open space adjacent to the struck creature. Moving in this way does not provoke attacks of opportunity. Once you use this feature, you must finish a short rest before you can use it again. Starting at 14th level, you can use it twice per rest. Starting at 18th level, you can use it three times per rest.   At 15th level the power of the divine dragon comes through in your forged weapons. All weapons created using the Dragon Forge feature gain 1d4 radiant or necrotic damage (depending on which deity provided their blood) damage. At 18th level this bonus is increased to 1d6.    The Aspect of Flame empowers the Dragon Knight’s magical abilities allowing them to cast more powerful spells quickly in the midst of a melee. See the Aspect of Flame Spell Chart to see the number of spells you can cast of 1st level and above.   Beginning when you choose this form you gain proficiency with War Scythes (See Weapons Table at the end of this document.) and two weapons with the Reach property. These weapons are considered Dragon Knight weapons for you.   At 6th level, you have learned to increase your casting speed and work somatic components into your polearm attacks. Whenever you take an attack action with a reach weapon, you may use a bonus action to cast a 1st level spell or a cantrip that would normally take an action.   At 11th level, your understanding of the arcane and divine arts increases. From this point forward the number of spells you can prepare is twice your Charisma Modifier (Minimum 2) plus half your Dragon Knight level rounded down. Additionally, you gain advantage on Concentration (CON) checks caused by damage from melee weapon attacks. Finally, at 15th level you can prepare the following spells in addition to those found on the normal Dragon Knight List: Greater Restoration, Revivify, Heal, Divine Word, Chain Lightning, Disintegrate, Delayed Blast Fireball, Teleport   At 15th level, you have learned to harness the elemental energies of Dragons. Choose 2 wave types from the Elemental Wave list below. You cannot change this choice. At 18th level you may choose one additional wave type. Once per long rest, as a bonus action, you can use the Dragon Wave ability to use your pole arm to send out a wave of elemental energy in a 30ft. cone in front of you. Creatures in the cone must make a Dexterity saving throw. On a failed save the creatures take 6d8 damage and an elemental effect dictated by the damage type in the Elemental Wave list. On a successful save, creatures take half damage.   Acid – AC bonuses and damage from non-magical armor and weapons are permanently reduced by 2. Cold – Creatures hit are chilled. Their movement is reduced by half and all Dexterity saving throws and checks are at disadvantage for 1 minute or until they make a Constitution saving throw. Fire – Creatures hit are ignited and take 1d6 fire damage at the beginning of their turns until the fire is put out. Lightning – Creatures hit are stunned until the end of your next turn. Aspect of Flame Spell Chart Spell Slots Per Spell Level Level Cantrips Known 1 s t 2 n d 3 r d 4 t h 5 t h 6 t h 7 t h 1 2 1 3 2 3 2 4 2 3 2 5 3 4 2 1 6 3 4 3 2 7 3 4 3 3 8 3 4 3 3 1 9 4 4 3 3 2 10 4 4 3 3 2 1 11 4 4 3 3 2 2 12 4 4 3 3 2 2 13 4 4 3 3 2 2 1 14 4 4 3 3 2 2 1 15 4 4 3 3 2 2 1 1 16 4 4 3 3 2 2 1 1 17 4 4 3 3 2 2 1 1 18 5 4 3 3 3 3 1 1 19 5 4 3 3 3 3 2 1 20 5 4 3 3 3 3 2 2     The Aspect of the Scale is reserved for Dragon Knights that favor strength over subtly. Knights that embody this aspect often seek to end conflicts with weapons rather than words.   Beginning when you choose this aspect, you gain proficiency with Medium Armor. Additionally, you gain proficiency with Great Swords and two other heavy, martial melee weapons. These weapons are considered Dragon Knight weapons for you.    At 6th level you begin to understand how to use the mass of your weapon to your advantage. When an attack roll you make against a creature no more than one size category larger than you exceeds its AC by more than 5, you can choose to knock the creature 10 ft. away from you. The creature then takes an additional 1d4 force damage. This additional damage is increased to 1d6 at 10th level and 1d8 at 15th level. You can use this feature a number of times equal to your Charisma modifier per long rest.   At 11th level the speed and precision with which you wield heavy weapons is such that you can keep it moving continuously. This aids you both offensively and defensively. When you use a heavy Dragon Knight weapon to take an attack action you may attack twice instead of once. Additionally, you gain +1 to your AC while wielding a heavy Dragon Knight weapon.   At 15th level the latent magical energy inside you can no longer be contained. Once per long rest you can use your action to slam a heavy Dragon Knight weapon into the ground in front of you. Doing this tears up the ground in a line 5ft. wide and 20ft. long in front of you heaving large chunks of earth forward. Creatures in the line must make a Dexterity saving throw (DC = 8 + your Charisma Modifier + your proficiency) or take 5d8 bludgeoning damage and be knocked prone. On a successful save creatures take half damage. At 18th level the shape of the attack becomes a 30ft. cone and the damage increases to 7d8. Once the attack is complete, the area effected becomes difficult terrain. If this feature is used in doors on an upper floor, the area effected creates a hole to the lower floor, creatures fall through the hole on a failed save, and the area below the effect becomes difficult terrain.   If you choose, you may use your ability score bonus to instead gain one of the following feats.     Your STR score increases by 1. You also gain advantage on strength (athletics) checks to hold, drag, push, or carry a creature or object.     Your DEX score increases by 1. Additionally, when you are subjected to an effect that forces you to make a dexterity saving throw you may add half of your CHA modifier (rounded up) to the roll.   Your CHA score increases by 1. Additionally, you learn to read, write, and speak draconic. Also, you may choose any one charisma skill. You now gain twice your proficiency in that skill.   Prerequisites: DEX 18, Dragon Knight Level 12 Once per long or short rest you may choose to automatically succeed on a dexterity saving throw. When you do this, you may also choose to teleport to an unoccupied space up to half your movement speed away. Moving in this way does not provoke attacks of opportunity.   Prerequisites: STR 18, Dragon Knight Level 8 Your Dragon Knight weapons gain the “Thrown” property with a range of (30/60) and you are proficient in using them in this way. Additionally, you gain the ability to use any two- handed weapon without the reach property one-handed. Versatile weapons gain their larger damage dice while being used one handed. You may use one heavy weapon in each hand but you attack with disadvantage.   Prerequisites: CHA 18, Dragon Knight Level 12 You gain the ability to sprout dragon wings from your back once per day for up to one hour. Any clothes you are wearing that are not specially made to accommodate these wings are destroyed when you do so. While the wings are out you gain a fly speed of 60ft.as long as you are not wearing heavy armor.   Scythe. Attacks made against targets within 5ft. of you have disadvantage. Twin Blades. These dual swords each represent part of a whole and are perfectly balanced for wielding one in each hand. They come as a pair and must be used together. Scythe. Attacks made against targets within 5ft. of you have disadvantage. Twin Blades. These dual swords each represent part of a whole and are perfectly balanced for wielding one in each hand. They come as a pair and must be used together. Weapons Table Name Cost Damage Weight Properties Simple Melee Weapons Scythe 20gp 1d10 Slashing or Piercing 10lb. Two- Handed, Reach, Special Martial Melee Weapons War Scythe 50gp 1d12 Slashing 12lb. Heavy, Reach, Two- handed Twin Blades 30gp 2d4+2 Slashing 6lb. Light, Special        In rare cases a Dragon Knight’s career leads them to even greater levels of power and renown. The following pages will map out how their abilities grow beyond the mortal realm. Epic Dragon Knight Spell Slots Per Spell Level Level EXP Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 21 410,000 6 Ability Score Improvement, Dragon Aspect Feature 3 4 3 3 3 2 22 470,000 6 Dragon Bladesmith 3 4 3 3 3 2 23 540,000 6 Divine Favor 3 5 3 3 3 2 24 620,000 6 Dragon Nova 3 5 4 3 3 2 25 710,000 6 Ability Score Improvement, Dragon Aspect Feature 3 5 4 4 3 2 26 810,000 6 Dragon’s Aid 4 5 4 4 4 2 27 950,000 6 Dragon’s Reach 4 5 4 4 4 3 28 1,200,000 6 Dragon Aspect Feature 4 5 4 4 4 3 29 1,500,000 6 Ability Score Improvement, Dragon Shield 4 5 5 4 4 3 30 1,800,000 6 Avatar of the Platinum Dragon 4 5 5 4 4 3    When you reach 21st level, and again at 25th and 29th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Contrary to earlier levels, you can now improve your ability scores up to 24 using this feature. Alternatively, if your DM allows it, in place of an ability score improvement, you may choose either an Epic Boon (as found in the Dungeon Master’s Guide) or a Feat (as found in the Player’s Handbook).   Beginning at 22nd level you can use your object interaction each turn to create up to two dragon forged weapons. Additionally, you can create +3 weapons by spending three extra dragon fire charges.   At 23rd level, the divine dragon’s blood has increased your power. You gain the following benefits: • You can now control three weapons at once using Wyrm Talon. • You can now use Wyrm Talon twice per long rest • Your Armor Class equals 13 + your Dexterity modifier + your Charisma modifier while you are not wearing armor or wielding a shield.   At 24th level your dragon blast attacks have become more lethal. When you make a dragon blast attack you can declare it to be a Nova attack. Target a creature or point on the ground or other solid surface within range of your weapon or Wyrm Talon attack. The weapon hits that point and explodes. All creatures within a 10 foot-radius centered on the point must make a Dexterity saving throw taking the weapon’s damage plus 3 times your Dragon Knight level in radiant or necrotic damage on a failed save or half as much damage on a successful one.   At 26th level you have become very skilled in how you maneuver your weapons using Wyrm Talon. Once per turn, while wyrm talon is active you can use one of your controlled weapons to grant the help action to a creature within 5 feet of the weapon. You can use each controlled weapon once per round in this way.   At 27th level your control of wyrm talon has increased. You gain the following benefits • The maximum distance at which you can control your weapons is doubled. • The maximum distance you move a weapon on a turn is doubled. • Weapons without the heavy property have advantage on attacks using Wyrm Talon.   At 29th level the draconic power within shields you from harm. Whenever you are subjected to an effect that allows you to make a saving throw to only take half damage, you instead take no damage if you succeed on the saving throw and half damage if you fail.      Starting at 30th level, your connection to the Platinum Dragon or the Chromatic Queen has granted you demi-god status gaining the following benefits: • You gain one legendary resistance. Once per day, when you fail a saving throw you can choose to succeed instead. • You gain a breath weapon. Once per short rest, as an action, you can exhale radiant or necrotic energy in a line 10 feet wide and 60 feet long. Creatures in the line must make a Constitution saving throw taking 12d8 radiant or necrotic damage and becoming blinded until the end of your next turn on a failed save or half as much damage on a successful one. • You gain the frightful presence of a dragon. As a bonus action you force creatures of your choice within 60 feet of you to make a Wisdom saving throw. On a fail, creatures become frightened of you for 1 minute. A creature can repeat the save at the end of each of its turns to end the effect. On a successful save, a creature is immune to your frightful presence for 24 hours.    Depending on your chosen aspect, you gain additional abilities at levels 21, 25, and 28.       At 21st level, your dragon forged weapons are further empowered. Weapons you create using your dragon forge feature deal 1d8 bonus radiant or necrotic damage. At 28th level this damage bonus increases to 1d10.   At 25th level you can use Wyrm Talon twice per short rest. Additionally, you can use your dragon dive ability four times per short rest.   At 28th level, your speed and agility have increased beyond human limits. • Your speed and jump height increase by an additional 10 feet. • When you take an attack action while wielding a weapon in each hand you may attack three times instead of two. • When you hit a creature no more than one size category larger than you with a melee weapon attack, that creature loses its ability to make attacks of opportunity until the end of your next turn.      When you reach 21st level you must choose between expertise in divine or arcane magic. Your choice grants you a list of spells that are always considered prepared and don’t count against the number of spells you can prepare each day. Additionally, when you cast a spell of the type you chose, you add your Charisma modifier to the damage or healing dealt. Aspect of Flame Divine Magic Focus Spell Level Spells 1st Bless 2nd Gentle Repose 3rd Beacon of Hope 4th Death Ward 5th Raise Dead 6th True Seeing 7th Fire Storm 8th Earthquake, Holy Aura 9th Mass Heal, True Resurrection Dance of the Dragon Arcane Magic Focus Spell Level Spells 1st Magic Missile 2nd Hold Person 3rd Counterspell 4th Polymorph 5th Hold Monster 6th Sunbeam 7th Plane Shift 8th Dominate Monster, Sunburst 9th Gate, Meteor Swarm    At 21st level, you gain an additional cantrip and 6th level spell slot. At 25th level you gain an additional 7th level slot. At 28th level you gain an 8th and 9th level spell slot with which you can cast spells from your magic focus.   At 25th level, when you take the attack action with a reach weapon, you can use your bonus action to cast a spell of 5th level or lower that would normally require an action.   At 28th level you gain the ability to use your Dragon Wave ability once per short rest. Additionally, the damage dice increase from d8’s to d10’s.       Beginning at 21st level, your strikes with heavy weapons have become increasingly vicious. Attacks you make with heavy Dragon Knight weapons deal an extra die of damage and gain bonus damage equal to your Charisma modifier.   At 25th level, you gain a +2 bonus to your Armor Class while you are wielding a heavy Dragon Knight weapon. Additionally, you can wield heavy Dragon Knight weapons one-handed. While you are wielding a weapon in this way, your off-hand cannot hold a weapon with the heavy or versatile properties.   At 28th level your Earth Breaker attack has increased in power. The area becomes a 60-foot-cone and deals 7d12 bludgeoning damage.    Cantrips (0 Level) Blade Ward Booming Blade Create Bonfire Fire Bolt Frostbite Light Mage Hand Message Minor Illusion Prestidigitation Produce Flame Ray of Frost Resistance Shocking Grasp Sword Burst Thorn Whip True Strike 1st Level Catapult Chaos Bolt Chromatic Orb Compelled Duel Detect Evil and Good Detect Magic Divine Favor Feather Fall Fog Cloud Healing Word Heroism Ice Knife Identify Jump Magic Missile Protection from Evil and Good Sanctuary Searing Smite Shield Shield of Faith Sleep Thunderous Smite Thunderwave Wrathful Smite 2nd Level Aganazzar’s Scorcher Blur Branding Smite Calm Emotions Cloud of Daggers Darkness Enhance Ability Flaming Sphere Gentle Repose Hold Person Invisibility Lesser Restoration Magic Weapon Misty Step Moonbeam Protection from Poison Scorching Ray See Invisibility Shatter Silence Spider Climb Spike Growth Suggestion Zone of Truth 3rd Level Aura of Vitality Beacon of Hope Catnap Counter Spell Crusader’s Mantle Daylight Dispel Magic Erupting Earth Elemental Weapon Fear Fireball Fly Glyph of Warding Haste Lightning Bolt Magic Circle Mass Healing Word Protection from Energy Remove Curse Sleet Storm Slow Tongues Water Breathing Water Walk 4th Level Banishment Confusion Control Water Dimension Door Elemental Bane Freedom of Movement Greater Invisibility Hallucinatory Terrain Ice Storm Otiluke's Resilient Sphere Stoneskin Wall of Fire 5th Level Antilife Shell Circle of Power Destructive Wave Flame Strike Hallow Hold Monster Immolation Passwall Scrying Telekinesis Teleportation Circle Wall of Force Wall of Stone 6th Level Blade Barrier Bones of the Earth Flesh to Stone Guards and Wards Hero’s Feast Investiture of Flame Investiture of Ice Mass Suggestion Sunbeam Wall of Ice
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Half-Dwarves: And Why Not? S. J. McKenzie The existence of ‘half’ races in fantasy worlds presupposes functional sexual relations between humans and their demi-human counterparts. In the case of half-elves, that idea seems to be something that we (guys) are all comfortable with. Not for nothing were Liv Tyler and Cate Blanchette chosen to play elvish princesses. The existence of half-orcs is also something we can get our heads around – in that case, conception is assumed to be so infrequent that it becomes excusable (and may not involve consent in any case). But the idea of a rational and mutually satisfying relationship between a human and a dwarf is so immediately repugnant that the creators of Dungeons and Dragons and other game systems seem to have blanked it from their minds. Can you play a half-dwarf? No, you can’t. Well, not according to the Dungeons and Dragons rulebooks, at least. And half-dwarves aren’t common fantasy fare, either. There is some support for the notion of half-dwarves in C.S. Lewis’ novel Prince Caspian (Caspian’s tutor, Dr Cornelius, was a half-dwarf), but other than that, the ledger is blank. There is a Dungeons and Dragons racial statistics block at the end of this article, spelling out what a half-dwarf would be like, if you want to go that far. But it’s unlikely the number of half-dwarves in play will increase as a result of their presentation here. The real question is, why are there no half-dwarves? Are dwarves and humans incompatible? Why There Are No Half-Dwarves The real reason that there are no ‘half-dwarves’ is because of the perceived ‘hierarchy of racial attractiveness’ that exists in the generic fantasy realm, which is, from top to bottom: 1. Elves It is a testament to the strange combination of arrogance and insecurity that marks the human race that we have created an archetypal fantasy environment in which human beings are the second most attractive, powerful, charismatic and intelligent humanoid race. Elves are at the top of the tree. We desire them always, and sometimes they deign to marry us, knowing that if things don’t work out they’ll only have to put up with us for a comparatively short time. 2. Humans According to our own analysis, many of the other races are attracted to us because of our power and beauty, and our options for making half-human offspring with other races are numerous. However, as it turns out, elves are the only other race we are actually attracted to, leaving members of the other races to fantasize about what might have been, had they been born ‘Aramil Felosial’ instead of ‘Boddynock Nackle’. 3. Dwarves, Gnomes, and Halflings To these races we have attached the trappings of inferiority in all our descriptions of them; they are short, uncharismatic, hairy, and either boring or very irritating. Despite this, they are useful, being good at inventing and manufacturing things, leaving to us and the elves the nobler arts and magical pursuits. We are not attracted to them for the same reason that we are not attracted to boring, ugly, hairy, servile people in the real world. 4. Giants, Orcs, and other Monstrous Races Questions linger as to whether these creatures qualify as people. Certainly we are not attracted to them, and nor is anyone else in the racial attractiveness hierarchy. We are not attracted to them for the same reason we are not attracted to dangerous and destructive wild entities such as lions, or termite colonies. The real danger of conception lies not in mutual consent, but in their frequent and violent incursions into our border farming communities. Thus, there are no half-dwarves because humans don’t like dwarves ‘in that way’, and dwarves don’t pillage in human lands, so chances for conception between dwarves and humans are limited. However, the story of the half- dwarf does not end there, as we shall see. What is a Dwelf? When reading descriptions of the half-races in the Dungeons and Dragons Player’s Handbook and elsewhere, our smug 'humanocentrism' creates the unspoken assumption that the ‘half’ that is not demi-human is ‘normal’, and therefore, must be human. Another option remains unexplored – that the other ‘half’ of a half-elf is actually dwarvish, and that the character in question is a ‘dwelf’, the offspring of the improbable union between a dwarf and an elf. It is doubtful that you will find anywhere a rulebook that tells you that the two races are incompatible (all that the Player’s Handbook has to say on the subject is that the two races do not get on together, something that they have in common with countless real-world married couples). And therefore, why not? If there is a thought more repulsive than the lovechild of Gimli and Eowyn, it is surely that of Gimli and Galadriel. Who asked whom? And who said yes? Once again, it doesn’t bear thinking about. A statistics block for a ‘dwelf’ (dwarf-elf) is found below, for curiosity’s sake more than anything else. In the long run, the ‘dwelf’ is bound to suffer the same fate as the ‘half-dwarf’ – deemed a temporary distraction, but no fun to play in the long term. Other Crossbreeding Options Looking back to the ‘racial attractiveness hierarchy’ above, we see that our next option for a new crossbreed race comes from a union between a dwarf and another type 3 demi-human. A statistics block has been provided below for a ‘gnarf’ (a gnome-dwarf). Here, we are on slightly more believable ground. For a start, gnomes and dwarves are known to get along well, and may even be distantly related, so the idea of the two races sharing a bed doesn’t raise the bile quite as much as some of the other matches discussed earlier (although it still doesn’t bear thinking about too hard). The personalities and appearance of the two races are more compatible too. In fact, the whole notion is so easy to grasp that it fails to produce a crossbreed that is noticeably different from either of the two parent races; a bit like playing a high-elf / wood elf crossbreed. So finally, we come to our last and most appealing option – the fruit of a union between a dwarf and a ‘type 4’ humanoid, namely, an orc (a ‘dwarf- giant’ was ruled out for reasons of simple logistics). And here the result is something distinctive, powerful, and truly different from either parent race. Dwarves and orcs, at loggerheads throughout history, have had the occasional period of peace, during which limited trade and other tentative relations sprang up. And from such unlikely circumstances comes the Wild Dog Dwarf (don’t call them ‘dworcs’ – they won’t like it). The final statistics block gives details on these fine creatures. The Racial Compatibility Matrix A whole range of other options for half-breed characters remain to be discussed. To save time, here is a simple matrix showing the compatibility of the six basic races in the Dungeons and Dragons system (including orcs), noting the kind of half-breed they might produce. GMs might also wish to include giants, ogres and other creatures to add additional options. Human Elf Dwarf Gnome Halfling Orc Human - ½ elf ½ dwarf note 2 note 1 ½ orc Elf ½ elf - ‘dwelf’ note 4 note 4 note 3 Dwarf ½ dwarf ‘dwelf’ - ‘gnarf’ note 1 wild dog dwarf Gnome note 2 note 4 ‘gnarf’ - note 2 note 2 Halfling note 1 note 4 note 1 note 2 - note 2 Orc ½ orc note 3 wild dog dwarf note 2 note 2 - Note 1. References to ‘Stouts’ and ‘Tallfellows’ (halflings with dwarvish and human blood, respectively) are already present in Dungeons and Dragons lore. Note 2. Gnomish and halfling sexual behavior is something of a frontier science (in the sense that it is something no one wants to know about). If a possible crossbreed is marked ‘note 2’ on the matrix, it might be worthy of further study, but no information is currently available. Note 3. Elves are not compatible with gnomes and halflings. We have to draw the line somewhere. Note 4. A ‘half-orc half-elf’ might well make an interesting addition to any party! Four New Racial Variants The statistics presented here were designed for Advanced Dungeons and Dragons 1st edition but can be adapted for other versions. 1. Half-Dwarf (Human-Dwarf)  +1 Constitution, -1 Charisma  Medium Size  +1 to saves vs. enchantment  Base Speed 30 feet  Darkvision to 60 feet (can see in total darkness).  +1 bonus on saves vs. poison and spells  +1 bonus on attacks against orcs and goblinoids  +2 dodge bonus against giants  Favored Class - Rogue Many half dwarves are generally surly and bitter about their appearance, and the way they are normally treated. With an appearance always bordering on the ridiculous, a true half-dwarf (50% of each race) stands at about 5 ¼ feet tall and is heavy set, although with gangly limbs and oversize knees and elbows. Their hair and eyes are nearly always a drab brown. Half-dwarves in dwarven lands favor huge bushy beards, while those in human lands go clean- shaven, albeit under large wide-brimmed hats. They can live to an age of about 250 and reach adulthood at about age 30, but tend to remain immature in character throughout their lives. Dwarves shun half-dwarves as an abomination. Humans treat them much as they do normal dwarves, and elves can’t tell the difference between them and normal dwarves at all. Gnomes and halflings sympathize with them, and half- orcs don’t care much either way. Half-dwarves often opt for the life of an adventurer because they figure they haven’t got anything to lose. 2. Dwelf (Dwarf-Elf):  +1 Dexterity, -3 Charisma  Medium Size  Base Speed 30 feet  Lowlight vision (can see 120 feet in low light)  Darkvision to 30 feet (can see in total darkness)  +1 bonus on attacks against orcs and goblinoids, +1 dodge bonus against giants  Immune to sleep spells, + 1 on all spell saves, +2 on Enchantment saves  Favored Class – Rogue Nothing can prepare you for the ugliness of a dwelf. They have the almond- shaped eyes and pointy ears of elves, which appear hideously incongruous in their otherwise broad and hairy faces. They are often mistaken by town guards and the like as elves posing as dwarves, or vice versa, and many is the time that someone has attempted to pull off a dwelf’s beard, assuming it to be false. They stand at just under 5 feet tall, on average, and are usually slender but with wide shoulders, thick necks and large pot bellies, and commonly have purple or greenish eyes and curly red-white hair. They achieve adulthood at around age 70 and can live to be 500, although few make it that long, as they live disordered and dangerous lives. A dwelf will attempt between four and eight hours of ‘trance’ per evening, often giving up in frustration, or falling asleep in the middle of the attempt. A dwelf is always found in human lands. Dwarves and elves both shun them, although both the pure races may make use of the talents of the half-breed during adventures. Gnomes and halflings get on well with them, and half-orcs find them amusing. They take to adventuring for the same reason that half- dwarves do. Dwelfs are born sterile (like mules), which is a good thing for all concerned. 3. Gnarf (Dwarf-Gnome):  +3 Constitution, -1 Charisma, -1 Strength  Medium Size  Base Speed 20 feet  Lowlight vision (can see 120 feet in low light)  Darkvision to 30 feet (can see in total darkness)  +2 on saves vs. illusion, +1 vs. other spells, +1 on saves vs. poison  +1 bonus on attacks against kobolds, orcs and goblinoids  +4 dodge bonus against giants  Speak with a burrowing mammal once per day, as per Speak with Animals spell  Favored Classes – Rogue, Illusionist A gnarf is welcome as a curiosity in either dwarvish or gnomish communities but they tend to prefer life among gnomes where their ‘great height’ gives them a feeling of superiority (they stand at a towering 4 feet tall). Gnarfs have neat beards and bright, inquisitive eyes, but slightly misshapen lips and noses and broad foreheads. They live to the same age as dwarves (about 400), and reach maturity at age 50. They inherit the love of gold and gems from both parents and are thus perhaps the greediest creatures on earth, hence their fondness for adventuring. Their dwarvish blood overrides the gnome’s natural spell-casting ability, although the affinity with burrowing creatures is retained. They more commonly display the characteristics of the gnome (curious and mischievous) than the dwarf (dour and taciturn), and tend to play up the gnomish side of their heritage when questioned by outsiders. Incidentally, most other races can’t tell them apart from gnomes and would assume that they were simply a tall and ugly example of the gnomish race. 4. Wild Dog Dwarf (Dwarf-Orc):  +2 Strength, +2 Constitution, -1 Intelligence, -3 Charisma.  Medium Size  Base Speed is 30 feet  Darkvision to 60 feet (can see in total darkness)  +1 bonus on saves vs. poison and spells  +1 bonus on attacks against orcs and other goblinoids, elves and humans  +1 damage on all unarmed combat attacks  Favored Class – Barbarian Wild Dog Dwarves are aggressive and destructive by nature, but are not without a certain animal magnetism. Their appearance is so appalling that after a while, observers tend to forget about it (in the same way that people do not keep noticing that gorillas are no good at chess). The stand at about 5 ¼ feet tall, and are heavy-set and very muscular. Their grayish, warty skin and fangs of the orc do not mingle well with the thick dwarven hair and bulbous nose. These creatures smell as bad as they look. They have powerful arms, complete with talons, and many do extra damage on unarmed combat attacks for this reason. They reach adulthood at age 30, or even earlier, and can live to be 150, but frequently die much younger. A Wild Dog Dwarf can be found almost anywhere, as they are prone to wanderlust (and no one else likes them hanging around either). Most civilized races fear them, and will try to kill or capture them unless they know they are friendly. Orcs and half-orcs like them and will try to befriend them. Elves detest them and may leave any adventuring party that includes one. They take to adventuring because they are fond of violence, and because they are often arrogant and foolish enough to believe that it will bring them easy money.
textdata/thevault/Dungeons & Dragons [multi]/1st Edition (ODD, D&D Basic, AD&D)/1st Edition/3rd Party/Dragonsfoot/Articles/Half-Dwarves and Why Not.pdf
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Dobbbbbrit rit rit rit ritt, L t, L t, L t, L t, Liiiiisssssa Ha a Ha a Ha a Ha a Harrrrrtttttjjjjjes es es es es COVER DESIGN AND PAGE LAYOUT BY Ma Ma Ma Ma Mark Ar rk Ar rk Ar rk Ar rk Arsssssena ena ena ena enaul ul ul ul ulttttt TTTTThhhhhe V e V e V e V e Vil il il il illllllaaaaage o ge o ge o ge o ge offfff Bri Bri Bri Bri Briaaaaarrrrrtttttooooonnnnn TTTTThhhhhe V e V e V e V e Vil il il il illllllaaaaage o ge o ge o ge o ge offfff Bri Bri Bri Bri Briaaaaarrrrrtttttooooonnnnn A D20 SYSTEM™ FANTASY SETTING FOR HEROES OF ALL LEVELS A D20 SYSTEM™ FANTASY SETTING FOR HEROES OF ALL LEVELS The Village of Briarton copyright 2003 by Gold Rush Games (www.goldrushgames.com). All rights reserved. The Village of Briarton and Action! System are trademarks owned by Gold Rush Games. ‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used according to the terms of the d20 System License version 4.0. A copy of this License can be found at www.wizards.com/d20. GRG2301E 22222 Go Go Go Go Gollllld R d R d R d R d Rus us us us ush Ga h Ga h Ga h Ga h Gam mm mmes es es es es TTTTTaaaaabbbbbllllle o e o e o e o e of C f C f C f C f Cooooonnnnnten ten ten ten tentttttsssss Bre Bre Bre Bre Breaaaaakkkkkdddddooooown wn wn wn wn This book outlines the fantasy village of Briarton in five chapters. Introduction: This chapter describes how to use the material in the rest of the book. Overview: This chapter covers the basics of the history, economics and daily life of Briarton. Arundel Manor: This chapter provides informa- tion on the home and family of the local lord. The Village: This chapter details the village itself and other inhabitants of Briarton. Outlying Regions: This chapter covers the area around Briarton, including several people of note and places of interest. Ab Ab Ab Ab Abooooouuuuut th t th t th t th t the A e A e A e A e Auuuuuth th th th thooooorrrrrsssss Patrick Sweeney is a freelance author living in California. He is the co-author and publisher of Mon- ster Island: The Game of Monster Combat by Firefly Games. His interests include gaming, science fiction, camping, nature photography and comic books. Christina Stiles is a freelance author living in South Carolina. Her writing has appeared in Liber Bestarius, Way of the Witch and Games Unplugged. She is the author of Atlas Games’ Unhallowed Halls ad- venture and co-editor of the upcoming Uncommon Character book. She is also president of Bizzaro Games, whose first product, SpirosBlaak, a D20 cam- paign setting, will be released soon. TTTTTaaaaabbbbbllllle o e o e o e o e of C f C f C f C f Cooooonnnnnten ten ten ten tentttttsssss In In In In Intr tr tr tr troooooddddduc uc uc uc ucti titi titiooooonnnnn 33333 Ho Ho Ho Ho How t w t w t w t w to Us o Us o Us o Us o Use T e T e T e T e Thi hi hi hi his B s B s B s B s Booooooooookkkkk 44444 Customizing the Village 4 Religion in Briarton 4 Over Over Over Over Overvi vi vi vi view ew ew ew ew 55555 Hi Hi Hi Hi Hissssstttttooooorrrrryyyyy 55555 EEEEEcccccooooonnnnnooooom mm mmiiiiicccccsssss 66666 Da Da Da Da Dail il il il ily L y L y L y L y Lif ifif if ifeeeee 66666 Ar Ar Ar Ar Aruuuuund nd nd nd ndel Ma el Ma el Ma el Ma el Mannnnnooooorrrrr 88888 TTTTThhhhhe Ma e Ma e Ma e Ma e Mannnnnooooorrrrr 88888 Lord Roderick Arundel 8 Lady Alianora Arundel 10 Robin Fitzhugh 11 Gellir, son of Agnar 12 TTTTThhhhhe V e V e V e V e Vil il il il illllllaaaaage ge ge ge ge 13 13 13 13 13 CCCCCrrrrraaaaafffffttttts a s a s a s a s and Sh nd Sh nd Sh nd Sh nd Shooooopppppsssss 13 13 13 13 13 Blacksmith’s Shop 13 Brewery 14 Carpenter’s Shop 15 Cobbler’s Shop 15 Cormac’s House of Wondrous Goods 16 Leurona’s Mercantile 17 Glassblower’s Shop 18 Mill 20 Potter’s Shop 21 Tannery 22 Greenb Greenb Greenb Greenb Greenbri ri ri ri riaaaaar In r In r In r In r Innnnnn 23 23 23 23 23 Conrad Martel 24 Kimbery 24 Wat 25 Shri Shri Shri Shri Shrine o ne o ne o ne o ne of E f E f E f E f Eril ril ril ril rilyyyyysssss 25 25 25 25 25 Maerwynn 27 O O O O Oth th th th ther Inh er Inh er Inh er Inh er Inhaaaaabbbbbit itit ititaaaaannnnntttttsssss 27 27 27 27 27 Balduin 27 Black Dougal 28 Drogo Ravenot 29 Emond Stumptooth 29 Leoric the Old 29 Stefan Dinescu 31 Wystan Hillsfar 32 TTTTTrrrrraaaaavel vel vel vel veler er er er ersssss 33 33 33 33 33 Genevieve the Fair 33 Oswin the Tinker 34 Ou Ou Ou Ou Outl tl tl tl tlyi yiyi yiyinnnnng Regi g Regi g Regi g Regi g Regiooooonnnnnsssss 35 35 35 35 35 Peo Peo Peo Peo Peopppppllllle o e o e o e o e of No f No f No f No f Note te te te te 35 35 35 35 35 Angwyn ap-Lewellyn 35 Arwold Dragoneye 37 Gisela 37 Malcolm 39 PPPPPlllllaaaaaccccces o es o es o es o es of No f No f No f No f Note te te te te 40 40 40 40 40 Castle Angorn 40 Clayhill Abbey 42 Shrine of Vextra 42 Ind Ind Ind Ind Index ex ex ex ex 45 45 45 45 45 33333 wwwwwwwwwwwwwww.Go .Go .Go .Go .GollllldddddRRRRRus us us us ushGa hGa hGa hGa hGam mm mmes.c es.c es.c es.c es.cooooom mm mm Village. The very word conjures up an image of a sleepy, bucolic paradise. Safe, secure, far from the dangers to life and limb of the warring frontier and to soul and money-pouch of the big city. In fantasy roleplaying, a village isn’t where one finds excitement. At best it’s a place one passes through on the way to an adventure, or returns to after the expedi- tion—a place where the normalcy of fam- ily life is contrasted with the dungeon’s weirdness. Maybe, just maybe a player character’s background mentions that he grew up in an unnamed village somewhere, but it’s al- ready a distant memory by the time the PC meets the rest of the party in the tavern to await the mysterious stranger who walks in carrying a plot hook. And that’s a shame, because a village doesn’t have to be a backwater to be glossed over in the rush to get to some- where more exciting. A village can be an integral part of a hero’s origins or his on- going career, a destination worth dealing with on its own terms, instead of local color to rush past along with the rest of the fla- vor text. When you come right down to it, a vil- lage is a better place to start an adventur- ing career than larger urban communities. It can provide all the basics needed for a neophyte hero: starting equipment, chal- lenges geared to his abilities, a non-player character cast there to serve his needs and thank him profusely for his efforts on their behalf. It can have all the urban adventur- ing features—love, jealousy, greed, myster- ies, politics—in a more concentrated form where the player character feel their stake in the outcome of events is greater because they know all the participants by name. And occasionally even the sleepiest village can find itself caught in a crisis, forcing farmhands and shopkeepers to leave their refuge and venture forth, without en- chanted swords, head-to-toe steel armor and heavy tomes full of incantations, de- termined to deal with the emergency sim- ply because they have to—no one else will do it for them. Starting a campaign from a well-crafted village, the GM needn’t contort his storyline to explain away a city conve- niently provided with novice dungeons for the rookies sitting just yards away from medium-level dungeons for more experi- enced adventurers and cheek to jowl with higher-level dungeons for the most accom- plished characters. Only when being a growing fish in a shrinking pond grows tiresome does the hero have to move on- ward and upward through the chain of larger settlements and stronger challenges. Even the greatest heroes can have humble beginnings, and even the humblest village can have a legend’s start within it. —Spike Y Jones In In In In Intr tr tr tr troooooddddduc uc uc uc ucti titi titiooooonnnnn In In In In Intr tr tr tr troooooddddduc uc uc uc ucti titi titiooooonnnnn 44444 Go Go Go Go Gollllld R d R d R d R d Rus us us us ush Ga h Ga h Ga h Ga h Gam mm mmes es es es es Ho Ho Ho Ho How t w t w t w t w to Us o Us o Us o Us o Use T e T e T e T e Thi hi hi hi hisssss BBBBBooooooooookkkkk The Village of Briarton presents a fully detailed fan- tasy village of shops, an inn, a temple to a healing deity and other places for use in any campaign world. Briarton serves ably as the settlement nearest the dungeon: a place to rest, heal, sell loot and replace lost equipment between expeditions. The village and its environs are home to a number of adventurers, both active and retired, some of whom can be persuaded to join an adventuring party, par- ticularly in a just cause. They may also agree to serve as mentors or teachers to PCs. Briarton’s less extraor- dinary inhabitants also possess information about the region’s history, geography and legends, and many useful skills they could be persuaded to teach. Briarton can also be used as the starting point for a new campaign, with players taking the parts of young inhabitants seeking adventure. Some non-player characters could be turned into player characters, or new PCs with ties to the village can be created. Some PCs might already be apprenticed to appropriate mentors. As well as expeditions to various sites in North Province’s hinterlands, there are opportunities for adventure in Briarton itself, most notably uncover- ing a hidden cult of evil’s activities. But the village primarily serves as a solid base of operations for an adventuring party. Briarton is rife with opportunities for strong roleplaying, however. It is filled with interesting people who have rich personal histories, tales to tell and (more importantly) stories waiting to unfold. While many of these stories are hinted at in the de- scriptions of people and places, scattered through- out The Village of Briarton are a number of Interaction Seeds: suggestions for adventures, subplots or op- portunities for the heroes to involve themselves in village life. CCCCCus us us us ustttttooooom mm mmiiiiizi zi zi zi zinnnnng th g th g th g th g the V e V e V e V e Vil il il il illllllaaaaage ge ge ge ge The Village of Briarton has been designed to have few elements preventing GMs from placing it neatly into almost any medieval fantasy D20 campaign. While there are scattered geographic and political references, details have been left deliberately vague so they can easily be replaced with elements of GM- created or published campaign settings. And while complete and ready to use as is, Briarton itself isn’t so exhaustively detailed that a GM can’t modify it for his own use. The village has a good mix of businesses, but more can be added, such as a saw- mill in the woods or a number of farms raising pigs and cattle instead of crops. Others can be expanded over time; for example Elfrid, the wife of Edmond Stumptooth, opening a seamstress’s shop in Briarton’s heart. And along with the 50 or so villagers presented here, there are 400 more who receive no mention. Most are farmers who owe fealty to Lord Roderick Arundel, but there are also children to consider, new- lyweds clearing land on the forest margins to begin their new lives together, and retired older citizens liv- ing with their still-working families. While the orc raids of a decade and a half ago broke a number of family ties, many of these other Briarton residents are relatives, through blood or marriage, of some of the NPCs who are detailed here. If the player charac- ters claim origins in Briarton, they’ll likely be related to at least a few detailed residents, even if only dis- tantly. RELIGION IN BRIARTON Erilys’ shrine is a focal point of community life in Briarton. The shrine offers protection and stability to the village, and its priestess was midwife at the birth of most villagers below age 20; only the cultists of Vextra prefer Henna the Wise’s healing potions over Maerwynn’s ministrations. But while Erilys is wor- shipped by almost all in Briarton, she isn’t the sole deity revered by any villagers. There’s room for the introduction of other patron deities for any character in the settlement, including personal shrines and re- ligious symbols. If the worship of Erilys clashes with the details of a GM’s campaign, it would be best if she was replaced by a deity with similar attributes instead of being simply removed from the setting. And while only a handful of Vextra’s worshipers are described in The Village of Briarton, there could easily be a few more living in the countryside or in the nearest settlements beyond Briarton. Vextra could be replaced by another evil deity, but if the god’s re- moved entirely other reasons will have to be devised for the personality quirks of the cultists. 55555 wwwwwwwwwwwwwww.Go .Go .Go .Go .GollllldddddRRRRRus us us us ushGa hGa hGa hGa hGam mm mmes.c es.c es.c es.c es.cooooom mm mm Hi Hi Hi Hi Hissssstttttooooorrrrryyyyy Thirty years have passed since Lord Roderick Arundel received a land grant along the River Drewett in the vast, untamed North Province from the king of Galien as a reward for his brave deeds. The young lord, seeking to make his mark on the world, gladly accepted the charge to help civilize the province by building a manorial village. Attracting farmers, craftsmen and other brave souls seeking a fresh start to his banner, Lord Arundel set out for the wilds of the North Province. Soon a prospering new village surrounded by rich croplands stood along the river. Lord Arundel named the com- munity Briarton for the thick briars of the forest they cleared. Time passed, until 16 years ago Briarton celebrated the marriage of Lady Alianora, daughter of Lord Arundel, to Sir William Fitzhugh. The splendid wed- ding was held in the stately manor house, with many nobles in attendance and a song-filled festival held in the village. Though an outsider to Briarton, chivalrous Sir William quickly won over the villagers with his cour- age and friendly manner. The village rejoiced when he and the Lady Alianora produced a son, Robin Fitzhugh, a year after their wedding. A bare few weeks after the happy event, however, tragedy struck the quiet farming community. Blood and fire engulfed Briarton. A midnight raid by vicious orcs left several villagers wounded or dead as the smoke of burning homes rose into the starlit sky. Even worse, the orcs carried a handful of villag- ers off to their dank lair in the ruins of Castle Angorn. A stalwart party led by Sir William braved the dungeons of the castle to rescue the prisoners. They retrieved the survivors, but Sir William perished while fighting the orcs. All of Briarton grieved when his companions returned with the tale of his final battle. Reminders of the raid are plentiful in Briarton even 15 years later. Kenrick the Lame, now the village glassblower, took the leg wound that gave him his name while protecting his family from the orcs as a teenager. Many whisper that the dangerous foray into Castle Angorn broke the nerve of Leoric the Old, start- ing his descent into his sad status as the village drunk- ard. Grimbor, the half-orc son born of Ailith the Pot- ter nine months after the raid, serves as a constant reminder of the tragic events. While he is loved by his mother and accepted by some, lingering hatred of orcs by other villagers makes the hulking teenager an outcast in Briarton. In the years since the raid, Briarton has prospered. Harvests are good, and new craftsmen have settled in the village over the years. Travelers are welcome at the inn, and wandering tradesfolk make Briarton a regular stop on their circuits. Over Over Over Over Overvi vi vi vi view ew ew ew ew Over Over Over Over Overvi vi vi vi view ew ew ew ew 66666 Go Go Go Go Gollllld R d R d R d R d Rus us us us ush Ga h Ga h Ga h Ga h Gam mm mmes es es es es The aging Lord Arundel and his daughter have raised his grandson Robin for his future role as lord of Arundel Manor, assisted by the dour dwarven warrior Gellir, lifelong friend to the nobleman. Life on the frontier can be risky, and dangers re- main plentiful, but Briarton continues to offer a warm, safe haven from the hazards of the wilderness for inhabitants and visitors alike. A shadow festers in the community, however. While most villagers are good and kindly folk, a few hide wicked hearts. These have lately taken up wor- ship of the dark god Vextra, lord of pestilence and deceit. Meeting with others of their ilk in secret at a hidden shrine in the woods, these evildoers hatch dire schemes to extend the malevolent power of their foul god. BRIARTON Size: Village; Power Center: Conventional; Power Center Alignment: Neutral Good; GP Limit: 200 gp; Assets: 4,500 gp; Population: 450 (99% human, 1% other); Authority Figure: Lord Roderick Arundel, 9th- level fighter EEEEEcccccooooonnnnnooooom mm mmiiiiicccccsssss Most inhabitants of Briarton are farmers or shep- herds living on the outskirts of the village. A small core of craftsmen and shops in the village itself serves this populace. While they do not starve or live in abject poverty, most people in Briarton would be considered poor in a larger town. Households are by necessity fairly self- sufficient, since there aren’t enough tradesmen in town to fill every need nor enough money to pay for conveniences. Most villagers tend vegetable gardens near their cottages, and even those in the village proper keep chickens, pigs or other livestock. Women of the vil- lage tend to be adept at household crafts, such as sew- ing clothes or making candles. Bulk goods for such efforts are purchased at Leurona’s Mercantile. Most families butcher their own meat and generally handle any task not requiring a skilled craftsman themselves. Traveling peddlers of various sorts, such as Oswin the Tinker, meet some needs in Briarton. Seasonal fairs and festivals, which bring many traveling craftsmen and entertainers to the village, are another impor- tant factor in the local economy. The few nobles in Briarton and wealthier common- ers pay for goods or services in coin, but most folk barter for their needs. A farmer might pay the black- smith for a new scythe with a bushel of potatoes or a chicken, for example. Lord Arundel owns all the land around Briarton, including the village itself. Farmers and ranchers re- ceive permission from the manorial lord to cultivate plots of land. Likewise, craftsmen and other business people must receive his blessing before setting up shop in Briarton. Everyone pays yearly taxes to the lord, who retains a share and passes the rest on to the king. Da Da Da Da Dail il il il ily L y L y L y L y Lif ifif ififeeeee Rural life may not be very exciting in the eyes of most adventurers, but Briarton is far from a sedate, colorless farming village. Barking dogs, clucking chickens and rooting pigs roam the muddy streets, while playing children run and laugh in their midst. Women gossip while hang- ing laundry to dry, fetching water or going about other household tasks. Grime-covered farmers come in from their fields for meals with their families, while woodcutters re- turn at the end of the day laden with firewood or urging horse teams hauling timber. The sounds of labor drift out of craft shops, and curious children gather to watch the glassblower produce wondrous creations or to see the blacksmith hammer out a red- hot sword. In the evenings, families share time around the hearth while others head to the common room at Greenbriar Inn for drink and merriment. The laws of the kingdom are carried out in Briarton by Lord Arundel, who metes out low justice for crimes such as poaching or theft. Crimes involving high justice, such as treason, are referred to a noble court in a larger town of North Province. A complex web of relationships and common his- tory lies behind the seemingly bucolic everyday life of the village, however. Unspoken loves, old grudges, dark secrets, personal tragedies, hidden dangers and other mysteries await discovery by newcomers will- ing to look beyond first appearances. While most are just ordinary people, the villagers share a strong sense of community born of shared hardship, lifelong bonds and a growing heritage that rootless adventurers may come to envy. 77777 wwwwwwwwwwwwwww.Go .Go .Go .Go .GollllldddddRRRRRus us us us ushGa hGa hGa hGa hGam mm mmes.c es.c es.c es.c es.cooooom mm mm 88888 Go Go Go Go Gollllld R d R d R d R d Rus us us us ush Ga h Ga h Ga h Ga h Gam mm mmes es es es es Standing on a hill overlooking Briarton, Arundel Manor is the fortified home of Lord Roderick Arundel and his family. TTTTThhhhhe Ma e Ma e Ma e Ma e Mannnnnooooorrrrr Arundel Manor consists of a stone manor house and several outbuildings on a bluff overlooking the village of Briarton. The two-story manor has a foundation of laid stone. Exterior and most interior walls are also stone, but the second floor employs half-timber construction. The interior walls are plastered and whitewashed, and wooden floors have been laid. The manor has a steeply pitched gabled roof of slate tiles and leaded glass windows. The first floor contains the great hall, kitchen and servant quarters. The second story holds sleeping chambers for Lord Arundel and his family, a study and a guest room. Cellars are found beneath the manor. A stable, barn and chicken coop are found near the manor house. All are of simple wood construc- tion. A married couple, Dunstan and Rosalind Giles, comprise the serving staff. Dunstan serves as a com- bination handyman and manservant, while Rosalind cooks and cleans. The couple has served Lord Arundel for many years. When important guests visit, temporary servants are hired as needed from the vil- lage. ARUNDEL MANOR DEFENSES Walls: Reinforced Masonry: Thickness 1 ft., Break DC 45, Hardness 9, hp 180, Climb DC 15 Doors: Strong Wooden: Thickness 2 in., Hard- ness 5, hp 20, Break DC Stuck 23/Locked 25 Locks: DC 23 Windows: Thickness 1 in., Hardness 1, 1 hp, AC 5 Wooden Shutters: Thickness 2 in., Hardness 5, 20 hp, AC 5 LLLLLooooord R rd R rd R rd R rd Roooooddddderi eri eri eri ericcccck Ar k Ar k Ar k Ar k Aruuuuund nd nd nd ndel el el el el Born to a knight of the kingdom of Galien, Roderick Arundel served as a page and later as a squire before earning his own knighthood as a young man. The young knight fell in love with Lady Miriam d’Arques, the daughter of a nobleman at court, but Ar Ar Ar Ar Aruuuuund nd nd nd ndel Ma el Ma el Ma el Ma el Mannnnnooooorrrrr ? 99999 wwwwwwwwwwwwwww.Go .Go .Go .Go .GollllldddddRRRRRus us us us ushGa hGa hGa hGa hGam mm mmes.c es.c es.c es.c es.cooooom mm mm vowed not to ask for her hand in marriage until he had made a suitable name for himself. Sir Roderick threw himself into his duties, riding far and wide across the kingdom in search of wrongs and injus- tices to put right. On one such journey, he met the dwarven warrior Gellir, son of Agnar, and the two became fast friends. Together they had many great adventures and over- came countless enemies of the kingdom. In time, the king rewarded Sir Roderick with a lordship and royal commission to found a manorial village in the wilds of the North Province. Following a grand wedding to Lady Miriam, the new lord headed north accompanied by his new wife, friend Gellir and retainers. Lord Arundel picked a spot along the River Drewett, with a forest handily nearby for lumber, and founded the village of Briarton. Lady Miriam bore a daughter, Alianora, soon af- ter the first buildings went up. As Lord Arundel’s daughter grew, so did the village. In time, Alianora married Sir William Fitzhugh and bore a son, Robin. But then Sir William perished rescuing villagers taken in an orcish raid. Since then, Lord Arundel has helped his widowed daughter raise his grandson, whom he hopes to see someday installed as the new lord of Arundel Manor. Lady Miriam died of illness 10 years ago, and Lord Arundel has no desire to remarry. He has a reputation as a fair and just lord, with great regard for the common folk of the village. Lord Arundel has a sharp interest in political affairs of the kingdom, but remains content as the lord of Briarton and seeks no higher position. He enjoys hunting and falconing. Lord Arundel, 62, has gray hair and beard and hazel eyes. He is very tall, with a dignified presence and a fit build. RAVENSBLADE Owned by Lord Arundel, this +2 longsword originated far to the frozen north. A wizard crafted Ravensblade two centuries ago for a mighty barbarian warrior. The sword passed to other he- roes of the north in their endless war with the gi- ants until it came to Lord Arundel as a prize of war. In his youth as a knight, Lord Arundel fought in the Battle of Icewind Pass, turning back a bar- barian invasion of the Kingdom of Galien. He slew the former owner of Ravensblade in the fighting and claimed the enchanted sword for himself. The pommel forms a beaked raven’s head and the hilt forms a talon grasping the shining steel blade past the sharkskin grip. Engravings deco- rate the blade. INTERACTION SEED: BARBARIAN A barbarian from the north by the name of Ragnar arrives in Briarton, taking a room at Greenbriar Inn. He claims to be a warrior looking for work as a mer- cenary. Other northerners with similar stories have passed through Briarton from time to time, so his story is not unlikely despite ongoing tension be- tween the Kingdom of Galien and the barbarian tribes. Feigning simple curiosity, Ragnar inquires around Briarton about the Ravensblade supposedly carried by Lord Arundel. The barbarian also asks the ad- venturers if they know anything of the sword. Once he determines that Lord Arundel indeed possesses Ravensblade, Ragnar attempts to claim it for himself. He may confront the lord on his next visit to the village, challenging him to single com- bat for the sword. In dire straits, Ragnar may even attempt to steal the blade, though such thievery of- fends his barbarian honor. If prompted, Ragnar explains that he is the son of the northern warrior Magnus Ironshoe, who last carried Ravensblade before falling in the Battle of Icewind Pass to Lord Arundel’s sword. But Ragnar does not seek vengeance for his dead father. Without the famed weapon to protect them, his tribe has been sorely pressed by the frost giants of his icy homeland. Ragnar seeks to recover the blade to drive back the giants and save his people. This should present an interesting moral dilemma for Lord Arundel and, if he seeks their advice, the PCs. Perhaps Lord Arundel agrees to send Ravensblade back with Ragnar, accompanied by the heroes, to defeat the giants once and for all. Then the PCs can return to Briarton with the sword. 10 10 10 10 10 Go Go Go Go Gollllld R d R d R d R d Rus us us us ush Ga h Ga h Ga h Ga h Gam mm mmes es es es es Lord Roderick Arundel Male Human 9th-Level Fighter CR 9; Size M (6 ft., 5 in. tall); HD 9d10+18; hp 63; Init +6 (+2 Dex, +4 Improved Initiative); Spd 20 ft.; AC 19 (+2 Dex, +6 from +1 chainmail, ring of protec- tion +1); Attack +14/+9 melee (1d8+4/19-20/x2, +2 longsword), or +11/+6 ranged (1d8/19-20/x2, light crossbow); Face 5 ft. x 5 ft.; Reach 5 ft.; SV Fort +8, Ref +5, Will +3; AL LG; Str 14, Dex 15, Con 14, Int 11, Wis 11, Cha 13 Skills: Diplomacy +5, Handle Animal +9, Knowl- edge (nobility) +3, Ride +10, Swim +5, Wilderness Lore +1 Feats: Blind-fight, Improved Initiative, Leadership, Mounted Combat, Mounted Archery, Power Attack, Ride-By Attack, Spirited Charge, Weapon Focus (lance, light), Weapon Focus (longsword) Languages: Common Possessions: +1 chainmail, dagger, lance (light), light crossbow, +2 longsword, horseshoes of speed, po- tion of bull’s strength, potion of cure light wounds (10), ring of protection +1, five sets of clothing, manor house, light warhorse, a 6,000 gp cache LLLLLaaaaadddddy Ali y Ali y Ali y Ali y Aliaaaaannnnnooooorrrrra Fit a Fit a Fit a Fit a Fitzh zh zh zh zhugh ugh ugh ugh ugh Daughter of Lord Arundel, Lady Alianora Fitzhugh was born shortly after the founding of Briarton. She grew up in the manor and eventually married Sir William Fitzhugh in a fairy-tale wedding. The couple had a son, named Robin. A few weeks after Robin’s birth, orcs raided Briarton and carried off several villagers to their lair below Castle Angorn. Sir William organized a rescue party that included Gellir, son of Agnar, Arwold Dragoneye, Leoric the bowyer and others. The party returned with the res- cued captives, but it fell to Gellir to tell his friends Lord Arundel and Lady Alianora of the death of Sir William at the hands of the orcish chieftain during the fighting. Even worse, his body had been lost as the dwarf and other warriors hurried the surviving captives to safety. The widowed Lady Alianora has since devoted herself to raising Robin and helping her aging father. Since the death of her mother, Lady Miriam, 10 years ago, she has run the manor household. Lady Alianora, 33, has long, blonde hair, which she often braids in complicated fashions popular in the kingdom, and large, blue eyes. Lady Alianora always wears a sapphire ring that formerly belonged to her mother. Lady Alianora Fitzhugh Female Human 5th-Level Aristocrat CR 4; Size M (5 ft., 6 in. tall); HD 5d8-5; hp 21; Init +5 (+1 Dex, +4 Improved initiative); Spd 30 ft.; AC 11 (+1 Dex); Attack +2 melee (1d4–1/19-20/x2, dagger), or +4 ranged (1d4–1/19-20/x2, dagger); Face 5 ft. x 5 ft.; Reach 5 ft.; SV Fort +0, Ref +2, Will +7; AL NG; Str 9, Dex 12, Con 8, Int 13, Wis 16, Cha 16 Skills: Bluff* +14, Diplomacy* +21, Gather Infor- mation* +9, Innuendo +6, Intimidation* +14, Knowl- edge (history) +9, Knowledge (religion) + 7, Listen +10, Perform* (ballad, chant, dance, harp, flute, lute, sing, storytelling) +14, Ride +3 * Includes the ring of influence’s bonuses Feats: Improved Initiative, Skill Focus (knowledge [history]), Skill Focus (perform) Languages: Common, Dwarven Possessions: silver dagger, ring of influence, mas- terwork lute, masterwork flute, harp, an armoire of 20 fine dresses and cloaks, light riding horse, 500 gp in gold and gems Ring of Influence The ring appears as a platinum band with an oval sapphire inset, and its wearer is granted a +2 Cha- risma enhancement bonus and a +10 to Bluff, Diplo- 11 11 11 11 11 wwwwwwwwwwwwwww.Go .Go .Go .Go .GollllldddddRRRRRus us us us ushGa hGa hGa hGa hGam mm mmes.c es.c es.c es.c es.cooooom mm mm macy and Intimidation skill checks. Caster Level: 7th; Prerequisite: Forge Ring, allure and the creator must have five ranks in Bluff, Diplomacy and Intimidate; Market Price: 20,000 gp; Weight: — History: This ring once belonged to Lady Alianora Fitzhugh’s mother, who received it from her grand- mother, a renowned bard. Alianora acquired it after her mother’s death. She has never suspected that it might be magical, so she has never had it tested. Alianora is never seen without the beautiful ring upon her hand, and since she’s had it, she’s grown a reputation for being a great mediator. Rumor has it that no one can say no to the beautiful Alianora’s re- quests or demands. Allure Transmutation Level: Brd 2, Clr 2, Sor/Wiz 2 Components: V, S, DF Casting Time: 1 action Range: Touch Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell Resistance: Yes The affected creature gains greater charm. The spell grants the subject an enhancement bonus (1d4+1 points) to Charisma, adding the usual benefits to Charisma checks, Turn Undead and Charisma-related skill checks. INTERACTION SEED: REVENANT Sir William Fitzhugh was lost in the dank dun- geons below Castle Angorn. Although he’s pre- sumed dead, none know this for sure. Countless evil forces, some quite powerful, brood in the darkness beneath the ruined castle. One such force might animate the body of the unliving knight to lead an army of undead horrors forth from the catacombs to ravage the countryside. The revelation that their beloved Sir William now leads an unholy army will certainly shock and discourage the people of Briarton – his father- in-law, widow and son most of all. And does some spark of his former self remain within Sir Will- iam, or has his soul forever been lost to evil? RRRRRooooobbbbbiiiiin Fit n Fit n Fit n Fit n Fitzh zh zh zh zhugh ugh ugh ugh ugh Grandson of Lord Arundel, Robin Fitzhugh is the son of Sir William Fitzhugh and Lady Alianora. Born just weeks before his father’s death, Robin is being trained as his grandfather’s successor at Arundel Manor. He would rather be an adventuresome knight like his father than lord of a manor, but he loves his mother and grandfather, and wants to please them. Robin is also very close to the dwarf Gellir. The dour warrior has been his companion since boyhood, keeping an eye on Robin and providing him with many valu- able life lessons. His mother and grandfather tutor Robin in writ- ing, reading and other classroom skills. Lord Arundel has also begun teaching the boy to use a sword. The teenage boy has a friendly disposition and he gets along well with people of all classes. Life in a remote frontier village—and the attitudes of Lord Arundel and Lady Alianora—have made him less conscious of his noble blood than others of his class. While he is certainly aware of his social standing, Robin tries to deal fairly with everyone regardless of their background. Robin, 15, has sandy brown hair and blue eyes. He is growing into adulthood, becoming taller and stron- ger as each year passes. 12 12 12 12 12 Go Go Go Go Gollllld R d R d R d R d Rus us us us ush Ga h Ga h Ga h Ga h Gam mm mmes es es es es GGGGGel el el el ellir lir lir lir lir, s , s , s , s , sooooon o n o n o n o n of A f A f A f A f Agna gna gna gna gnarrrrr The only dwarven inhabitant of Briarton, the vet- eran warrior Gellir, son of Agnar, lives with his de- cades-long friend Lord Arundel at the manor. Born in a mining clanhold in the great mountains of the kingdom of Galien, Gellir honed his fighting skills battling the orc tribes that threatened his clan. In time, he grew restless and left the clanhold to see the greater world. He met Lord Arundel in his youth and the two shared many adventures before coming north to found Briarton 30 years ago. The bond of their friendship remains as strong to- day as ever, and Gellir has great fondness for Lady Alianora and young Robin Fitzhugh as well. In fact, the gruff warrior has become a mentor to the boy, teaching him important life lessons, often indirectly or by example. It may be said that Gellir holds this family of humans closer than even his dwarven rela- tions, whom he has not ventured south to visit for more than 20 years. He has a brusque, practical disposition with little tolerance for fancy word games or fantastic stories. Gellir values truth greatly and scorns liars. He tries to avoid the half-orc Grimbor due to the inner con- flict between his hatred of orcs and his innate sense of fairness. Though satisfied with his life among humans in Briarton, Gellir does seek out dwarven visitors to the village for an evening of companionable drinking and conversation with others of his race. Gellir, 200, has red hair and a long red beard, with brown eyes and a ruddy complexion. He has the stocky, dense build and great strength common to his race. Gellir Male Dwarf 8th-Level Fighter CR 8; Size M (4 ft., 5 in. tall); HD 8d10+24; hp 85; Init +0; Spd 15 ft.; AC 17 (+7 chainmail); Attack +12/ +7 melee (1d8+4/x3, warhammer), or +8/+3 ranged (1d8/19-20/x2, light crossbow); Face 5 ft. x 5 ft.; Reach 5 ft.; SQ: Dwarf Traits, Darkvision 60 ft.; SV Fort +9, Ref +4, Will +4; AL LG; Str 16, Dex 11, Con 16, Int 13, Wis 11, Cha 11 Skills: Appraise +7, Craft (armorsmithing) +13, Craft (blacksmithing) +7, Craft (stonemasonry) +9, Craft (weaponsmithing) +5, Ride + 3 Feats: Blind-Fight, Cleave, Expertise, Improved Critical (warhammer), Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (warhammer) Languages: Common, Dwarven, Orc Possessions: +2 chainmail, dagger, light crossbow, ring of warmth, potion of bull’s strength, potion of cure moderate wounds, +1 warhammer, smithing and stone- masonry tools, 1,000 gp 13 13 13 13 13 wwwwwwwwwwwwwww.Go .Go .Go .Go .GollllldddddRRRRRus us us us ushGa hGa hGa hGa hGam mm mmes.c es.c es.c es.c es.cooooom mm mm The village of Briarton consists of a nucleus of shops, an inn and a holy shrine, surrounded by cot- tages. Cropland and pastures encircle this core, with more villagers living in scattered cottages stretching out for several miles around Briarton. The lands ad- ministered by Lord Arundel have a population of about 450 people, roughly 300 of whom live in the village proper. Most buildings in the village are of wood construc- tion with dirt floors. Better-quality structures have stone foundations and wooden flooring. Poorer buildings, such as many farm cottages, are of whitewashed wattle-and-daub construction. Such structures require frequent repairs and must be re- built every 10 years or so. All buildings in Briarton except the manor have thatched roofs. Many farmers find work as thatch- ers, building and repairing roofs during the winter when few crops are grown. There are no paved streets in Briarton. Roads in the village are dusty in summer and muddy in win- ter. A bell tower stands in the town square. In times of danger, the ringing of the bell summons the vil- lage militia, composed of all able-bodied villagers with skill at fighting. Black Dougal, a former Royal Guardsman, heads the militia. CCCCCrrrrraaaaafffffttttts a s a s a s a s and Sh nd Sh nd Sh nd Sh nd Shooooopppppsssss The growing village has attracted a number of craftsmen and shopkeepers over the years. A variety of goods and services are available, with most busi- nesses clustered near the center of the village proper. Shops tend to be small and consist chiefly of the workroom for that particular trade. A few items for sale may hang on the walls, but aside from the mer- cantile and curio shop there are no full-fledged dis- play areas. Most Briarton craftsmen live in rooms at- tached to their shops, though a few with prosperous businesses have nearby cottages. Signs depicting the work done within or goods for sale hang outside the shops. Few have names because with only one shop of each trade in the village there’s little need to identify them. BLACKSMITH’S SHOP Hammer blows ring out from the blacksmith’s shop throughout the day as Alfgar Strongarm beats out another horseshoe or straightens a bent plow. The shop contains a fiery forge fed by a bellows, anvils of various sizes and other tools of the blacksmith’s trade. A capable smith, Alfgar spends much of his time shoeing horses, crafting farming TTTTThhhhhe V e V e V e V e Vil il il il illllllaaaaage ge ge ge ge TTTTThhhhhe V e V e V e V e Vil il il il illllllaaaaage ge ge ge ge 14 14 14 14 14 Go Go Go Go Gollllld R d R d R d R d Rus us us us ush Ga h Ga h Ga h Ga h Gam mm mmes es es es es implements, sharpening tools and making repairs. The blacksmith can repair metal armor or weapons, though he seldom gets much call for these skills in sleepy Briarton. As part of the blacksmith’s trade, Alfgar also has training as a locksmith. The young Alfgar opened the shop five years ago after arriving in Briarton following his apprentice- ship in a distant city. The village’s previous smith had died a few years earlier, forcing inhabitants to travel to another village for smithing tasks until Alfgar’s arrival. Alfgar lives in a small room attached to his smithy, and often spends his evenings in the common room at Greenbriar Inn. Alfgar Strongarm Known as one of the brawniest people in Briarton, Alfgar Strongarm spends many hours each day work- ing hard in his shop. Normally good-natured, he tends to be suspicious of strangers and outsiders. Those who win his trust find Alfgar a solid friend. The dwarf Gellir can some- times be found passing the time in his shop, which reminds the warrior of the forges of his faraway home. Gellir has taught Alfgar some lessons in dwarven armor-making, as well as some words of Dwarvish. A single man who lives alone, Alfgar is surpris- ingly shy around attractive women. Alfgar has a secret, however. Apprenticed to a cruel master in one of the cities of the kingdom, he ran away after learning all that he could of the blacksmithing trade. Alfgar realized the guild would never accept a runaway apprentice, so he came north to the frontier where such things mattered less. So far, he has es- caped the guild’s notice. Alfgar, 23, has black hair and brown eyes. His height and muscular, barrel-chested build make Alfgar an imposing figure. His face is frequently red from working at the heat of his forge, and his arms often sport small burns from flying sparks and splashes of molten metal. Alfgar Strongarm Male Human 2nd-Level Expert (Blacksmith) CR 1; Size M (6 ft., 3 in. tall); HD 2d6+4; hp 14; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); Attack +6 melee (1d8+4/x3, warhammer) or +4 ranged (1d8/ 19-20/x2, light crossbow); Face 5 ft. x 5 ft.; Reach 5 ft.; SV Fort +1, Ref +3, Will +3; AL N; Str 18, Dex 17, Con 13, Int 12, Wis 11, Cha 13 Skills: Craft (armorsmithing) +5, Craft (blacksmithing) +8, Craft (locksmithing) +5, Craft (weaponsmithing) +6, Disable Device +5, +6 Handle Animal +6, Intimidate +4, Move Silently +5, Open Lock +6, Use Magic Device +6 Feats: Martial Weapons, Skill Focus (craft [blacksmithing]) Languages: Common, Dwarven Possessions: chainmail, dagger, masterwork light crossbow, masterwork warhammer, thieves’ tools, smithy, forge, 1,000 gp of pre-made items, 75 gp, 80 sp BREWERY Brewer Tancred the Stout brews ale, mead and other drinks in his establishment, which is situated on the edge of Briarton near a natural spring. His byname refers to his stocky build, but is also a pun on his profession. Kettles and barrels used in the brewing process fill the shop. Barley, yeast, hops and water are put through a precise process of mixing, boiling and fer- mentation to produce ale. Seasonal ales are sometimes created by adding fruits and honey. Mead also em- ploys honey as an ingredient. Tancred sells some of his product to Greenbriar Inn, Arundel Manor and individual villagers. The rest goes out by wagon to other nearby communities, tav- erns and roadside inns. 15 15 15 15 15 wwwwwwwwwwwwwww.Go .Go .Go .Go .GollllldddddRRRRRus us us us ushGa hGa hGa hGa hGam mm mmes.c es.c es.c es.c es.cooooom mm mm A cottage behind the brewery houses Tancred and his wife, Edgyth. The middle-aged couple has no children. Formerly a minor brewer in a great city to the south, Tancred’s father came to Briarton 25 years ago seeking less competition in his trade. After his father perished in the orc raid, Tancred took over the business and has established a solid reputation for quality drinks. Tancred, 44, has hazel eyes and is almost com- pletely bald, though he has a beard. A short man, he has a portly build. CARPENTER’S SHOP Inside his workshop and around the village, car- penter Aldwin the Silent builds flooring, roofing, fur- niture, wagons, tools and utensils. He also repairs the woodwork in cottages and shops. In days past, Aldwin carved intricate toys and puzzles but he no longer has time for such creations. Given the amount of woodworking to be done as Briarton continues to expand, Aldwin cannot keep up with the demand for his talents. Rare are the days when he does not move from project to project with nary a rest, while an ever-growing list of jobs awaits him. Lord Arundel has sent word to other communi- ties seeking to bring a second carpenter to Briarton, but without success thus far. Born without the power of speech, Aldwin com- municates through hand gestures. He has normal hearing, however. A native of Briarton, Aldwin learned his trade from his father, the previous vil- lage carpenter. Aldwin and his wife, Merhild, whose sister married Kenrick the glassblower, dwell in a well-built cottage next door to Aldwin’s shop. They have a young son, but their daughter succumbed to illness as an infant. Aldwin, 28, has a tall, thin frame. He has brown eyes and sandy brown hair. COBBLER’S SHOP Cobbler Swithin crafts and repairs footwear for the people of the village in his small shop. Common folk can purchase inexpensive shoes of burlap, hide, leather and sometimes wood from Swithin, while he creates fancier footwear from rep- tile skins or other exotic materials for wealthier cus- tomers. Boots for walking or riding are another prod- uct of his shop. Swithin learned his trade from is father who once crafted a custom pair of dragon-skin boots for a fa- mous warrior. The warrior, of course, provided the priceless material. After his father’s death, Swithin took over his business and relocated to Briarton three years ago. Easily distracted, Swithin has become infamous for his uncanny ability to get lost while traveling, no matter how simple or well-marked the route. He and his wife, Gert, live in a cottage to which his one-room cobbler’s shop is attached. Swithin’s aged mother, Edan, also lives with the family. Swithin, 35, has brown eyes and dark brown hair. He often bears a puzzled expression. INTERACTION SEED: PIXIES One night, mischievous pixies invade Swithin’s shop. The fairies magically turn all the cobbler’s raw materials into dozens of finished shoes. Un- fortunately, all are flawed in some comical way. A pair of boots, for example, might consist of one for a halfling-sized foot and the other fit for a giant. Swithin sets out to make the best of his misfor- tune, trying to fix some of the less outrageous shoes and acquiring new materials to replace what has been lost. Some villagers find the cobbler’s troubles quite amusing, and the PCs have numer- ous opportunities to join in their gibes. Unbeknownst to everyone, the pixies are watch- ing carefully to see how the folk of Briarton react to their trick. When they have seen enough, the pixies reward those who help the cobbler and turn their pranks on those who make sport of his ad- versity. 16 16 16 16 16 Go Go Go Go Gollllld R d R d R d R d Rus us us us ush Ga h Ga h Ga h Ga h Gam mm mmes es es es es CORMAC’S HOUSE OF WONDROUS GOODS AND SERVICES Cormac’s House of Wondrous Goods and Services is an oddity in a small farming village like Briarton. The shop, run by Henna the Wise, stays afloat by com- bining several lines of business that chiefly serve the travelers and adventurers who pass through the vil- lage. Along with all manner of exotic goods, the shop offers financial and apothecary services. Cormac the Alchemist, husband of Henna the Wise, brought this strange shop to Briarton some 18 years ago after a failed treatment caused the patriarch of a wealthy family in a great city to the south to die. Blam- ing Cormac, the family vowed revenge and the al- chemist hastily bundled his family off to the frontier. But Cormac did not long escape a dire fate, dying in the orc raid 15 years ago. Henna took charge of the family business, train- ing herself in the alchemical arts. In addition to her potions—chiefly those of a healing, curative or re- storative nature—the shop contains a huge stock of odds and ends, curios, books and other rare items. Even Henna doesn’t know what treasures might be found in the piles of junk—much of it brought to Briarton years ago by her late husband. Goods avail- able nowhere else in Briarton, or possibly even the entire province, might be found by the customer will- ing to spend hours sifting through the shop’s jumbled contents. Henna also operates a money-changing and money-lending business. She lends up to 100 gold pieces to strangers, with some item of value held as collateral, and up to 500 gold pieces to those she knows well. Her money-changing services typically involve a fee of 5% of the value of the currency to be exchanged, though her fees are negotiable. Henna has many contacts with shipping agents, caravans and traders in faraway cities, so she occa- sionally purchases items that would normally be unsaleable in a small village due to their expense or esoteric purpose. Finding Rare Items Customers have a chance to find almost any- thing in the Curio Shop, even items that one would never expect to find in a rustic farming village. There is an 80% chance of finding a common non- magical item, 40% chance of finding an uncom- mon item and a 20% chance of finding a rare item. There is a 10% chance of finding a magical item with a value of 200 gp or less and a 1% chance to find a magical item valued at 2,000 gp or less. Each attempt to search for a specific uncommon or rare item, successful or not, takes 2d6 hours. Henna the Wise Henna the Wise, known for her sturdy common sense, runs the curio shop founded by her somewhat less-wise husband, Cormac the Alchemist, after he fled the vengeance of a late patient’s family for the imagined safety of Briarton. After Cormac’s death at the hands of orcs seeking loot, some expected his family to move away. But the sturdy Henna simply took over her husband’s busi- nesses. Studying Cormac’s books on alchemy, she taught herself to mix potions, salves and ointments of all kinds. She considers herself an apothecary rather than an alchemist, creating healing potions for all manner of injuries and ills along with an occasional love potion or two for sale to the right customer. Her late husband’s books contain formulas for more esoteric potions, but Henna tends to leave the wilder, more dangerous brews to Angwyn ap-Llewellyn. Henna has little personal interest in the piles of junk filling the shop, but it suits her to keep the odds and ends collected by her late husband. Sometimes she buys or trades for new curiosities to add to the piles. 17 17 17 17 17 wwwwwwwwwwwwwww.Go .Go .Go .Go .GollllldddddRRRRRus us us us ushGa hGa hGa hGa hGam mm mmes.c es.c es.c es.c es.cooooom mm mm Henna lives in a fine cottage near the shop. Her children are adults now and live in other communi- ties. She is a popular figure in Briarton and while most villagers have no need for her goods nor the money to buy them, they often visit the curio shp to seek Henna’s counsel on some vexing problem or another. A shrewd shopkeeper, Henna can haggle with the best but prefers a more subtle approach. Visitors to her shop usually leave with a purchase, even if they entered the store with no intention to buy anything. Curiously, the items are often perfectly suited to the needs or circumstances of the buyer, even those of which the customer is unaware; thus, a scatterbrained youth might discover a puzzle box to teach him fo- cus, or a maiden hoping to catch the eye of a pro- spective suitor might find a fancy dress tucked away somewhere in the shop. Henna the Wise, 35, has curly brown hair and green eyes. She has a small scar on her chin from a child- hood accident that she prefers not to discuss. Henna the Wise Female Human 6th-Level Expert (Alchemist/ Merchant) CR 5; Size M (5 ft., 7 in. tall); HD 6d6; hp 28; Init – 1 (–1 Dex); Spd 30 ft.; AC 9 (–1 Dex); Attack +3 melee (1d4–1/19-20/x2, dagger), or +4 ranged (1d4–1/19- 20/x2, dagger); Face 5 ft. x 5 ft.; Reach 5 ft.; SV Fort +2, Ref +1, Will +10; AL LN; Str 9, Dex 8, Con 10, Int 14, Wis 16, Cha 12 Skills: Alchemy +13, Craft (bookbinding) +6, Craft (calligraphy) +6, Craft (painting) +6, Craft (pottery) +6, Craft (sculpture) +13, Craft (weaving) +7, Listen +8, Profession (apothecary) +11, Profession (book- keeper) +7, Profession (brewer) +5, Profession (herb- alist) +11, Profession (moneylender) +7, Profession (scribe) +7, Read Lips +4, Spot +6 Feats: Alertness, Iron Will, Skill Focus (alchemy), Skill Focus (craft [sculpture]) Languages: Common, Dwarven, Gnome Possessions: curio shop, 2,500 gp of items for sale (curios, maps, potions, books, etc.), alchemist’s lab, five dresses, 1,500 gp of coins in various denomina- tions (for money changing) kept in three locked chests, a personal cache of 650 gp LEURONA’S MERCANTILE The mercantile provides a wide array of products, mostly purchased from outside dealers in trades not represented in Briarton. Hardware, fabric, tack, household goods, candles, clothing, feed, dyes, spices and other daily necessities line its shelves and counters. Women of the village often visit the store to pur- chase bulk goods for home craftwork, such as fabric to be sewn into clothing. The proprietor, Leurona, keeps a close eye on cus- tomers in the shop—particularly those she doesn’t know. Leurona, who must do business with the crafts- men and farmers of Briarton for her own household needs, sets fair prices for other villagers. Outsiders, however, are another matter. Leurona charges visi- tors to Briarton as much as she thinks she can get for her products. Leurona Leurona and her husband, Ulric the Red, were among the founders of Briarton who followed Lord Arundel to the province 30 years ago to sell goods to other settlers in hopes of making their fortune. As she’s aged, Leurona has grown more miserly than ever. The once-fine cottage she shares with her husband has grown ramshackle over the years as she badgers Ulric to perform the upkeep himself to save money. Ulric, who favors the color red in his cloth- ing, has a whiny, annoying demeanor. A shrewd bargainer, Leurona begrudges every coin when it comes to the goods in her shop. She stub- bornly argues for hours, if necessary, over a few cop- pers. Leurona also keeps meticulous records of those 18 18 18 18 18 Go Go Go Go Gollllld R d R d R d R d Rus us us us ush Ga h Ga h Ga h Ga h Gam mm mmes es es es es who owe her money for items purchased on credit and hounds debtors incessantly. Secretly, Leurona and Ulric are members of the cult of the dark god Vextra. They meet other cultists for macabre rituals at a shrine hidden in the forest. Leurona, who has been initiated into the priesthood of the cruel deity, enjoys bullying other cultists with her meager power. Leurona, 50, has thinning gray hair, brown eyes and a stooped posture. She dislikes children, and mutters constantly to herself when any are in her shop. Leurona Female Human 3rd-Level Expert/1st-Level Cleric CR 3; Size M (5 ft., 4 in. tall); HD 3d6 + 1d8; hp 21; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 from +1 padded leather armor); Attack +3 melee (1d8+1/x2, morningstar), or +3 ranged (1d8/19-20/x2, light crossbow); Face 5 ft. x 5 ft.; Reach 5 ft.; SA Rebuke Undead 3/day; SQ Spontaneous Casting (inflict spells; SV Fort +3, Ref +2, Will +7; AL LE; Str 13, Dex 12, Con 11, Int 10, Wis 14, Cha 11 Skills: Bluff +8, Concentration +4, Disguise +5, Escape Artist +6, Hide +5, Innuendo +8, Knowledge (religion) +4, Listen +10, Move Silently +4, Profes- sion (shop-owner) +5, Spot +11 Feats: Alertness, Skill Focus (bluff), Skill Focus (in- nuendo) Languages: Common Possessions: mercantile shop, 1,500 gp of items for sale, cottage, morning star, light crossbow, +1 padded leather armor, 90 gp, 47 sp, 32 cp Spells: (3/2+1; Base DC = 12 + spell level) Leurona’s domains are Evil (casts Evil spells at +1 caster level) and Pestilence (may use withering touch, a spell-like ability, once per day). Domain spells are marked with an asterisk. 0 Level—cure minor wounds, inflict minor wounds, resistance 1st Level—bane, sanctuary, ray of enfeeblement* Ulric the Red Male Human 2nd-Level Commoner CR 1; Size M (5 ft., 5 in. tall); HD 2d4+2+3; hp 10; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +1 melee (1d4/19-20/x2, dagger), or +3 ranged (1d8/ 19-20/x2, light crossbow); Face 5 ft. x 5 ft.; Reach 5 ft.; SV Fort +1, Ref +2, Will –2; AL LE; Str 11, Dex 14, Con 12, Int 10, Wis 7, Cha 14 Skills: Bluff +3, Climb +3, Craft (weaving) +5, Handle Animal +3, Ride +6 Feats: Armor Proficiency (light), Toughness Languages: Common Possessions: dagger, light crossbow, leather armor, 3 gp, 6 sp, 4 cp Interaction Seed: Suspicion As a lesser priestess of Vextra, Leurona keeps a suspicious eye on the other cultists in Briarton. If she sees the woodcutter Balduin talking to the heroes, Leurona may leap to the conclusion that he is betraying cult secrets—particularly if adven- turers have been spotted near the hidden shrine or are already investigating the cult. Leurona has always considered Balduin too simple-minded to be trusted, and only recruited him into the cult because he’s her cousin and was easy to convert. Predictably, she sees the worst in everyone and imparts wicked motivation to the most innocent of actions. Of course, killing Balduin or causing him to vanish might raise suspicion, so Leurona must be circumspect. Perhaps she slyly tries to find out what the heroes know of the cult by engaging them in seemingly innocent conversation. Or Leurona might try to sow mistrust of the heroes in the village in hopes of making them unwelcome so they travel on. If Leurona becomes desperate, she might even slay Balduin despite her family ties and try to frame the adventurers for the deed, killing two birds with one stone. Of course, her efforts are likely to ignite the in- terest of PCs who were most probably wholly unaware of the cult’s existence. GLASSBLOWER’S SHOP Village glassblower Kenrick the Lame produces ev- erything from bottles to windows in his workshop. The glassblower keeps several buckets of sand, separated by color and grain, in his shop. A stone forge, fed by a bellows, occupies the center of the shop. Kenrick kindles an extremely hot fire in the forge, then melts sand mixed with water into a near- 19 19 19 19 19 wwwwwwwwwwwwwww.Go .Go .Go .Go .GollllldddddRRRRRus us us us ushGa hGa hGa hGa hGam mm mmes.c es.c es.c es.c es.cooooom mm mm liquid state. Different types of sand produce various colors and qualities of glass. Long, thin tubes of metal and glass in various lengths and diameters are kept in a stand near the forge. Kenrick inserts these into the molten glass, using his breath to shape it as it cools. He can pro- duce bottles, tubes, globes and other useful shapes. The process provides an entertaining show, and Kenrick often attracts a small crowd of onlookers when glassblowing with the doors to his shop open to dissipate the heat from the blazing forge. Also trained as a glazier, Kenrick cuts and shapes glass for windows, mirrors or other purposes. He can produce beautiful stained glass windows, though these talents are rarely called upon. In a pinch, Kenrick can grind lenses for eyeglasses or spyglasses, but he is not a trained ocularist. He has some skill in woodworking and leadsmithing, mostly for window framing purposes. Trained glassblowers are rare on the frontier, and Kenrick often takes jobs from other nearby commu- nities. He generally does not travel, except perhaps to install complex windows for wealthy clients, since most of his glassmaking tools are not very portable. Kenrick is best known for the delicate glass sculp- tures he creates mostly for his own amusement. He favors fantastic creatures, such as fairies, griffons or unicorns. There are usually one or two such sculp- tures for sale at his shop at any given time. Kenrick the Lame A native of Briarton, Kenrick learned his craft from his father, a master glassblower who joined Lord Arundel on the journey to found the village. A teenager when orcs raided Briarton 15 years ago, Kenrick fought alongside his father to protect his fam- ily. A serious wound to his right leg left Kenrick with a lifelong limp. His father was also injured in the fight- ing and never fully recovered. Upon his death two years later, Kenrick took over as the village glass- blower. When his heartbroken mother died shortly afterward, Kenrick raised his younger brothers and sisters. Most are now farmers in Briarton or other nearby villages. The glassblower has a friendly, open manner to- ward everyone except elves, whom he mistrusts due to an incident several years ago. He and his wife, Sunniva, live in a room behind his shop, but Kenrick has nearly saved enough money to construct a sepa- rate cottage. He understands better than anyone else in Briarton the sign language used by his brother-in- law Aldwin the carpenter, and at times he employs the signs himself, especially when blowing glass. Kenrick, 30, has red hair and green eyes, with a freckled complexion. He can hold his breath for an extended length of time, given the breath control nec- essary for glassblowing, and sometimes performs this trick for the amusement of the children of the village. Kenrick the Lame Male Human 5th-Level Expert CR 4; Size M (5 ft., 9 in. tall); HD 5d6+10; hp 35; Init +1 (+1 Dex); Spd 15 ft.; AC 9 (–1 Dex); Attack +3 melee (1d4/19-20/x2, dagger), or +4 ranged (1d4/ 19-20/x2, dagger); Face 5 ft. x 5 ft.; Reach 5 ft.; SV Fort +5, Ref +0, Will +3; AL NG; Str 10, Dex 8/13*, Con 14, Int 10, Wis 9, Cha 18 * Kenrick’s Dex is 13 for tasks requiring manual dex- terity, alertness or upper-body movement, but 8 for tasks involving use of his injured leg. Skills: Animal Empathy +9, Craft (basketweaving) +7, Craft (carpentry) +4, Craft (glassblowing) +10, Craft (leatherworking) +6, Craft (leadsmithing) +2, Fish +1, Gather Information +9, Handle Animal +9, Perform (buffoonery, comedy, flute, juggling, limer- icks, pan pipes, storytelling) +12 Feats: Endurance, Great Fortitude, Skill Focus (craft [glassblowing]) Languages: Common Possessions: glassblowing shop, goggles of minute seeing, 700 gp worth of glass wares for sale, tools, dagger, house, 120 gp, 95 sp, 70 cp 20 20 20 20 20 Go Go Go Go Gollllld R d R d R d R d Rus us us us ush Ga h Ga h Ga h Ga h Gam mm mmes es es es es Fish (Wis) Commoner class skill With this skill you can catch fish with net, weir, spear or hook & line. DC Task 10 Provide enough fish to sustain yourself for one day. Provide enough fish for one other per- son for every 2 points by which your check result exceeds 10. Retry: This skill can only be checked once per 24 hours. INTERACTION SEED: SAND While out collecting raw materials several years ago, Kenrick happened across some particularly fine, glittering sand in a streambed near the for- est. Little did the glassblower know that the stream originated inside a cave complex containing an ancient tomb. Over the centuries, the stream had eroded a stone door on which a spell of holding had been cast. The sand, still bearing some of the enchantment, washed downstream to the point where the glassblower recovered it. Unaware of its nature, Kenrick used the sand to create a beautiful glass chime, which, it was soon discovered, had the magical power to open any ordinary lock when tapped against it. The chime of opening vanished a few months after its creation, and Kenrick suspects that a party of elves staying at Greenbriar Inn at the time had something to do with its loss. He has harbored a lingering mistrust of elves ever since. Kenrick has tried repeatedly to craft another magical chime, but without success. MILL The huge grindstones of Briarton’s water-powered mill turn corn or wheat from nearby cropland into flour. Constructed of moss-covered stone alongside the River Drewett, the millhouse has an enormous wooden waterwheel. The wheel rotates in the cur- rent to turn the grindstones through a complicated series of wooden gears and cogs. Farmers bring the grain from their fields to the mill, and for a fee Hewald the Miller turns their harvest into flour that can then be used in cooking or shipped to market elsewhere. The mill, constructed shortly after the founding of Briarton, requires frequent repairs to its complicated inner workings. Carpenter Aldwin the Silent can of- ten be found at the mill replacing worn-out wooden gears. Hewald the Miller Hewald the Miller came to Briarton as a young boy with his father, Alberic, who constructed and first operated the village mill. Trained by his father, Hewald took over as master of the mill 15 years ago on Alberic’s retirement. The former miller seemed to simply give up on life following the death of his wife in the orcish raid on Briarton. The elderly Alberic now lives with his son’s family, lost in daydreams most of the time as he sits by the fire in winter or an open window in summer. While Hewald can be somewhat pompous at his mill, back at home he is henpecked unmercifully by his nagging wife, Mydrede. The couple, their three children and Hewald’s father live in a fine two-room cottage near the mill. At Mydrede’s insistence, Hewald plans to add a third room to the cottage soon. Hewald is training his eldest son as his appren- tice. Godwin, 14, longs for adventure in faraway lands, however, not a lifetime of drudgery at the mill. The practical Hewald, who set aside his own dreams of travel to fulfill his family duty, has nearly reached his wit’s end with his wool-gathering son. The rotund Hewald, 41, has balding brown hair and brown eyes. INTERACTION SEED: LOST Hewald has always been fascinated by un- tamed lands, but he confines his wanderlust to trips into the countryside during the slow season at the mill. One day, Hewald does not return from such an outing. His wife, Mydrede, grows concerned as days pass and Hewald remains missing. She pre- vails on her fellow villagers, and especially on any adventuring PCs, to save her husband from the various grisly ends conjured up by her imagina- tion. The miller isn’t hard to track, leading to a long- abandoned mine in some hills near Briarton. Af- ter braving various dangers, including monstrous inhabitants, cave-ins and flooded passages, the heroes find Hewald trapped at the bottom of a shaft with a broken leg. The miller lost his torch and fell into the shaft as he stumbled through the mine in the dark. 21 21 21 21 21 wwwwwwwwwwwwwww.Go .Go .Go .Go .GollllldddddRRRRRus us us us ushGa hGa hGa hGa hGam mm mmes.c es.c es.c es.c es.cooooom mm mm Hewald the Miller Male Human 4th-Level Expert CR 3; Size M (5 ft., 9 in. tall); HD 4d6+8; hp 24; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +3 melee (1d4/19-20/x2, dagger), or +4 ranged (1d4/ 19-20/x2, dagger); Face 5 ft. x 5 ft.; Reach 5 ft.; SV Fort +2, Ref +4, Will +5; AL NG; Str 11, Dex 13, Con 12, Int 11, Wis 13, Cha 8 Skills: Appraise +4, Craft (carpentry) +3, Fish +2, Knowledge (geography) +3, Knowledge (religion) +4, Listen +9, Profession (cook) +8, Profession (miller) +10, Sense Motive +6, Spot +8, Use Rope +5 Feats: Alertness, Lightning Reflexes, Skill Focus (profession [miller]) Languages: Common Possessions: mill, house, dagger POTTER’S SHOP A source of earthenware pots for cooking and stor- age, the potter’s shop is one of the most important businesses in Briarton. Ailith the Potter works in clay molds, porcelain and early forms of ceramics. While pots are her chief prod- uct, the potter also sometimes sculpts icons and stat- ues to order. Molds and tools fill her workshop and a stone kiln stands behind it. Ailith was one of those carried off 15 years ago by raiding orcs to their lair beneath Castle Angorn. She was soon rescued, but Ailith has never told anyone what took place during her captivity. Nine months after her rescue she gave birth to a half-orc son, Grimbor. Despite the circumstances of his conception, Ailith loves her son and tries to protect him from the bitterness of some fellow villagers. In spite of the necessity of her goods, Ailith earns only a modest living. She and Grimbor live in a room behind her shop. Ailith, 33, has ash blonde hair and haunted gray eyes. She has a thin build and appears older than her years. Grimbor Son of Ailith the Potter, the hulking Grimbor has become something of an outcast in Briarton due to his orc heritage. Only a handful of villagers are overt in their dis- taste for Grimbor. Others, however, unknowingly al- low their hatred of orcs, stemming from the loss of loved ones or other personal tragedies in the raid, to color their treatment of young Grimbor. As a result, the boy tends to be a loner, preferring to spend his days in the wilderness away from the hard stares of some of his fellow villagers. A hot temper is one unfortunate effect of his orc heritage, and Grimbor must often struggle to con- tain his anger. Overcome by self-loathing at times, Grimbor has secretly vowed to someday find his orc father and kill him for fathering him. He does not know that Graak, chieftain of the orc tribe at Castle Angorn, is his father. Not all inhabitants of Briarton treat the troubled boy unfairly, however. Malcolm the druid, among others, keeps a close watch on Grimbor and tries to encourage him to overcome the challenges of his un- pleasant heritage. The thoughtfulness of Malcolm and a few other villagers, along with his mother’s uncon- ditional love, helps offset Grimbor’s bitterness. Grimbor, 14, has coarse black hair and brown eyes that occasionally glint red in reflected light. He has somewhat grayish skin and a heavy brow. His slightly pointed ears and jutting jaw give him a vaguely, but unmistakably, orcish countenance. Grimbor Male Half-Orc 1st-Level Commoner CR ½; Size M (6 ft., 1 in. tall); HD 1d4+3+3; hp 10; Init +0; Spd 30 ft.; AC 10; Attack +4 melee (1d4+4/ 19-20/x2, dagger), or +0 ranged (1d4+4/19-20/x2, dagger); Face 5 ft. x 5 ft.; Reach 5 ft.; SQ Darkvision 60 ft.; Half-Orc Traits; SV Fort +3, Ref +0, Will +0; AL CN; Str 18, Dex 11, Con 16, Int 11, Wis 10, Cha 6 Skills: Climb +5, Craft (pottery) +3, Hunt +3, Jump +5, Swim +4 Feats: Toughness Languages: Common, Orc Possessions: dagger, 2 gp, 4 sp 22 22 22 22 22 Go Go Go Go Gollllld R d R d R d R d Rus us us us ush Ga h Ga h Ga h Ga h Gam mm mmes es es es es Hunt (Wis) Commoner class skill With this skill you can hunt wild game or set snares for small animals. DC Task 10 Provide enough game to sustain yourself for one day. Provide enough game for one other person for every 2 points by which your check result exceeds 10. Retry: This skill can only be checked once per 24 hours. Interaction Seed: Love Grimbor has a crush on Kimbery, the popular barmaid at the Greenbriar Inn. He would never consciously reveal his infatuation, believing him- self far too ugly and coarse to interest the lovely Kimbery. Astute observers notice that Grimbor becomes even more shy and tongue-tied around Kimbery than usual. If the sour Drogo Ravenot ever becomes overly aggressive in his pursuit of Kimbery, Grimbor might intervene in her defense. Of course, where a more temperate person might use a witty re- mark or timely offer of a drink to quash Drogo’s efforts, Grimbor resorts to fisticuffs. This brings out the worst in Drogo, who goads the boy with insults about his heritage and may even draw his sword on the unarmed youth. Innkeeper Conrad Martel and the druid, Malcolm, if present, try to intercede. If the heroes also defend Grimbor against the raging Drogo, they will earn the enmity of the bitter ex-soldier and the gratitude of Martel, Malcolm and other, more reasonable, villagers. TANNERY Wulfric the Tanner turns animal skins and hides into a variety of useful products from clothing to leather for saddles, shoes or other uses in his tannery and leatherworking shop on the edge of Briarton. Many villagers know how to tan hides, but the prod- ucts of their efforts are not as durable, soft or flexible as those crafted by Wulfric. The tannery contains countless tools for skinning animals, racks for drying hides and a variety of oils, dyes and softeners for treating the material. Heavy needles, tough threads and strong muscles are used to sew leather into useful products, such as armor, tack and clothing. Its location on the outer edge of the village proper results from the unfortunate smells associated with some aspects of the work. Wulfric inherited a quiver half full of arrows of slay- ing that his father used to great effect in the orc raid 15 years ago. At least, that’s how it worked out in the stories his father used to tell. In reality, they’re just +1 arrows, but as orcs are scarce and Wulfric is no archer, the arrows are mainly conversation pieces now. Rolf Merick, a youngster from another village, has been apprenticed to Wulfric to learn the tanner’s trade. The boy lives with Wulfric and his wife, Hilde, in their cottage. Wulfric, 26, has black hair and dark brown eyes. He has an average build. 23 23 23 23 23 wwwwwwwwwwwwwww.Go .Go .Go .Go .GollllldddddRRRRRus us us us ushGa hGa hGa hGa hGam mm mmes.c es.c es.c es.c es.cooooom mm mm Greenb Greenb Greenb Greenb Greenbri ri ri ri riaaaaar In r In r In r In r Innnnnn Constructed shortly after the founding of Briarton, Greenbriar Inn has offered a hot meal, full tankard of ale and comfortable bed to road-weary travelers for more than 25 years. Now run by innkeeper Conrad Martel, son of its founder, Greenbriar Inn serves as a focal point for social life in Briarton. Many men and women of the village spend evenings in the common room, shar- ing drinks, gossip and stories of times gone by. When Martel’s niece Geneviève the Fair visits Briarton, ev- eryone crowds into the inn to hear the latest news from afar, along with tales of adventure from long ago. The largest building in Briarton outside of Arundel Manor, Greenbriar Inn stands two stories high and has several outbuildings. Constructed of sturdy wood, the inn has a stone foundation and wooden flooring. The first floor of the inn consists of the common room, kitchen and pantry. Beneath a plainly visible trapdoor in the kitchen is a small, below-ground cold cellar. Guests take their meals in the common room, which is also the village tavern. Tables, chairs, booths, a bar and a large, stone fireplace with an everlasting hearth spell cast on it fill the room. After everyone else goes home, guests who cannot afford private rooms sleep in the common room – which can make for a very late bedtime. A stairway leads from the common room to the second story, which holds five private rooms for guests. Four rooms, two on each side of the hall, con- tain beds large enough for two people while the larger fifth room at the end of the hall sleeps up to four in two beds. This room, unlike the others, has its own fireplace. All five rooms are also furnished with nightstands, candles and chamber pots. The courtyard behind the inn contains a brick oven for baking bread, a stable with room for five horses, and a cottage inhabited by the innkeeper’s family. Several cats live at the inn, accounting for the low population of mice. Meals are served throughout the day, but are nor- mally not available after the evening hours. Typically, only one or two main dishes are offered at each meal, with fish almost always on the menu. Guests of the inn must pay separately for their food and drink. Conrad and his entire family work hard to keep Greenbriar Inn operating smoothly. Conrad tends bar and checks in guests, while his wife, Elysande, rules the kitchen. Their daughters keep the inn clean, while their sons cut firewood and handle other chores. Wat, an orphan adopted by the Martel family, serves as the stableboy. Kimbery, a young woman of the vil- lage, works as a serving girl and is the only employee of Greenbriar Inn outside the Martel family. ? 24 24 24 24 24 Go Go Go Go Gollllld R d R d R d R d Rus us us us ush Ga h Ga h Ga h Ga h Gam mm mmes es es es es Pri Pri Pri Pri Priccccce L e L e L e L e Liiiiisssssttttt ACCOMMODATIONS Common Room .............................................. 5 sp Private Room ................................................. 2 gp Stabling, with feed ......................................... 5 sp Stabling, without feed ................................... 4 sp FOOD AND DRINK Unless otherwise noted, prices are given for a filling meal. Ale, tankard .................................................... 4 cp Beef, roast ........................................................ 4 sp Bread, round loaf ........................................... 2 cp Fish (bass, bream, catfish, crappie, trout) ............3 sp Fruits, platter mixed ...................................... 2 sp Ham ................................................................. 4 sp Lamb, roast ..................................................... 5 sp Mead, tankard ................................................ 6 cp Milk, cup ......................................................... 2 cp Mutton, roast .................................................. 4 sp Porridge ........................................................... 5 cp Soup, beef ........................................................ 2 sp Soup, vegetable .............................................. 1 sp Stew, rabbit ..................................................... 3 sp Venison ............................................................ 3 sp Vegetables, cooked ......................................... 2 sp Wine, bottle .................................................. 10 gp Wine, cup ........................................................ 2 sp Skills: Decipher Script +7, Diplomacy +6, Fish +4, Gather Information +13, Knowledge (Briarton gos- sip) +12, Intimidate +5, Listen +13, Profession (inn- keeper) +15, Profession (cook) +10, Read Lips +9, Speak Language (Goblin, Halfling, Orc, Sylvan) Feats: Skill Focus (profession [cook]), Skill Focus (gather information), Skill Focus (profession [inn- keeper]), Skill Focus (listen) Languages: Common, Dwarven, Elven, Goblin, Halfling, Orc, Sylvan Possessions: Greenbriar Inn and stables, six sets of clothes, silvered masterwork dagger (2), light riding horse, 1,500 gp in wine and foodstuffs, 6,500 gp cache KKKKKiiiiim mm mmbbbbber er er er eryyyyy The lovely Kimbery works as a serving girl at Greenbriar Inn to support herself and her aged grand- father, town drunkard Leoric the Old. CCCCCooooonr nr nr nr nraaaaad Ma d Ma d Ma d Ma d Marrrrrtel tel tel tel tel The master of Greenbriar Inn, Conrad Martel in- herited the business from his father 18 years ago. A friendly person by nature, Conrad can listen at- tentively or expound gregariously with equal talent depending on the desires of his guests. He can usu- ally be found tending bar in the common room or arranging a night’s stay for a newly arrived guest. Conrad lives in a cottage behind the inn with his wife, Elysande, three daughters and two sons. The stableboy, Wat, also lives with the Martel family. Despite his frequent outbursts at the lazy Wat, Conrad cares as deeply for the orphan as his own children. He also considers himself something of a father figure to Kimbery, and is quite protective of the well-liked serving girl. Conrad, 45, has balding brown hair and merry brown eyes. He has a stocky build, but has put a stop to more than a few bar brawls over the years despite his girth and lack of formal combat training. Conrad Martel Male Human 7th-Level Expert CR 6; Size M (5 ft., 7 in. tall); HD 7d6+7; hp 40; Init +0; Spd 30 ft.; AC 10; Attack +6 melee (1d4/19-20/ x2, silvered masterwork dagger), or +6 ranged (1d4/ 19-20/x2, silvered masterwork dagger); Face 5 ft. x 5 ft.; Reach 5 ft.; SV Fort +3, Ref +2, Will +8; AL NG; Str 10, Dex 11, Con 13, Int 15, Wis 17, Cha 12 25 25 25 25 25 wwwwwwwwwwwwwww.Go .Go .Go .Go .GollllldddddRRRRRus us us us ushGa hGa hGa hGa hGam mm mmes.c es.c es.c es.c es.cooooom mm mm Leoric raised the young woman after her parents were slain by orcs in the attack 15 years ago. Kimbery, a toddler at the time, retains few clear memories of the raid but occasionally has nightmares about the horrific events. She now takes care of her alcoholic grandfather, using her pay from Greenbriar Inn to keep food on the table and a roof over their heads. Bright and cheerful, Kimbery is very popular in the village. Despite a few romances, she has not com- mitted herself to anyone. The middle-aged Drogo Ravenot, a retired soldier who has settled in Briarton, imagines himself to be wooing Kimbery but she se- cretly detests him. Kimbery, 20, has long black hair and blue eyes, with attractive features and a curvaceous figure. W W W W Waaaaattttt The stableboy at Greenbriar Inn, Wat is an orphan taken in by Conrad Martel. Oswin the Tinker brought the infant boy to the inn 10 years ago. The roving merchant had discovered the baby miraculously alive alongside the bodies of his parents, apparently slain in a roadside ambush. The kindly Conrad and Elysande agreed to raise the boy with their own children and named him Wat. Wat often wonders who his parents were, though nothing is known of them beyond the sparse facts reported by the tinker. A mischievous youth who would rather listen to the tall tales of guests at the inn than tend to his chores, Wat frequently provokes the ire of the inn- keeper but is always forgiven later. The child does enjoy caring for horses, and seems to have a knack for getting along with even the most foul-tempered of mounts. Malcolm the druid quietly suspects Wat may have some elven blood, but has not shared this conjecture with others. Wat, 10, has short brown hair and brown eyes. Streaks of dirt seem ever-present on his face, and bits of hay from the stables cling to his hair. Shri Shri Shri Shri Shrine o ne o ne o ne o ne of E f E f E f E f Eril ril ril ril rilyyyyysssss Erilys’ shrine is a rectangular, gray stone building. The perennial flowers and shrubs growing around it give the otherwise austere-exterior a homey appear- ance. Inside, the shrine contains four rooms: a prayer room, a kitchen, Maerwynn’s quarters and a pantry. As food preparation and eating are formal parts of Erily’s prayer services, the shrine’s main prayer room resembles a dining hall, with tables and chairs along all sides of the long chamber. The altar, a huge stone hearth with an everlasting flame, rests in the open- door kitchen beyond the main prayer room. In addi- tion to bringing prepared dishes to the services, wor- shipers enter the kitchen and place small shards of wood into the nonconsuming hearth as an offering to Erilys before being seated for their meal. Inside the kitchen are two doors. One leads to Maerwynn’s personal quarters, and the other to a makeshift pantry/storeroom that used to be a novice’s quarters, although there have been no new initiates to house in a very long time. ? 26 26 26 26 26 Go Go Go Go Gollllld R d R d R d R d Rus us us us ush Ga h Ga h Ga h Ga h Gam mm mmes es es es es Erilys, The Protector Alignment: LG Domain: Good, Healing, Hearth, Protection Symbol: A golden flame on a silver shield Favored Weapon: Quarterstaff Typical Worshipers: Erilys’s worshipers include commoners, fighters, monks, paladins and spellcasters Description: The goddess of the hearth, Erilys is a lawful good deity known throughout the lands as the Golden Flame or the Hearth Mother. Erilys’ follow- ers concern themselves with making their homes and lands safe, and they also provide shelter and healing for those in need. The deity rewards those who risk their lives protecting others, who give freely of their wealth to provide for others, and those who build strong, safe communities. HEARTH DOMAIN Granted Power: You cast hold portal once per day. 1st Level— create food and water 2nd Level— refresh 3rd Level— helping hand 4th Level— everlasting hearth 5th Level— secure shelter 6th Level— heroes’ feast 7th Level— forbiddance 8th Level— antipathy 9th Level— magnificent mansion Everlasting Hearth Evocation [Fire] Level: Hearth 4 Components: V, S, M Casting Time: 1 minute Range: 0 ft. Effect: Illusory flame Duration: Permanent Saving Throw: None Spell Resistance: No A flame, equivalent to a cooking fire, springs forth from an object that you touch. The flame looks like a regular flame, creating both heat and light, but it doesn’t consume fuel or air. The heat from the fire causes 2d4 points of burn damage if touched, but the flame cannot start additional fires or be transferred to a different object (including a victim touching the fire). The flames can be covered and hidden, but not smothered or quenched. Material Component: You sprinkle ruby dust (worth 50 gp) and sulfur on the item that is to carry the flame. Refresh Enchantment/Compulsion [Mind-Affecting] Level: Clr 2, Hearth 2 Components: V, S Casting Time: 1 round Range: Touch Target: Creature touched Duration: 2 hours Saving Throw: Will negates Spell Resistance: Yes You lower the recipient into a deep sleep which lasts for two hours but grants the sleep the benefit of a full night’s rest. The sleeper suffers no fatigue from sleeping in armor with an armor check of -5 or worse. Moreover, a wounded person heals naturally at an accelerated rate, recovering 1/2 hit point per charac- ter level after two hours’ sleep. At the end of the du- ration, a wizard or sorcerer finds himself able to cast spells as if he’d had a full night’s sleep, although a wizard still has to spend an hour studying his spell books (clerics and druids don’t regain spells any faster under the effects of a refresh spell). Waking up someone from this magical slumber is difficult. Normal noise won’t awaken the sleeper be- fore the end of the spell’s duration. Shaking, slap- ping or wounding a sleeper immediately awakens him. 27 27 27 27 27 wwwwwwwwwwwwwww.Go .Go .Go .Go .GollllldddddRRRRRus us us us ushGa hGa hGa hGa hGam mm mmes.c es.c es.c es.c es.cooooom mm mm Ma Ma Ma Ma Maer er er er erwyn wyn wyn wyn wynnnnnn Maerwynn is a priestess of Erilys. She tends the shrine to Erilys in Briarton and aids the people of the village with the healing powers granted her by the goddess. The priestess has lived in Briarton for 20 years, coming to the village as a young woman after being trained in the temples of Erilys in another kingdom. Fifteen years ago, Maerwynn’s left arm was sev- ered by an orc’s axe as she tried to defend a child. The priestess nearly died of the grievous wound, and in her delirium had a vision of Erilys sending her back to the realm of the living to continue doing good works. While Maerwynn could doubtless have her lost arm restored by her religious superiors, or pray di- rectly to her goddess for healing, she chooses not to do so. Maerwynn believes her missing arm teaches her humility and compassion for those in need of her own healing powers. Maerwynn, 41, has brown hair and brown eyes. She typically wears robes in silver and gold tones. Maerwynn Female Human 6th-Level Cleric CR 6; Size M (5 ft., 8 in. tall); HD 6d8; hp 35; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +7 melee (1d6+3/x2, +1 quarterstaff), or +5 ranged (1d4+2/ x2, sling); Face 5 ft. x 5 ft.; Reach 5 ft.; SA Turn Undead 5/day; SQ Spontaneous Casting (cure spells);SV Fort +5, Ref +3, Will +10; AL NG; Str 15, Dex 12, Con 11, Int 13, Wis 17, Cha 14 Skills: Concentration +5, Diplomacy +5, Heal +12, Knowledge (arcane) +6, +Knowledge (religion) +10, Scry +4, Spellcraft +3 Feats: Brew Potion, Combat Casting, Craft Magic Arms and Armor, Iron Will Languages: Common, Dwarven Possessions: +1 chainmail, +1 lawful quarterstaff, potion of cure light wounds (25), potion of cure moderate wounds (5), 565 gp Spells: (5/4+1/4+1/2+1; Base DC = 13 + spell level). Maerwynn’s domains are Hearth (cast hold portal once per day) and Healing (casts healing spells at +1 caster level). Domain spells are marked with an asterisk. 0 Level—cure minor wounds (3), detect poison, purify food and drink 1st Level—bane, bless water, cure light wounds*, magic stone, magic weapon 2nd Level—aid, cure moderate wounds, lesser restora- tion, refresh*, zone of truth 3rd Level—cure serious wounds, remove disease, ever- lasting hearth* O O O O Oth th th th ther Inh er Inh er Inh er Inh er Inhaaaaabbbbbit itit ititaaaaannnnntttttsssss Briarton has many inhabitants living outside the village’s heart. Ba Ba Ba Ba Ballllldddddui ui ui ui uinnnnn Balduin the woodcutter ventures into the forest near Briarton each day to collect wood for the vil- lage. He mostly cuts firewood for sale to other vil- lagers, though Balduin also provides lumber for con- struction or other carpentry work as needed. Earnings are slim for a simple woodcutter, at least compared to a skilled craftsman or hard-working farmer. Balduin lives alone in a wattle-and-daub hut on the edge of the village. He is extremely jealous of more prosperous villagers, even though nearly ev- eryone in Briarton would probably be considered fairly poor in a larger town. Bitter with envy, Balduin blames his poverty on unfair treatment by others and a lack of support from his family, including his cousin Leurona, rather than his own lack of ambition. The teachings of the cult of Vextra appeal to Balduin, and he has joined the secret cabal of wor- shipers. His job makes it easy for Balduin to keep an eye on the cult’s hidden shrine in the forest and ward off anyone who ventures too close. Balduin, 25, has light brown hair and brown eyes. He is short, and cutting trees has made him very strong. 28 28 28 28 28 Go Go Go Go Gollllld R d R d R d R d Rus us us us ush Ga h Ga h Ga h Ga h Gam mm mmes es es es es Balduin Male Human 2nd-Level Commoner CR 1; Size M (5 ft., 2 in. tall); HD 2d4+2; hp 8; Init +0; Spd 30 ft.; AC 10; Attack +3 melee (1d6+2/x3, handaxe), or +1ranged (1d4+2/19-20/x2, dagger); Face 5 ft. x 5 ft.; Reach 5 ft.; SV Fort +1, Ref +0, Will +1; AL NE; Str 14, Dex 10, Con 12, Int 10, Wis 13, Cha 14 Skills: Bluff +2, Climb +4, Fish +2, Handle Ani- mal +4, Hunt +2, Listen +3, Profession (lumberjack) +5, Spot +3 Feats: Skill Focus (profession [lumberjack]), Run Languages: Common Possessions: handaxe, dagger, 1 gp, 25 sp Bl Bl Bl Bl Blaaaaaccccck Do k Do k Do k Do k Douga uga uga uga ugalllll Black Dougal, so named for his thick mane of black hair, settled in Briarton eight years ago to raise a fam- ily and run a farm. Once a fierce axeman who served for a time in the Royal Guard, he can still fight ably but nowadays prefers the quiet life of a farmer. Well, reasonably quiet. Since settling down in Briarton with his wife, Audrye, Black Dougal has sired a brood of eight children with another on the way. Ranging in age from 1 to 8, his rambunctious offspring are the terror of farm animals for miles around. Black Dougal has a jovial personality that belies his reputation as a ferocious warrior. He often speaks fondly of his good friend, Red Dougal—with hair as red as his is black—who remains in the service of the kingdom of Galien as a Royal Guardsman. The two Dougals, who were unrelated, joined the guard at the same time, and were dubbed Black and Red to avoid confusion. After leaving the service of the king, Black Dougal journeyed north in search of adventure. He found it in the barbarian lands of ice and snow, where he slew a cruel frost giant and claimed its enchanted axe as a prize of war. In time, Black Dougal happened across Briarton and decided to settle down. But the enor- mous battle axe of the giant hangs on the wall of Dougal’s cottage as a proud memento of his deed. Black Dougal, 36, still has the famed deep black locks and beard that gave rise to his name. A tall, muscular man with green eyes, he keeps fit perform- ing the various tasks of life on a farm. He’s in charge of the village militia, but despite his best efforts he’s dissatisfied with their level of preparedness. Black Dougal Male Human 5th-Level Warrior/1st-Level Commoner CR 5; Size M (6 ft., 7 in. tall); HD 5d8+10 + 1d4+2; hp 42; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +10 melee (1d8+4/x3, battleaxe) or +6 ranged (1d8/19-20/x2, light crossbow); Face 5 ft. x 5 ft.; Reach 5 ft.; SV Fort +6, Ref +2, Will +3; AL CG; Str 18, Dex 13, Con 14, Int 12, Wis 14, Cha 13 Skills: Climb +6, Diplomacy +2, Handle Animal +6, Hunt +2, Intimidate +8, Ride +8, Profession (farmer) +6, Speak Language (Giant), Swim +6 Feats: Blind-fight, Mounted Combat, Power At- tack, Weapon Focus (battleaxe), Languages: Common, Giant, smattering of Elf and Dwarf Possessions: leather armor, battleaxe, light cross- bow, dagger, +1 battleaxe (giant-sized), 566 gp, large house, farm 29 29 29 29 29 wwwwwwwwwwwwwww.Go .Go .Go .Go .GollllldddddRRRRRus us us us ushGa hGa hGa hGa hGam mm mmes.c es.c es.c es.c es.cooooom mm mm Dr Dr Dr Dr Drooooogo Ra go Ra go Ra go Ra go Raven ven ven ven venooooottttt A sour ex-soldier who lives off a pension from the kingdom, Drogo Ravenot can often as not be found at the Greenbriar Inn pestering the barmaid Kimbery. He dwells alone in a small cottage in the village, taking his meals at the inn. Drogo keeps a small col- lection of fine weapons, and has a particular fond- ness for bizarre armaments with a nakedly cruel ap- pearance. His collection includes a dwarven urgrosh, which Gellir, son of Agnar, considers dishonored by Drogo’s ownership. Drogo is not well-liked in Briarton due to his cross disposition and even Kimbery, whom Drogo believes himself to be romanc- ing, dislikes him. A secret follower of Vextra since his days as a sol- dier, Drogo occasionally slips away from Briarton at night for wicked rituals at the cult’s hidden shrine in the woods. Drogo is wary of the stern druid, Malcolm. An- cient legends claim druids have the power to weigh men’s souls, and Drogo has no desire to have his soul examined. Drogo, 42, has thinning brown hair and squinting brown eyes. His face has a pinched expression, and he has a lean build. Drogo Ravenot Male Human 2nd-Level Warrior CR 1; Size M (5 ft., 4 in. tall); HD 2d8+6; hp 16; Init +5; Spd 30 ft.; AC 11 (+1 Dex); Attack +5 melee (1d8+2/19-20/x2, masterwork longsword), or +4 ranged (1d8/19-20/x2, masterwork light crossbow); Face 5 ft. x 5 ft.; Reach 5 ft.; SV Fort +6, Ref +1, Will +4; AL LE; Str 14, Dex 12, Con 17, Int 11, Wis 10, Cha 5 Skills: Bluff –2 , Climb +6, Jump +5, Ride +5, Swim +4 Feats: Blind-fight, Improved Initiative Languages: Common Possessions: house, masterwork longsword, master- work light crossbow, chain shirt, small steel shield, crossbow bolts (50), dagger, light mace, battleaxe, light flail, orc double axe, caltrops, dwarven urgosh, spiked gauntlets, 611 gp, potion of cure moderate wounds (2) EEEEEm mm mmooooond Stu nd Stu nd Stu nd Stu nd Stump mp mp mp mptttttooooooooooth th th th th A farmer just outside Briarton, Emond Stumptooth awakens before dawn each day to tend his crops and care for his farm animals. He lives in a wattle-and- daub cottage on farmland he rents from Lord Arundel in exchange for a share of the proceeds at harvest time. Emond and his wife, Elfrid, have five children. All of the children except the baby help on the farm, per- forming chores such as herding geese, feeding chick- ens and milking the cow. The majority of the villag- ers make most of their own clothes, but Elfrid has a true knack for sewing, and people go to her for non-workaday clothing items. The hard-working Emond has the dubious distinc- tion of being the champion of the village belching contest for three consecutive years. Emond, 24, has blond hair and blue eyes. His teeth are in poor condition and he has a problem with bad breath. Elfrid, 23, has reddish-blonde hair and green eyes. She is already losing her slim, girlish figure. LLLLLeo eo eo eo eori ri ri ri ric th c th c th c th c the Ol e Ol e Ol e Ol e Olddddd The unfortunate Leoric has been reduced to the role of village drunkard in Briarton. People whisper that the horrors he saw in the ruins beneath Castle Angorn 15 years ago broke his nerve. He has certainly aged greatly in the intervening years. Now he can be found sitting under a tree with a jug most days. He avoids Greenbriar Inn because he doesn’t want to embarrass his granddaughter, Kimbery, who works as a barmaid there to support him. They live together in a dilapidated cottage in the village. But it wasn’t always so. Before his journey to Castle Angorn in the wake of the orc raid that killed his daughter and her husband, Leoric was renowned as 30 30 30 30 30 Go Go Go Go Gollllld R d R d R d R d Rus us us us ush Ga h Ga h Ga h Ga h Gam mm mmes es es es es a master bowyer. Archers came from miles around and paid in gold for his masterwork bows. In fact, some say Leoric even created a few enchanted bows with the aid of Angwyn ap-Llewellyn. No longer possessing the patience or the steady hands for crafting bows, Leoric sometimes fletches arrows to bring in a few coppers. He can also spin fantastic tales about the places, creatures and history of the province, though the truthfulness of his stories tends to decline in direct proportion to how much he’s had to drink. The folk of Briarton are protective of Leoric, view- ing him as a tragic figure rather than someone to be scorned. They do not look kindly on outsiders who deride or harass him. Leoric bears no malice toward Grimbor, the half- orc son of Ailith the Potter, but the sight of the boy brings back memories that the aged bowyer can drown only in drink. Leoric, 60, has unkempt gray hair and bloodshot hazel eyes. He has a ruddy complexion and a gaunt frame, despite Kimbery’s efforts to get him to eat more. Leoric the Old Male Human 7th-Level Expert/3rd-Level Fighter CR 9; Size M (5 ft., 10 in. tall); HD 7d6+3d10; hp 51; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); At- tack +9/+4 melee (1d3+1 subdual/x2, unarmed), or +12/+7 ranged (1d6/x3, shortbow); Face 5 ft. x 5 ft.; Reach 5 ft.; SV Fort +5, Ref +6, Will +4; AL N; Str 13, Dex 17*, Con 11, Int 12*, Wis 12*, Cha 12* * Leoric’s stats are affected by the state of drunk- enness in which he is encountered. Tipsy: –1 Dex, –1 Int, –2 Wis; Leoric is generally tipsy within 30 minutes of starting his day, and within the hour, he progresses to Intoxicated. Intoxicated: –3 Dex, –2 Int, –4 Wis, –2 Cha; Leoric is usually found in this state, rarely progressing to In- ebriated unless he has extra cash on hand or experi- ences an emotional crisis (something bad happened to Kimbery, the anniversary of the orc raid and/or the rescue mission to the castle, a chance encounter with Grimbor, etc.). Inebriated: –6 Dex, –3 Int, –6 Wis, –4 Cha Skills: Appraise +10, Climb +9, Concentration +5, Craft (bowmaking) +13, Escape Artist +7, Fish +6, Hunt +4, Intuit Direction +3, Move Silently +11, Pick Pocket +13, Ride +9, Profession (bowyer) +13, Pro- fession (boatsman) +6, Tumble +10 Feats: Far Shot, Point Blank Shot, Precise Shot, Rapid Shot, Skill Focus (craft [weaponsmithing]), Skill Focus (profession [bowyer]), Weapon Focus (shortbow) Languages: Common, Infernal Possessions: shortbow, quiver, 20 arrows, bowyer’s tools, dilapidated house, 30 cp INTERACTION SEED: HORRORS Villagers inclined to gossip tell a strange tale about Leoric the Old’s nerve-shattering journey beneath Castle Angorn. The bowyer became separated from his companions in the dark, twisting passages. Pre- suming him dead, the others returned to the surface after rescuing the survivors of the orc raid. Even as the village mourned his death, Leoric stag- gered back into Briarton a few days later and collapsed. Only the ministrations of Malcolm and Maerwynn kept the haggard bowyer alive. In time, Leoric regained consciousness but retained no clear memory of what transpired after he lost his way in the dungeons. Bits and pieces of hellish scenes shrouded in flame and agony surface in his occasional nightmares, and he awakens screaming in an inhuman tongue. Anyone knowledgeable in such matters may recog- nize the language as a tongue spoken in the netherworld, but how Leoric learned this language is a disturbing mystery. 31 31 31 31 31 wwwwwwwwwwwwwww.Go .Go .Go .Go .GollllldddddRRRRRus us us us ushGa hGa hGa hGa hGam mm mmes.c es.c es.c es.c es.cooooom mm mm Stef Stef Stef Stef Stefaaaaan Di n Di n Di n Di n Dines nes nes nes nescccccuuuuu An acrobat in a traveling show, Stefan Dinescu came to Briarton 16 years ago for the festival celebrat- ing the marriage of Sir William Fitzhugh and Lady Alianora Arundel. During the celebration, he fell in love with Maire, a maiden of the village. When the troupe moved on, Stefan stayed behind to court Maire. Her family resisted the match—unknowingly, with good reason. The acrobatic troupe was actually a band of thieves that committed daring thefts as it traveled throughout the kingdom. Stefan was one of the most skilled burglars in the gang. But he resolved to give up the thieving life for Maire, going to work as a farmhand. After Stefan took part in the rescue mission to Castle Angorn after the orc raids, even Maire’s family could no longer deny the change in him and the two young lovers were married. The couple shared a happy year together building a farm of their own. Then Maire contracted a wast- ing disease beyond even the power of the priestess, Maerwynn, to heal. Growing steadily weaker, Maire lived to see a new spring bloom across the land. She and Stefan spent a beautiful sunny day reminiscing under a favorite tree outside their cottage. As the shadows lengthened, Stefan picked Maire up to carry her back to the warmth of the cottage. When he reached the door, he was alone. The grieving Stefan decided to stay in Briarton rather than return to his old ways. Reformed by his love for Maire, he continues to live the honest life of a farmer as a tribute to her. Even though he no longer uses them, Stefan remembers his thieving skills, of course. Although he has spent more than a decade in Briarton, a number of villagers still consider Stefan an outsider and distrust him. Though no one knows the darker details of his past, Stefan’s foreign appear- ance and former life as a vagabond entertainer merit suspicion in some eyes. Those who can see past those things know him to be a truly decent and honest per- son, whatever his personal history. Stefan, 35, has thick black hair and warm brown eyes. He has a dark, swarthy complexion, and a lithe, agile build. Stefan Dinescu Male Human 5th-Level Rogue/1st-Level Commoner CR 5; Size M (5 ft., 10 in. tall); HD 5d6+5 + 1d4+1; hp 34; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); Attack +7 melee (1d6+4/19-20/x2, +1 short sword) or +7 ranged (1d6/x3, masterwork short composite bow); Face 5 ft. x 5 ft.; Reach 5 ft.; SA Sneak Attack +3d6; SQ Evasion, Uncanny Dodge; SV Fort +2, Ref +9, Will +4; AL CG; Str 16, Dex 17, Con 12, Int 12, Wis 13, Cha 12 Skills: Appraise +4, Balance +10, Bluff +3, Con- centration +4, Climb + 6, Disable Device +8, Disguise +7, Escape Artist +6, Gather Information +4, Hide +5, Hunt +2, Innuendo +3, Jump +5, Listen +2, Move Si- lently +5, Open Locks +5, Perform (buffoonery, drama, juggling) +4, Profession (farmer) +5, Ride +4, Search +6, Sense Motive +4, Spot +3, Tumble +10, Use Magic Device +6, Use Rope +4 Feats: Iron Will, Lightning Reflexes, Point Blank Shot, Run Languages: Common, Goblin Possessions: +1 short sword, +1 leather armor, mas- terwork short composite bow, quiver, 30 arrows, dag- ger, house, small farm, 130 gp, 85 sp, 45 cp, two 50 gp pearls 32 32 32 32 32 Go Go Go Go Gollllld R d R d R d R d Rus us us us ush Ga h Ga h Ga h Ga h Gam mm mmes es es es es W W W W Wyyyyyssssstttttaaaaan Hil n Hil n Hil n Hil n Hillllllsssssfffffaaaaarrrrr A shepherd, Wystan Hillsfar spends most of his days and nights tending his sheep as they graze in the grass-swept dales near Briarton. His wife and young children dwell in a small, wattle-and-daub cottage on the edge of town. Wystan returns every few days to visit his family and collect fresh food to take out to his camp in the highlands. During inclem- ent weather, Wystan shelters the flock in rough sheds near his hut. Wolves are a constant peril to his flock, as are oc- casional hungry bandits, goblins or other maraud- ers. Wystan carries a spear for protection when out of the village. Despite these hazards, visitors are always welcome at his camp. Wystan has spent many nights around the fire with the ranger, Arwold Dragoneye, or other travelers. Wystan, 24, has blond hair and green eyes. His face is scarred by pockmarks from a childhood illness, and he has an average build. INTERACTION SEED: MONSTER For several nights, sheep from Wystan Hillsfar’s flock have been vanishing. The shepherd has tried keeping an extra-sharp eye on his flock but to no avail. Arwold Dragoneye has investigated but found no sign of wolves or other natural predators in the nearby hills. The ranger believes some kind of monster may be responsible. Rumors of this conclusion strike fear into the hearts of the villagers; especially those old enough to remember the horrid creations of Dagian the Black from 20 years earlier. The streets of Briarton are deserted after dark, with every- one locked up tight in their cottages, lights blaz- ing all night long. A grass cloaker has taken up residence near Briarton. If it isn’t dealt with, the monster may switch from preying on livestock to devouring unwary travelers and others passing through its domain. Grass Cloaker CR 3; Size Large Aberration; HD 4d8+8; hp 26; Init +8 (+8 Dex, +4 Improved Initiative); Spd 20 ft.; AC 18 (–1 size, +4 Dex, +5 natural); Attack +8 melee (1d4+5, bite); Face 5 ft. x 5 ft.; Reach 5 ft.; SA Engulf, Entrancing Buzz; SV Fort +3, Ref +1, Will +5; AL CN; Str 19, Dex 18, Con 14, Int 14, Wis 15, Cha 10; Skills: Hide +8*, Listen +10, Move Silently +12, Spot +10; Feats: Alertness, Improved Initiative; Climate: tem- perate plains and grasslands; Organization: Solitary, mob (3-6), flock (7-12); Treasure: standard; Advance- ment: 5-8 HD (Large), 9-16 (Huge) * The grass cloaker’s chameleon abilities and movement rate affect its Hide skill (see Skills below) The mad sorcerer Dagian the Black created these and other monstrosities over 20 years ago at Castle Angorn. They are found throughout North Province, and they’re spreading to other areas. Grass cloakers are similar to their underground cloaker kin, lurking in plains and grasslands, using their chameleon and entrancing abilities to catch un- wary prey. The grass cloaker is almost impossible to distinguish from its surrounding terrain as it lies in wait for possible victims. As it has only one attack mode, it seeks mostly solitary prey. Entrancing Buzz (Su): A grass cloaker can emit a curious buzzing noise that attracts living things within a 100-ft. radius to it. Creatures hearing the buzzing for two consecutive rounds must make a successful Will save (DC 15) or become intrigued by the noise and seek to investigate its source. When the victim walks onto its body, the grass cloaker attempts an engulfing attack. Engulf (Ex): A grass cloaker can try to wrap a Me- dium-size or smaller creature in its body as a stan- dard action. The grass cloaker attempts a grapple that does not provoke an attack of opportunity. If it gets a hold, it bites the engulfed victim with a +4 attack bonus. Attacks that hit an engulfing grass cloaker deal half their damage to the monster and half to the trapped victim. Skills: The grass cloaker’s body takes on the color and texture of the terrain it hides in, conferring a +12 racial bonus to Hide checks. The grass cloaker suf- fers a -5 penalty to Hide checks if it moves at greater than half speed. It receives -20 penalty when it lunges at a victim. 33 33 33 33 33 wwwwwwwwwwwwwww.Go .Go .Go .Go .GollllldddddRRRRRus us us us ushGa hGa hGa hGa hGam mm mmes.c es.c es.c es.c es.cooooom mm mm TTTTTrrrrraaaaavel vel vel vel veler er er er ersssss Along with its inhabitants, Briarton sees a fair num- ber of travelers. Some merely stop at the inn for a day in passing, but others are regular visitors. GGGGGenevi enevi enevi enevi enevieve th eve th eve th eve th eve the Fa e Fa e Fa e Fa e Fair ir ir ir ir The bard Geneviève the Fair frequently visits Briarton in her travels throughout the province. When not in search of new adventures to inspire songs, Geneviève visits villages too small to support bards of their own. Her normal circuit brings her to Briarton about once a month, though opportunities for adven- ture or other circumstances may delay her visits by weeks. A skilled storyteller and songmaker, Geneviève entertains visitors at Greenbriar Inn while staying with her aunt, uncle and cousins, the Martels, dur- ing her visits to Briarton. Her tales of daring, romance and long-ago events, not to mention the news she brings, are very welcome to the villagers. The com- mon room at the inn is always crowded when Geneviève visits the community. While ostensibly providing mere entertainment, Geneviève also strives to educate people about the history of the kingdom with her songs and stories. She also helps prevent remote villages from falling into isolation. Geneviève is filled with a love for life. She laughs often, and enjoys spending time with others. Her friendly rivalries with other bards of the province challenge Geneviève to find new songs and stories for her repertoire. Geneviève, 26, has curly brown hair and brown eyes. She has a lithe, fit build, and is quite agile. As she often travels alone in barely settled regions of the province, Geneviève has become quite proficient with the longsword always at her side. Geneviève the Fair Female Half-Elf 7th-Level Bard CR 7; Size M (5 ft., 2 in. tall); HD 7d6+21; hp 42; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC 15 (+3 Dex, bracers of armor +2); Attack +6 melee (1d8+1/19-20/x2, +1 longsword), or +7 ranged (1d8/ 19-20/x2, light crossbow); Face 5 ft. x 5 ft.; Reach 5 ft.; SQ Bardic Knowledge, Bardic Music, Half-Elf Traits, Low-Light Vision; SV Fort +6, Ref +9, Will +6; AL CG; Str 11, Dex 16, Con 17, Int 12, Wis 10, Cha 17 Skills: Climb +2, Concentration +4, Craft (instru- ment) +8, Decipher Script +5, Diplomacy +4, Gather Information +5, Hide +3, Knowledge (history) +5, Knowledge (local) +5, Listen +3, Move Silently +4, Perform (ballad, chant, dance, drama, epic, flute, lute, storyteller) +13, Search +4, Sense Motive +2, Spot +1 Feats: Combat Reflexes, Improved Initiative, Craft Wondrous Item Languages: Common, Celestial, Dwarven, Elven, Giant, Goblin, Halfling, Orc, Sylvan Possessions: +1 longsword, dagger, whip, cloak of resistance +1, bracers of armor +1, masterwork lute, flute, 255 gp, 30 sp, 8 cp, five 35 gp amethyst gems Spells: (3/4/3/1; Base DC = 13 + spell level) 0 Level—daze, detect magic, flare, ghost sound, pres- tidigitation, read magic 1st Level—charm person, cure light wounds, identify, ventriloquism 2nd Level—allure, cat’s grace, cure moderate wounds, detect thoughts 3rd Level—blink, displacement INTERACTION SEED: TALENT Geneviève has decided to host a talent compe- tition in Briarton. Anyone, young or old, is wel- come to play an instrument, recite poetry, tell a story, etc. The winner receives 10 gp and a week of performance tutelage from Geneviève or a handcrafted masterwork instrument (winner’s choice). A desire to promote the arts in North Province prompted the bard to host this contest, but she’s also on the lookout for possible apprentices. As- suming a good turnout for the competition from Briarton and the neighboring settlements, she plans to host more contests in the area every five years or so. 34 34 34 34 34 Go Go Go Go Gollllld R d R d R d R d Rus us us us ush Ga h Ga h Ga h Ga h Gam mm mmes es es es es Os Os Os Os Oswi wi wi wi win th n th n th n th n the T e T e T e T e Tiiiiink nk nk nk nker er er er er A traveling peddler, Oswin the Tinker roams from village to village selling his wares. His route takes him into Briarton every six weeks or so, and Oswin typically spends a few days relaxing at Greenbriar Inn before setting back out on the road. Oswin makes and repairs metal vessels, mostly pots and pans for kitchen use. Completed pots, coppersmithing tools and other goods hang from his handcart, which also contains all the necessities for camping between towns. As a side trade, Oswin sharpens knives, scissors and other edged imple- ments on the grindstones in his cart. Along with his pots and pans, Oswin brings wel- come news from other communities to Briarton. Sometimes he has information about affairs in the rest of the kingdom, gleaned from fellow travelers. Natu- rally, he also knows quite a bit about the people, places and landmarks of the province. Oswin, 50, has short gray hair and merry blue eyes. He has a fit build from years of walking be- tween villages of the province. His handcart full of cooking utensils jingles and clangs as he walks. Oswin Male Human 3rd-Level Commoner CR 2; Size M (5 ft., 8 in. tall); HD 3d4+3; hp 10; Init +0; Spd 30 ft.; AC 10; Attack +1 melee (1d4/19-20/ x2, dagger), or +1 ranged (1d4/19-20/x2, dagger); Face 5 ft. x 5 ft.; Reach 5 ft.;SV Fort +3, Ref +1, Will +5; AL NG; Str 11, Dex 11, Con 14, Int 15, Wis 15, Cha 10 Skills: Appraise +4, Craft (basketweaving) +4, Craft (carpentry) +3, Craft (cobbling) +3, Craft (leatherworking) +3, Craft (locksmithing) +4, Craft (mending) +5, Craft (stonemasonry) +3, Craft (tinsmithing) +3, Craft (weaving) +4, Handle Animal +2, Listen +4, Profession (peddler) +5, Profession driver) +3 Feats: Endurance, Iron Will Languages: Common, Dwarven, Elven, Gnome, Goblin, Halfling, Orc Possessions: stocked peddler’s cart, dagger, tools, 7 gp, 27 sp, 40 cp INTERACTION SEED: SUCCESS One day, instead of his usual handcart, Oswin pulls up steering a huge wagon pulled by a team of horses. He has his usual range of goods, only more of them, plus numerous new items. When asked about his change in fortunes, he hedges or changes the subject. On his next run through town, he’s pulling the handcart again, and he swears he doesn’t know anything about a horse-drawn wagon or newfound wealth. He also swears that he didn’t miss his last round through Briarton. 35 35 35 35 35 wwwwwwwwwwwwwww.Go .Go .Go .Go .GollllldddddRRRRRus us us us ushGa hGa hGa hGa hGam mm mmes.c es.c es.c es.c es.cooooom mm mm The countryside around Briarton contains a number of people and landmarks of import to the village. Some are occasional visitors to the community, while others play important roles in its history. to most visitors – particularly the unannounced kind. He prefers to spend his days engaged in studying magic in the many tomes and volumes filling his one- room cottage, or conducting various experiments in potion-brewing. Angwyn does enjoy conversing with the druid, Malcolm, who drops by on occasion, though the can- tankerous hedge wizard would never admit it. He might be prevailed upon to trade spells with another wizard, or even train a less-experienced spellcaster for a time, but it’s unlikely that anyone other than Malcolm could persuade him to do so. The ranger, Arwold, is friendly with Angwyn, although he sel- dom visits the gruff wizard’s cottage. While he plays the part of a grumpy old coot to perfection, Angwyn has a kind heart beneath his gruff exterior and remains very much in control of his mental faculties. Angwyn, 81, has long white hair and a flowing white beard. His eyes are piercing blue, and he has a pale complexion. The hedge wizard wears long robes and carries a magical staff. Ou Ou Ou Ou Outl tl tl tl tlyi yiyi yiyinnnnng Regi g Regi g Regi g Regi g Regiooooonnnnnsssss Peo Peo Peo Peo Peopppppllllle o e o e o e o e of No f No f No f No f Note te te te te While they may not dwell in Briarton, some of the other inhabitants of the North Province frequently interact with the people of the village. An An An An Angwyn a gwyn a gwyn a gwyn a gwyn ap-L p-L p-L p-L p-Llllllewel ewel ewel ewel ewellllllyn yn yn yn yn The uninitiated may see Angwyn ap-Llewellyn simply as a crazy old hermit living in a ramshackle cottage in the forest near Briarton. But those who know better recognize him as a powerful, if reclu- sive, wizard. Angwyn has lived in his cottage in the woods for as long as anyone now alive can remember. He keeps a vegetable garden and a few goats, which he milks, for food. Angwyn can often be found ranting in mock outrage as he drives deer, rabbits and other forest creatures away from the delicacies of his garden. For that matter, the goats sometimes slip their tethers to pillage Angwyn’s beloved garden as well. Jealous of his privacy, Angwyn does not react well Ou Ou Ou Ou Outl tl tl tl tlyi yiyi yiyinnnnng Regi g Regi g Regi g Regi g Regiooooonnnnnsssss 36 36 36 36 36 Go Go Go Go Gollllld R d R d R d R d Rus us us us ush Ga h Ga h Ga h Ga h Gam mm mmes es es es es Angwyn ap-Llewellyn Male Human 13th-Level Wizard CR 13; Size M (5 ft., 10 in. tall); HD 13d4+13+26 (amulet); hp 52(65*); Init +4 (Improved Initiative); Spd 30 ft.; AC 17 (bracers of armor +5, ring of protection +2); Attack +5/+0 melee (1d6–1/x2, +1 quarterstaff), or +6/ +1 ranged (1d8/19-20/x2, light crossbow); Face 5 ft. x 5 ft.; Reach 5 ft.; SQ Empathic Link, Share Spells; SV Fort +5(+6*), Ref +4, Will +11; AL NG; Str 6, Dex 10, Con 13(14*), Int 21, Wis 17, Cha 16 * if within 1 mile of Daffyd, his familiar Skills: Alchemy + 19, Concentration +11, Craft (bookbinding) +12, Handle Animal +13, Knowledge (arcana) +21, Knowledge (Briarton gossip) +8, Knowl- edge (local) +13, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +12, Knowledge (planes) +21, Knowledge (nobility) +10, Scry +11, Spellcraft +11 Feats: Brew Potion, Craft Magic Arms and Armor, Craft Rod, Craft Wand, Empower Spell, Improved Initiative, Forge Ring, Scribe Scroll, Spell Penetration, Still Spell Languages: Common, Celestial, Draconic, Dwarven, Elven, Sylvan Possessions: bracers of armor +5, +1 quarterstaff, wand of fireballs (8th-level caster), wand of polymorph other, amulet of health +2, bag of holding, cloak of dis- placement, ring of protection +2, potion of cure serious wounds (4), potion of bull’s strength, potion of cat’s grace, light crossbow, cottage, cache of 7,500 gp Spells (4/6/5/5/5/4/2/1; Base DC = 15 + spell level) Spellbook: Spells marked in bold are some of those Angwyn prepares on any typical day. 0 Level—arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance 1st Level—alarm, burning hands, charm person, color spray, hold portal, identify, mage armor, magic missile, magic weapon, shield, shocking grasp, spider climb, summon monster I, true strike, unseen servant, ventrilo- quism 2nd Level—arcane lock, blur, bull’s strength, cat’s grace, detect thoughts, endurance, flaming sphere, hyp- notic pattern, invisibility, knock, levitate, resist elements, rope trick, summon monster II, web 3rd Level—blink, dispel magic, fireball, flame ar- row, greater magic weapon, haste, hold person, illusory script, lightning bolt, protection from elements, slow, stinking cloud, summon monster III, tongues 4th Level—arcane eye, charm monster, fire shield, fire trap, improved invisibility, lesser geas, minor globe of invulnerability, polymorph other, polymorph self, re- move curse, stoneskin, summon monster IV, wall of ice 5th Level—cone of cold, cloudkill, contact other plane, dominate person, lesser planar binding, mirage arcana, passwall, secret chest, seeming, summon mon- ster V, teleport, wall of force 6th Level—antimagic field, analyze dweomer, flesh to stone, globe of invulnerability, legend lore, summon monster VI 7th Level—mass invisibility, phase door, summon mon- ster VII, teleport without error Daffyd: goat familiar; CR 2; Small animal; HD 13d8+26; hp 26(32*); Init +1 (Dex); Spd 30 ft.; AC 20 (+1 size, +1 Dex, +8 natural); Attack: melee +7/+2 (1d6, butt); Face: 5 ft. x 5 ft.; Reach 5 ft.; SA Alertness, Empathic Link, Improved Evasion, Share Spells, Touch, Speak With Master, Speak With Ruminants, Spell Resistance 18, Scry; Master gains +1 bonus on Fortitude saves if within 1 mile; SV Fort +6, Ref +5, Will +9; AL N; Str 10, Dex 12, Con 13, Int 12, Wis 12, Cha 5 *if within 1 mile of ap-Llewellyn Skills: Balance +9, Escape Artist +3, Listen +4, Spot +7 Feats: Improved Bull Rush Daffyd is an unremarkable brindled goat indistin- guishable from the mundane goats on Angwyn ap- Llewellyn’s land. In fact, of all the wizard’s acquain- tances, only Malcolm suspects that the goat is ap- Llewellyn’s familiar. 37 37 37 37 37 wwwwwwwwwwwwwww.Go .Go .Go .Go .GollllldddddRRRRRus us us us ushGa hGa hGa hGa hGam mm mmes.c es.c es.c es.c es.cooooom mm mm Daffyd shares much of his master’s standoffish nature, preferring to roam widely, although always remaining within a mile of his master. If the wizard tires of conversation with a visitor, he sometimes si- lently summons the goat to his side, and Daffyd herds the visitor away with insistent but non-damaging head butts. In combat, Daffyd prefers charging over regular melee attacks, adding +2 to his attack but suffering - 2 to his AC that round. If bull rushing, he receives a +4 stability bonus, a +2 charge bonus (if charging), and a -4 size penalty to his Strength check. He doesn’t draw an attack of opportunity when bull rushing. Ar Ar Ar Ar Arwwwwwooooollllld Dr d Dr d Dr d Dr d Draaaaago go go go gone ne ne ne neye ye ye ye ye A wandering ranger, Arwold Dragoneye protects the people of the North Province from the many dan- gers lurking in the wilderness. When a fearsome green dragon ravaged a village of the province years ago, Arwold drove it off with an expert arrow shot to its eye. Since then, he has been known as Arwold Dragoneye. Along with his talent at tracking and woodcraft, Arwold has considerable skill at archery. He carries an enchanted bow crafted for him by Angwyn ap- Llewellyn and Leoric the Old, in the bowyer’s younger days. More comfortable in the wild than in human soci- ety, Arwold seems reserved, sometimes even brusque, to others. He sometimes visits the druid, Malcolm, in his grove or shares a campfire with shepherd Wystan Hillsfar, only occasionally entering Briarton itself. Arwold, 46, has long brown hair and a short red- dish-brown beard. He has far-seeing brown eyes. Tall, with a muscular build, he wears rustic clothing of greens and browns to conceal him in the woods. Arwold Dragoneye Male Human 8th-Level Ranger CR 8; Size M (5 ft., 9 in. tall); HD 8d10; hp 46; Init +2 (+2 Dex); Spd 30 ft.; AC 16 (+2 Dex, +4 from +2 leather armor); Attack +8/+3 melee (1d6/19-20/x2, +1 masterwork shortsword) and +8/+3 off-hand melee (1d6/19-20/x2, masterwork shortsword), or +11/+6 ranged (1d8+1/x3, +1 mighty composite longbow); Face 5 ft. x 5 ft.; Reach 5 ft.; SA Favored Enemy Dragons (+2 bonus) and Orcs (+1 bonus); SQ Ambidexterity, Two-Weapon Fighting; SV Fort +6, Ref +4, Will +6; AL CG; Str 12, Dex 15, Con 10, Int 11, Wis 14, Cha 13 Skills: Animal Empathy +6, Handle Animal +6, Heal +6, Hide +6, Jump +4, Listen +5, Move Silently* +18, Profession (guide) +4, Search +5, Speak Lan- guage (Terran, Elven), Spot +4, Swim +4, Use Rope +4, Wilderness Lore +7 * Includes bonus from boots of elvenkind Feats: Dodge, Iron Will, Point Blank Shot, Track, Quick Draw Languages: Common, Sylvan, Terran, Elven Possessions: +2 leather armor, +1 mighty composite longbow (+1 Str bonus), masterwork short swords (2),dagger, light mace, boots of elvenkind, rope of climb- ing, potion of cure light wounds (3), 45 gp, 20 sp Spells: (2/1; Base DC = 12 + spell level) 1st Level—animal friendship, entangle 2nd Level—cure light wounds Gi Gi Gi Gi Gisssssel el el el elaaaaa A skilled horsewoman who owns a prosperous ranch just outside Briarton, Gisela has a colorful but tragic past. She ran away from a small village much like Briarton as a teenager, seeking a grander destiny than life as a farmwife. Chance brought her to a school of the fighting arts, where her agility and wits brought her to the attention of the swordmaster. Accepted as a student despite her lack of funds, Gisela trained hard and emerged a capable warrior. 38 38 38 38 38 Go Go Go Go Gollllld R d R d R d R d Rus us us us ush Ga h Ga h Ga h Ga h Gam mm mmes es es es es Gisela became a mercenary roaming the kingdoms of the world, but she yearned to fight for something more than a pouchful of gold. Hired to help besiege an evil temple, Gisela befriended a paladin comrade. When the paladin perished in the final battle against the temple’s defenders, she asked Gisela to convey her armor and tale back to the chapterhouse of her fighting order, consecrated to the goddess Erilys. Gisela did so, and, having heard the call to paladinhood herself, remained to take training as a holy knight of Erilys. One of her fondest memories came a few years af- ter Gisela completed her training. A mysterious stal- lion appeared one misty morning outside the chapterhouse as Gisela rested and recovered from her latest adventure. The spirited steed would allow none but Gisela to ride him, and he became her trusted warhorse, Mistrider. Fighting evil and injustice in many lands, Gisela became a great champion of good. On a quest to de- feat a vile sorcerer, however, Gisela fell under his ar- cane power. The sorcerer’s enchantments forced Gisela to serve as his bodyguard, slaying other good- hearted adventurers who also sought his end. Months passed, until at last a fellow paladin broke the spell’s hold on Gisela even as she slew him. Gisela destroyed her former master in a rage, but her thirst for ven- geance convinced her that she had forsaken the ideals of her order. She could no longer bear to call on her powers as a paladin or carry on the fight against evil. Believing herself unworthy of atonement, Gisela left the order and came north to Briarton to try to forget her former life. Using money given to her as a parting gift by her order, Gisela established a horse ranch just outside the village. Her knack with horses, strong will and good heart have turned her ranch into an excellent source of well-bred, well-trained horses. Mistrider remains Gisela’s trusted companion. The great stallion serves as the prize stud of her ranch. Retired before his time, Mistrider’s yearns for the open road. Gisela feels his dismay, yet cannot bring herself to again take up the sword and armor packed away in a chest in her bedroom. The crestfallen paladin keeps most people at a dis- tance, even Maerwynn, the priestess of Erilys in Briarton, much to the cleric’s dismay. But Gisela and the druid, Malcolm, have struck up a friendship of a sort. Gisela respects his stern wisdom, while Malcolm appreciates her love of horses and subtly encourages her to regain that which she has lost. (Note: If Gisela ever does reassume the mantle of paladin, the cultists of Vextra may feel pressured to step up the timetable of their secret plot; p. 44.) Gisela, 38, has black hair and deep blue eyes. She has a fit, strong build. While not dour, Gisela has a serious demeanor tinged by an ever-present sadness. Gisela Female Human 2nd-Level Warrior/6th-Level Paladin CR 7; Size M (5 ft.,7 in. tall); HD 2d8+8 + 6d10+24; hp 72; Init +5 (+1 Dex, +4 Improved initiative); Spd 30 ft.; AC 11 (+1 Dex); Attack +13/+8 melee (1d8+5/ x2, +2 heavy mace of defending), or +10/+5 ranged (1d8/19-20/x2, masterwork light crossbow) ; Face 5 ft. x 5 ft.; Reach 5 ft.; SA Smite Evil +3 to attack and damage, Turn Undead 6/day; SQ Aura of Courage, Detect Evil, Divine Grace, Divine Health, Lay on Hands 18 hit points, Remove Disease 2/week, Special Mount; SV Fort +15, Ref +5, Will +5; AL LG; Str 17, Dex 13, Con 18, Int 12, Wis 13, Cha 16 Skills: Climb +8, Diplomacy +4, Handle Animal +11, Heal +3, Jump +8, Knowledge (religion) +3, Pro- fession (horse rancher) +8, Ride +10, Swim +8 Feats: Blind-fight, Improved Initiative, Leadership, Power Attack Languages: Common, Orc Possessions: +2 heavy mace of defending, +1 chain shirt, dagger, masterwork light crossbow, house, horse ranch, 60 gp, 34 sp Spells: (2; Base DC = 11+ spell level) If Gisela finds her way back to her faith, she chooses the below listed spells daily. 1st Level—cure light wounds, protection from evil 39 39 39 39 39 wwwwwwwwwwwwwww.Go .Go .Go .Go .GollllldddddRRRRRus us us us ushGa hGa hGa hGa hGam mm mmes.c es.c es.c es.c es.cooooom mm mm Mistrider: paladin’s mount; CR 4; Large magical beast; HD 6d8+18; hp 52; Init +1 (Dex); Spd 50 ft.; AC 18 (–1 size, +1 Dex, +8 natural); Attacks: melee +6 (1d6+4, two hooves), +1 (1d4+2, bite); Face: 5 ft. x 10 ft.; Reach 5 ft.; SA Improved Evasion, Share Spells, Empathic Link, Share Saving Throws; SQ Scent; SV Fort +8, Ref +6, Will +3; AL N; Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6 Skills: Listen +7, Spot +7 Filled with boundless energy, Mistrider was born to ride headlong into the thick of a battle. Now the listless gray beast chaffs at his role as a pampered stud stallion (horses bred with Mistrider produce off- spring with +1 HD, +1 Str, and an Int 4, and some 10% have the Evasion special ability). On many oc- casions he’s jumped the fence of his paddock to run free in the surrounding countryside, always return- ing when Gisela calls hoping it signals a return to their holy mission. INTERACTION SEED: RUNAWAY Maryal, the oldest daughter of farmer Black Dougal, has an innate empathy for animals, and the druid, Malcolm, has started teaching her the ways of nature. One day, Malcolm brings Maryal with him to Gisela’s ranch. While the adults talk, Maryal vis- its the horses. She senses Mistrider’s sadness about his role and his master’s melancholy, and determines to do something about it. The child and the warhorse run off together in hopes of shaking Gisela out of her doldrums. Ma Ma Ma Ma Malllllcccccooooolllllm mm mm Malcolm, a druid, lives in a forest grove just out- side Briarton. Its location is known to everyone in the village, though they rarely disturb the druid there. Malcolm dwells in a homey cottage along a bab- bling brook in a tree-shaded meadow surrounded by thick natural hedges. Those who seek the druid with an open heart easily find a path through the bushes to his cottage, but those with secret or hostile intent find the hedge an impenetrable maze of dead ends. A respected figure in Briarton, Malcolm frequently visits Greenbriar Inn. Normally a friendly person, Malcolm can be remote, even stern, at times in carry- ing out his role as a protector of the natural world. Those who would despoil the wonders of nature for short-sighted gain have cause to fear the druid’s wrath. He has a strong affinity for nature, of course. Small animals and birds trust Malcolm implicitly, and of- ten come to him for the tidbits he carries in his robe for them. Malcolm is extremely wise, and willing to offer advice even to those who do not follow his faith. His judgments, though fair, can be exceedingly strict. Few have the strength of will to submit to the druid’s soul- deep scrutiny. The druid is friendly with Angwyn ap-Llewellyn, and occasionally visits the cantankerous wizard at his cottage. He also gets along well with Arwold Dragoneye and Gisela. Malcolm, 48, has black hair and a thick black beard, with measuring brown eyes. He has a burly build, and typically wears a dark brown robe. Malcolm Male Human 7th-Level Druid CR 7; Size M (6 ft., 1 in. tall); HD 7d8; hp 41; Init +3 (+3 Dex); Spd 30 ft.; AC 16 (+3 Dex, +3 from +1 leather armor); Attack +7 melee (1d6+2/x2, +2 quarterstaff), or +8 ranged (1d4/x2, sling); Face 5 ft. x 5 ft.; Reach 5 ft.; SQ Animal Companion, Nature Sense, Resist Nature’s Lure, Trackless Step, Wild Shape 3/day, Woodlands Stride; SV Fort +6, Ref +6, Will +9; AL NG; Str 11, Dex 16, Con 11, Int 13, Wis 17, Cha 12 Skills: Animal Empathy +10, Diplomacy +5, Handle Animal +6, Heal +9, Hide +6, Knowledge (nature) +8, Swim +3, Wilderness Lore +13 40 40 40 40 40 Go Go Go Go Gollllld R d R d R d R d Rus us us us ush Ga h Ga h Ga h Ga h Gam mm mmes es es es es Feats: Brew Potion, Craft Arms and Armor, Craft Wondrous Item, Extend Spell Languages: Celestial, Common, Druidic Possessions: +2 quarterstaff, +1 leather armor, cloak of resistance +1, boots of speed, dagger, shortspear, sling, potion of cure light wounds (3), flame strike scroll, trans- mute rock to mud scroll, cottage, 540 gp, three 100 gp pearls Spells: (6/5/4/3/1; Base DC = 13 + spell level) 0 Level—create water, cure minor wounds (2), detect poison, flare, guidance 1st Level—animal friendship, cure light wounds, de- tect snares and pits, goodberry, obscuring mist 2nd Level—animal messenger, barkskin, flaming sphere, hold animal 3rd Level—call lightning, plant growth, summon nature’s ally III 4th Level—summon nature’s ally IV Grace and Abel: dire weasels; CR 2; Medium-size animal; HD 3d8; hp 13; Init +4 (Dex); Spd 40 ft.; AC 16 (+4 Dex, +2 natural); Attack melee +6 (1d6+3, bite); Face 5 ft. x 5 ft.; Reach 5 ft.; SA Attach, Blood Drain; SQ Scent; SV Fort +3, Ref +7, Will +4; Str 14, Dex 19, Con 10, Int 2, Wis 12, Cha 11 Abel’s Skills: Hide +11, Move Silently +6, Spot +5 Grace’s Skills: Hide +9, Move Silently +6, Pick Pockets + 6 Feats: Weapon Finesse (bite) Grace and Abel are siblings. The energetic, mis- chievous male, Abel, loves tormenting Tracker; he pulls his tail, drops things on his head from above and finds other ways to disrupt the wolf’s sleep. Grace is somewhat vain, and preens constantly. She also has a penchant for “finding” things, especially shiny coins and jewelry. Tracker: wolf; CR 1; Medium animal; HD 2d8+4; hp 13; Init +2 (Dex); Spd 50 ft.; AC 14 (+2 Dex, +2 natural); Attack melee +3 (1d6+1, bite); Face 5 ft. x 5 ft.; Reach 5 ft.; SA Trip; SQ Scent; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Skills: Hide +3, Listen +4, Move Silently +4, Spot +4, Wilderness Lore +1* * Wolves receive a +4 racial bonus to Wilderness Lore checks when tracking by scent Feats: Weapon Finesse (bite) A band of shepherds killed Tracker’s mother when he was just a cub. Luckily, Malcolm happened upon the group before they had a chance to kill the cub. In the year since, Tracker has traveled with the druid wherever he goes. Barely into adulthood, the young wolf is still very much playful, and he enjoys chasing Abel and good-naturedly chewing on his ears. Kayla: eagle; CR ½; Small animal; HD 1d8+1; hp 5; Init +2 (Dex); Spd 10 ft., fly 80 ft. (average); AC 14 (+1 size, +2 Dex, +1 natural); Attack melee +3 (1d3, two claws) and melee –2 (1d4, bite); Face 5 ft. x 5 ft.; Reach 5 ft.; SV Fort +3, Ref +4, Will +2; Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6 Skills: Listen +6, Spot +6* * Eagles receive a +8 racial bonus to Spot checks during daylight Feats: Weapon Finesse (claw, bite) The regal Kayla is quite aloof toward the other animals, for she sees herself as Malcolm’s only true companion; the others are just the druid’s occasion- ally useful lackeys. When not flying about, Kayla, with head held high and never sparing a glance for the lesser animals, takes 10-minute perch breaks on the druid’s shoulder. PPPPPlllllaaaaaccccces o es o es o es o es of No f No f No f No f Note te te te te The countryside around Briarton contains a few places of interest to villagers or travelers. GMs can use the information on these places as a starting point to devise their own adventures. CCCCCaaaaassssstl tl tl tl tle An e An e An e An e Ango go go go gorn rn rn rn rn Constructed 100 years ago to tame the North Prov- ince, Castle Angorn stands atop a hill two days’ walk from Briarton. The great stone castle, with an inner keep, outer wall and numerous towers, stood for more than 50 years before falling during a war with a neigh- boring power. The king did not rebuild the castle, and it mold- ered until 20 years ago, when a wicked sorcerer named Dagian the Black turned one of the remain- ing towers into a stronghold. Guarded by a loyal tribe of orcs, he conducted vile experiments that loosed many dangerous creatures, strange crosses between animals both natural and fantastical, to wreak havoc on farms and villages until the king dispatched a force to end his depredations. Lord Arundel and several former soldiers living in Briarton joined the force. The soldiers destroyed the orcs and toppled the sorcerer’s tower, but Dagian vanished before their arrival and has not been seen again. While the upper works of Castle Angorn continue to crumble, the dungeons and storerooms below are now home to all manner of fell beasts. There are re- ports that a catacomb lies somewhere under the cel- lars, and it is known that the excavations tap into a network of natural caverns extending deep into the 41 41 41 41 41 wwwwwwwwwwwwwww.Go .Go .Go .Go .GollllldddddRRRRRus us us us ushGa hGa hGa hGa hGam mm mmes.c es.c es.c es.c es.cooooom mm mm earth. Some whisper that Dagian the Black escaped into this subterranean world before the fall of his dark tower 20 years ago and dwells there still. Among other monsters, the ruins below Castle Angorn are home to a band of orcs that raided Briarton some 15 years ago. Several people were car- ried back to the orc lair, but were later rescued by a party of villagers. The orcish tribe continues to dwell beneath the castle ruins. Over the years, many adventurers have passed through Briarton on their way to explore the dun- geons of Castle Angorn. Only a few have returned, bearing treasures and stories of countless hazards. GRAAK Chieftain of the orc tribe dwelling below Castle Angorn, Graak rules with an iron hand. Once servants of Dagian the Black, the orcish sur- vivors of the battle with the human soldiers 20 years ago fled into the welcoming darkness below the castle ruins. About 15 years ago, the orcs ventured forth to at- tack Briarton. The raiders carried off a number of vil- lagers, resulting in the arrival of a rescue party at their lair a few hours later. The humans retrieved the cap- tives, but at great cost. In the years since, the tribe has contented itself with fighting adventurers who enter the dungeons in search of loot, waylaying an occasional traveler pass- ing by the ruined castle and raiding in other direc- tions. The tribal shaman has informed Graak of a vision revealing that the chief has a half-orc son in Briarton. This news pleased Graak greatly, as all his orcish sons have perished at the hands of adventurers or other threats over the years. Graak awaits the day when his son will return to slay him and take his place as chieftain, in accordance with orcish ways. Fairly old for an orc at 36 years of age, Graak relies on guile more than brute force to keep younger orcs in line. He remains a dangerous foe in combat, how- ever, with cunning gained from years of experience compensating for any lessening of physical ability as he ages. Graak has coarse black hair and red-brown eyes. He has grayish-green skin with a jutting forehead and snout-like nose. His muscular body has a stooped posture. In combat, Graak wears a captured suit of rusty chain armor and wields an orc double axe.. His command of Common is far from perfect. Graak Male Orc 12th-Level Barbarian CR 12; Size M (6 ft., 0 in. tall); HD 12d12+36; hp 106; Init +6 (+2 Dex, +4 Improved initiative); Spd 40 ft.; AC 21 (+2 Dex, +7 from +3 chain shirt, ring of pro- tection +2); Attack +17/+12/+7 melee (1d8+7/x3, + 2 orc double axe of wounding) or +15/+10/+5 ranged (1d8+1/19-20/x2, +1 light crossbow with +1 bolts); Face 5 ft. x 5 ft.; Reach 5 ft.; SQ Damage Reduction 1/-, Darkvision 60 ft., Light Sensitivity, Rage 4/day, Un- canny Dodge (Dex bonus to AC, can’t be flanked, +1 against traps); SV Fort +11, Ref +6, Will +4; AL NE; Str 21, Dex 14, Con 16, Int 12, Wis 11, Cha 12 Skills: Climb* +16, Craft (weaponsmithing) +9, Handle Animal +5, Hide +3, Intimidate +9, Intuit Di- rection +7, Jump +11, Listen +7, Move Silently +3, Ride +7, Spot +2, Swim +9, Wilderness Lore +7 * includes bonuses from ring of climbing Feats: Alertness, Cleave, Improved Initiative, Power Attack, Track Languages: Common, Orc, Undercommon Possessions: +2 orc double axe of wounding, +3 chain shirt, +1 light crossbow, +1 bolts (20), dagger, ring of climbing, ring of protection +2, potion of cure serious wounds (2), warhorse 42 42 42 42 42 Go Go Go Go Gollllld R d R d R d R d Rus us us us ush Ga h Ga h Ga h Ga h Gam mm mmes es es es es CCCCClllllaaaaayhil yhil yhil yhil yhill Ab l Ab l Ab l Ab l Abbbbbbeeeeeyyyyy A former monastery sacked by bandits nearly 50 years ago, shortly after the fall of Castle Angorn, Clayhill Abbey attracts occasional curious adventur- ers even today. The ruined abbey lies about a day’s walk from Briarton. The abbey, which once consisted of a great cathe- dral, library, scriptorium, chapel and monks’ quar- ters, was constructed by an order dedicated to a de- ity of knowledge. Monks turned out beautifully illu- minated manuscripts copied from ancient volumes in its rich library. But roving bandits attacked the abbey one night, slaying most of the monks and setting fire to the li- brary. The few survivors sorrowfully set out for other monasteries of their order, leaving the ravaged ab- bey abandoned. Moss and vines now creep across tumbled stone blocks in the upper works, which have largely col- lapsed over the years. But the cellars and crypts be- neath the monastery are reputed to contain the lairs of various foul monsters and, according to rumor, forgotten treasures of the abbey. Shri Shri Shri Shri Shrine o ne o ne o ne o ne of V f V f V f V f Vex ex ex ex extr tr tr tr traaaaa Vextra’s shrine consists of an eerie circle of stand- ing stones around a sacrificial altar of rock hidden away in a shadowed glen deep within the forest near Briarton. Thorn bushes form maze-like paths sur- round the shrine, and only the cult of Vextra knows the true path to the center. A god of pestilence and trickery, Vextra commands blood sacrifices and other wicked rituals of his fol- lowers. Cultists hope to avert his fearsome anger with their worship, and beg for his assistance as they fur- ther goals born in greed, envy, hate or other malign desires. Naturally, the good kingdom of Galien frowns on worship of such an evil deity. Vextra’s followers meet in secret, their identities concealed by masks and hoods, to conduct their horrific rites. A handful of villagers from Briarton, as well as inhabitants of other communities, slip away to meet at the shrine for their periodic ceremonies. Balduin, a woodcutter from Briarton who is a cult- ist, contrives to do much of his work in the forest near the shrine so he can keep an eye out for possible in- truders. He tries to mislead or otherwise deceive any- one poking around in the woods near the shine. He may even try to kill intruders if it seems possible. Otherwise, Balduin sends word of the intrusion to other cultists via seemingly innocuous symbols and marks left in public places. Vextra, Lord of Pestilence Alignment: LE Domain: Evil, Pestilence, Trickery Symbol: A black iron star with a ruby in its center Favored Weapon: Morningstar Typical Worshipers: Vextra’s worshippers include evil fighters, rogues, sorcerers and wizards and those making their living through trickery. Description: The god of pestilence and trickery, Vextra is a lawful evil deity. His titles include the Dark Star and the Blight Bringer. Vextra favors those who cheat and steal from others and who destroy whole communities through blights or contagions. His cler- ics rarely form temples, as they are constantly on the move, sowing seeds of disease and deception wher- ever they go. 43 43 43 43 43 wwwwwwwwwwwwwww.Go .Go .Go .Go .GollllldddddRRRRRus us us us ushGa hGa hGa hGa hGam mm mmes.c es.c es.c es.c es.cooooom mm mm PESTILENCE DOMAIN Granted Power: You may use a withering touch once per day. Your withering touch is a spell-like abil- ity that is a death effect. You must succeed at a melee touch attack against a living creature (using the rules for touch spells). When you touch, the victim attempts a Fortitude save vs. a DC equal to 10+ your level. If the victim fails the save, he permanently loses 1 point of Strength, Constitution or Dexterity (victim’s choice). 1st Level— ray of enfeeblement 2nd Level— summon swarm 3rd Level—contagion 4th Level— diminish plants 5th Level— malaise 6th Level— plant blight 7th Level— creeping doom 8th Level— horrid wilting 9th Level— plague Malaise Necromancy Levels: Clr 5, Pestilence 5 Components: V, S, DF Casting Time: 1 Round Range: Medium (100 ft. + 10 ft./level) Targets: One or more creatures, not two of which can be more than 20 ft./level apart Duration: 2 hours per level Saving Throw: Will negates Spell Resistance: Yes An invisible pall descends on the affected creatures, causing them to suffer a generalized ill health (-2 to Fortitude saves). The spells affects a total number of hit dice of crea- tures (persons of not) up to 10 HD per level of the caster. If there are too many potential targets, the caster picks creatures one at a time until the limit is reached. The malaise can be countered by dispel magic, heal, limited wish, miracle or wish spells. Plant Blight Transmutation Level: Drd 6, Pestilence 6 Components: V, S, DF Range: Long (400 ft. + 40 ft./level) Target or Area: See text Duration: Instantaneous Saving Throw: Fortitude negates This spell can be used one of two ways. If can tar- get normal plants, reducing their potential produc- tion over the course of the following year to 10-40% of normal. Or if cast on a single plant creature or ani- mated plant, the target suffers a permanent loss of 10% of its hit points every month until it dies or the spell is countered by plant growth, which stops the progression of the blight but doesn’t restore lost hit points. Plague Necromancy Level: Pestilence 9 Components: V, S Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Targets: Two individuals per caster’s level within a 100-ft radius Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes The subjects contract pneumonic plague, which strikes its initial victims within 3-36 (3d12) minutes. Subjects are –2 to save against this spell, and once they are infected, they quickly spread the disease to others. Secondary infections require a 1d4 day incu- bation period, after which the victims suffer the ef- fects of the disease and become contagious them- selves. Pneumonic plague: Transmitted through coughs, sneezes or fluid contact, pneumonic plague’s symp- toms include: chills, high fever, headache and blood in the lungs. Without treatment, pneumonic plague’s mortality rate is 100%, and unless its victims are quar- antined the disease affects 1d20 people daily, spread- ing quickly to other communities via infected travel- ers. Disease Infection DC Incubation Dmg Pneumonic plague Inhaled 20 1d4 days 1d6 Con BENEGER CORBEN Beneger Corben presides over the depraved rites at Vextra’s hidden shrine. Clad in a blood-red robe and silver mask, the priest commits the sacrifices necessary to gain Vextra’s awful favor. Other cultists both revere Beneger and fear him, much as they do Vextra himself. When not conducting rituals for the cult, Beneger adopts a variety of guises as he travels throughout the North Province. He particularly enjoys posing as a mendicant friar collecting alms for the poor, or as a pilgrim off to see holy shrines; it amuses Beneger to trick others into receiving his unholy blessing. Originally from a great city in another kingdom, Beneger was forced to flee when paladins and priests of a god of law uncovered his malevolent cult. Many 44 44 44 44 44 Go Go Go Go Gollllld R d R d R d R d Rus us us us ush Ga h Ga h Ga h Ga h Gam mm mmes es es es es of his followers sacrificed their lives to enable his es- cape, and Beneger fled to the sparsely populated North Province without sparing a second thought for them. Now he seeks to rebuild his power by bringing others to the worship of Vextra, though with much greater care and secrecy than before. Beneger, 50, has iron-gray hair and icy blue eyes. He is tall, with a commanding presence that he some- times conceals while in disguise. Beneger Corben Male Human 9th-Level Cleric CR 9; Size M (5 ft., 10 in. tall); HD 9d8; hp 52; Init +1 (+1 Dex); Spd 30 ft.; AC 17 (+1 Dex, +6 from +1 chainmail); Attack +9/+4 melee (1d8+3/x2, +1 morningstar), or +7/+2 ranged (1d8/19-20/x2, light crossbow); Face 5 ft. x 5 ft.; Reach 5 ft.; SA Rebuke Undead 5/day; SQ Spontaneous Casting (inflict spells); SV Fort +6, Ref +4, Will +10; AL LE; Str 15, Dex 13, Con 11, Int 10, Wis 18, Cha 14 Skills: Bluff +12, Concentration +2, Diplomacy +7, Disguise +7, Hide + 5, Heal +8, Knowledge (religion) +5, Profession (merchant) +7 Feats: Brew Potion, Combat Casting, Craft Rod, Leadership, Skill Focus (bluff) Languages: Common Possessions: +1 morningstar, +1 chainmail, amulet of proof against detection and location, rod of cancella- tion, potion of bull’s strength, potion of cat’s grace, potion of cure moderate wounds (3), potion of detect thoughts, black iron star “charms” (40), 150 gp, 46 sp, two 75 gp rubies Spells: ( 6/5+1/5+1/4+1/3+1/1+1; Base DC 14 + spell level) Benegar’s domains are Trickery (Bluff, Disguise and Hide are class skills) and Pestilence (may use a withering touch, a spell-like ability, once per day). Domain spells are marked with an asterisk. 0 Level—cure minor wounds (2), detect magic, inflict minor wounds (2), resistance 1st Level—bane, change self*, comprehend languages, cure light wounds, inflict light wounds, sanctuary 2nd Level—aid, bull’s strength, cure moderate wounds, desecrate, hold person, invisibility* 3rd Level—bestow curse, blindness/deafness, cure seri- ous wounds, contagion*, inflict serious wounds 4th Level—diminish plants*, giant vermin, inflict criti- cal wounds, lesser planar ally 5th Level—flame strike, malaise* INTERACTION SEED: BLIGHT Benegar Corben has concocted an insidious scheme to bring more followers to the cult of Vextra. This plot is designed to unfold gradually, advancing in stages between adventures by the PCs. At first, the cultists secretly cause a series of accidents, illnesses, crop blights and other mis- fortunes to befall their fellow villagers. As wor- ries mount, the cultists mention that they haven’t experienced any such tribulations since pur- chasing good luck charms from a wandering friar a few months back. The cultists happen to have a few extras to sell to other villagers, who are then exempted from the secret attacks of the cultists. The charms are actually unholy symbols of Vextra, modified by removing the ruby to throw off anyone familiar with the cult. In time, Benegar, disguised as a mendicant friar, again passes through Briarton. He sells his luck charms to all who desire them and preaches about the harvest-protecting god whose worship he spreads. After a day or so, Benegar leaves the vil- lage to continue his journeys through the prov- ince. Some villagers who declined the charms are beset by diseases, crop failures, etc. Some time later, Benegar returns to Briarton in his friar guise. He invites the people of the village to add worship of his deity, Vextra, to their rever- ence for Erilys. If the villagers agree, a small shrine to Vextra is constructed in the community. Rites at the shrine are tame by comparison to the hor- rific rituals conducted secret forest altar; for ex- ample, only symbolic sacrifices are used. But ritu- als and teachings at the village shrine grow im- perceptibly darker as Benegar and the other cult- ists seek to slowly corrupt the people of Briarton. As Oswin the Tinker and Geneviève the Fair visit other parts of North Province frequently, ei- ther might run across other tales of woe averted by a mendicant friar and become suspicious. Voic- ing such suspicions in the wrong places would make one a targets for action by the cultists, and anyone with one of the friar’s charms would be seen as a potential enemies by the two. 45 45 45 45 45 wwwwwwwwwwwwwww.Go .Go .Go .Go .GollllldddddRRRRRus us us us ushGa hGa hGa hGa hGam mm mmes.c es.c es.c es.c es.cooooom mm mm Ind Ind Ind Ind Index ex ex ex ex Entries in bold have associated d20 and ACTION! SYSTEM stats Abel (animal companion) ........................... 40, 54 Ailith the Potter (NPC) ...................................... 21 Aldwin the Silent (NPC).................................... 15 Alfgar Strongarm (NPC) ............................ 14, 47 Allure (spell) ....................................................... 11 Angwyn ap-Llewellyn (NPC).................... 36, 51 Arundel Manor (building)............................ 8, 46 Arwold Dragoneye (NPC).......................... 37, 52 Audrye (NPC) ..................................................... 28 Balduin (NPC) .............................................. 28, 49 Barbarian (interaction seed) ................................ 9 Beneger Corben (NPC) ............................... 44, 55 Black Dougal (NPC) .................................... 28, 49 Blacksmith’s shop (business) ............................ 13 Blight (interaction seed)..................................... 44 Brewery (business) ............................................. 14 Briarton (village) .................................................. 6 Carpenter’s shop (business).............................. 15 Castle Angorn (building)................................... 40 Clayhill Abbey (building).................................. 42 Cobbler’s shop (business) ................................. 15 Conrad Martel (NPC) .................................. 24, 48 Cormac’s House of Wondrous Goods and Services (business) .................................... 16 Daffyd (familiar) .......................................... 36, 52 Drogo Ravenot (NPC) ................................. 29, 49 Drunkenness (rules).................................... 30, 50 Dunstan Giles (NPC)............................................ 8 Edan (NPC) ......................................................... 15 Edgyth (NPC)...................................................... 15 Edmond Stumptooth (NPC) ............................. 29 Elfrid (NPC) ........................................................ 29 Elysande Martel (NPC)...................................... 23 Erilys (deity) ....................................................... 26 Everlasting hearth (spell) ................................. 26 Fish (skill) ............................................................ 20 Gellir, son of Agnar (NPC) ........................ 12, 46 Geneviève the Fair (NPC) .......................... 33, 51 Gert (NPC)........................................................... 15 Gisela (NPC)................................................. 38, 53 Glassblower’s shop (business).......................... 18 Godwin (NPC) .................................................... 20 Graak (NPC) ................................................. 41, 55 Grace (animal companion) ......................... 40, 54 Grass cloaker (monster) .............................. 32, 50 Greenbriar Inn (business) .................................. 23 Grimbor (NPC)............................................. 21, 48 Hearth (domain) ................................................. 26 Henna the Wise (NPC) ............................... 17, 47 Hewald the Miller (NPC) ........................... 21, 48 Hilde (NPC)......................................................... 22 Horrors (interaction seed) ................................. 30 Hunt (skill) .......................................................... 22 Kayla (animal companion) ......................... 40, 55 Kenrik the Lame (NPC) .............................. 19, 48 Kimbery (NPC) ................................................... 24 Lady Alianora Fitzhugh (NPC) ................. 10, 46 Leoric the Old (NPC) .................................. 30, 50 Leurona (NPC) ............................................. 18, 47 Leurona’s Mercantile (business)....................... 17 Lord Roderick Arundel (NPC) .................. 10, 46 Lost (interaction seed)........................................ 20 Love (interaction seed) ...................................... 22 Maerwynn (NPC)......................................... 27, 49 Malaise (spell) .................................................... 43 Malcolm (NPC) ............................................ 39, 54 Maryal (NPC)...................................................... 39 Merhild (NPC) .................................................... 15 Mill (business) ..................................................... 20 Mistrider (paladin’s mount) ....................... 39, 53 Monster (interaction seed) ................................ 32 Mydrede (NPC) .................................................. 20 Oswin the Tinker (NPC) ............................ 34, 51 Pestilence (domain) ........................................... 43 Pixies (interaction seed) ..................................... 15 Plague (spell) ...................................................... 43 Plant blight (spell) ............................................. 43 Potter’s shop (business) ..................................... 21 Ragnar (NPC) ........................................................ 9 Ravensblade (weapon) ................................. 9, 46 Refresh (spell)..................................................... 26 Revenant (interaction seed) .............................. 11 Ring of influence (magic item).................. 10, 46 Robin Fitzhugh (NPC) ....................................... 11 Rolf Merick (NPC) .............................................. 22 Rosalind Giles (NPC) ........................................... 8 Runaway (interaction seed) .............................. 39 Sand (interaction seed) ...................................... 20 Shrine of Erilys (building) ................................. 25 Shrine of Vextra (building) ................................ 42 Stefan Dinescu (NPC)................................. 31, 50 Success (interaction seed) .................................. 34 Sunniva (NPC) .................................................... 19 Suspicion (interaction seed) .............................. 18 Swithin (NPC) ..................................................... 15 Talent (interaction seed) .................................... 33 Tancred the Stout (NPC).................................... 14 Tannery (business).............................................. 22 Tracker (animal companion) ...................... 40, 54 Ulric the Red (NPC) .................................... 18, 47 Vextra (deity) ...................................................... 42 Wat Martel (NPC) ............................................... 25 Wulfric the Tanner (NPC).................................. 22 Wystan Hillsfar (NPC) ....................................... 32 46 46 46 46 46 Go Go Go Go Gollllld R d R d R d R d Rus us us us ush Ga h Ga h Ga h Ga h Gam mm mmes es es es es AAAAAcccccti titi titiooooon! Sy n! Sy n! Sy n! Sy n! Syssssstem St tem St tem St tem St tem Staaaaatttttsssss LLLLLooooord R rd R rd R rd R rd Roooooddddderi eri eri eri ericcccck Ar k Ar k Ar k Ar k Aruuuuund nd nd nd ndel el el el el Attributes: STR 6 REF 6 HLT 6 PRE 5 INT 4 WIL 4 DEF 16/17* INI 5/7* MOV 12 TGH 5 LIF 26 Advantages: Famous: Fair and just lord (Conv.; +3 to Social skills), Fast Reflexes (+2 INI*), Membership: Nobility (Major; MR: 4), Phys. Adv.: Blind fighting (+3 to offset penalties for poor/no sight), Extra Ac- tion Points (+7 AP) Disadvantages: Psych. Disad.: Lawful good mo- rality (Peril), Senior: 62 years old (Inconv.) Skills: Animal Handling +5, Athletics +2, Aware- ness +2, Crossbows +6, Knowledge (nobility) +4, Knowledge (wilderness lore) +1, Negotiation +4, Orate (Command +4) +1, Persuasion +2, Polearms (Lances +4) +2, Riding +6, Society (high) +4, Stealth +2, Swimming +4, Swords +9* Equipment: dagger (1d6; 2d6 w/STR), magic chainmail armor* (AV: 15, Loc: 3, 5-15; +1 DEF), lance (3d6, 5d6 w/charge), magic ring of defense (+1 DEF), Ravensblade—magic longsword (3d6; 4d6+2 w/STR; +2 to Swords skill), small crossbow (2d6), potion of strength—1 dose (adds +4 STR potion of healing— 10 doses (heals 1d6 LIF per dose), magic ring of pro- tection (+3 to DEF and skill rolls to avoid damage), magic horseshoes (+6 MOV when worn by horse), five sets of clothing, manor house, light warhorse, a 6,000 gp cache. LLLLLaaaaadddddy Ali y Ali y Ali y Ali y Aliaaaaannnnnooooorrrrra Fit a Fit a Fit a Fit a Fitzh zh zh zh zhugh ugh ugh ugh ugh Attributes: STR 3 REF 5 HLT 3 PRE 7/10* INT 5 WIL 7 DEF 15 INI 5/6* MOV 8 TGH 3 LIF 23 Advantages: Famous: local Lady and great mod- erator (Conv.; +3 to Social skills), Fast Reflexes (+1 INI), Membership: Nobility (Major; MR: 3) Disadvantages: Psych. Disad.: Neutral good mo- rality (Inconv.) Skills: Athletics +2, Awareness (hearing +2) +4, Con- versation +5, Dancing +4, History +5, Instrument (harp) +7, Instrument (flute) +4, Language (Dwarven) +4, Negotiations +6, Orate (bard +2) +2, Persuasion +4, Religion +5, Riding +3, Singing +4, Society (high) +3, Stealth +2, Throwing +4 Equipment: silver dagger, Ring of Influence, mas- ter quality lute (+1 to skill roll), master quality flute (+1 to skill roll), harp, armoire of 20 fine dresses and cloaks, light riding horse, 500 gp in gold and gems Ra Ra Ra Ra Raven ven ven ven vensssssbbbbblllllaaaaadddddeeeee Magic, master quality sword, provides +2 bonus to the wielder’s Swords skill. RRRRRiiiiinnnnng o g o g o g o g of Infl f Infl f Infl f Infl f Influen uen uen uen uenccccceeeee +3 bonus to PRE when worn. Ar Ar Ar Ar Aruuuuund nd nd nd ndel Ma el Ma el Ma el Ma el Mannnnnooooor Def r Def r Def r Def r Defen en en en enssssses es es es es Walls (reinforced masonry): AV: 18, Hits: 15, Tricky Climbing roll (TN 15); To break: Legendary STR roll (TN 30). Doors (wood, heavy): AV: 10, Hits: 9; Break: Diffi- cult STR roll (TN 21) Locks: Challenging Lockpicking roll (TN 18) Windows: AV: 2, Hits: 2, DEF: 10 Wooden Shutters: AV: 6, Hits: 4, DEF: 12 GGGGGel el el el ellir lir lir lir lir DWARVEN WARRIOR Attributes: STR 7 REF 4 HLT 7 PRE 4 INT 5 WIL 5 DEF 14/15* INI 5/6 MOV 4* TGH 6 LIF 41 Advantages: Phys. Advantage: Blind Fighting (+3 to offset penalties for poor/no sight), Fast Reflexes (+1 INI), Strong Willed (Gift), Extra Action Points (+7 AP), Night Vision (Edge) Disadvantages: Psych. Disad.: Lawful good mo- rality (Peril), Psych. Disad.: Loyal to Lord Arundel (Hardship), Psych. Disad.: Loves/protective of Arundel family (Hardship), Psych. Disad.: Values truth/scorns liars (Hardship), Short (dwarf; max MOV 4)* Skills: Appraisal +5, Athletics +3, Awareness +4, Maces/Clubs (Warhammer +2) +6, Craft (stonema- sonry) +5, Crossbows +5, Language (Common) +5, Language (Orc) +3, Persuasion +2, Riding +3, Society (high) +2, Smith (armor +2) +5, Stealth +2, Swords +6, Throwing +5 Equipment: dagger (1d6; 2d6 w/STR), *magical chainmail armor (AV: 14, Loc: 3, 5-15; +1 DEF), small crossbow (2d6), magical warhammer (3d6; 4d6+2 w/ STR; +1 to Maces/Clubs skill), potion of strength—1 dose (adds +4 STR for 1 hour), potion of healing—1 dose (heals 2d6 LIF per dose), magic ring of warmth (+6 to TGH to resist cold damage), smithing and stonemasonry tools, 1,000 gp. 47 47 47 47 47 wwwwwwwwwwwwwww.Go .Go .Go .Go .GollllldddddRRRRRus us us us ushGa hGa hGa hGa hGam mm mmes.c es.c es.c es.c es.cooooom mm mm Al Al Al Al Alfffffga ga ga ga gar Str r Str r Str r Str r Strooooonnnnnga ga ga ga garm rm rm rm rm BLACKSMITH Attributes: STR 8 REF 7 HLT 5 PRE 5 INT 5 WIL 4 DEF 17 INI 6 MOV 13 TGH 6 LIF 23 Advantages: High Pain Threshold (Conv.) Disadvantages: Psych. Disad.: Neutral morality (Inconv.), Psych. Disad.: Suspicious of strangers (Inconv.), Secret: Runaway apprentice (Hardship), Social Disad.: Shy around attractive women (Inconv.; -3 to social skill rolls) Skills: Animal Handling +4, Athletics +2, Aware- ness +2, Crossbows +4, Language (Dwarven) +1, Locksmith +4, Maces/Clubs +4, Mechanics +4, Per- suasion (Intimidation +2) +2, Smith (blacksmith +2) +4, Stealth +4, Use Magic Device +4. Equipment: chainmail (AV: 12, Loc: 6-15), dagger (1d6; 2d6 w/STR), light crossbow (2d6), warhammer (3d6; 4d6+2 w/STR), thieves’ tools, smithy, forge, 1,000 gp of pre-made items, 75 gp, 80 sp HHHHHen en en en enna th na th na th na th na the Wi e Wi e Wi e Wi e Wissssseeeee MERCHANT/ALCHEMIST Attributes: STR 3 REF 3 HLT 4 PRE 5 INT 6 WIL 7 DEF 13 INI 5 MOV 7 TGH 5 LIF 26 Advantages: Strong Willed (Conv.) Disadvantages: Psych. Disad.: Lawful neutral morality (Inconv.), Secret: Childhood accident (Hard- ship) Skills: Alchemy +7, Art (sculpting) +7, Athletics +2, Awareness +5, Craft (bookbinding) +4, Craft (brew- ing) +4, Craft (pottery) +4, Craft (weaving) +5, Herbalism +6, Knives +3, Language (Dwarven) +4, Language (Gnome) +4, Lip Reading +4, Persuasion +2, Professional (apothecary) +6, Professional (book- keeper) +5, Professional (moneylender) +5, Stealth +2, Throwing +4, Writing +5 Equipment: curio shop, 2,500 gp of items for sale (curios, maps, potions, books, etc.), alchemist’s lab, five dresses, 1,500 gp of coins in various denomina- tions (for money changing) kept in three locked chests, a personal cache of 650 gp LLLLLeur eur eur eur eurooooona na na na na MERCANTILE SHOP OWNER Attributes: STR 5 REF 5 HLT 4 PRE 4 INT 4 WIL 6 DEF 15/17 INI 5 MOV 10 TGH 6 LIF 24 Advantages: Membership: MR4/minor priestess in Cult of Vextra (Moderate) Disadvantages: Psych. Disad.: Lawful evil moral- ity (Hardship), Psych. Disad.: Distrustful/watchful of customers in shop (Inconv.), Psych. Disad.: Over- charges outsiders (Inconv.), Secret: Member of Cult of Vextra (Peril) Skills: Athletics +2, Awareness +6, Concentration +4, Contortionist +4, Crossbows +3, Disguise +4, Mace/Clubs +3, Persuasion +5, Professional (shopowner) +4, Religion +4, Stealth +4, Trading +4 Equipment: mercantile shop, 1,500 gp of items for sale, cottage, morning star (3d6; 3d6+2 w/STR), small crossbow (2d6), magical leather armor* (AV: 6; Loc: 7-15; +2 DEF), 90 gp, 47 sp, 32 cp Ulri Ulri Ulri Ulri Ulric th c th c th c th c the Red e Red e Red e Red e Red HENPECKED HUSBAND Attributes: STR 4 REF 6 HLT 5 PRE 6 INT 4 WIL 2 DEF 16 INI 5 MOV 10 TGH 6 LIF 22 Advantages: Membership: MR2/member of Cult of Vextra (Moderate) Disadvantages: Psych. Disad.: Lawful evil moral- ity (Hardship), Secret: Member of Cult of Vextra (Peril), Social Disadv.: Whiny/annoying demeanor (Inconv.) Skills: Animal Handling +3, Awareness +2, Climb- ing +3, Craft (weaving) +4, Crossbows +3, Knives +2, Persuasion +3, Riding +5, Stealth +2, Throwing +3 Equipment: dagger (1d6; 2d6 w/STR), small cross- bow (2d6), leather armor (AV: 6; Loc: 7-15) 48 48 48 48 48 Go Go Go Go Gollllld R d R d R d R d Rus us us us ush Ga h Ga h Ga h Ga h Gam mm mmes es es es es KKKKKenri enri enri enri enriccccck th k th k th k th k the L e L e L e L e Laaaaam mm mmeeeee GLASSBLOWER Attributes: STR 4 REF 5 HLT 6 PRE 8 INT 4 WIL 3 DEF 15 INI 5 MOV 10* TGH 4 LIF 24 Advantages: Phys. Adv.: Endurance (Edge; +2 to skill rolls involving physical endurance), Extra Ac- tion Points (+3 AP) Disadvantages: Phys. Disad.: bad leg* (Hardship; cannot Run or Sprint, -3 Climbing), Psych. Disad.: Neutral good morality Skills: Acting (comedy/buffoonery +4) +2, Ani- mal Handling +5, Athletics +2, Awareness +2, Conver- sation +5, Craft (basketweaving) +5, Craft (glassblow- ing) +6, Craft (leadsmithing) +2, Craft (leatherworking) +5, Fish and Game +1, Instrument (flute) +6, Instrument (pan pipes) +6, Juggling +6, Knives +3, Language (Signing) +4, Orate (storytelling +4) +2, Persuasion +2, Poetry (limricks) +6, Stealth +2, Throwing +4, Unarmed Combat +3 Equipment: glassblowing shop, magical goggles of minute seeing, 700 gp worth of glass wares for sale, tools, dagger (1d6; 2d6 w/STR), house, 120 gp, 95 sp, 70 cp HHHHHew ew ew ew ewaaaaallllld th d th d th d th d the Mil e Mil e Mil e Mil e Millllller er er er er MILLER Attributes: STR 4 REF 5 HLT 5 PRE 3 INT 5* WIL 5 DEF 15 INI 5 MOV 10 TGH 5 LIF 25 Advantages: Fast Reflexes (Conv.; +1 INI*) Disadvantages: Phys. Disad.: Overweight (Inconv.), Psych. Disad.: Neutral good morality (Inconv.), Psych. Disad.: Often daydreams (Inconv.) Skills: Appraisal +4, Athletics +2, Awareness +6, Binding +4, Cooking +5, Craft (Carpentry) +3, Fish & Game +2, Intuition +4, Knives +3, Knowledge (ge- ography) +3, Maces/Clubs +3, Persuasion +2, Profes- sional (miller) +7, Religion +4, Stealth +2, Throwing (Knives +2) +2, Unarmed Combat +2, Equipment: mill, house, dagger (1d6; 2d6 w/STR) Gri Gri Gri Gri Grim mm mmbbbbbooooorrrrr INN SERVANT Attributes: STR 8 REF 4 HLT 6 PRE 2 INT 4 WIL 4 DEF 14 INI 4 MOV 10 TGH 7 LIF 26 Advantages: Night Vision (Edge) Disadvantages: Distinctive Features: half-orc (Hardship), Outsider (Inconv.), Psych. Disad.: Cha- otic neutral morality (Inconv.), Psych. Disad.: Has crush on (Inconv.), Psych. Disad.: Self-loathing (Inconv.), Psych. Disad.: Vow to find & kill his father (Hardship) Skills: Art (pottery) +3, Awareness +2, Climbing +4, Fish and Game +3, Knives +4, Language (Orc) +2, Maces/Clubs +4, Persuasion +2, Stealth +2, Swim- ming +4 Equipment: dagger (1d6; 2d6 w/STR), 2 gp, 4 sp CCCCCooooonr nr nr nr nraaaaad Ma d Ma d Ma d Ma d Marrrrrtel tel tel tel tel INNKEEPER Attributes: STR 4 REF 4 HLT 5 PRE 5 INT 6 WIL 7 DEF 14 INI 5 MOV 10 TGH 6 LIF 29 Advantages: Famous: owner of popular inn (Conv.), Tall (Conv.) Disadvantages: Psych. Disad.: Protective of Kimbery (Inconv.) Skills: Awareness (hearing +4) +3, Conversation +4, Cooking +6, Knives +4, Language (Dwarven) +3, Fish and Game +4, Knowledge (Briarton gossip) +6, Lan- guage (Elven) +3, Language (Goblin) +1, Language (Halfling) +4, Language (Orc) +2, Language (Sylvan) +2, Lip Reading +5, Maces/Clubs +4, Negotiation +4, Persuasion (Intimidate +2) +2, Professional (inn- keeper) +7, Society +7, Stealth +2, Symbols +5, Throw- ing +4 Equipment: Greenbriar Inn and stables, six sets of clothes, pair of silvered master quality daggers (1d6; 2s6 w/STR), light riding horse, 1,500 gp in wine and foodstuffs, 6,500 gp cache 49 49 49 49 49 wwwwwwwwwwwwwww.Go .Go .Go .Go .GollllldddddRRRRRus us us us ushGa hGa hGa hGa hGam mm mmes.c es.c es.c es.c es.cooooom mm mm Ma Ma Ma Ma Maer er er er erwyn wyn wyn wyn wynnnnnn PRIESTESS OF ERILYS Attributes: STR 6 REF 5 HLT 4 PRE 6 INT 5 WIL 7 DEF 15 INI 5 MOV 10 TGH 7 LIF 26 Advantages: Membership: MR5/priestess of Erilys (Moderate), Strong Willed (Conv.) Disadvantages: Psych. Disad.: Neutral good mo- rality (Inconv.) Skills: Athletics +2, Awareness +2, Concentration +4, First Aid (or Herbalism) +6, Knowledge (arcane) +4, Language (Dwarven) +4, Maces/Clubs +5, Persua- sion +2, Polearms (Staves +2) +3, Religion (Erilys) +6, Scry +4, Slings +4, Spellcraft +3, Stealth +2, Special Abilities: Turn undead: Up to 6 times per day the character may cause undead creatures to flee—multiply the character’s PRE times Religion score (Maerwyn’s total is 36); any undead creature with this many LIF points or less is automatically de- stroyed and those with up to 2x this amount must turn and flee; Equipment: magical chainmail (AV: 14; Loc: 7-17), magical quarterstaff (3d6; 4d6+2 w/STR; +1 to Polearms (Staves) skill rolls), 25 doses of minor heal- ing potion (heals 1d6 LIF per dose), 5 doses of strong healing potion (heals 3d6 LIF per dose), 565 gp Ba Ba Ba Ba Ballllldddddui ui ui ui uinnnnn WOODCUTTER Attributes: STR 6 REF 4 HLT 5 PRE 6 INT 4 WIL 5 DEF 14 INI 4 MOV 10 TGH 6 LIF 25 Advantages: Membership: MR2/member of Cult of Vextra (Moderdate) Disadvantages: Psych. Disad.: Jealous of more prosperous villagers (Inconv.), Psych. Disad.: Neu- tral evil morality (Hardship), Secret: member of the Cult of Vextra (Peril) Skills: Animal Handling +4, Axes +3, Athletics +2, Awareness +3, Fish and Game +2, Maces/Clubs +3, Per- suasion +2, Professional (lumberjack) +4, Stealth +2, Throwing +2, Unarmed Combat +3 Equipment: handaxe (2d6; 3d6+2 w/STR), dag- ger (1d6; 2d6 w/STR), 1 gp, 25 sp Bl Bl Bl Bl Blaaaaaccccck Do k Do k Do k Do k Douga uga uga uga ugalllll FARMER / FORMER ROYAL GUARD Attributes: STR 8 REF 5 HLT 6 PRE 5 INT 5 WIL 6 DEF 15 INI 5 MOV 12 TGH 7 LIF 30 Advantages: Ally: Red Dougal in the Galian Royal Guard (Edge), Famous: fierce warrior (based on past exploits; Conv.), Lucky (Conv.; +2 AP), Membership: MR10/leader of village militia (Trivial) Disadvantages: Psych. Disad.: Chaotic good mo- rality (Hardship), Psych. Disad.: Prefers quiet life of a farmer (Inconv.) Skills: Animal Handling +4, Axes (great axes +2) +5, Athletics +2, Awareness +2, Climbing +4, Cross- bows +4, Language (Dwarf) +1, Language (Elf) +1, Language (Giant) +4, Maces/Clubs +6, Negotiation +2, Persuasion (Intimidation +4) +2, Professional (farmer) +5, Riding +5, Stealth +2, Swimming +4, Throwing +4, Unarmed Combat +2 Equipment: leather armor (AV: 6; Loc: 7-15), battleaxe (5d6; 6d6+2 w/STR), small crossbow (2d6), dagger (1d6; 2d6 w/STR), magical battleaxe (giant- sized; 8d6 P/L, , Siz: L, Init: -2, Acc: -1, STR Min: 10, Wt: 40; enchantment: +1 to skill roll), 566 gp, large house, farm Dr Dr Dr Dr Drooooogo Ra go Ra go Ra go Ra go Raven ven ven ven venooooottttt EX-SOLDIER Attributes: STR 6 REF 5 HLT 7 PRE 1 INT 4 WIL 4 DEF 15 INI 6* MOV 10 TGH 5 LIF 29 Advantages: Fast Reflexes (+1 INI*), Membersip: MR2/member of Cult of Vextra (Mod.), Phys. Adv.: Bling fighting (Conv.; +3 to offset sight penalties) Disadvantages: Psych. Disad.: Loves/believes he is courting Kimbery (Hardship), Secret: member of Cult of Vextra (Peril), Social Disad.: Disliked by most residents (Inconv.), Unattractive (Inconv.) Skills: Athletics +2, Awareness +2, Climbing +5, Crossbows +4, Maces/Clubs +5, Persuasion +2, Riding +4, Stealth +2, Swimming +4, Swords +5, Throwing +4 Equipment: house, master quality longsword (3d6; 4d6+2 w/STR), master quality small crossbow (2d6), chain shirt (AV: 12; Loc: 7-13), small steel shield (AV: 12; Loc: 6-12), 50 crossbow bolts, dagger (1d6; 2d6 w/ STR), light mace (3d6; 4d6+2 w/STR), battleaxe (4d6; 4d6+2 w/STR), light flail (3d6; 4d6+2 w/STR), orc 50 50 50 50 50 Go Go Go Go Gollllld R d R d R d R d Rus us us us ush Ga h Ga h Ga h Ga h Gam mm mmes es es es es double axe (treat as battle ax), caltrops (1d3 points dmg when stepped on), dwarven urgosh (treat as battle ax), spiked gauntlets (AV: 10, Loc: 9; causes 1d6 damage, 2d6 w/STR), 611 gp, magic potion of healing (2 doses; heals 2d6 LIF per dose). LLLLLeo eo eo eo eori ri ri ri ric th c th c th c th c the Ol e Ol e Ol e Ol e Olddddd RETIRED MASTER FLETCHER/DRUNK Attributes: STR 5 REF 7* HLT 4 PRE 5* INT 5* WIL 5* DEF 17 INI 6 MOV 12 TGH 5 LIF 22 * Leoric’s stats are affected by the state of drunkenness in which he is encountered. Advantages: Extra Action Points (+1 AP), Famous: local tragic hero (Conv.) Disadvantages: Phys. Disad.: Alcoholic (Hard- ship), Psych. Disad.: Neutral morality (Inconv.) Skills: Athletics +2, Awareness +2, Bows +6, Persua- sion +2, Stealth +2, Unarmed Combat +5 Equipment: Clothing DRUNKENNESS EFFECTS Tipsy: –1 REF, –1 INT, –1 WIL; Leoric is generally tipsy within 30 minutes of starting his day, and within the hour, he progresses to Intoxicated. Intoxicated: –2 REF, –2 INT, –2 WIL, –1 PRE; Leoric is usually found in this state, rarely progressing to Inebriated unless he has extra cash on hand or expe- riences an emotional crisis (something bad happened to Kimbery, the anniversary of the orc raid and/or the rescue mission to the castle, a chance encounter with Grimbor, etc.). Inebriated: –3 REF, –3 INT, –3 WIL, –3 PRE Stef Stef Stef Stef Stefaaaaan Di n Di n Di n Di n Dines nes nes nes nescccccuuuuu FARMER/FORMER ENTERTAINER Attributes: STR 7 REF 7 HLT 5 PRE 5 INT 5 WIL 5 DEF 19* INI 8* MOV 13 TGH 6 LIF 25 Advantages: Fast Reflexes (+2 INI*), Phys. Adv.: Accurate at short range (Conv.; missile weapon at- tacks at up to 10 meters distance are at +3), Phys. Adv.: Natural dodge (Edge; the character receives the +2 DEF bonus for dodging without using an action, which may be stacked with a normal Dodge action), Phys. Adv.: Sneak attack (Edge.; On a successful at- tacking from surpise, the character chooses the Hit Location instead of rolling randomly), Strong Willed Disadvantages: Outsider: nt fully accepted by all villagers (Inconv.), Psych. Disad.: Chaotic good mo- rality (Hardship), Psych. Disad.: Reformed/won’t use thieving skills (Hardship), Secret: former burglar/ thief (Hardship) Skills: Acrobatics +6, Acting +4, Appraisal +4, Awareness +4, Binding +4, Bows +5, Climbing + 6, Concentration +4, Contortionist +4, Disguise +5, Fish and Game +2, Intuition +4, Juggling +4, Language (Goblin) +2, Lockpicking +5, Persuasion +3, Profes- sional (farmer) +4, Riding +4, Society +4, Stealth +4, Swords +6*, Throwing (knives +2) +3, Unarmed Com- bat +5, Use Magic Device +4 Equipment: magical short sword (2d6; 4d6 w/STR; +1 to skill roll*), magical leather armor (AV: 8; Loc: 7- 15), master quality short bow (3d6), quiver, 30 arrows, dagger (1d6; 2d6 w/STR), house, small farm, 130 gp, 85 sp, 45 cp, two 50 gp pearls Gr Gr Gr Gr Graaaaassssss C s C s C s C s Cllllloooooaaaaakkkkker er er er er CREATURE Attributes: STR 10 REF 8 HLT 6 PRE 4 INT 6 WIL 6 DEF 16 INI 9* MOV 16 TGH 8 LIF 30 Grass Cloaker’s DEF modified for size. Advantages: Fast Reflexes (+2 INI*), Light Sleeper (Gift), Well Rested (Gift) Disadvantages: Phys. Disadvantage: Animal intel- ligence (Hardship), Phys. Disadvantage (Peril): Can’t run or Sprint, Psych. Disad.: Chaotic neutral moral- ity (Inconv.) Skills: Awareness +6, Bite +5, Engulf +5, Stealth +10 Special Abilities: Bite: 3d6+2 P/L damage; Cha- meleon: The creature can mimic the color and tex- ture of the surrounding area, making it extremely difficult to see (Awareness TN24 to see or hear; TN 18 to detect with other senses); Engulf: On a success- ful Grab attack against a target, the Grass Cloaker has engulfed the target, which is then considered Re- strained. Attacks against the creature inflict half the damage rolled upon the engulfed victim, as well; Entrancing Buzz: All sentient beings within 30 meters must make a WIL roll (add any bonuses for Strong Willed) vs. TN 18 or approach the sounds. When they step on the Grass Cloaker, it attempts an Engulf at- tack. Equipment: 5d6 x100 silver coins within the crea- ture (from previous victims). 51 51 51 51 51 wwwwwwwwwwwwwww.Go .Go .Go .Go .GollllldddddRRRRRus us us us ushGa hGa hGa hGa hGam mm mmes.c es.c es.c es.c es.cooooom mm mm GGGGGenevi enevi enevi enevi eneviève th ève th ève th ève th ève the Fa e Fa e Fa e Fa e Fair ir ir ir ir TRAVELING BARD Attributes: STR 4 REF 7 HLT 7 PRE 7 INT 5 WIL 4 DEF 18* INI 10* MOV 12 TGH 4 LIF 29 Advantages: Famous: local celebrity (Conv.), Fast Reflexes (+4 INI*), Life Experience (+3 to lore & other applicable skill rolls), Night Vision (Conv.), Immu- nity to Sleep spells (Edge), Extra Action Points (+2 AP) Disadvantages: Distinctive Features: Half-elf (Inconv.) Skills: Acting +7, Awareness (avoid surprise +3) +4, Bows +5, Climbing +2, Concentration +4, Craft (make wind instruments) +5, Crossbows +5, Dancing +7, Flexible weapons +4, History +5, Instrument (flutes) +7, Instrument (lutes) +7, Intuition +2, Knowledge (local lore) +5, Language (Elven/native) +6, Lan- guage (Common) +4, Language (Celestial) +5, Lan- guage (Dwarven) +4, Language (Halfling) +4, Lan- guage (Orc) +3, Language (Sylvan) +5, Maces/Clubs +4, Negotiation +4, Oratory +7, Persuasion +2, Sing- ing (ballads) +7, Society +5, Stealth +4, Swords +4, Symbols +4 Special Abilities: Enchanted Music: with a success- ful Instrument, Orate or Singing skill roll (TN 15), user grants either 1 free Action Point to all friends and allies within 10 meters, which lasts for up to 1 minute (after which time it is lost), or beguiles any 1 creature that can see and hear the user, making it unable to perform any action except Move or observe the user, for up to 10 minutes. Usable 3 times per day. Equipment: magical longsword (3d6; 3d6+2 w/STR; +1 to skill rolls), dagger (1d6; 2d6 w/STR), whip (1d6 B/L; 1d6+2 w/STR; can Grab), magical cloak (+1 DEF*), magical bracers (AV: +1; Loc: All), master qual- ity lute and flute, 255 gp, 30 sp, 8 cp, five 35 gp am- ethyst gems. Os Os Os Os Oswi wi wi wi winnnnn TRAVELING MERCHANT/TINKERER Attributes: STR 4 REF 4 HLT 6 PRE 4 INT 6 WIL 6 DEF 14 INI 5 MOV 9 TGH 5 LIF 30 Advantages: Phys. Adv.: Good endurance (Conv.; +3 to skill rolls involving endurance), Strong Willed (Conv.) Disadvantages: Easy to Kill (Inconv.; +1 point per wound); Psych. Disad.: Neutral good morality (Inconv.) Skills: Animal Handling +2, Appraisal +4, Athlet- ics +2, Awareness +2, Craft (basketweaving) +4, Craft (carpentry) +3, Craft (cobbling) +3, Craft (leatherworking) +3, Craft (locksmithing) +4, Craft (mending) +5, Craft (stonemasonry) +3, Craft (tinsmithing) +3, Craft (weaving) +4, Knives +2, Langauge (Dwarven) +3, Language (Elven) +3, Lan- guage (Gnome) +3, Language (Halfling) +4, Lan- guage (Orc) +2, Lockpicking +4, Maces/Clubs +2, Per- suasion +2, Stealth +2, Teamster +3, Throwing +2, Trad- ing +5 Equipment: stocked peddler’s cart, dagger, tools, 7 gp, 27 sp, 40 cp An An An An Angwyn a gwyn a gwyn a gwyn a gwyn ap-L p-L p-L p-L p-Llllllewel ewel ewel ewel ewellllllyn yn yn yn yn WIZARD Attributes: STR 2 REF 4 HLT 3/4* PRE 7 INT 9 WIL 7 DEF 14 INI 7 MOV 7 TGH 5 LIF 23 Advantages: Famous: legendary wizard (Gift), Fast Reflexes (Conv.; +2 INI), Mystic Adv.: Penetrating magic (Conv.; +2 to skill rolls when used in opposed rolls to resist), Mystic Adv.: Potent magic (Edge.; ef- fects of spells with random effects increased by 1/ 2), Mystic Adv.: Still spell (Edge; spells requiring motion/gestures can be cast while still), Extra Ac- tion Points (+5 AP) Disadvantages: Infamous: crazy old hermit (Inconv.), Psych. Disad.: Neutral good morality (Inconv.), Psych. Disad.: Solitary/dislikes visitors (Inconv.) Skills: Alchemy + 9, Animal Handling +7, Athlet- ics +2, Awareness (avoid surprise +3) +2, Concentra- tion +6, Craft (bookbinding) +6, Crossbows +2, En- gineering (general) +6, Geography (local kingdom) +6, History +6, Knowledge (arcana) +9, Knowledge 52 52 52 52 52 Go Go Go Go Gollllld R d R d R d R d Rus us us us ush Ga h Ga h Ga h Ga h Gam mm mmes es es es es (Briarton gossip) +5, Knowledge (local lore) +7, Knowledge (nobility) +6, Knowledge (dimensions/ planes) +9, Language (Common; native) +7, Language (Celestial) +4, Language (Dragon) +4, Language (Elven) +5, Language (Sylvan) +4, Maces/Clubs 2, Persuasion +2, Polearms (Staves +2) +2, Scry +6, Stealth +2, Throwing +2 Special Abilities: Create magical items: The user can create magical items (including weapons, armor, wands, rings, and the like); Empathic link: User can read emotions of target for 1 turn with successful op- posed Knowledge (arcana) roll vs. target’s WIL at- tribute roll; Share magic: any spells Angwyn casts on himself may also affect his familiars (GM’s option),. Equipment: bracers of armor +5, +1 quarterstaff, wand of fireballs (8th-level caster), wand of polymorph other, amulet of health +2, bag of holding, cloak of displacement, ring of protection +2, potion of cure serious wounds (4), potion of bull’s strength, potion of cat’s grace, light cross- bow, cottage, cache of 7,500 gp Da Da Da Da Daffffffffffyd yd yd yd yd GOAT FAMILIAR Attributes: STR 4 REF 5 HLT 5 PRE 1 INT 5 WIL 5 DEF 19* INI 5 MOV 10 TGH 5 LIF 25 SR 18 *if within 1 mile of ap-Llewellyn; DEF includes bonus for size Advantages: Mystic Adv.: Magic resistance (Conv.; Spells cast upon the character are at one greater Dif- ficulty Level), Phys. Adv.: Natural dodge (Edge; the character receives the +2 DEF bonus for dodging without using an action, which may be stacked with a normal Dodge action) Disadvantages: Phys. Disad.: Animal (Inconv.; no fine manipulation, cannot speak, etc.), Psych. Disad.: Loyal to Angwyn (Peril) Skills: Acrobatics (for balance only) +6, Awareness (vision +2) +5, Bite +4, Contortionist (for escape only) +3, Geography (local terrain & paths) +6, Navigation +6, Persuasion +2, Ram +5, Stealth +2 Special Abilities: Empathic link with Angwyn ap- Llewellyn; Share magic: any spells Angwyn casts on himself may also affect Daffyd (GM’s option), Com- municate with master: Daffyd may communicate with Angwyn, though any observers may only understand this by using magic to translate the speech Attacks: Ram (2d6 B/L), Bite (1d6 P/L) Ar Ar Ar Ar Arwwwwwooooollllld Dr d Dr d Dr d Dr d Draaaaago go go go gone ne ne ne neye ye ye ye ye RANGER Attributes: STR 5 REF 6 HLT 4 PRE 5 INT 4 WIL 6 DEF 17* INI 5 MOV 14* TGH 6 LIF 24 * Includes bonus from magic boots of elven speed Advantages: Ambidexterity (Edge), Famous: leg- endary dragonslayer (Conv.), Fast Draw: load bow (Conv.), Phys. Adv.: Natural dodge* (Conv.; the char- acter receives the +2 DEF bonus for dodging without using an action, which may be stacked with a nor- mal Dodge action), Strong Willed (Conv.) Disadvantages: Psych. Disad.: Hates dragons and orcs (Inconv.), Psych. Disad.: More comfortable in wilds than in human society (Inconv.) Skills: Animal Handling +4, Awareness +4, Bind- ing +4, Bows +6, Fish and Game +4, Healing (or Herb- alist) +4, Knowledge (wilderness lore) +5, Language (Elven) +5, Language (Sylvan) +4, Language (Terran) +3, Maces/Clubs +5, Navigation +5, Persuasion +2, Polearms +4, Professional (guide) +4, Stealth +8, Sur- vival +4, Swimming +4, Swords +5, Tracking +5, Two Weapons (short swords) +5, Unarmed Combat +5 Special Abilities: Befriend animal: Once per day the character may automatically befirend any one wild animal; Plant entangle: Once per day, the character may “Grab” an opponent at range as a normal action (up to 10 meters distance) by causing flora to magi- cally animate and entwine around the target; Heal wounds:: Once per day the character can magically heal 1d6 LIF when cast upon a creature (human or other). Equipment: magic leather armor (AV: 8, Loc: 7-15), magic compound bow (4d6+2), master quality short swords (pair; 2d6; 3d6 w/STR), dagger (1d6; 2d6 w/ STR), light mace (3d6; 4d6 w/STR), magic boots of elven speed (+2 MOV and +2 DEF), magic rope (rope is self- setting and may be climbed without one end being attached/anchored to a solid object), potion of healing (3 doses; heals 1d6 LIF per dose), 45 gp, 20 sp 53 53 53 53 53 wwwwwwwwwwwwwww.Go .Go .Go .Go .GollllldddddRRRRRus us us us ushGa hGa hGa hGa hGam mm mmes.c es.c es.c es.c es.cooooom mm mm Gi Gi Gi Gi Gisssssel el el el elaaaaa RANCHER/FALLEN PALADIN Attributes: STR 7 REF 5 HLT 8 PRE 7 INT 5 WIL 5 DEF 15 INI 7* MOV 13 TGH 6 LIF 34 Advantages: Famous: former paladin (Conv.), Phys. Adv.: Blind fighting (Conv.; +3 to offset penal- ties for blindness or obscured vision), Fast Reflexes (+2 INI*), Follower: Mistrider, magical warhorse (Gift) Disadvantages: Psych. Disad.: Lawful good mo- rality (Peril), Psych. Disad.: Feels unworthy of atone- ment (Hardship) Skills: Animal Handling +6, Awareness +2, Climb- ing +5, Crossbows +6, Healing (or Herbalism) +3, Language (Orc) +3, Maces/Clubs +9*, Negotiation +4, Oratory (Command) +4, Persuasion +2, Professional (horse rancher) +5, Religion (Erilys) +3, Riding +6, Stealth +2, Swimming +5, Throwing +6 Special Abilities: Smite evil creatures: Attacks against evil creatures do damage as if the character had +3 additional STR; Turn undead: Up to 6 times per day the character may cause undead creatures to flee—multiply the character’s PRE times Religion score (Gisela’s total is 21); any undead creature with this many LIF points or less is automatically de- stroyed and those with up to 2x this amount must turn and flee; Radiate courage: , Detect Evil, Divine Grace, Divine Health, Cure disease : Twice per week the character can remove all disease from a single living creature. If Gisela finds her way back to her faith, she gains the following spells, each usable once per day: The character heals 3d6 LIF; Protection against evil: Caster gains a +3 DEF against attacks from evil creatures. Equipment: magic mace (3d6; 5d6 w/STR; +2 to skill rolls*), magic chain shirt (AV: 16, LOC: 7-13), dag- ger (1d6; 2d6 w/STR), master quality small crossbow (2d6), house, horse ranch, 60 gp, 34 sp Mi Mi Mi Mi Missssstrid trid trid trid trider er er er er MYSTICAL WARHORSE Attributes: STR 8 REF 5 HLT 7 PRE 2 INT 2 WIL 5 DEF 15* INI 4 MOV 18 TGH 8 LIF 31 * Includes modifier for size & Natural Dodge advantage. Advantages: Advantage: Natural dodge (Edge; the character receives the +2 DEF* bonus for dodging without using an action, which may be stacked with a normal Dodge action), Famous: prized stud (Conv.) Disadvantages: Phys. Disad.: Animal (Inconv.; no fine manipulation, cannot speak, etc.), Psych. Disad.: Longs for Gisela to return to her calling as a paladin (Hardship), Psych. Disad.: Loyal to Gisela (Peril) Skills: Athletics +2, Awareness (smell +4) +4, Per- suasion +2, Stealth +2, Unarmed combat (hooves & bite) +4 Special Abilities: Empathic link with Gisela; Share magic: any spells Gisela casts on herself may also af- fect Mistrider (GM’s option) Attacks: Bite (1d6 B/L); Hooves (4d6 B/L) Equipment: Tack and bridle, blanket, saddle-bags 54 54 54 54 54 Go Go Go Go Gollllld R d R d R d R d Rus us us us ush Ga h Ga h Ga h Ga h Gam mm mmes es es es es Ma Ma Ma Ma Malllllcccccooooolllllm mm mm DRUID Attributes: STR 4 REF 7 HLT 4 PRE 5 INT 5 WIL 7 DEF 18* INI 6 MOV 15* TGH 6 LIF 26 Advantages: Famous: local protector of nature (Conv.), Followers: Animal companions (Edge), Mys- tic Adv.: Extended magic (Gift.; the duration of spells cast is extended by 50%), Mystic Adv.: Reist fey magic (Conv.; +3 to resist fey/faerie magic), Mystic Adv.: Trackless path (Edge; the character can pass through natural terrain without leaving tracks), Nature Sense (Gift; +6 to Survival rolls* involving nature) Disadvantages: Psych. Disad.: Neutral good mo- rality (Inconv.), Psych. Disad.: Protects nature (Hard- ship), Psych. Disad.: Makes strict judgments (Inconv.) Skills: Animal Handling +6, Awareness +2, Maces/ Clubs +3, Fish and Game +3, Healing (or Herbalism) +5, Knowledge (nature) +5, Knives +5, Knowledge (wilderness Lore) +7, Language (Celestial) +4, Lan- guage (Druidic) +6, Navigation +4, Negotiation +4, Persuasion +2, Polearms (magic staff +2*) +5, Slings +5, Spellcasting +7, Stealth +4, Survival (nature +6*) +7, Swimming +3, Unarmed Combat +5 Special Abilities: Animal shape: 3 times per day the character can assume the form of a normal ani- mal, of human or smaller size, for up to 1 hour), Pass through plants: the chaaracter can move through natu- ral terrain, including thorns and brush, without hin- derance to MOV or suffering damage from cutsand the like; Spells: as per the character description. Equipment: magic quarterstaff (3d6 B/L; 3d6+2 w/ STR; +2 to skill rolls*), magic leather armor (AV: 8, Loc: 7-15), magic cloak of defense (+1 DEF*), magic boots of speed (+2 MOV*), dagger (1d6 P/L; 2d6 w/STR), shortspear (3d6 B/L; 3d6+2 w/STR), sling (2d6 B/ L), potion of healing (3 doses; heals 1d6 LIF per dose), magic scroll: flame burst (usable once; inflicts 6d6 Sp/ L damage), magic scroll: change rock to mud (usable once), cottage, 540 gp, three 100 gp pearls Gr Gr Gr Gr Graaaaaccccce & Ab e & Ab e & Ab e & Ab e & Abel el el el el GIANT WEASELS/ANIMAL COMPANIONS Attributes: STR 6 REF 8 HLT 4 PRE 4 INT 1 WIL 5 DEF 18 INI 7* MOV 13 TGH 6 LIF 22 Advantages: Acute Sense: smell (Edge), Fast Re- flexes (Conv.; +2 INI*), Light Sleeper (Edge.) Disadvantages: Phys. Disadvantage: Animal (Inconv.; no fine manipulation, cannot speak, etc.), Psych. Disad.: Michievous (Hardship), Psych. Disad.: Protective of Malcolm (Hardship) Skills: Awareness (smell +6) +4, Bite +7, Persuasion +2, Sleight of Hand (for picking pockets & pilfering) +4, Stealth +6, tracking +6 Special Abilities: Drain blood: On a successful Grab or bite against an opponent, the weasel automatically inflicts 1d6-1 points of damage on each subsequent turn from draining the victim’s blood. Attacks: Bite (1d6+2 P/L) TTTTTrrrrraaaaaccccckkkkker er er er er WOLF/ANIMAL COMPANION Attributes: STR 5 REF 6 HLT 6 PRE 2 INT 1 WIL 6 DEF 16 INI 6* MOV 12 TGH 8* LIF 30 Advantages: Acute Sense: smell (Gift), Fast Re- flexes (Conv.; +2 INI*), Light Sleeper (Edge.) Disadvantages: Phys. Disadvantage: Animal (Inconv.; no fine manipulation, cannot speak, etc.), Psych. Disad.: Protective of Malcolm (Hardship) Skills: Awareness (smell +9) +4, Bite +5, Persua- sion +2, Stealth +2, Survival +4, Tracking +8, Un- armed Combat (tackle) +5 Attacks: Bite (1d6+2 P/L), Tackle (2d6+2 B/S) Equipment: Fur (+2 TGH*) 55 55 55 55 55 wwwwwwwwwwwwwww.Go .Go .Go .Go .GollllldddddRRRRRus us us us ushGa hGa hGa hGa hGam mm mmes.c es.c es.c es.c es.cooooom mm mm Ka Ka Ka Ka Kayl yl yl yl ylaaaaa EAGLE/ANIMAL COMPANION Attributes: STR 3 REF 6 HLT 5 PRE 2 INT 1 WIL 6 DEF 18* INI 6* MOV 10* TGH 5 LIF 27 * Includes +2 DEF for size. Advantages: Acute Sense: sight (Gift), Fast Reflexes (Conv.; +2 INI*), Light Sleeper (Edge.) Disadvantages: Easy to Kill (Hardship), Phys. Dis- advantage: Can’t Run or Sprint on ground* (Inconv.), Phys. Disad.: Animal (Inconv.; no fine manipulation, cannot speak, etc.), Psych. Disad.: Protective of Malcolm (Hardship) Skills: Awareness (sight +9) +4, Bite +3, Claws +5, Persuasion +2, Stealth +2, Special Abilities: Flight: Use MOV attribute, above, and allow “Run” and “Sprint” speeds in air. Attacks: Bite (1d6 P/L), Claws (1d6 P/L) Gr Gr Gr Gr Graa aa aa aa aakkkkk ORC CHIEFTAN Attributes: STR 9 REF 6 HLT 7 PRE 5 INT 5 WIL 4 DEF 20* INI 8* MOV 14 TGH 7 LIF 29 AV 4* Advantages: Fast Reflexes (+2 INI*), Night Vision (Edge), Hard to Kill (Edge; 4 TGH acts as AV*), Lucky: +4 AP, Phys. Adv.: Natural dodge—the character re- ceives the +2 DEF* bonus for dodging without using an action, which may be stacked with a normal Dodge action (Edge) Disadvantages: Bad Tempered (Hardship), Infa- mous (Hardship), Phys. Disad.: Light sensitive (Hard- ship), Psych. Disad.: Neutral evil morality (Hardship), Secret: Grimbor’s father (Hardship.) Skills: Animal Handling +4, Awareness (hearing +2) +4, Axes (magic double ax +2) +8, Climbing +8*, Crossbows (magic crossbow +2) +7, Fish and Game +5, Language (Common) +3, Language (Orc; native) +6, Language (Undercommon) +4, Maces/Clubs +8, Navigation +5, Persuasion (Intimidate +4) +2, Riding +5, Smith (weapons) +5, Stealth +3, Swimming +5, Tracking +4, Survival +5, Unarmed Combat +7 Special Abilities: Enraged: 4 times per day, the character can fly into a battle rage, increasing his STR by +2 and taking a -2 penalty to DEF. Equipment: magic orc double axe (4d6 P/L; 6d6 w/ STR; +2 to skill rolls*), magic chain shirt (AV: 14; Loc: 7-15), magic small crossbow (2d6; +1 to skill rolls*), +1 bolts* (20), dagger (1d6; 2d6 w/STR), magic ring (+4 to Climbing skill rolls*), magic ring (+2 to DEF*), po- tion of healing wounds (2 doses; each dose heals 2d6 LIF), warhorse BBBBBeneger C eneger C eneger C eneger C eneger Cooooorb rb rb rb rben en en en en CLERIC Attributes: STR 6 REF 5 HLT 4 PRE 6 INT 4 WIL 8 DEF 15 INI 5 MOV 10 TGH 7 LIF 28 Advantages: Membership: MR4/minor priest of the Cult of Vextra (Moderate) Disadvantages: Psych. Disad.: Lawful evil moral- ity (Hardship), Secret: Member of Cult of Vextra (Peril) Skills: Awareness +2, Concentration +2, Crossbows +5, Disguise +5, Healing (or Herbalism) +5, Maces/ Clubs (magic mace +2) +4, Negotiation +5, Oratory (Command +4) +2, Persuasion (Fast talk +4) +4, Pro- fessional (merchant) +5, Religion (Vextra) +5, Stealth +4, Trading +5 Special Abilities: Rebuke undead: Up to 5 times per day the character may cause undead creatures to cower is fear and awe—multiply the character’s PRE times Religion score (Beneger’s total is 30); any undead creature with this many LIF points or less is automatically awed and those with up to 2x this amount cannot attack the rebuking character. Equipment: morningstar (3d6; 4d6+2 w/STR; +2 to skill rolls*), magic chainmail (AV: 14; Loc: 7-17), magic amulet of protection from detection and location (-6 to attempts to magically locate the wearer), rod of can- cellation, magic potion of strength (+4 STR, lasts for 10 minutes), magic potion of dexterity (+4 REF, lasts for 10 minutes), magic potion of healing (3 doses; each dose heals 2d6 LIF), magic potion of telepathy (allows user to read surface thoughts of one target, for up to one minute), black iron star “charms” (40), 150 gp, 46 sp, two 75 gp rubies 56 56 56 56 56 Go Go Go Go Gollllld R d R d R d R d Rus us us us ush Ga h Ga h Ga h Ga h Gam mm mmes es es es es 57 57 57 57 57 wwwwwwwwwwwwwww.Go .Go .Go .Go .GollllldddddRRRRRus us us us ushGa hGa hGa hGa hGam mm mmes.c es.c es.c es.c es.cooooom mm mm 58 58 58 58 58 Go Go Go Go Gollllld R d R d R d R d Rus us us us ush Ga h Ga h Ga h Ga h Gam mm mmes es es es es 59 59 59 59 59 wwwwwwwwwwwwwww.Go .Go .Go .Go .GollllldddddRRRRRus us us us ushGa hGa hGa hGa hGam mm mmes.c es.c es.c es.c es.cooooom mm mm The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). 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System Reference Document copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. The Village of Briarton copyright 2003 by Gold Rush Games; Au- thors Patrivk Sweeney, Christina Stiles; Editing & Additional material by Spike Y Jones. DESIGNATION OF OPEN CONTENT All text printed on pages 5 through 44, inclusive, is hereby desig- nated as Open Content in accordance with section 8 of the Open Game License (above). DESIGNATION OF PRODUCT IDENTITY The title “The Village of Briarton,”the text “From humble beginnings...heroes are born,” all artwork, illustrations and maps (in- cluding design elements, page design and header style) are hereby designated Product Identity. Get Ready for More Buy the commercial version PDF or book and get everything in this file and more! • Illustrations • Optional Wealth Rules • Expanded Wealth Table • Hit Location Rules • Scaling Rules (for Mega and Micro Scale) • Skill lists for Fantasy, Modern and Sci-Fi • Expanded Language Skill Rules • Complete Language Chart • Alternate dice mechanics—use 1d20! • A comprehensive Index! • Hypertext links (PDF version only) • Only $14.95 for the book! • Only $4.95 for the PDF! • Click here to Order online! www.action-system.com 61 61 61 61 61 wwwwwwwwwwwwwww.Go .Go .Go .Go .GollllldddddRRRRRus us us us ushGa hGa hGa hGa hGam mm mmes.c es.c es.c es.c es.cooooom mm mm Available Now from better game & hobby stores! Published by Citizen Games (www.citizengames.com)
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A quick reference and character creation companion for the 1pot rpg 1. Roll stats, STR, DEX, CON, INT, WIS, CHA; 3d6 in order Stat Value Modifier options A B C 3 -4 -3 - 4 -3 -2 - 5 -3 -2 - 6 -2 -1 - 7 -2 -1 - 8 -1 -1 - 9 -1 0 - 10 0 0 - 11 0 0 - 12 +1 0 - 13 +1 +1 - 14 +2 +1 - 15 +2 +1 - 16 +3 +2 - 17 +3 +2 - 18 +4 +3 - 2.1. Race (d8) and Class (d4). or.. 1d8 Race Bonuses... 1 Dwarf +1 CON, +1 WIS +2 bonus to checks relating to metal- and stonework, and damage against orcs, goblins and giants 2 Elf +1 DEX, +1 INT +2 bonus to checks involving detection 3 Halfling +1 DEX, +1 WIS +2 bonus to checks involving stealth 4 Goblin +1 DEX, +1 CON +2 bonus to checks involving stealth 5 Gnome +1 DEX, +1 CHA 2 bonus to checks involving craft 6-8 Human Rearrange any two ability scores as you desire after selecting your class 2.2. ...Race as Class (d8/d12) D4/D8 / Class D12 (optional) 1 Cleric 3 Thief 5 Dwarf 7 Halfling 9 Gnome 11 Druid 2 Fighter 4 Wizard 6 Elf 8 Goblin 10 Bard 12 Animal 3. Determine class die: hit points and weapon damage Class die Classes 1d8 Fighter, Dwarf, Companion Animal 1d6 Cleric, Thief, Elf, Halfling, Goblin, Gnome, Bard, Druid 1d4 Wizard 4. Determine class powers: gain entry ‘12’, roll 1d8 for second entry 4.1. Cleric Armour: Any d12 Ability Description 1 +1 to attack rolls 2 +1 to rolls vs. undead, unnatural, opposing faith 3 Gain deity-specific ability (see Religion section) 4 +1 spell slot/spellcraft 5 +1 INT checks for religious or undead lore 6 +2 to WIS/CHA saves, +1 to all others 7 +1 to healing skills; cure spells heal +1 damage 8 +1 spell slot/spellcraft 9 +1 penalty to spell DC saves or progress Turn ability 10 +1d6 hp (± CON modifier) 11 Choose +1 to attack, +1d6 hp, or +1 spell slot 12 Gain ability to Turn/Control Antithetical/Supernatural Beings 4.2. Fighter Armour: Any d12 Ability Description 1 +1 STR/CON-based skills (athletics, open doors etc) 2 +1 skill checks to forge, repair or maintain weapons/armour 3 +1 to attack rolls 4 +1 bonus to all rolls for trip, disarm and grapple attempts 5 +1 damage rolls 6 +1 to attack rolls 7 +1 to all rolls on lethal damage table;-1 damage from crit.hits 8 +2 to STR/CON saves, +1 to all others 9 +1d8 hp (± CON modifier) 10 +2d4 hp (± CON modifier) 11 Choose +1 to attack rolls, +1 damage, or +1d8 hp 12 +2 to attack rolls 4.3. Thief Armour: Light d12 Ability Description 1 +1d6 sneak attack damage 2 +1 to climb skills, -1 falling damage 3 Use ‘restricted’ magic items on difficult INT check 4 +2 DEX-based skill checks (stealth, agility, climbing) 5 +2 DEX/INT saves, +1 to all others 6 +1 lockpicking, pickpocketing and trap-related skills 7 +1 INT check to transmit/decipher text/code, forgery 8 +1 to called shot attacks, +1 damage on critical hit 9 +1 to attack rolls 10 +1d6 hp (± CON modifier) 11 Choose +1 to attack, +1d6 sneak attack, or +1d6 hp 12 +1 lockpicking, pickpocketing and trap-related skills 4.4. Wizard Armour: None d12 Description 1 +1 INT skill checks to recall scholarly information 2 +1 language spoken/understood 3 Can produce alchemical substances of +d4 potency 4 +2 WIS/CHA saves, +1 to all others 5 Gain a loyal 1d4 hp Familiars of your choice 6 +1 DC all spells for targets to resist 7 Gain Wizard School Specialisation 8 +1 spell slot/spellcraft 9 +1 spell slot/spellcraft 10 +1d4 hp (± CON modifier) 11 Choose +1 to attack, +1 bonus spell, or +1d4 hp 12 +2 spell slots/spellcraft ... and use the following tables for Wizard Familiars (1d8 or 3d8) or Wizard School Specialisations (1d12) 4.4.1. Wizard Familiars (1d8 or 3d8 and pick from each column) D8 Animal Nature Abilities Progression 1 Bat or bird Winged vermin Fickle Clairvoyance The wizard gains the ability to see through the eyes (or other sensory organ) of their familiar once per day for 10 minutes Increase your choice of 1) +1 uses per day 2) +1 additional sensory quality 2 Cat Domestic animal Lazy Possession For ten minutes, the familiar can merge with other creatures, control their actions and access their memories on target failing both a CON and WIS save. Increase your choice of 1) duration by +10 minutes 2) difficulty of CON & WIS save by +1 3 Rat Large rodent Greedy Valet The familiar can safely swallow one object, able to be carried in one hand, and regurgitate it unharmed. +1 objects held at any time 4 Snake or Lizard Viper or adder Perky Venom The familiar produces a venom to which the master is immune. The venom can be extracted and used once per day, but decays in 24 hours Increase your choice of 1) potency of the venom(-1 CON save) 2) +1 uses per day 3) Immunity to another named venom 5 Insect/Arachnid Beetle or spider Vindictive Survivalist The familiar grants the ability to draw sustenance from detritus and climb walls (5ft speed) Gain an additional 1) immunity to a specific named disease 2) +5ft climb speed D8 Animal Nature Abilities Progression 6 Imp Small winged devil Cowardly Speech The familiar can speak with others of its kind and communicate in its master’s native language Improve your choice of 1) Speaking an additional language 2) Ability to impersonate +1/day 7 Orb Floating object Patronising Levitation The familiar grants the ability to hover briefly; the master may fall/jump and always land safely of a distance up to 10ft +5ft to distance safely jumped 8 Growth Unsightly lump or strange sigil on body Lugubrious Change form The familiar can change its shape into a simple inanimate object of equivalent size for 10 minutes Increase your choice of 1) the size of the object mimicked 2) the complexity, detail or moving parts 3) 3) +10 minutes duration 4.4.2. Wizard School Specialisation (1d12) D12 School Ability Description Progression: increase choice of... 1 Abjuration Defensive and protective magic Generate a protective ward that can either increase a target’s AC by 1, or grant 5 points of resistance to damage from fire, lightning, acid or cold (pick 1 when casting)for 10 minutes 1) The bonus to AC by 1 2) The resistance to elements by 5 3) The number of targets benefitting by 1 4) The duration by +10 minutes 5) Number of uses per day by 1 D12 School Ability Description Progression: increase choice of... 2 Conjuration Summoning creatures Summon 1 loyal creature of your choice from up to the 1d4 rank creatures (Creature must be studied to be summoned) 1) Creature tier from d4 to d6, d6 to d12 2) Total hit dice of creature (1d4 -> 2d4 etc) 3) Number of creatures summoned by 1 4) Number of uses per day by 1 3 Divination Insight, revealing information You gain a +1 bonus to initiative checks Once per day you can either 1) gain a +1 bonus to all knowledge and detection checks for 10 minutes; or 2) determine the location of one object or person (WIS save) with 50% accuracy 1) Initiative bonus by 1 2) Detection and knowledge checks by 1 3) Duration by +10 minutes 4) Accuracy of location by +5% 5) Number of uses per day 4 Enchantment Control of others Increase CHA stat by 1. Once per day, on a successful opposed CHA check, turn 1 target into a loyal ally for 1 hour per point difference in CHA. If you succeed by 10 or more, you control their action 1) CHA stat by 1 2) Number of targets affected by 1 3) Number of uses per day by 1 5 Evocation Energy and destruction Once per day on casting, you may alter any spell that causes elemental (ice, fire, electricity or acid) damage to either change the damage type or do 1 additional point of damage per die 1) Additional damage per die by 1 2) Number of uses per day by 1 6 Illusion Trickery, fooling the senses Once per day, create a silent static image of your choice of a size up to 10 ft cube in size 1) Size of illusion (+10 ft cube) 2) Qualities (add movement, sound, or smell) 3) Number of uses per day by 1 D12 School Ability Description Progression: increase choice of... 7 Necromancy Control over the powers of death Once per day, from a mostly intact corpse you may create an undead creature of up 1d4 rank in power, under your absolute control 1) Creature tier from d4 to d6, d6 to d12 2) Total hit dice of creature (1d4 -> 2d4...) 3) Total number of creatures controlled by 1 4) Number of uses per day by 1 8 Transmutation Physical change, transformation Once per day, for 10 minutes, you can alter the physical structure and appearance of your body. The maximum increased bonus across STR, DEX, CON, CHA or natural AC this can achieve is +1 (stats cannot be reduced to allow others to increased), and +10ft for modes of movement (flight, burrowing, swimming etc). 1) The maximum total bonus by 1 for stats and 10ft for movement 2) The duration by +10 minutes 3) Number of uses per day by 1 9 Generalism Broad understanding of all magic Once per day, you are able swap a memorised spell for another in your spellbook of an equal or lower level. 1) Number of uses per day by 1 10 Dracology The study of dragons You gain +1 to the following powers:  CHA-based interaction with dragons  INT checks for draconic lore  WIS checks for tracking dragons  Spell damage vs. dragons per die rolled  Saving throws vs. draconic powers 1) All listed powers increase by +1 D12 School Ability Description Progression: increase choice of... 11 Occultism Dark pacts with beings beyond You may sacrifice 1d4 points of your WIS stat to either 1) receive answer from an outer being to one question with 30%+1d4×10% accuracy; or 2) cause a damaging spell to inflict 1d4 additional points of damage per die; or 3) inflict a -1d4 penalty on a saving throw against the affected spell. All modified spells produce visuals that are disturbing to natural creatures. WIS loss recovers at a rate of 1 every 32 days. If ever reduced to zero WIS, your soul is claimed and body controlled by a dark entity 1) the accuracy of the answer by +10% 2) the number of questions asked by +1 3) +1 additional damage per die 4) additional -1 penalty to saving throws 5) WIS recovery rate by half (minimum of 1 day) 12 Esoterica Understanding of unusual and creatural sources of magic With a successful INT check, you are able to dissect monsters and disassemble devices to distil and extract the inner sources of power and magic within e.g. a medusa’s eye. Objects removed can be used whilst worn to trigger or absorb the related effect, with 40% potency or chance of success, once before dissolving. You also gain +1 INT checks relating to non-spellcasting sources of magic and magical engineering, including the extraction above. 1) INT check by +1 2) Potency/chance of effectiveness by +10% 3) Extracts uses before dissolving by +1 4.5. Dwarf Armour: Any d12 Ability Description 1 +1 4.5.1 Dwarven Runecasters ability/spellcraft 2 +1 skill checks to forge, repair, appraise items or structures 3 +1 to attack rolls 4 +2 damage bonus vs. orc- and goblinkind, and giants 5 +1 STR/CON-based skills (athletics, open doors etc) 6 +1 to attack rolls 7 +1 to all rolls on lethal damage table;-1 damage from crit.hits 8 +2 to STR/CON saves, +1 to all others 9 +1d8 hp (± CON modifier) 10 +1d10 hp (± CON modifier) 11 Choose +1 to attack rolls, +1 damage rolls, or +1d8 hp 12 +1 to attack rolls and all saves ... and use the following table Dwarven Runecaster abilities (1d8) 4.5.1 Dwarven Runecasters (1d8) D8 Ability Description Progression 1 Anvil Strike You empower the next attack, if it connects, with a touched melee weapon to do an additional +1d6 damage Increase your choice of 1) Damage done by +1d6 2) Number of uses per day by 1 2 Blessing of the Forge You and your allies close by gain a +1 bonus to attack rolls and saving throws for 10 minutes Increase your choice of 1) Bonus by +1 2) Number of uses per day by 1 3 Companion of Earth You conjure an earth elemental of 1d12 power for 10 minutes, as your loyal servant to do your bidding Increase your choice of 1) Power of elemental by +1d12 2) Number of uses per day by 1 4 Dwarven Resilience You heal the wounds of yourself or a target ally by 1d8 hp Increase your choice of 1) Healing power by +1d8 2) Number of uses per day by 1 D8 Ability Description Progression 5 Earthbond You may enter and exit up to a 5 foot cube of natural unworked earth or rock during one move action Increase your choice of 1) Distance through earth by +5’ 2) Number of uses per day by 1 6 Magic Stone You conjure a magical stone that can be hurled at a foe as a ranged attack doing 1d8 damage. Against undead, goblins, orcs and giants, the stone does 1d12 damage Increase your choice of 1) Damage done by +2 2) Number of uses per day by 1 7 Sense Wealth You can detect the largest source of wealth (gold, gems, ore etc) within 60 ft and know its precise value. Increase your choice of 1) Range of power by +60 ft 2) Number of uses per day by 1 8 Wall of Stone You may conjure a 1 ft thick wall of rock up to 5 ft by 5ft in size, once per day Increase your choice of 1) Area of wall by +5 ft2 2) Number of uses per day by 1 4.6. Elf Armour: None/Light d12 Ability Description 1 +1 to all WIS skill checks involving detection 2 +1 INT checks to recall lore relating to magic or nature 3 -1 penalty on targets to resist illusion, enchantment spells 4 +1 to attack rolls 5 +2 to DEX/CHA saves, +1 to all others 6 +1 STR/DEX-based skills and checks (athletics, stealth) 7 +1 to armour bonus permitted yet to allow spellcasting 8 +1 to attack rolls 9 +1 spell slot/spellcraft 10 +1d6 hp (± CON modifier) 11 Choose +1 to attack, +1 bonus spell, or +1d6 hp 12 +1 spell slot/spellcraft from Elf list and +1 all saves 4.7 Halfling Armour: Any d12 Ability Description 1 +1 to all acrobatic and climbing skills 2 +1 to all DEX stealth and escape skills 3 +1 to all initiative checks 4 Resist +4 damage from area-of-effect spells/explosions 5 +1 damage with ranged attacks 6 +1 to all saves 7 +1 to all DEX stealth and escape skills 8 +1 to attack rolls 9 +1 to attack rolls 10 +1d6 hp (± CON modifier) 11 Choose +1 to attack rolls, +1 all saves, or +1d6 hp 12 +2 to all saves 4.8. Goblin Armour: Light d12 Ability Description 1 +1 to attack rolls 2 +1 to all DEX stealth and escape skills 3 +2 to DEX/CON saves, +1 to all others 4 +1 to wolf handling/riding skills; +1d4 wolf companion 5 +1 skills to make/use poison, +1 potency/DC 6 +1 bonus spell/spellcraft from Shaman list 7 +1 to all DEX stealth and escape skills 8 +1 to attack rolls 9 Mob attack (+2 damage if outnumbering foes in melee) 10 +1d6 hp (± CON modifier) 11 Choose from +1 to attack, +1d6hp, +1d6 sneak attack 12 +1d6 sneak attack damage 4.9. Gnome Armour: Light d12 Ability Description 1 +1 skill checks to forge, repair, appraise items 2 +1 to all DEX stealth skills 3 +2 to CON/WIS saves, +1 to all others 4 Burrow Mage: +1 dwarven rune ability/spellcraft 5 Alchemist (+1d4 power from alchemical creations) 6 Magician (+1 bonus spell/spellcraft – use Elf list) 7 Natural linguist – Speak with Animal +1/day 8 +1 to attack rolls 9 The Knack: +1 in 6 chance of blindly activating any magical item 10 +1d6 hp (± CON modifier) 11 Choose from +1 to attack, +1d6hp, +1 all saves 12 +1 to attack rolls and all saves 4.10 Bard Armour: Light d12 Description 1 +1 to attack rolls 2 +1 to all DEX stealth and escape skills 3 +2 to WIS/CHA saves, +1 to all others 4 +1 backstory (identity or knowledge of a profession) 5 Practical knowledge (+1 INT check to recall historical information relevant to any situation or object at hand) 6 Snap out of it! (grant ally reroll on failed WIS/CHA save with +1 bonus) 7 +1 to all CHA subterfuge and persuasion skills 8 +1 to attack rolls 9 Practical knowledge (+1 INT check to recall information relevant to any situation) 10 +1d6 hp (± CON modifier) 11 Choose +1 to attack, +1d6hp, +1 to a skill, or +1 all saves 12 Inspiring voice (+1 x day, rally allies in combat granting each +1 to attack/damage/saves for +10 minutes)* * Rerolling this allows the choice of increasing use per day, or increasing the benefit granted; player’s choice. 4.11. Druid Armour: Light d12 Description 1 Nature Warrior (+1 attack in natural surroundings) 2 Natural linguist – Speak with Animal +1/day 3 Hedge Wizard (+1 spell/spellcraft; clerical, nature) 4 Pathfinder (+1 skill checks for wilderness travel, tracking, sensing danger in natural environ) 5 Trapper (snares/traps +1 difficulty to find, do +1d6 damage) 6 Hedge Wizard (+1 spell/spellcraft; clerical, nature) 7 Nature affinity (+1 INT and CHA checks regarding or interacting with nature, animals, plants and their care) 8 Warrior (+1 to all attack rolls) 9 Polymorph Self to known animal form and back +1/day 10 +1d6 hp (± CON modifier) 11 Choose one of +1d4 animal, +1 bonus spell, or +1d6hp 12 Animal Companion (+1d4 hp, loyal obedient animal) D8 / Animal (examples) 1 Wolf 3 Fox 5 Bear 7 Snake 2 Boar 4 Badger 6 Tiger 8 Hawk 4.12. Companion Animal (d8 animal type) Armour: Any d12 Description 1 +1 to attack rolls 2 +2 damage inflicted when pouncing/diving on a foe 3 Able to carry +1 object, mysteriously secreted on body 4 Resist +4 damage from area-of-effect spells/explosions 5 Able to communicate with +1 other type of animal 6 +1 to all DEX stealth and escape skills 7 +1 to attack rolls 8 Able to vocalise +1 word of speech 9 +1d8 hp (± CON modifier) 10 +1d8 hp (± CON modifier) 11 Choose +1 to attack, +1d8hp, or +1 all saves 12 +1 to attack rolls and all saves 5. Generate starting equipment Each character starts with a dagger, backpack, flint-and-tinder, torch and bedroll. Additionally, clerics have a wooden holy symbol; thieves, lockpicks and tools; wizards, a spellbook. If an entry on the class table indicates a item would be possessed in character creation; e.g. poisoner for Goblins and poison, field armourer for Fighters and a smith hammer; then the character also starts with that item. If you wish to use random background generation for the characters, this can also be used to identify certain class-relevant items they begin with – see the table below. They also have randomly determined equipment based on the following table , and their CHA score in starting gold or silver depending on the currency standard you are using. To generate the equipment, roll 1d20 on the table below, note down the gear and continue rolling until the same result comes up twice. If armour or a shield is rolled as a result, this can be substituted for a form usable by the class of the PC e.g. a thief can substitute Heavy armour for Light (see below). Once an armour or shield result is rolled, all subsequent rolls use 1d10+10. Rolling any entry twice ends the equipment generation. Note: characters can only ever carry up to their strength score in bulky items, such as armour, rope or a ladder. D20 Equipment 1 A melee weapon of choice 2 1d6 throwing weapons of choice 3 Helmet (L or H, +1/2 AC) 4 A ranged weapon of choice with 20 ammunition 5 Wooden Shield (L) - +1 AC 6 Leather armour (L; chest, arms, legs) - +3 AC 7 Leather cuirass (L; chest) - +1 AC 8 Chain shirt (H; chest, arms) - +4 AC 9 Splint mail(H; chest, arms, legs) - +6 AC 10 10’ pole or ladder 11 Vial of Holy Water (d12 damage vs. undead, supernatural or creator’s opposing faith) 12 Mirror 13 Pouch of Marbles 14 Hemp role (50’) 15 Lantern and oil 16 Hammer and 6 iron spikes 17 1d4 flasks of oil 18 1d6+1 torches 19 Chalk and paint 20 1 week’s worth of rations and waterskin 5.1. Roll d12 on the table overleaf to generate a character background and associated gear – gain the equipment listed under ‘All’ and the class entry Goblin Spiked helm (H) Small cauldron Grease / lard Handcart Tattoo kit Pot of honey Magic mushrooms Animal pelt Jar of vinegar Gris-gris Pot of tar Bucket Halfling Sling & bullets(30) Two jars Whistle Shovel Jar of cream Sack of oats Silver trowel Pipe & tobacco Selection of seeds Wicker basket Caltrops Saucepan Elf Bow & arrows(20) Parchment & ink Garlic Sled Flute Waterskin & soap Silver dagger Lyre Star charts Scroll case Cloak Fine clothes Dwarf Battleaxe or breastplate Steel Shield (H) Bottle of mead 20gp gemstone Hair/beard dye Sack & rations(7) Silver hammer Tarpaulin Skullcap (L, helmet) Set of dominoes Crowbar Manacles Wizard Spyglass 1 pint of acid Bucket Lodestone Glass ball Jar of pure alcohol Hourglass Fishing rod & net Scales Live toad Sextant Parchment & ink Thief Bow & arrows(20) Forge tongs 10’pole Lantern & oil Dice / deck of cards Salt & pepper Crampons +3d6 gold pieces Map of nearby city Fortune- telling bones Sap 10’ladder Fighter Crossbow & bolts(20) Whetstone Flail Wooden Shield (L) 1d4 throwing daggers Cudgel Hand-wraps Pellet bow & stones(20) Military history tome Staff-sling & bullets(10) Sword Quarterstaff Cleric Breastplate (H, Chest) Bottle of wine Pitchfork Lodestone Fine Cassock Sack & rations(7) Silver holy symbol Wolfsbane Bandages Holy Water Wooden Shield (L) Candles(4) All Spear Hammer & Chisel Pig/Sheep /Goat Pick Makeup Cask of Ale Incense Animal Snares Parchment & Ink Medicinal herbs Rope & Grapple Sack & rations(7) Background Military Army, Navy, Guard Craftsman Smith, Mason, Vintner Farmer Arable, Pastoral Miner Metal ore, gems Artist Performer Innkeeper Barkeep, ostler Ascetic Religious Loner Hermit Scholar Sage, Tutor Hedge Wizard Shaman, Seer Bandit Pirate, Thief Slave Servant 1 2 3 4 5 6 7 8 9 10 11 12 6. Spell lists (Aligned, Nature, Elven, Shaman) Roll d8 to select clerical, d4 for nature/druidic, or d8 for shamanic spells each level Clerical Spells LEVEL ONE LEVEL TWO d8 Spell AL N S d8 Spell AL N S 1 Cure Light Wounds*  1 1 1 Bless*  1 2 Detect Evil 2 Find Traps 3 Detect Magic 3 Know Alignment*  4 Light* 2 2 4 Hold Person/Animal* 1 5 Protection from Evil*  5 Resist Fire 2 2 6 Purify Food and Water*  3 3 6 Silence 15’ Radius 7 Remove Fear*  4 7 Speak with Animals 3 3 8 Resist Cold 4 8 Warp Wood 4 4 LEVEL THREE LEVEL FOUR d8 Spell AL N S d8 Spell AL N S 1 Animal Growth* 1 1 1 Create Food and Water 2 Animate Dead  2 2 Control Water 1 3 Continual Light* 2 3 Dispel Magic 2 1 4 Cure Condition*  4 Languages* 5 Cure Serious Wounds*  3 3 5 Neutralise Poison*  3 2 6 Locate Object 6 Protection from Evil 10’ radius*  3 7 Remove Curse*  4 7 Speak with Plants 4 8 Water Breathing 4 8 Sticks to Snakes 4 LEVEL FIVE LEVEL SIX d8 Spell AL N S d8 Spell AL N S 1 Commune 1 Animate Objects 1 2 Cure Critical Wounds*  1 1 2 Banishment 2 3 Dispel Evil*  3 Barrier* 4 Flame/Lightning Strike 2 4 Create Animals 1 3 5 Insect Plague 3 2 5 Cureall*  2 6 Geas/Quest*  6 Find the Path 3 7 Raise Dead*  4 3 7 Transport via Plants 4 8 Truesight 4 8 Word of Recall 4 LEVEL SEVEN LEVEL SEVEN cont... d8 Spell AL N S d8 Spell AL N S 1 Call the Divine* 1 1 5 Holy Word*  2 Control Weather 2 6 Raise Dead Fully*  4 3 Creeping Doom 3 2 7 Regeneration 4 Earthquake 4 3 8 Restoration*  Arcane Spells Roll d12 to select wizard, d8 for elven, or d8 for shamanic spells each level LEVEL ONE LEVEL TWO LEVEL THREE d12 Spell E S d12 Spell E S d12 Spell E S 1 Charm Person 1 5 1 Continual Light* 1 1 Breathing 2 Detect Magic 2 2 Detect Evil 2 2 ClairSense 1 3 Floating Disc 3 Detect Invisibility 3 5 3 Dispel Magic 2 5 4 Hold Portal 4 ESP* 4 4 Fireball 6 5 Light* 3 6 5 Invisibility 5 6 5 Fly 3 6 Magic Missile 6 Knock 6 Haste* 4 7 Protection from Evil* 4 7 7 Levitate 6 7 Hold Person* 5 8 Read Languages 5 8 Locate Object 8 Infravision 9 Read Magic 6 9 Mirror Image 7 9 Invisibility 10’ Radius 6 7 10 Shield 10 Phantasmal Force 8 7 10 Lightning Bolt 11 Sleep 7 8 11 Web 8 11 Prot.n Evil 10’ Radius* 7 8 12 Ventriloquism 8 12 Wizard Lock 12 Prot.n Missiles 8 LEVEL Four LEVEL Five LEVEL Six d12 Spell E S d12 Spell E S d12 Spell E S 1 Charm Monster 1 1 Animate Dead 5 1 Antimagic Shell 1 5 2 Confusion 2 5 2 Cloudkill 2 Control Water 2 3 Dimension Door 3 3 Conjure Elemental 3 Control Weather 3 6 4 Hallucinatory Terrain 4 6 4 Contact Outer Plane 1 4 Death 7 5 Mass Morph 5 5 Feeblemind 2 5 Disintegration 6 Plant Growth* 6 6 Hold Monster 3 6 6 Geas/Quest 4 7 Polymorph Other 7 7 Magic Jar 4 7 Invisible Stalker 8 Polymorph Self 8 8 Passwall 5 8 Move Earth 5 9 Remove Curse* 7 9 Rock to Mud* 6 7 9 Project Image 6 10 Wall of Fire 10 Telekinesis 7 10 Reincarnation 7 8 11 Wall of Ice 11 Teleport* 8 8 11 Stone to Flesh* 8 12 Wizard Eye 8 12 Wall of Stone 12 Wall of Iron LEVEL Seven LEVEL Eight LEVEL Nine d12 Spell E S d12 Spell E S d12 Spell E S 1 Delayed Blast Fireball 1 Clone 1 Contingency 1 2 Lore 1 2 Explosive Cloud 2 Gate* 2 3 Magic Door* 2 3 Force Field 1 3 Immunity 3 4 Mass Invisibility* 3 5 4 Irresistible Dance 2 1 4 Maze 4 5 Power Word: Stun 5 Mass Charm* 3 2 5 Meteor Swarm 6 Reverse Gravity 6 Mind Blank* 4 6 Power Word: Kill 5 7 Spell Turning 4 6 7 Polymorph Anything 5 3 7 Prismatic Wall 6 1 8 Statue 5 8 Symbol 8 Shapechange 2 9 Summon Object 6 9 Permanence 6 9 Summon Monster III 3 10 Summon Monster I 7 10 Power Word: Blind 7 10 Timestop 7 11 Sword 7 11 Summon Monster II 4 11 Trap the Soul 12 Teleport Any Object 8 8 12 Travel 8 12 Wish 8 4 7. Got into a scrape? Roll 2d6 on Lethal damage table when  hit points are zero and further injured  uncontrolled falling more than 10 ft  critical fail on saving throw vs. damaging effect 2d6 General Explosive Claws & Teeth -1 for each subsequent roll on this table after the first without rest or healing -4 to the roll if unconscious, unaware or bound. Apply DEX mod to falling roll The number of d6 rolled for a sneak attack is likewise subtracted ≤2 Instantly Dead Dead; charred crisp or insides boiled Dead; disembowelled, chewed, decapitated 3 Fatal Wound; paralyzed, die in 1d10 rounds Lung damage; Immobile; drown in own blood in 1d10 rounds Disembowelled; immobile, die in 1d6 rounds 4 Sever/Crush; lose limb or facial feature Charred limb; amputate or CSW in 2d6 hours or die Lost limb; cauterise, bind or CSW in 2d6 rounds or die 5-6 Fracture; broken bone (heal in 4d6 weeks) 5: Blinded 6: Deafened 5: Fractured bone and knocked prone 6: Fractured bone 7 Knocked out; wake in 2d6 rounds or if healed 8-9 Stunned for 1 round; can take no action 8: Blind for d4 rounds 9: Deaf for d4 rounds Stunned for 1 round 10 Knocked prone and winded (-2 all rolls until combat ends) Knocked prone and lose sense of smell Knocked prone and winded 11 Knocked prone 12+ Resolve: gain +1d6 hp, but pass out in that same number of rounds for 2d6 rounds or until roused A bonus to the roll can be applied equal to the armour rating of the area of the body hit or a shield, if carried. Armour that thus obstructs a telling blow is damaged and offers one less bonus to AC for the struck body part and future rolls on this chart. Magical armour offers the bonus but is not otherwise damaged, unless struck by unusually powerful weapons or creatures. To determine hit location and interpret effect roll 1d6 and allocate to body part as follows: 1. 2. 3. Head L. Arm R. Arm 4. 5. 6. Torso L. Leg R. Leg OPEN GAME LICENSE Version 1.0a Designation of Product Identity: 1pot as used to refer to the system herein is Product Identity. All artwork, the presentation, and layout, are reserved as Product Identity. Anyone wanting to use the system for their own modules may do so with appropriate accreditation and references to the 1pot product. The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Re-served. 1. 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textdata/thevault/1pot/1pot Bleeders Digest.pdf
Play Notes: � Gained a level � Lost a level � Ability Drained ____________ � Died � Was raised/res’d � Was reincarnated _________________________________________ _________________________________________ _________________________________________ Home Region______________________ GP Starting GP Lifestyle � None � Standard (12 gp x TU) � Rich (50 gp x TU) � Luxury (100 gp x TU) Lifestyle Cost Other Coin Spent Total Coin Spent - GP GP Spent GP Subtotal + GP GP Gained GP Subtotal + GP GP Gained GP Subtotal - GP GP Spent GP FINAL GP TOTAL Items Sold Total Value of Sold Items Add ½ this value to your gp value Items Bought Total Cost of Bought Items Subtract this value from your gp value XP Starting XP - XP XP lost or spent XP Subtotal + XP XP Gained FINAL XP TOTAL XP TU Starting TU 1 or 2 TU TU Cost - TU Added TU Costs TU REMAINING Adventure Record# 593 CY A D V E N T U R E L E V E L O F P L A Y (CIRCLE ONE) APL 6 max 900 xp; 800 gp APL 8 max 1,125 xp; 1,250 gp APL 10 max 1,350 xp; 2,100 gp APL 12 max 1,575 xp; 3,000 gp APL 14 max 1,800 xp; 6,000 gp Cross out any game effects this character does not gain. � Graverobber!: You have taken, for personal gain and without the permission of the Dasco family, the personal possession(s) of Dartun Dasco from his tomb. You suffer a –10 to all Cha- based skill or ability checks while interacting with any NPC Keoish noble or Herald while bearing _____________________________________ (the item(s) taken), until cleared of these charges publicly (consult the Keoland Triad). DMs have discretion in assigning other penalties, as appropriate, in other scenarios. This effect can be negated by being pardoned by King Kimbertos Skotti of Keoland (by using a favor with him). � The Marks of the Passage of Time: You have bourn a century-old ghost in your system, and your system could not handle the shock. However, you have also gained an insight into all of Dartun Dasco’s memories. You have aged sufficient years to place your PC in the venerable age category and you suffer the full effects of this aging: -6 to your Str, Con, and Dex scores and +3 to your Int, Wis, and Chr scores until this effect is reversed. Any skill points gained from the ability increase must be applied to either Charisma-based or Knowledge skills. A greater restoration, limited wish, miracle, or wish spell are the only spells that can reverse the effects of this shock (removing the aging and the modifications to the PC’s stats). � Rys’ Spellbook II: 5 th—[dominate person, feeblemind, mind fog, persistent image]; 6 th—[acid fog, mass suggestion, mislead, programmed illusion]; 7 th—[forcecage, insanity, Mordenkainen’s sword, prismatic spray]. Market Price: 720 gp; Weight: 3 lbs. � Gran March Military Commendation: For revealing a high-level Scarlet Brotherhood operative in the Gran March military, you have received a commendation for your service to the Commandant. � Favor of the Charlton Pendal Dasco: You may ask Charlton to represent you while obtaining any legal, non-magical good or service in the entire Sheldomar Valley. If you do so, the favor is used, but the price of the good or service is reduced by 10%. Any number of goods or services can be the simultaneous target of the bargain; however, whether or not the deal is successful, the favor is consumed. Use this favor only during a regional or meta-regional set in the Sheldomar Valley. � Favor of the Grand Duke and Duchess of Geoff: For protecting Grand Duchess Calisse and ending the threat of Dartun Dasco to the kingdom, the Grand Duke and Duchess will commission Court Mage Abinar to upgrade any one weapon, armor, or shield of masterwork quality or better to a +1, +2, or +3 version of that item. This favor may only be redeemed during an adventure set in Geoff (either a regional, an interactive, or a meta-regional). Please list the item upgraded: ________________________________________________. � Dartun’s Legacy: As a gift for their assistance and for their respect of Dartun’s tomb, Charlton Pendal Dasco will hold any of Dartun’s items in trust for the PC. The PC can acquire this item after any regional or meta-regional set in the Sheldomar Valley by making a donation (equal to the standard DMG cost of the item) to the war efforts of Keoland in Geoff, the Azure Sea, or in the Principality of Ulek. The items available are: breastplate of command, lion’s shield, sword of subtlety, cloak of charisma +4, and circlet of persuasion. � Rys’ Spellbook I: 1 st—[burning hands, charm person, endure elements, expeditious retreat, hypnotism, mage armor, magic missile, shield, sleep]; 2 nd—[mirror image, resist elements, Tasha’s hideous laughter, web]; 3 rd—[hold person, slow, stinking cloud, suggestion]; 4 th— [confusion, Otiluke’s resilient sphere, phantasmal killer, rainbow pattern]. Market Price: 450 gp; Weight: 3 lbs. � Fiztulus’ Spellbook: 1 st—[feather fall, grease, mage armor, magic missile, obscuring mist, shield, spider climb, summon monster I]; 2 nd—[fog cloud, glitterdust, Melf’s acid arrow, summon monster II, summon swarm, web]; 3 rd—[fireball, flame arrow, haste, sleet storm, stinking cloud, summon monster III]. Market Price: 380 gp; Weight: 3 lbs. � Favor of the Archmage Drawmij: This favor counts as an influence point with Drawmij. The PC can ask Drawmij to cancel the favor and instead offer the PC the chance to purchase any one rod, staff, or ring of value 24,000 gp or less from the DMG or Tome & Blood. If used this way, the PC spends 2 TUs arranging for the purchase of the item with Drawmij (by throwing a message in a bottle into the Azure Sea and then traveling some great distance to pick the item up). Please list the item purchased here: ______________________________________________. This Record Certifies that __________________________________________ Played by______________________________________ Player RPGA # Has Completed Good Things Come in Small Packages A Meta-Regional Adventure Set in the Sheldomar Valley Event: _________________________________ Date: ________ DM: __________________________________________________ Signature RPGA # ITEMS FOUND DURING THE ADVENTURE Cross off all items NOT found APL 6 � Headband of Intellect +2 (Adventure, DMG) ) � Wand of Magic Missile (Adventure, 5 th level caster, DMG) � Pearl of Power (1 st level) (Adventure, DMG) � Rys’ Spellbook I (Adventure, see above) � Fiztulus’ Spellbook (Adventure, see above) � Wand of Summon Monster I (Adventure, 1 st level caster, DMG) � Breastplate of Command (Adventure, DMG � Lion’s Shield (Adventure, DMG) � Sword of Subtlety (Adventure, DMG) � Cloak of Charisma +4 (Adventure, DMG) � Circlet of Persuasion (Adventure, DMG) APL 8 (all of APL 6 plus the following) � Pearl of Power (2 nd level) (Adventure, DMG) APL 10 (all of APL 6, 8 plus the following) � Headband of Intellect +4 (Adventure, DMG) � Pearl of Power (3 rd level) (Adventure, DMG) � Rys’ Spellbook II (Adventure, see above) � +1 Light Fortification Banded Mail (Adventure, DMG) � Quaal’s Feather Token (Whip) (Adventure, DMG) � Oil of Slipperiness (Adventure, DMG) � Wand of Summon Monster II (Adventure, 3 rd level caster, DMG) � Bracers of Health +2 (Adventure, DMG) � Necklace of Fireballs Type I (Adventure, DMG) APL 12 (all of APL 6, 8, 10 plus the following) � Cloak of Charisma +2 (Adventure, DMG) � Pearl of Power (4 th level) (Adventure, DMG) � Wand of Summon Monster III (Adventure, 5 th level caster, DMG) � Potion of Haste (Adventure, 5 th level caster, DMG) APL 14 (all of APL 6, 8, 10, 12 plus the following) � Headband of Intellect +6 (Adventure, DMG) � Pearl of Power (5 th level) (Adventure, DMG) � Necklace of Fireballs Type II (Adventure, DMG) � Bracers of Health +4 (Adventure, DMG) � Wand of Summon Monster IV (Adventure, 7 th level caster, DMG) � Scroll of Evard’s Black Tentacles (Adventure, 7 th level caster, DMG) � Cloak of Elvenkind (Adventure, DMG) � Potion of Cure Serious Wounds (Adventure, 5 th level caster, DMG)
textdata/thevault/Living Greyhawk/Modules/Meta-Region Sheldomar Valley/593/Normal Scenarios/SHE3-02 - Good Things Come in Small Packages (APL 6-14)/SHE3-02 - Good Things Come in Small Packages AR.pdf
Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc. Visit the LIVING GREYHAWK website at www.rpga.com. NMR8−01 Draconic Schemes A One−Round Dungeons & Dragons® Living Greyhawk™ Nyrond Meta−regional Adventure by JP Chapleau Based on an idea by JP Chapleau and Matt Thompson Circle Reviewers: Colleen Simpson Reviewers: Mark Somers Playtesters: Sean Clark, John Foye, Brian Glose, Leonard Logan, Murry McEntire, Barry Oviatt Special thanks: Derek Schubert (art, maps, support) Four years ago, a woodsman of the Gamboge told the tale of how he escaped a green dragon to anyone who would listen. Now, folks from a number of regions are interested in the fate of that dragon. Why are Urnstians so interested in the beast and Nyrondese interested in giving it to them? Schemes are afoot. A one-round meta-regional adventure set in the Northern Gamboge forest for characters level 2-15 (APLs 4-14). This adventure has a particular interest for members of House Duncombe, the Pale Diplomatic corps and anyone with an interest in the Gamboge Forest. Resources for this adventure [and the authors of those works] include Draconomicon [Andy Collins, Skip Williams, James Wyatt], Fiend Folio [Eric Cagle, Jesse Decker, James Jacobs, Erik Mona, Matt Sernett, Chris Thomasson, James Wyatt], Monster Manual II [Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, Steve Winter], NMR6-02 Mad Baron of Pikemaster [JP Chapleau], PAL4-06 Strands of Gloom [Derek Schubert], PAL7-03 Wyrm Signs[Matt Thompson] and Races of the dragon [Gwendolyn F.M. Kestrel Jennifer Clarkes Wilkes, Kolja Raven Liquette]. RPGA® SANCTIONED PLAY Most likely you ordered this adventure as part of an RPGA event from the RPGA website, or you received it from your senior gamemaster. To play this adventure as part of the LIVING GREYHAWK campaign—a worldwide, ongoing D&D® campaign set in the GREYHAWK setting—you must sanction it as part of an RPGA event. This event could be as elaborate as a big convention, or as simple as a group of friends meeting at the DM’s house. To sanction an RPGA event, you must be at least a HERALD-LEVEL™ gamemaster. The person who sanctions the event is called the senior gamemaster, and is in charge of making sure the event is sanctioned before play, runs smoothly on the date sanctioned, and then reported back to the RPGA in a timely manner. The person who runs the game is called the session Dungeon Master (or usually just DM). Sometimes (and almost all the time in the cases of home events) the senior gamemaster is also the session DM. You must be at least a HERALD-LEVEL GM to run this adventure. By sanctioning and reporting this adventure, you accomplish a couple of things. First, it is an official game, and you can use the AR to advance your LIVING GREYHAWK character. Second, players and DMs gain rewards for sanctioned RPGA play if they are members of the DUNGEONS & DRAGONS REWARDS program. Playing this adventure is worth two (2) points. This adventure retires from RPGA-sanctioned play on December 31, 2008. To learn more about the LIVING GREYHAWK character creation and development, RPGA event sanctioning, and DUNGEONS & DRAGONS REWARDS, visit the RPGA website at www.rpga.com. PLAYERS READ NO FARTHER If you are planning on playing this adventure, stop reading now. The rest of the information in this adventure is for the DM only. If you read farther than this section, you’ll know too much about its challenges, which kills the fun. Also, if you’re playing this adventure as part of an RPGA-sanctioned event, reading beyond this point makes you ineligible to do so. PREPARING FOR PLAY To get the most out of this adventure, you need copies of the following D&D rule books: Player’s Handbook, Dungeon Master’s Guide, and the Monster Manual. Throughout this adventure, text in bold italics provides player information for you to paraphrase or read aloud when appropriate. Information on nonplayer characters (NPCs) and monsters appear in abbreviated form in the adventure text. Refer to Appendix 1 for full information on NPCs and monsters. For your convenience, Appendix 1 is split by APL Along with this adventure, you’ll find a RPGA session tracking sheet. If you’re playing this adventure as part of an RPGA-sanctioned event, complete and turn in this sheet to your senior GM directly after play. You’ll also find a LIVING GREYHAWK adventure record (AR). You need one copy of this for each participating player. LIVING GREYHAWK LEVELS OF PLAY Because players bring their own characters to LIVING GREYHAWK games, this adventure’s challenges are proportionate to the modified average character level of the PCs participating in the adventure. To calculate the Average Party Level (APL), follow the process below: 1. Determine the character level for each of the PCs participating in the adventure. Each PC may bring one animal, plus any creatures gained from class abilities to help in combat. (PCs can bring more creatures but they cannot help in combat). If you deem that the animal bestows a significant benefit in combat add the animal’s CR to the level of the PC it is accompanying for calculating APL. (Animals gained from class abilities and one standard horse, warhorse, or riding dog for a PC with Mounted Combat do not affect APL). 2. Sum the results of step 1 and divide by the number of characters playing in the adventure. Round to the nearest whole number. 3. If you are running a table of six PCs, add one to that average. Throughout this adventure, APLs categorize the level of challenge the PCs face. APLs are given in even-numbered increments. If the APL of your group falls on an odd number, ask them before the adventure begins whether they would like to play a harder or easier adventure. Based on their choice, use either the higher or the lower adjacent APL. APL also affects the amount of experience and gold a PC can gain at the end of the adventure. A player character more than three levels higher than the APL at which the adventure is played cannot participate. If a player character is more than two levels away from the APL at which the adventure is played, he suffers a 50% penalty to the amount of gold and XP gained in the adventure. This simulates the fact that either the PC was not challenged as much as normal or relied on help by higher-level characters to reach the objectives. LIVING GREYHAWK adventures are designed for APL 2 and higher. Four or five 1st-level characters may find the challenge of an APL 2 adventure difficult. Suggest the following to these groups to help increase their chances of success: 1. Enlist a sixth player. 2. Advise characters to buy riding dogs to help protect them and fight for them. These APL calculation rules reference version 7.0 of the Living Greyhawk Campaign Sourcebook. If you are playing NMR8-01 Draconic Schemes Page 1 this adventure in 2008, check the current version of the LGCS and follow any updated rules presented within. ROUNDS AND UPKEEP This is a standard one-round Regional adventure set in The Archbarony of Eastmarch in the County of Urnst. Adventurer’s Standard Upkeep costs 12 gp per round for characters who have a home region in the Nyrond Metaregion, and 24 gp for characters who do not have a home region in the Nyrond Metaregion. Rich and Luxury Upkeep cost 75 gp per round for characters who have a home region in the Nyrond Metaregion, and 150 gp for characters who do not have a home region in the Nyrond Metaregion. Characters that fail to pay at least Standard Upkeep retain temporary ability damage until the next adventure, must buy new spell component pouches and healer’s kits, and may suffer other in-game penalties (or possibly gain in-game benefits) as may be detailed in this adventure. A character that does not pay for at least Standard Upkeep may avoid the above-described penalties by living off the wild. If the character possesses four or more ranks in Survival and succeeds on a DC 20 Survival check, he heals temporary ability damage as if he had Standard Upkeep, may refill spell component pouches and healer’s kits, and may restock up to 20 arrows or bolts if the character has at least four ranks in Craft (bowmaking). PCs may Take 10 on this roll. Chapters 1 and 5 of the LGCS present more information about lifestyle and upkeep. PREPARATION FOR PLAY Find out which PC has played the adventures listed below. PCs who have played these adventures are assumed to have met the associated NPCs. BDK7-04 Proof of Loyalty: Lady Ilya Duncombe NMR6-02 Mad Baron of Pikemaster: Bishop Freznook PAL4-06 Strands of Gloom: Druidess Taraya and Lerth the behir PAL7-03 Wyrm Signs: Druidess Taraya Enmities County of Urnst: Any member of House Duncombe or Countess Rachel. ADP6-03 Red Hand of Doom (Part 5): These PCs have the enmity of Tiamat and as such are preferred targets of Ferenklor and any monster with the dragonblood subtype. Meta−Orgs Find out if any PC belongs to one of the following meta- orgs. • Any Druidic or Wilderness organization (any country (NMR or beyond)) • Church of Pholtus (any country) • House Duncombe (County of Urnst) • Knights of the Swan (County of Urnst) • Pale Diplomatic Corps (Pale) • Any PC with a nobility title Time warning! This adventure can easily run long. The fights are complex and have a number of creatures. For this reason, terrain for the combats was kept simple. Some time warnings have been placed into the adventure to tell you which combat should be kept short and which should be played out. NEW RULE ITEMS Metaregional adventures often utilize new rules items – including new classes, prestige classes, races, feats, spells, and equipment (including magic items) – that do not appear in any of the three core D&D books (Player’s Handbook, Dungeon Master’s Guide, or Monster Manual). The full write-up of any featured feats, spells, or equipment appears in Appendix 2. Information on featured classes, prestige classes, and races appears in the relevant creature’s stat block. This adventure includes all the information required to run these characters. The DM should double-check that he fully understands any new rule items presented in this adventure before play begins. ADVENTURE BACKGROUND This adventure ties a number of events together from the Pale, Nyrond and the County of Urnst. Make sure you understand what is going on and what the NPCs are trying to do here. LERTH THE BEHIR In Pal4-06 Strands of Gloom, adventurers met with an old behir called Lerth. Lerth’s mate was killed by the dragon Sassy and her children, forcing him to flee northwards into the Pale. The lair he found there was inhabited by hobgoblins that again drove him out. Lerth is a large old male behir, about 45 feet long and weighing 5,000 pounds. His scales are a green-tinged blue with brown bands, and his underbelly is light blue. The end of his left horn was broken off in an old fight. He sometimes falls into coughing fits, which send showers of sparks from his mouth. Lerth is old and wily, a genius among behirs, and therefore vain. His typical tactics involved luring his prey into a vulnerable position, then striking. He used to enjoy a comfortable life with plentiful food and a pleasing mate, but the invading green dragons ruined it all. Since he was last seen, Lerth has remained in the Gamboge both hunting and hiding from the minions of Sassy. Lerth wishes to leave the Gamboge, but is afraid of traveling across country. He understands that there are people out there he can not kill (PAL4-06 Strands of Gloom left him a bad taste in his mouth). Lerth has been hunting and raiding farms along the Pale border and as far south as the city of Greenplane. NMR8-01 Draconic Schemes Page 2 This has made him somewhat unpopular in both Nyrond and the Pale. Since he usually hunts at night those who have seen him in the moonlight have spread stories of green dragons (they didn’t get a good look at him because they were usually running the other way once they saw his shape). However, Lerth has only attacked livestock and goblinoids (which he has found to his taste). There are no reports of sentient fatalities from either Nyrond or the Pale. SASSY Sasrananakmasha, “Sassy”, “the Green of the Gamboge” is a green dragon known for her… frequent mating habits. She mates with everything she can. One of her children is the green dragon Ferenklor who is pivotal to this adventure. Sassy does NOT appear in this adventure, but anyone who has seen Ferenklor assumes that it is Sassy. FERENKLOR THE DRAGON Ferenklor is one of Sassy’s green dragon children. He is now out to try and forge himself an enclave in the northern Gamboge where he hopes he can become known as King of the northern Gamboge and rule without having to bow to his mother. In fact, he hopes to plunder his mother’s hoard one day… But first, he must create his own little kingdom. Ferenklor gathered a group of kobolds and forest giants hoping to conquer the northern Gamboge. These minions are starting to cause trouble in Bronzebrook by attacking hunters and wilderness folks. What Ferenklor did not count upon was the presence of Lerth. Naturally behirs tend to give up territory in favor of the true dragon, but Lerth has a chip on his shoulder and a score to settle. CLIMATE BETWEEN NYROND & COUNTY Since the signing of the Non-Aggression Treaty between the County of Urnst and the short-lived Nyrond Imperium the County gained the lands that were formed into the Barony of Starkwall. With king Lynwerd’s return to power, legal arguments were made on both sides as to who should keep the tract of land. The argument has lasted to this day as the County invested time and money in the barony in the form of what became known as Elone’s Wall. The wall fortified the new border with an actual wall and a series of towers, keeps and gates. Early in 597CY, the Countess sent her Lord Chamberlain (prime minister) Lord Darius Alan Dane to meet with the King in Rel Mord. While the talks weren’t exactly successful, both sides made concessions to the other, though the exact details are known only to Lord Dane, the Countess, the King and Queen. The net result of Lord Dane’s trip to Rel Mord was that the Countess ordered the wall destroyed and its stones used to build a summer palace in the center of the County. At present, the relations between the County and Nyrond remain cold, but talks of war have calmed down for the moment. LORD DUNCOMBE’S PLAN The Countess’s father, Lord Terard Duncombe the Second is a man used to doing things his way. He controls the most heavily militarized lands of the County and he has the financial backing of House Torquann, making him close second in power to the Countess herself, his own daughter Rachel. Rachel and Lord Duncombe don’t see eye-to-eye most of the time. Whereas Rachel is an Heironean paladin, Lord Duncombe is used to power and to pushing his own plan forward. Lord Duncombe has a very mixed reputation in the County, except in his domain of Eastmarch where he is seen as a benevolent leader tarnished by jealous slander. At the time of this adventure, Lord Duncombe is preparing for his daughter’s wedding. He needs a large number of soldiers for his venture. Having Lerth as a friend and an ally against the many humanoid tribes of the Blue Mounds definitely helps solidify his hold on the area, and in case of a Nyrondese invasion, Lerth should be useful. Of course, Lord Duncombe has not shared his plans with his daughter, Countess Rachel. Everyone in this adventure ASSUMES that he does this endeavor with his daughter’s blessing, or at her request. What Rachel thinks of this is outside the scope of this adventure. You will need to come to the County of Urnst to know what repercussion this has! Love shameless plugs! STRADSETT (From www.TheocracyOfThePale.com) Stradsett is the capital of the Prelacy of Gamboge. The city is located in the southeast region of the Theocracy of the Pale, along the northern edge of the Gamboge Forest. Stradsett is built in a circular form spreading out from its small logging-town roots (so to speak). As of CY 594, Stradsett has a population of approximately 13,000 people: 90% are human, 5% are half- elf, 3% are elves, and 2% are other demi-humans. The residents of Stradsett are known as especially tolerant. They enjoy talking and bargaining with others, a trait they may get from their Prelate, Andon Kavelle, who is also the Circle of Nine’s chief negotiator as well as the head of the Pale Diplomatic Corps. The city is organized in varying degrees of grids and more disorganized communities. The closer to the forest one gets, the more disorganized the city is, while northern portions are laid out in grids for easy movement and organization. The Cathedral of Law is located almost directly at the separation point of these two districts of the city. This temple of Pholtus is the highest church in NMR8-01 Draconic Schemes Page 3 the prelacy and is constructed from a mixture of marble from the Rakers and wood from the Gamboge. The headquarters of the Pale Diplomatic Corps is located in Stradsett and with so many diplomats wandering around the city, the people can’t help but be more inclined to talk out their problems than fight. The large complex in which the Diplomatic Corps is housed is located in the eastern section of the “Law Quarter,” as the citizens have dubbed the more organized half of the city. The area is filled with many sub-embassies of countries that negotiate with the Theocracy (aside from their chief embassies in Wintershiven), in order to be closer to Andon Kavelle’s most dedicated diplomats. The city also houses a small guildhall of the Arcanist Guild. This small hall is capable of supporting many brothers and sisters of the guild, but is a simple structure, rather than the grand hall of most other cities. The “Jumble Quarter,” as the more disorganized half of the city has come to be known, is dominated by a large lumber industry. The city does a fair amount of logging in the Gamboge Forest, although many loggers have become more cautious in recent years with the rumors coming up from Nyrond about the Green of the Gamboge, a terrible dragon. The city has large numbers of farms located around it due to its proximity to the huge open plain of central Pale. The farms are mostly dedicated to hardy wheat grasses and other vegetables during the Pale’s short growing season, but a few are dedicated to fruit-bearing trees. Stradsett is home of the Prelatal Army’s Seventh Dawn Command. They maintain a walled complex of buildings inside the city. The Pale Patrol maintains its own walled complex outside the city walls. The Church Militant maintains a small contingent in Stradsett as well. Their complex is located in the western section of the “Law Quarter.” ADVENTURE SUMMARY Introduction: The PCs are called upon to escort one envoy from the Pale, Nyrond or the County of Urnst to Stradsett in the Pale. There are three different introductions, based on where the adventure is played. 1: The PCs gather in Stradsett where they meet a number of NPCs: an Abbot of the Pale, an envoy of Lord Duncombe and a representative of the Count of Gamboge. The PCs meet the envoys who did not hire them. Role-play opportunities. 2: The PCs travel to Bronzebrook in the Gamboge with the envoys. Here the PCs can learn about the true reason for this meeting: Lerth the Behir. More role-play opportunities. 3: They head off to find Lerth the Behir, find his lair and the scavengers that have moved in. 4: Following the trail, the PCs are attacked by the vanguard of Ferenklor’s army. 5: The PCs find Lerth and Ferenklor’s base. 6: Having rescued Lerth, the PCs have to convince him to attend the meeting. 7: If the PCs decided to return to Bronzebrook before stopping Ferenklor, the green dragon launches all his forces against the village. Conclusion: The PCs’ actions can lead to the three countries moving closer or apart. INTRODUCTION The adventure begins in different places based on the Living Greyhawk region where it is being played. COUNTY OF URNST The letter with a seal of a bull was quite clear, head to Starkwall where you would meet with Lady Ilya Duncombe at the Baronial manor. A reward in gold nobles was hinted at. With the destruction of most of Elone’s Wall, Nyrondese and Urnstian mingle freely in the streets of Starkwall, making the city more chaotic than usual. At the manor, the guard checked your letter before showing you into a dining room where other adventurers are seated and enjoying various drinks. Servant girls bring you a cup of your favorite beverage. This would be a good time for the PCs to introduce themselves to each other. At exactly the appointed time, a human woman dressed in a fashionable red and yellow dress and an older gentleman wearing the white robes of a Pholtan enter the room. The woman in the dress speaks almost immediately. “Good day to you all, House Duncombe thanks you for coming at such short notice. My name is Ilya Duncombe. Here is Bishop Freznook of the Pale Diplomatic Corps through which our meeting has been arranged.” The Bishop has a shaved head; wears no armor under his gold-trimmed white robes and wears a large golden symbol of the Sun and Moon. He has an endearing smile and a soft, friendly voice. The bishop bows politely. Lady Ilya continues “My uncle, Lord Terard Duncombe the Second, Archbaron of Eastmarch, can not be here at this time, as he is busy preparing for Her Noble Brilliancy’s wedding at his castle in Charn. It is at his request that you have been called here.” “I need an escort to the Theocracy of the Pale, to the town of Stradsett to be precise, on the border of the Gamboge Forest. There, I am to meet with some of their druids. The mission is simple: escort me to Stradsett and back. I will pay for travel expenses, and make sure you get a little extra, but you must pay for any further expense.” NMR8-01 Draconic Schemes Page 4 The woman in the dress is Lady Ilya Duncombe, a cousin of the Countess, she has been sent here on an errand from Lord Terard Duncombe the Second, Archbaron of Eastmarch. She is very formal in her dealing and remains polite, if a little arrogant. Lady Ilya is more relaxed towards PCs who are nobles. PCs who played BDK7-04 Proof of loyalty have already met with Lady Ilya. Some PCs may have met the bishop in PAL3-07 Champion of the Pale where he asked the PCs to escort the candidates for champion of the Pale. PCs who played NMR6-02 Mad Baron of Pikemaster, immediately recognize Bishop Freznook as being one of the guests of the Mad Baron. It is likely the PCs have questions for Lady Ilya and/or Pawan. • What does it pay? (Lady Ilya) You will be well recompensed. House Duncombe is known for keeping their mercenaries satisfied. • What are you going to do? (Lady Ilya) Meet with the Druidess Taraya. • Aren’t druids outlawed in the Pale? (Bishop) Yes, they are, though the meeting is to take place outside the borders of the Pale itself, it will be held in Nyrond. • Why does Lord Duncombe not go himself? (Lady Ilya) He is busy with his daughter’s wedding. • Why not bring an escort of Duncombe soldiers? (Lady Ilya) Our troops are busy keeping the County safe. • Why not bring an escort of Pale soldiers? (Bishop) I doubt the Nyrondese would approve. • Is passage through Nyrond safe? (Lady Ilya) That’s why I am hiring you. • Do you expect trouble? (Lady Ilya) No, but I’d rather be cautious. • Is the Bishop coming? (Bishop) No, I am heading to Charn to meet with Lord Duncombe. When the PCs agree to escort Lady Ilya, proceed to Encounter 1. DUCHY OF URNST Use the County’s entry NYROND You received a summons to the house of Sir Phileas Klendern in Borneven in the County of Gamboge. Perhaps it was curiosity, perhaps it was the promise of adventure or perhaps it was the veiled hint of gold nobles or perhaps you just didn’t know what else to do, but you made your way to the manor. Presenting yourself to the guard, you are quickly shown inside to a large room, obviously a study. Bookshelves line the walls, filled with ledgers, history treatises and poetry books. “Sir Phileas will be here shortly. Do take a seat,” says the guard. Other adventurers are also present, some seated, some standing. This would be a good time for the PCs to introduce themselves to each other. Two men enter the room. On, you guess, is a nobleman by his rich clothing and demeanor and the other wears the white robes of a Pholtan priest. The noble takes a seat in the plush leather- covered chair behind the desk. The Pholtan has a shaved head; wears no armor under his gold-trimmed white robes and wears a large golden symbol of the Sun and Moon. He has an endearing smile and a soft, friendly voice. “Now, that you are all here, let us not waste any time. I am Sir Phileas, first cousin of the Count. He has asked me to gather you all and Bishop Freznook here.” “The Bishop has informed my cousin of a meeting between people of the County of Urnst and the Theocracy of the Pale…” The Bishop adds, for your understanding. “I am Bishop Freznook of the Pale’s Diplomatic Corps. You see, forces under Lord Duncombe, Countess Rachel’s father, have contacted people in the Gamboge near the town of Stradsett just inside the forest. An envoy of Lord Duncombe will meet with an exile from the Pale.” Sir Phileas adds “Now, I’m sure you know of the many dangerous creatures in the Gamboge… There is one in particular that has been spreading chaos, through no real fault of its own, but the Count wants to be rid of it. If the County of Urnst is willing to take it, then we are willing to send our problem beyond the border…” “Now I need an escort to from here to Stradsett. You have guessed it, the escort is you!” Some PCs may have met the bishop in PAL3-07 Champion of the Pale where he asked the PCs to escort the candidates for champion of the Pale. PCs who played NMR6-02 Mad Baron of Pikemaster, immediately recognize Bishop Freznook as being one of the guests of the Mad Baron. • Who is the exile? (Bishop) A druidess named Taraya. • Why us? (Sir Phileas) Because I have heard of you and your skills. • What does it pay? (Sir Phileas) You will be well recompensed. I value my person more than gold. • What are you going to do? (Sir Phileas) Meet with the Druidess and the Urnstian envoy. • Aren’t druids outlawed in the Pale? (Bishop) Yes, they are, though the meeting is to take place outside the borders of the Pale itself, it will be held in Nyrond. NMR8-01 Draconic Schemes Page 5 • Why not bring an escort of Gambogian soldiers? (Sir Phileas) This mission is somewhat unofficial. • Why not bring an escort of Pale soldiers? (Bishop) It would be bad form for me to travel escorted by foreign soldiers. • Do you expect trouble? (Sir Phileas) No, but I’d rather be cautious. • Is the Bishop coming? (Bishop) No, I am heading to Charn to meet with Lord Duncombe. When the PCs agree to escort Sir Phileas, proceed to Encounter 1. THE PALE This is the default introduction. It does not give any specific locations and you may tailor it to your party or your location. A well-dressed man in the traveler’s clothes of a priest of Farlanghn approached you as you were relaxing at your favorite inn. He asked for you by name and handed you a letter. “Common friends have referred you to me as a capable and resourceful adventurer. Therefore I am asking you to please come to Stradsett in the south of the Theocracy of the Pale. Please ask for Abbot Welliam at the office of the Pale Diplomatic Corps. Signed Bishop Freznook.” Some PCs may have met the bishop in PAL3-07 Champion of the Pale where he asked the PCs to escort the candidates for champion of the Pale. PCs who played NMR6-02 Mad Baron of Pikemaster, immediately recognize Bishop Freznook as being one of the guests of the Mad Baron. The invitation was intriguing and for a number of reasons, you decided to see what the Pholtans wanted with you. The initiate outside quickly brought you into an office where the scholarly and gaunt Abbot Welliam welcomed you. His hair is bushy and he has a long soul patch. “You will have to excuse me… the Bishop has left for the County of Urnst and has left me only basic information about what he wishes you to do.” “You see, a heretic, a old druidess named Taraya has contacted us with a request for help, something that would help the people of the Pale. Pholtus the Merciful teaches that one’s flock must be protected and so we have agreed to help her.” “The County of Urnst and the County of Gamboge will both be sending envoys to discuss the whole affair. I am there to ensure that the Pale is represented and kept informed of everything and to ensure a fair deal between both parties.” “You are to serve as my escorts as I attend this meeting.” The PCs are likely to have some questions for the Abbot. Like most members of the Diplomatic Corp, the Abbot should not come across like a fanatic who wants to convert everyone to the worship of Pholtus. However, he does not tolerate people badmouthing the faith. • Why us? Because the Bishop heard of you and your skills. • What does it pay? Payment will be arranged, not much but I have the impression from what the Bishop said that the Count of Gamboge and the Countess of Urnst both have an interest in this and they may be willing to add extra money. • What are we going to do? Escort the envoys and myself to the village of Bronzebrook in the Gamboge. Provide security and make sure the envoys are happy. • Aren’t druids outlawed in the Pale? Yes, they are, though the meeting is to take place outside the borders of the Pale itself, it will be held in Nyrond. • Why not bring an escort of Pale soldiers? It would be bad form to send large number of our soldiers on a diplomatic mission. Many of the Gamboge’s inhabitants resent the Church of the One True Path. • Do you expect trouble? No, but then again the Gamboge isn’t exactly a safe place. There are dragons, elves, heretics, bandits and other monsters… • Is the Bishop coming? No, he is in Charn, in the County of Urnst to meet with Lord Duncombe, the Countess’ father. • Will you be coming? Yes. When the PCs agree to serve as an escort, proceed to Encounter 1. RATIK Use the Pale’s entry 1: THE ARRIVALS In the courtyard of the Pale Diplomatic Corps, three delegations meet. The afternoon is clear and the air is crisp. The Pale’s representative, Abbot Welliam of the Pale Diplomatic Corps is dressed in the ceremonial outfit of the church of the One True Path, decorated with sun and moon patterns. The Abbot is scholarly and gaunt with wild hair and a long soul patch. “By the Blinding Light that shines upon us, I welcome you all to our Holy Land. May our negotiations be guided by goodwill and in a spirit of friendship and mercy to all the good and lawful people of our lands.” The Nyrondese representative is a richly dressed and very elegant man with a longsword at his side. “I am Sir Phileas Klendern, cousin and envoy of the Count of Gamboge. The Count wishes for this situation to be resolved as soon as possible and he is NMR8-01 Draconic Schemes Page 6 happy that both the Countess of Urnst and the Theocracy of the Pale have agreed to help in this manner.” The Urnstian envoy is a comely Oeridian woman dressed in a long red dress with yellow highlights. “Greeting gentlemen, my name is Ilya Duncombe, I was sent here by Lord Terard Duncombe the Second, Archbaron of Eastmarch, Lord Chancellor of the County of Urnst and father to Countess Rachel the First. I thank both of you and your superiors to have agreed to talk about my uncle’s request for the beast. As a gift to both of you, Lord Duncombe offers sourberry wine from his personal reserve.” Members of Lady Ilya’s entourage offer the highly-prized wine to the other envoys. The Abbot then speaks. “I have taken the liberty to rent two of the finest establishment in Stradsett for you. If you need anything else, send a courier to me. I will be here. I propose that we leave early in the morning.” The two other envoys look at each other and agree to the wisdom of the Abbot’s proposal. The three groups separate, heading to their respective destination. Remind the PCs that this would be a good time to go shopping before they set out into the forest. The PCs may also try and gather information about what is happening, proceed to “Word on the Street”. The PCs may wish to speak to some of the other envoys. In that case, go to “The Abbot”, “Lady Ilya” or “Sir Phileas”, depending on the one they wish to meet. When the PCs are done in town, proceed to Encounter 2. WORD ON THE STREET The PCs can learn the following rumors and information with a successful Gather Information check as listed below. They gain all the information at the lower DC’s as well. For every 10 gp they spend, they gain a +1 circumstance bonus (up to +4). • DC 1 Welcome to the Pale, I recommend you hide your holy symbols of pagan religions. You can go to jail for displaying them! • DC 5 Stradsett is the home of the Pale Diplomatic Corps. • DC 8 Numerous sightings of dragons have been reported in the area. (Some of this is Lerth, some is Ferenklor and some yet others (refer to Pale storyline)). • DC 10 Some cattle farms next to the Gamboge have been raided by a huge creature. (This is Lerth hunting.) • DC 12 New goblins and kobolds tribes have recently moved into the area. They haven’t been doing a lot of raiding so far, but it’s only a matter of time. • DC 13 The County of Urnst wants to capture and breed half-dragon creatures. They will pay good money for any such creature. They would pay even more for a living green dragon! (That is NOT true) • DC 14 Half-green dragon creatures have moved into the area. I think Sassy is trying to take over the northern Gamboge (This is not quite true and not quite false either… see Adventure Background) • DC 15 A few years back, people thought Sassy came to the area, but it turned out it was a good creature called a baah-here (the person does not know the correct name of the creature). Adventurers reported the creature was good and friendly. • DC 18 Raids like we had here have been happening throughout the edge of the Northern Gamboge. Apparently green dragons are moving northwards and attacking settlements • DC 20 One of the County of Urnst’s most powerful nobles wants a behir to be captured. Apparently there is still one in the forest. • DC 23 A druidess named Taraya was the one who contacted Pale officials to arrange the meeting about the behir. • DC 25 The County of Gamboge is interested in getting rid of the behir since they believe it is responsible for the raids on livestock. (True) TIME CONSTRAINT If playing this in a time-constrained environment, only one envoy is willing to talk to the PCs. The others are busy preparing for the trip. THE ABBOT Meeting the Abbot is easy; one simply needs to ask for him. The Abbot is polite but distant. He does not know too much and knows his role is more to listen than to actively take part in the talks. The Abbot can nevertheless reveal the following information if the PCs ask for them. • The meeting involves an exiled druidess named Taraya. • Taraya is an old woman of Flan descent who has had a lot of contacts with adventurers in the past. • The Abbot believes Lerth the behir is behind many of the cattle missing and want it gone. • The Abbot has never met Lady Ilya, Sir Phileas or Taraya. • He knows Lady Ilya serves as a diplomat for the Countess and House Duncombe on mission where a low profile is required. He knows she is the one who struck a deal between the County and forces in the Bandit Kingdoms. LADY ILYA Lady Ilya agrees to meet any PC she hired in the introduction and any PC who does not have any enmity of the Countess of Urnst or a member of House Duncombe. • She is a first cousin of Countess Rachel. NMR8-01 Draconic Schemes Page 7 • Lord Duncombe was informed of the situation by members of the County’s Warders of the Wild (an organization devoted to maintaining the balance of nature in the County). • She has never met the Abbot or the druidess Taraya. • She has met with Sir Phileas during the Imperium when she was sent to Borneven as a diplomat. (Read: she was spying on the court at Borneven but she’d never admit it). She does not know him very well and thinks he’s a decent fellow. • Lord Duncombe has personally asked her to lead this mission and this meeting is at the County’s request. • She does not wish to say what the Lord Duncombe wants to say or give to the behir or why he is interested. (Lady Ilya is unsure of Lord Duncombe’s motive. She thinks he wants the behir for an upcoming military campaign). SIR PHILEAS Sir Phileas receives the PCs after making them wait for a long time, unless one of them is a noble, in which case he receives them immediately. • He is the first cousin of the Count of Gamboge. • Sir Phileas hates the behir with a vengeance because it has raided some of his domains extensively. He wants it GONE. • She has never met the Abbot. • He admits to have met Lady Ilya before, in a social setting some years ago (he does not remember when). She seems like a cultured and intelligent woman. • He offered to take this mission when he heard of it. 2: NIGHT IN BRONZEBROOK The trip from Stradsett to Bronzebrook in the Gamboge is a simple one. The twenty miles takes most of the day during which the envoys simply make small talk between them and otherwise keep quiet. The great and dense Gamboge is returning to its summer glory, as elms, oaks and hornwoods emerge from their winter slumber. The bronzewood trees provided a shaggy, leafy green contrast that persisted through the winter. The trail winds over the rolling and thickly forested terrain, dipping occasionally down to small creeks and streams, crossed by weathered but sturdy bridges. The forest-road has been descending alongside a small brook—Bronze Brook, of course—for roughly a mile, when it reaches a grassy clearing about a hundred fifty yards across. To one side stands a small orchard of nut trees. At the center of the clearing, a stout log wall surrounds a small settlement, the hamlet of Bronzebrook. Most humans in the Gamboge Forest live in settlements like this for defense against bandits and humanoids; only a brave or foolish few choose to live on their own among the trees. The two young guards on the watchtower raise their bows in greeting but relax and wave you through after you identify yourselves. They nevertheless keep a wary eye on the Abbot. Within, about two-dozen cabins stand among small vegetable plots and turkey pens. Most of the buildings are sized for humans, with a few for smaller residents. From a sturdy cabin fronting on the commons at the center of Bronzebrook, two figures come out. One is a rugged woodsman and the other an old Flan woman. The man speaks. “Welcome to Bronzebrook. Let us speak in my house. I am Vadric and here is Taraya.” Vadric and Taraya both gesture towards the house they just came out of. The envoys all enter the house. It is up to the PCs to decide what they wish to do at this time. They can enter the house or stay outside. PCs entering the house are privy to the content of Player Handout 2. Run PCs staying out of the house play through “Staying Outside”. When the PCs decide to retire for the night, proceed to Encounter 3. TIME CONSTRAINT If playing this in a time-constrained environment, only one envoy is willing to talk to the PCs. The others are busy preparing for the trip. STAYING OUTSIDE PCs staying outside witness a peaceful and orderly wilderness hamlet. People are polite and salute the PCs as they pass by. There is nothing out of the ordinary and even the most paranoid PC should feel somewhat at ease here (which is usually when evil strikes… but not this time). After a short time, Vadric invites the PCs to sleep in the common room of the local tavern. WORD ON THE STREET (BRONZEBROOK) The PCs can learn the following rumors and information with a successful Gather Information check as listed below. They gain all the information at the lower DC’s as well. For every 10 gp they spend, they gain a +1 circumstance bonus (up to +4). The “Word on the street” from Stradsett is NOT available in Bronzebrook. • DC 5 Bronzebrook is in Nyrond. • DC 8 Bronzebrook’s economy is centered on hunting and some logging. • DC 9 Most folks here don’t like the Pholtans (for various reasons). NMR8-01 Draconic Schemes Page 8 • DC 10 Vadric, the sheriff, is well-liked: he is efficient and dispenses justice fairly. • DC 11 Taraya the druidess is a kind woman who has helped many people in hard times. She is definitely a well of Flan culture and history. • DC 12 In the last few weeks there have been more attacks by kobolds and giants in the area. Hunters have been attacked and a few of them killed. • DC 13 Hunters dislike Lerth, a local behir, because he hunts constantly and lowers the amount of game available. • DC 14 The militia like Lerth because since he moved in the area in 594CY, there has been less humanoids attacking the settlement. • DC 15 Bronzebrook owes allegiance to no one. Its people do not wish to serve the Pale or Nyrond and live in peace away from both. • DC 20 Taraya has been sending a number of birds and animals with messages to parts unknown. And now these foreigners have come. VADRIC Vadric was a cavalryman in the Prelatal Army but left almost thirty years ago, disillusioned with military life. He is now a member of the Gamboge Foresters (a Nyrond meta-org, concerned with the welfare of this forest). He works to earn the respect of the villagers, rather than demanding blind obedience. He distrusts the Church of the One True Path, after his son disappeared, and sympathizes with arcanists, since his dead wife and son were sorcerers. Vadric knows the following that he is willing to share with the PCs, if asked. • Lerth is not an evil creature, but it likes hunting a lot. With the presence of Lerth in the area, there have been fewer goblins, but also less game. • Lerth never comes into Bronzebrook and he has not attacked any of the villagers or their pets. • Lerth lives on a hill some four miles east of town. Hunters avoid the area because there is very little game to be found there. Piles of bones have been reported when one gets close to his lair. • Lerth travels a lot to hunt, sometimes leaving for weeks before returning to his home. • Bands of kobolds and forest giants have been attacking hunters and loggers. Vadric believes that Sassy’s forces are forcing more creatures to move north in the Gamboge, much like what happened to Lerth a few years ago. �Vadric: Male human Ftr2/Rgr3; AL NG. TARAYA She is generally friendly and puts people at ease, having had much practice in deflecting suspicion by the Palish authorities. Former guardian of a Scar of Nerull (an ancient gate to the Lower Planes), Taraya has been banished from the Pale. Still, she tries to find some good in the events of the last year. If a PC still wears a Flan spell-knot, she is especially warm to him or her. (She would also welcome stories of how the PC used the spell.) Conversely, she might be distant if she thinks the PCs told her secret to the Church. Taraya knows the following and can share, if asked. • Lerth is not an evil creature, but it likes hunting a lot. • With the presence of Lerth in the area, there have been much less goblinoids, but also less game. • Lerth lives on a hill some four miles east of town. Hunters avoid the area because there is very little game to be found there. Piles of bones have been reported when one gets close to his lair. • Lerth travels a lot to hunt, sometimes leaving for weeks before returning to his home. • Bands of kobolds and forest giants have been attacking hunters and loggers. The forest giants are particularly worrisome since they are extremely aggressive hunters. • (To a member of another druidic or nature organization only): She has spotted a green dragon in the area, but knows it is too small to be Sassy herself. She believes that it is one of Sassy’s spawns serving as general for an advanced force or a raiding party looking for loot and treasure. �Taraya (tah-RYE-ah): Female Flan Drd11; AL NG. THE ENVOYS The PCs may speak to the envoys if they wish. Refer to their entry in Encounter 1. TROUBLESHOOTING: LOOKING FOR TROUBLE If the PCs want to sneak around during the evening or the night, they find nothing that peaks their interest. There are no monsters or assassins in town. 3: OFF TO FIND LERTH Night passes uneventfully. Nothing disturbs the PCs. Tell the PCs that they see that the local militia seems to be doing a decent job of keeping watch. Having had a hearty breakfast with the envoys, everyone dresses up nicely to meet with Lerth… The sun is high in the sky when Vadric’s optimism begins to fade. “He… He said he would be here before midday… I don’t understand!” The envoys begin talking amongst themselves. Finally, they turn towards you, Taraya begins to speak. “We think something may have happened to Lerth and want to send people to investigate… You NMR8-01 Draconic Schemes Page 9 are free to accept or refuse, but you all seem to be quite competent. Would you go find Lerth? If you wish to stay here, we’ll send a runner.” The PCs may have questions. • Where does Lerth live? (Vadric) I’ll draw you a map… but you can’t miss it if you follow the Bronze Brook deeper into the forest. Look for piles of bones and a steep hill. • Why don’t you come with us? (Taraya) If Lerth shows up, he will be expecting to see me and Vadric, so we’ll wait for him. If he shows up I’ll send an owl to get you. • What will you pay us? (Anyone) We need Lerth here… We’ll discuss payment later. • Do we have to? (Anyone) No, we’ll send someone else, but you are adventurers. • When did you see him last? (Vadric) Two weeks ago. • Can you give us a token to prove we come in your name? (Taraya) Yes, you can take this knotted string. Lerth will recognize it as mine. If the PCs decide to go, proceed to “Getting to Lerth’s Lair” below. If they refuse, proceed to Encounter 7. GETTING TO LERTH’S LAIR Getting to Lerth’s lair is easy: the PCs only have to follow the Bronze brook. If one of the PC has been to the lair before and wishes to teleport there, fine. Parties who teleport appear just outside of the clearing and begin the encounter like everyone else. Piles of bones, mostly animal but a few humanoids ones announce Lerth’s lair. From up ahead a clearing seems to open up the thick canopy. The PCs can make DC 15 Heal checks to identify that none of the bones are human. Most of them are of sheep, goats or bovine origin, but there are a large number of small and medium-size humanoids (these are the goblins, hobgoblins and bugbears that Lerth likes so much). When the PCs decide to head towards the clearing, proceed to “Scavengers”. SCAVENGERS A steep, rocky hill dominates the Bronze brook below. There is no hut or cave or anything to indicate that any creature lives here, except the large piles of bones. Large ostrich-looking scavenger birds are working on some of those rotting remains. However, you doubt that these creatures are only scavengers for as soon as they see you they look up and begin moving in your direction, intent on getting some fresh meat. For the purpose of spells (such as entangle), there are no plants on the hill, but there are in the woods nearby. Refer to DM’s Map 1. The Terror birds start at the top of the hill and the PCs on the trail. TIME WARNING: The terror birds are secondary to the story. Do not let this fight drag on too long. If you spend more than 45 minutes in a time-limited schedule (such as a convention), then have the birds flee. They have no treasure and making them flee constitutes a victory for the PCs (they receive full experience for this encounter). At APL10+ the chimeric creatures have a green dragon head. APL 4 (EL 6) � Terror Bird (2): hp 52 each; Appendix 1 APL 6 (EL 8) � Terror Bird (4): hp 52 each; Appendix 1 APL 8 (EL 10) � Advanced Terror Bird (2): hp 199 each; Appendix 1 APL 10 (EL 12) � Chimeric Terror Bird (2): hp 287 each; Appendix 1 APL 12 (EL 14) � Chimeric Horror: hp 462 each; Appendix 1 APL 14 (EL 14) � Chimeric Horror: hp 462 each; Appendix 1 Tactics: The birds attack whoever is closest or whoever did the most damage to them. But they are animals so they focus their attacks on melee fighters. At APL10 and above, the birds are intelligent and will move to target spellcasters in the back if possible. Development: The PCs may search the lair. Proceed to “search the lair”. WHAT HAPPENED AT THE LAIR About a week ago, Lerth was eating some goblins he had caught when Ferenklor, his kobolds and his giants showed up. As is his nature, Lerth attacked the dragon but could not defeat him. The kobolds and the giants hurt him severely. So Lerth fled through the forest, with the giants and dragon after him. Lerth was eventually overtaken and is now a prisoner of the dragon and his minions. The kobolds kept the pursuit but Lerth was too fast for them and he quickly lost them. SEARCHING THE LAIR Lerth’s lair does not contain much; bones mostly… It is very easy to follow the large trail left by Lerth when he fled. Anyone looking around can not miss the trail leading north. NMR8-01 Draconic Schemes Page 10 Searching: PCs can make Search checks and learn the following: • DC 10 The lair had a number of small treasure caches (for coins and the like). All these caches are now empty. • DC 15 There are traces of combat here. Blood and broken small-size crossbow bolts have been abandoned on the ground. • DC 20 Under a large pile of bones is a single greenish-turquoise scale. (It belonged to Lerth’s mate – a DC 19 Knowledge (arcane( check identifies that it came from a behir.) • DC 25 A single arrow shaft that would be fired from a huge-size bow. (It came from the forest giants) Tracking: Parties with someone who has the Track feat can make a Tracking check and learn the following: • DC 5 A huge creature has walked through this area a lot. (A DC 19 Knowledge (arcana) identifies a behir, most likely Lerth). • DC 10 The terror bird(s) have been here only a short time. (A DC18 Knowledge (nature) indicates that the terror birds are natural hunters but when faced with tougher predators, the quickly revert to being scavengers.) • DC 15 There was a fight here and many small-sized humanoids took part. Few fell down (those Lerth killed he ate) and no bodies can be found. (A DC 10 Knowledge (local, any) reveals them to be kobolds) • DC 20 Twenty or more small-sized humanoids came to the area and searched it thoroughly. • DC 25 When Lerth ran to the trail north, he was moving as fast as he could and was followed by kobolds. WHERE TO? It should be obvious for any PC who looks that Lerth and something big ran off north into the forest. The PCs can now either follow that trail or return to Bronzebrook. If the PCs decide to investigate the trail, proceed to Encounter 4. If they decide to return to Bronzebrook, proceed to Encounter 7. Splitting the party at this time is risky but possible. Run the encounter mentioned above with only the PCs who have gone that route (of course, any monster killed in encounter 4 or 5 do not return. Any wounds they received are carried into Encounter 7. 4: THE VANGUARD Ferenklor’s base is about 20 miles north of Lerth’s Lair. This means the PCs have to rest once before reaching the base. Nothing happens during the night. Early the next morning, as the PCs are following the trail, a group of kobolds loyal to Ferenklor are walking the other way, heading for Bronzebrook to join Ferenklor’s attack on the hamlet. This encounter takes place in a forested area. There should be a 10-15 foot “path” where Lerth fled through the forest in the center. There should be ample camouflage and cover for both the PCs and the kobolds (and giants), while at the same time allow enough room for large and huge creatures to move around. Neither side is surprised to see the other. TIME WARNING: When there is only one kobold left, it flees as soon as it takes a hit. APL 4 (EL 6) � Kobold sniper (3): Fighter 2/Warrior 4, hp 46 each, Appendix 1 APL 6 (EL 8) � Kobold sniper (6): Fighter 2/Warrior 4, hp 46 each, Appendix 1 APL 8 (EL 10) � Kobold snipers (6): Fighter 4/Warrior 4, hp 56 each, Appendix 1 APL 10 (EL 12) � Kobold snipers (12): Fighter 4/Warrior 4, hp 56 each, Appendix 1 APL 12 (EL 14) � Kobold snipers (12): Fighter 6/Warrior 4, hp 70 each, Appendix 1 APL 14 (EL 17) � Advanced Dire Bear: hp 405, Appendix 1 � Forest Giants (3): hp 149 each, Appendix 1 � Kobold snipers (12): Fighter 6 Warrior 4, hp 70 each, Appendix 1 Tactics: the Kobolds attempt to stay out of melee and concentrate their attacks on PCs with ranged capabilities (magical or weapon-based). Giants, if present, move in to attack in melee combat. At APL14, the dire bear was given the ‘defend’ order on one of the forest giants (it should be obvious which of the giants the bear follows at the start of the fight). The bear follows that giant and attacks whoever attacks it. It does not move to get flanks (but the giant does). Development: From here, the PCs once again have a chance to go back to Bronzebrook and face the attack or they can continue on Lerth’s trail. On one of the kobolds, the PCs can find a crude map with what they guess would be the location of Bronzebrook circled. PCs who continue on the trail end up at Encounter 5 at dusk while PCs who return to Bronzebrook reach it before the attack. Proceed to Encounter 7. NMR8-01 Draconic Schemes Page 11 5: THE MAIN FORCE Just as dusk falls, the PCs reach Ferenklor and the encampment of his “army”. PCs come in from the south (bottom of the map). Lerth is shackled and unconscious at the top of the hill surrounded by kobolds. Ferenklor is initially hiding in the woods north of the clearing, counting the loot he got from Lerth’s lair. The giants are on the north side of the hill, making arrows. The creatures are not expecting any trouble, but are on watch nevertheless. They spot the PCs as they enter the clearing. LIGHT For the purpose of light, the area is lit enough to see well but not dazzling for the kobolds. If the fight lasts more than 5 minutes, it becomes dark, and PCs who can’t see in the dark need a light source. The kobolds, giants and Ferenklor have darkvision and thus do not require light. All APLs (Non-Combatant) � Lerth: advanced behir; current hp 3 (with 170 points of non-lethal); Appendix 1. APL 4 (EL 6) � Ferenklor: Young Green Dragon, hp 110; Appendix 1 � Kobold sniper: Fighter 2/Warrior 4, hp 46, Appendix 1 APL 6 (EL 8) Ferenklor: Young Green Dragon, hp 110; Appendix 1 Kobold sniper (4): Fighter 2/Warrior 4, hp 46 each, Appendix 1 APL 8 (EL 10) � Ferenklor: Juvenile Green Dragon, hp 152; Appendix 1 � Kobold snipers (3): Fighter 4/Warrior 4, hp 56 each, Appendix 1 APL 10 (EL 12) � Ferenklor: Young Adult Green Dragon, hp 199; Appendix 1 � Kobold snipers (4): Fighter 4/Warrior 4, hp 56 each, Appendix 1 APL 12 (EL 14) � Ferenklor: Adult Green Dragon, hp 253; Appendix 1 � Forest Giant: hp 149, Appendix 1 APL 14 (EL 17) � Ferenklor: Adult Green Dragon hp 253; Appendix 1 � Kobold snipers (4): Fighter 6/Warrior 4, hp 70 each, Appendix 1 � Kobold sorcerers (2): Dragonheart Mage 8/Sorcerer 5, hp 90 each, Appendix 1 � Forest Giants (2): hp 149 each, Appendix 1 Tactics: The kobold snipers begin firing at targets at the back of the party while Ferenklor and the giants move to engage PCs at the front. Ferenklor lands and uses his many attacks and uses his (quickened) breath weapon as often as he can, trying not to hit one of the giants in the cone. (He doesn’t care about the kobolds.) The kobolds sorcerers use their spells as best they can to support and help their allies. Under no circumstance does a kobold sorcerer hit Ferenklor with an area of effect spell. They do their best to avoid hitting the giants. Lerth does NOT take part in the fight, instead preferring to fake his staying unconscious. Development: If Lerth survives the fight, proceed to Encounter 6. If Lerth did not survive the encounter, proceed to the conclusion. 6: LERTH Once freed of his restraints, Lerth stretches its claws. He takes a defensive position. “Why are you here and what do you want for saving my life?” His ragged breath sends sparks of electricity flying from his mouth Lerth is unfriendly to his saviors because he is unsure of their intentions towards him. However, in his current state, Lerth is not ready for a fight and attempts to flee if the PCs do not improve his demeanor. To convince Lerth of their positive intentions, the PCs need to succeed at a DC 25 Diplomacy check to make him at least friendly. The following modifiers (all are cumulative) and the PCs are not rushed. • +1 if the PCs allow Lerth to eat the dead kobolds. • +1 if the PCs offer him food. • +2 if the PCs offer to heal Lerth. • +2 if any PC has a part of a dead dragon on them (dragon scales, dragon armor, etc). • +3 healing Lerth. • +10 if the PCs prove they were sent here by Taraya or Vadric. • +10 for each PC who met Lerth in PAL4-06 Strands of gloom. • +25 if the PCs return to him the scale of his mate. • -2 for each Kobold in the party. • -2 for each PC carrying a holy symbol of a draconic deity. • -3 for each PC with the Dragonblood subtype. NMR8-01 Draconic Schemes Page 12 • -10 for any PC with a living dragon (such as dragon or pseudodragon familiar or a true dragon mount) • -10 for threatening Lerth. • -10 for insulting or ridiculing Lerth (eg. doubting his fighting prowess). SUCCESS! Lerth’s jaw widens into a huge smile that reveals his many sharp fangs. “I thank you for rescuing me… I know you few- legs like shiny things, I have none… I guess you can take those. I can offer you this…” Lerth pulls a few green-blue scales. As he does so, he gets a bout of cough that sends electrical sparks flying in all directions. “With this dragon dead, I’m sure more will come from the south. This place is not for me.” “I have some people to meet in a nearby village. I’ll see you there!” Lerth begins to slither on his belly like a snake, easily moving through the forest heading towards Bronzebrook. The PCs can then loot the bodies or head back now. On Ferenklor, they find Player Handout 3, which is written in Draconic. Proceed to the Conclusion. FAILURE! Lerth’s jaw widens revealing his many sharp, dagger- like fangs. “I thank you for rescuing me… I know you few- legs like shiny things, I have none…” Lerth gets a bout of cough that sends electrical sparks flying in all directions. “Now let this old behir die in peace. I harbor no ill-will towards you or the few-legs like you just leave me alone.” Lerth begins to slither on his belly like a snake, easily moving through the forest heading towards back towards his old lair. It is pretty obvious to you that he will not be going to Bronzebrook. At this point, Lerth can no longer be convinced to go. However, the PCs might still have a chance to get him to Bronzebrook by using charm spells or a suggestion-style spell. Lerth does not attack anyone casting such spells on him, but tries to leave as fast as he can. Allow the PCs two tries before Lerth is gone. At that point, proceed to the conclusion. 7: VILLAGE ATTACK!!! This encounter only takes place if the PCs refused to go get Lerth or if they returned to town before saving him. Of course, by then Lerth is dead and the PCs have failed their mission. The attack takes place one hour before dawn (around 5am) the morning the PCs return to town. Any monsters defeated in Encounter 4 or 5 do NOT appear hear (meaning they do not return, and you just need to subtract their number from the forces indicated in this encounter). For example, if the PCs have kill 4 kobolds in encounter 4, then there would be 4 fewer kobolds in this encounter. This encounter is composed of two different encounters: Encounter 4 and 5 combined, making a net APL +4 (APL+5 at APL14). This should be both memorable and deadly. Allow the PCs a chance to flee if they so desire, of course they only get half-experience for this encounter if they do so. For the purpose of the battle, there are many more kobolds and giants than what is here, but those fight against Taraya and the town militia. APL 4 (EL 8) � Ferenklor: Young Green Dragon, hp 110; Appendix 1 � Kobold sniper (4): Fighter 2 Warrior 4, hp 46 each, Appendix 1 APL 6 (EL 10) � Ferenklor: Young Green Dragon, hp 110; Appendix 1 � Kobold sniper (10): Fighter 2 Warrior 4, hp 46 each, Appendix 1 APL 8 (EL 12) � Ferenklor: Juvenile Green Dragon, hp 152; Appendix 1 � Kobold snipers (9): Fighter 4 Warrior 4, hp 56 each, Appendix 1 APL 10 (EL 14) � Ferenklor: Young Adult Green Dragon, hp 199; Appendix 1 � Kobold snipers (16): Fighter 4 Warrior 4, hp 56 each, Appendix 1 APL 12 (EL 16) � Ferenklor: Adult Green Dragon, hp 253; Appendix 1 � Forest Giant: hp 149, Appendix 1 � Kobold snipers (12): Fighter 6 Warrior 4, hp 70 each, Appendix 1 APL 14 (EL 19) � Advanced Dire Bear: hp 405, Appendix 1 � Ferenklor: Adult Green Dragon hp 253; Appendix 1 � Kobold snipers (16): Fighter 6 Warrior 4, hp 70 each, Appendix 1 � Kobold sorcerers (2): Dragonheart Mage 8 Sorcerer 5, hp 90 each, Appendix 1 � Forest Giants (5): hp 149 each, Appendix 1 NMR8-01 Draconic Schemes Page 13 Tactics: The kobold snipers begin firing at targets at the back of the party while Ferenklor and the giants move to engage PCs at the front. Ferenklor lands and uses his many attacks and uses his (quickened) breath weapon as often as he can, trying not to hit one of the giants in the cone. (He doesn’t care about the kobolds or the bear.) The kobolds sorcerers use their spells as best they can to support and help their allies. Under no circumstance does a kobold sorcerer hit Ferenklor with an area of effect spell. They do their best to avoid hitting the giants. At APL14, the dire bear was given the ‘defend’ order on one of the forest (it should be obvious which of the giant the bear follows at the start of the fight). The bear follows that giant and attacks whoever attacks it. It does not move to get flanks (but the giant does). CONCLUSION Run the PCs through the conclusion that is most fitting. LERTH DIDN’T COME TO BRONZEBROOK This conclusion happens if Lerth died or if the PCs were unable to convince him to come to Bronzebrook. The meeting between representatives of the County of Urnst, Nyrond and the Pale quickly dissolves into chaos and accusations as each sides points to the other as the reason for the failure to come to an agreement. The Abbot Welliam and Sir Phileas argue over jurisdiction in the area and what is to be done about Lerth and Sassy. The Abbot blames Nyrond for their inactivity in keeping Sassy and her forces in check while Sir Phileas accuses the Pale of trying to incite chaos within the Gamboge. Lady Ilya accuses the Pale of attempting to sabotage relations between Nyrond and the County and she accuses Nyrond of attempting to break diplomatic ties with the Pale. Taraya and Vadric vainly attempt to restore order but insults fly around the table, fingers are pointed and the tone quickly turns to screaming. Lady Ilya storms out first, raising her hands to the sky vainly imploring the gods for help as she mounts her horse and rides out of town. Sir Phileas and the Abbot get into a shoving match quickly broken up by Vadric and his militia. It is obvious that your failure to bring Lerth to Bronzebrook resulted in a diplomatic crisis between the County, Nyrond and the Pale. There was a small chance of forming bonds of friendship between the nations, but that will not happen. Proceed to AR Rewards. LERTH TO MOVE TO THE COUNTY OF URNST Lerth attends the meeting in Bronzebrook. Sitting around a fire just outside of Bronzebrook, the great beast sits pondering the offer Lady Ilya just made to him on behalf of Lord Duncombe. A hilly domain as large as any behir ever had. All that was asked in return was that Lerth not attack the local ranches and that he worked with Urnstian forces to uproot the many goblinoids that could be found in the Blue Mounds. Sir Phileas promised a military escort and food as Lerth would travel through the countryside on its way to Urnst. Abbot Welliam said but a few encouraging words to the beast and promised the support of the Church of Pholtus and its flock all along the way. Taraya and Vadric both told Lerth that they believed the offer was genuine and that leaving the area was definitely to Lerth’s advantage. The beast’s asthmatic breathing sent out sparks of electricity whenever it was overcome by a bout of coughing. After about an hour of speeches and discussing, the beast walked away on its twelve-legs. The three diplomats, the druidess and Vadric all returned to Bronzebrook, smiling. Approaching your party, Lady Ilya says. “Lerth has agreed to move to the County of Urnst. Lord Duncombe’s offer definitely pleases him as his future hunting ground is filled with goblins, something he really likes. Lord Duncombe will be most pleased.” Sir Phileas simply adds, looking over his shoulder to make sure Lerth is out of hearshot. “Just glad It’s going to be leaving my lands alone and hunt somewhere else.” Abbot Welliam makes a polite bow. “You have the thanks of our three nations… Your heroics today may have laid the foundation for future cooperation between us. Only Pholtus knows what lies ahead, but today all of us feel the way ahead is lit and bright. Thank you all.” Proceed to AR Rewards AR REWARDS • PCs who save Lerth (whether he attends the meeting or not) receive the “Scale of Lerth” and the “Thanks of Lerth” AR Rewards. • PCs who save Lerth and convince him to come to the meeting also receive the “Thanks of Eastmarch”, “Thanks of Gamboge” and “Thanks of the Pale Diplomatic Corps” AR Rewards. • PCs who killed Ferenklor, also receive “Ferenklor’s remains” and the “Dragoncrart” AR Rewards. NMR8-01 Draconic Schemes Page 14 CAMPAIGN CONSEQUENCES Please send the answers to the following questions to [email protected] 1. Did Lerth live? 2. Did he attend the conference? 3. Did the PCs wait in Bronzebrook or did they face Ferenklor’s forces separately? NMR8-01 Draconic Schemes Page 15 EXPERIENCE POINT SUMMARY To award experience for this adventure, add up the values for the objectives accomplished. Then assign the experience award. Award the total value (objectives plus roleplaying) to each character. 3: Off to find Lerth Defeat the Terror Birds APL 4 180 XP APL 6 240 XP APL 8 300 XP APL 10 360 XP APL 12 420 XP APL 14 420 XP 4: The Vanguard Defeat the vanguard APL 4 180 XP APL 6 240 XP APL 8 300 XP APL 10 360 XP APL 12 420 XP APL 14 510 XP 5: The Main Force Defeat Ferenklor and his army APL 4 180 XP APL 6 240 XP APL 8 300 XP APL 10 360 XP APL 12 420 XP APL 14 510 XP Story Award Rescue Lerth APL 4 85 XP APL 6 130 XP APL 8 175 XP APL 10 220 XP APL 12 265 XP APL 14 310 XP Convince Lerth to attend the meeting APL 4 50 XP APL 6 50 XP APL 8 50 XP APL 10 50 XP APL 12 50 XP APL 14 50 XP Total Possible Experience APL 4 675 XP APL 6 900 XP APL 8 1,125 XP APL 10 1,350 XP APL 12 1,575 XP APL 14 1,800 XP TREASURE SUMMARY During an adventure, characters encounter treasure, usually finding it in the possession of their foes. Every encounter that features treasure has a “treasure” section within the encounter description, giving information about the loot, coins, and magic items that make up the encounter’s treasure. The loot total is the number of gold pieces each character gains if the foes are plundered of all their earthly possessions. Looting the bodies takes at least 10 minutes per every 5 enemies, and if the characters cannot take the time to loot the bodies, they do not gain this gold. If you feel it is reasonable that characters can go back to loot the bodies, and those bodies are there (i.e., not carted off by dungeon scavengers, removed from the scene by the local watch, and so on), characters may return to retrieve loot. If the characters do not loot the body, the gold piece value for the loot is subtracted from the encounter totals given below. The coin total is the number of gold pieces each character gains if they take the coin available. A normal adventuring party can usually gather this wealth in a round or so. If for some reason, they pass up this treasure, the coin total is subtracted from the encounter totals given below. Next, the magic items are listed. Magic item treasure is the hardest to adjudicate, because they are varied and because characters may want to use them during the adventure. Many times characters must cast identify, analyze dweomer or similar spell to determine what the item does and how to activate it. Other times they may attempt to use the item blindly. If the magic item is consumable (a potion, scroll, magic bolts, etc.) and the item is used before the end of the adventure, its total is subtracted from the adventure totals below. Once you have subtracted the value for unclaimed treasure from each encounter add it up and that is the number of gold pieces a characters total and coin value increase at the end of the adventure. Write the total in the GP Gained field of the adventure certificate. Loot = Looted gear from enemy; Coin = Coin, Gems, Jewelry, and other valuables; Magic = Magic Items. 4: The Vanguard APL4: Loot: 76gp; Magic: 884gp; +1 chain shirt x3 (100gp each); +1 light crossbow x3 (195gp each); Total: 960gp. APL6: Loot: 151gp; Magic: 1768gp; +1 chain shirt x6 (100gp each); +1 light crossbow x6 (195gp each); Total: 1,919gp. APL8: Loot: 151gp; Magic: 4,768gp; +1 chain shirt x6 (100gp each); +1 corrosive light crossbow x6 (695gp each); Total: 4,919gp. NMR8-01 Draconic Schemes Page 16 NMR8-01 Draconic Schemes Page 17 APL10: Loot: 302gp; Magic: 9,535gp; +1 chain shirt x12 (100gp each); +1 corrosive light crossbow x12 (695gp each); Total: 9,837gp. APL12: Loot: 302gp; Magic: 12,535gp; +1 corrosive light crossbow x12 (695gp each); +2 chain shirt x12 (350gp each); Total: 12,837gp. APL14: Loot: 653gp; Magic: 12,535gp; +1 corrosive light crossbow x12 (695gp each); +2 chain shirt x12 (350gp each); Total: 13,188gp. 5: The Main Force APL4: Loot: 46gp; Magic: 295gp; +1 chain shirt (100gp); +1 light crossbow (195gp); Total: 341gp. APL6: Loot: 122gp; Magic: 1,178gp; +1 chain shirt x4 (100gp each); +1 light crossbow x4 (195gp each); Total: 1,300gp. APL8: Loot: 96gp; Magic: 2,384gp; +1 chain shirt x3 (100gp each); +1 corrosive light crossbow x3 (695gp each); Total: 2,480gp. APL10: Loot: 122gp; Magic: 3,262gp; +1 chain shirt x4 (100gp each); +1 corrosive light crossbow x4 (695gp each); vest of resistance +1 (83gp); Total: 3,384gp. APL12: Loot: 138gp; Magic: 83gp; vest of resistance +1 (83gp); Total: 221gp. APL14: Loot: 356gp; Magic: 26,428gp; +1 corrosive light crossbow x4 (695gp each); +2 chain shirt x4 (350gp each); bracers of armor +5 x2 (3,000gp each); cloak of charisma +6 x2 (1,333gp each); dusty rose ioun stone x2 (417gp each); gloves of dexterity +4 x2 (1,333gp each); pink rhomboid ioun stone x2 (667gp each); ring of evasion x2 (2,083gp each); ring of protection +1 x2 (167gp each); vest of resistance +1 (83gp); vest of resistance +5 x2 (2,083gp each); Total: 26,784gp. 7: Village Attack Add together encounter 4 and 5. Treasure Cap APL 4: 650gp APL 6: 900gp APL 8: 1,300gp APL 10: 2,300gp APL 12: 3,300gp APL 14: 6,600gp Total Possible Treasure APL 4: 1,301gp APL 6: 3,219gp APL 8: 7,399gp APL 10: 13,221gp APL 12: 13,058gp APL 14: 39,972gp ADVENTURE RECORD ITEMS �Thanks of Eastmarch: You may exchange this favor for one of the following weapon upgrades: banishingMIC, blessedMIC, bindingMIC, eagerMIC, forceMIC, gnollbane, goblinbane, or orcbane. Cross off once used. �Thanks of Gamboge: You may exchange this favor for one of the following armor upgrade: axeblockMIC, celestial armor, fortification (any), hammerblockMIC, hearteningMIC, or spearblockMIC. Cross off once used. �Thanks of the Pale Diplomatic Corps: You may exchange this favor for one of the following: circlet of persuasion, any Ioun stone from the DMG, phylactery of faithfulness, healingMIC armor upgrade, holy or sacred weapon upgrade. Cross off once used. This favor does not expire if you belong to the Pale Diplomatic Corps. �Thanks of Lerth: Lerth offers you one of his scales. This functions exactly like a clasp of electricity protectionMIC armor crystal. You may only buy ONE, but it can be a least (500gp), lesser (1,500gp) or greater crystal (3,000gp). �Scale of Lerth: This token identifies you as a friend of Lerth the Behir. Initial reaction from Lerth start as friendly. �Ferenklor’ Remains (APL4-14): You can buy one of the following items: dragonbone bow, green dragonhide mantle, a light green dragonfang weapon or a small-sized green dragonhide hide or shield. (APL 8–14): add to the previous list: a one-handed green dragonfang weapon or a medium-sized green dragonhide hide or shield or a small sized green dragonhide banded mail. Cross off once used. �Dragoncraft: Any dragonhide armor or shield from Ferenklor’s remains may be changed to a dragoncraftDR item. Note the size restriction still applies. You must pay the full cost. ITEM ACCESS APL 8-10 (all of APL 4-6 plus the following): • +1 corrosive light crossbow (Adventure; DMG & MIC; 8,335gp) APL 12 (all of APL 4-10 plus the following): • Huge composite longbow (Adventure; PHB) • Huge greatclub (Adventure; PHB) APL 14 (all of APL 4-12 plus the following): • Dusty rose ioun stone (Adventure; DMG) • Pink rhomboid ioun stone (Adventure; DMG) • ring of evasion (Adventure; DMG) APPENDIX 1: ALL APLS LERTH CR 10 Male Advanced Behir N Huge Magical beast Init +1; Senses darkvision 60ft, low-light vision, scent, Listen +5, Spot +20 Languages Common AC 20, touch 9, flat-footed 19 (-2 size, +1 Dex, +11 natural) hp 153 (12 HD); Immune electricity, cannot be tripped Fort +15, Ref +9, Will +7 Speed 40 ft. (8 squares), climb 15 ft.; Melee bite +19 (2d4+13) and Melee 6 claws +19 (2d4+13) and Space 15 ft.; Reach 10 ft. Base Atk +12; Grp +29 Atk Options Special Actions breath weapon, constrict, swallow whole Abilities Str 28, Dex 13, Con 25, Int 10, Wis 17, Cha 10 SQ Feats Alertness, Improved Bull Rush, Power Attack, Cleave, Track Skills Climb +17, Hide +8, Listen +5, Spot+20, Survival +18, Breath Weapon (Su): 20-foot line, every 10 rounds, damage 7d6 electricity, Reflex DC 23 half. The save DC is Constitution-based. Constrict (Ex) A behir deals 2d8+8 damage with a successful grapple check against Gargantuan or smaller creatures. It can use its claws against the grappled foe as well. Improved Grab (Ex) To use this ability, a behir must hit a creature of any size with its bite. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple, it established a hold and can attempt to constrict the opponent or swallow the opponent in the following round Rake 6 claws +19/+19/+19/+19/+19/+19 (now +15) (1d4+4) Swallow Whole (Ex) A behir can try to swallow a grabbed Medium-size or smaller opponent by making a successful grapple check. A behir that swallows an opponent can use its Cleave feat to bite and grab another opponent. The swallowed creature takes 2d8+8 points of crushing damage and 8 points of acid damage per round from the behir’s gizzard. A swallowed creature can also cut its way out by using claws or a Small or Tiny slashing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must again cut its own way out. The behir’s gizzard can hold two Medium-size, four Small, eight Tiny, sixteen Diminutive, or thirty-two Fine or smaller opponents. Skills Behir have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even when rushed or threatened. NMR8-01 Draconic Schemes Page 18 APL 4 3: OFF TO FIND LERTH TERROR BIRD* CR 4 *From Fiend Folio 175 N Large Animal Init +7; Senses low-light vision, Listen +4, Spot +4 AC 17, touch 12, flat-footed 14 (-1 size, +3 Dex, +5 natural) hp 52 (7 HD); Fort +7, Ref +8, Will +4 Speed 50 ft. (10 squares); Melee bite +8 (1d8+6) Space 10 ft.; Reach 10 ft. Base Atk +5; Grp +13 Atk Options Special Actions improved grab Abilities Str 19, Dex 17, Con 15, Int 2, Wis 14, Cha 10 Feats Alertness, Improved Initiative, Skill Focus (hide), Skills Hide +8, Listen +4, Move Silently +7, Spot +4, Improved Grab (Ex) If a terror bird hits an opponent that is at least two size categories smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking attacks of opportunity. If it gets a hold, it automatically deals bite damage with a successful grapple check. A terror bird can move while maintaining the hold. 4: THE VANGUARD KOBOLD SNIPER CR 3 Male Kobold Fighter 2 Warrior 4 LE Small Humanoid (Dragonblood, Reptilian) Init +3; Senses Darkvision 60ft; Listen +0, Spot +0 Languages Common, Draconic AC 20, touch 14, flat-footed 17 (+1 size, +3 Dex, +5 armor, +1 natural) hp 42 (6 HD); Fort +8, Ref +4, Will +1 Weakness light sensitivity Speed 30 ft. (6 squares) Melee masterwork spear +7/+2 (1d6-1) or Ranged +1 light crossbow +12/+7 (1d6+1) or Ranged +1 light crossbow +10/+10/+5 (1d6+1) or Base Atk +6; Grp +2 Atk Options Point-Blank Shot, Precise Shot, Rapid Shot Combat Gear +1 light crossbow, +1 chain shirt, masterwork spear, many bolts Abilities Str 8, Dex 17, Con 12, Int 12, Wis 10, Cha 8 Feats Point-Blank Shot, Precise Shot, Rapid Shot, Rapid Reload (light crossbow), Weapon Focus (light crossbow) Skills Climb +9, Ride +12, Swim +7, Possessions combat gear Light Sensitivity (Ex) Kobolds are dazzled in bright sunlight or within the radius of a daylight spell. 5: THE MAIN FORCE FERENKLOR CR 5 Male Young Green Dragon LE Medium Dragon (Air) Init +4; Senses blindsense 60ft, darkvision 120ft, improved low-light vision, keen senses, Listen +17, Spot +17 Languages Common, Draconic AC 25, touch 10, flat-footed 25 (+3 armor, +12 natural) hp 110 (13 HD); Immune acid, paralysis, sleep Fort +10, Ref +8, Will +9 Speed 40 ft. (8 squares), fly 150ft (poor), swim 40ft; Melee bite +17 (1d8+4) and claws +15/+15/+10 (1d6+2) and wings (when not flying) +15/+15 (1d4+2) Space 5 ft.; Reach 5 ft. Base Atk +13; Grp +16 Atk Options breath weapon (30 ft cone of acid, 6d6, Ref DC18/half) Combat Gear masterwork studded leather Abilities Str 18, Dex 10, Con 15, Int 12, Wis 13, Cha 12 SQ water breathing Feats Blind-Fight, Clinging Breath**, Improved Initiative, Multiattack, Rapidstrike (claws)** Skills Escape Artist +16, Hide +16, Listen +17, Move Silently +16, Search +17, Spot +17, Swim +12, Use Magic device +17, Breath Weapon (Su): A green dragon has one type of breath weapon, a 30ft cone of corrosive (acid) gas. Water Breathing (Ex): A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged. Skills: Bluff, Hide, and Move Silently are considered class skills for green dragons. KOBOLD SNIPER CR 3 See Encounter 4. 7: VILLAGE ATTACK!!! See Encounter 4 and 5 NMR8-01 Draconic Schemes Page 19 APL 6 3: OFF TO FIND LERTH TERROR BIRD* CR 4 *From Fiend Folio 175 N Large Animal Init +7; Senses low-light vision, Listen +4, Spot +4 AC 17, touch 12, flat-footed 14 (-1 size, +3 Dex, +5 natural) hp 52 (7 HD); Fort +7, Ref +8, Will +4 Speed 50 ft. (10 squares); Melee bite +8 (1d8+6) Space 10 ft.; Reach 10 ft. Base Atk +5; Grp +13 Atk Options Special Actions improved grab Abilities Str 19, Dex 17, Con 15, Int 2, Wis 14, Cha 10 Feats Alertness, Improved Initiative, Skill Focus (hide), Skills Hide +8, Listen +4, Move Silently +7, Spot +4, Improved Grab (Ex) If a terror bird hits an opponent that is at least two size categories smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking attacks of opportunity. If it gets a hold, it automatically deals bite damage with a successful grapple check. A terror bird can move while maintaining the hold. 4: THE VANGUARD KOBOLD SNIPER CR 3 Male Kobold Fighter 2 Warrior 4 LE Small Humanoid (Dragonblood, Reptilian) Init +3; Senses Darkvision 60ft; Listen +0, Spot +0 Languages Common, Draconic AC 20, touch 14, flat-footed 17 (+1 size, +3 Dex, +5 armor, +1 natural) hp 42 (6 HD); Fort +8, Ref +4, Will +1 Weakness light sensitivity Speed 30 ft. (6 squares) Melee masterwork spear +7/+2 (1d6-1) or Ranged +1 light crossbow +12/+7 (1d6+1) or Ranged +1 light crossbow +10/+10/+5 (1d6+1) or Base Atk +6; Grp +2 Atk Options Point-Blank Shot, Precise Shot, Rapid Shot Combat Gear +1 light crossbow, +1 chain shirt, masterwork spear, many bolts Abilities Str 10, Dex 17, Con 12, Int 12, Wis 10, Cha 8 Feats Point-Blank Shot, Precise Shot, Rapid Shot, Rapid Reload (light crossbow), Weapon Focus (light crossbow) Skills Climb +6, Ride +12, Swim +7, Possessions combat gear Light Sensitivity (Ex) Kobolds are dazzled in bright sunlight or within the radius of a daylight spell. 5: THE MAIN FORCE FERENKLOR CR 5 Male Young Green Dragon LE Medium Dragon (Air) Init +4; Senses blindsense 60ft, darkvision 120ft, improved low-light vision, keen senses, Listen +17, Spot +17 Languages Common, Draconic AC 25, touch 10, flat-footed 25 (+3 armor, +12 natural) hp 110 (13 HD); Immune acid, paralysis, sleep Fort +10, Ref +8, Will +9 Speed 40 ft. (8 squares), fly 150ft (poor), swim 40ft; Melee bite +17 (1d8+4) and claws +15/+15/+10 (1d6+2) and wings (when not flying) +15/+15 (1d4+2) Space 5 ft.; Reach 5 ft. Base Atk +13; Grp +16 Atk Options breath weapon (30 ft cone of acid, 6d6, Ref DC18/half) Combat Gear masterwork studded leather Abilities Str 18, Dex 10, Con 15, Int 12, Wis 13, Cha 12 SQ water breathing Feats Blind-Fight, Clinging Breath**, Improved Initiative, Multiattack, Rapidstrike (claws)** Skills Escape Artist +16, Hide +16, Listen +17, Move Silently +16, Search +17, Spot +17, Swim +12, Use Magic device +17, Breath Weapon (Su): A green dragon has one type of breath weapon, a 30ft cone of corrosive (acid) gas. Water Breathing (Ex): A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged. Skills: Bluff, Hide, and Move Silently are considered class skills for green dragons. KOBOLD SNIPER CR 3 See Encounter 4. 7: VILLAGE ATTACK!!! See Encounter 4 and 5 NMR8-01 Draconic Schemes Page 20 APL 8 3: OFF TO FIND LERTH TERROR BIRD* CR 8 *From Fiend Folio 175 N Huge Animal Init +7; Senses low-light vision, Listen +4, Spot +4 AC 20, touch 11, flat-footed 17 (-2 size, +3 Dex, +9 natural) hp 199 (21 HD); Fort +17, Ref +15, Will +9 Speed 50 ft. (10 squares); Melee bite +23 (3d6+13/ 19-20, x2) Space 15 ft.; Reach 15 ft. Base Atk +15; Grp +32 Special Actions improved grab Abilities Str 28, Dex 16, Con 21, Int 2, Wis 14, Cha 10 Feats Alertness, Improved Critical (bite), Improved Natural Armor, Improved Initiative, Improved Natural Attack (bite), Skill Focus (hide), Stealthy, Weapon Focus (bite), Skills Hide +12, Listen +4, Move Silently +17, Spot +4, Improved Grab (Ex) If a terror bird hits an opponent that is at least two size categories smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking attacks of opportunity. If it gets a hold, it automatically deals bite damage with a successful grapple check. A terror bird can move while maintaining the hold. 4: THE VANGUARD KOBOLD SNIPER CR 5 Male Kobold Fighter 4 Warrior 4 LE Small Humanoid (Dragonblood, Reptilian) Init +4; Senses Darkvision 60ft; Listen +0, Spot +0 Languages Common, Draconic AC 21, touch 15, flat-footed 17 (+1 size, +4 Dex, +5 armor, +1 natural) hp 56 (8 HD); Fort +9, Ref +6, Will +2 Weakness light sensitivity Speed 30 ft. (6 squares) Melee masterwork spear +9/+4 (1d6-1) or Ranged +1 corrosive light crossbow +15/+10 (1d6+3 +1d6 acid) or Ranged +1 light crossbow +13/+13/+8 (1d6+3 +1d6 acid) or Base Atk +8; Grp +3 Atk Options Point-Blank Shot, Precise Shot, Rapid Shot Combat Gear +1 corrosive light crossbow, +1 chain shirt, masterwork spear, many bolts Abilities Str 8, Dex 18, Con 12, Int 12, Wis 10, Cha 8 Feats Point-Blank Shot, Precise Shot, Rapid Shot, Rapid Reload (light crossbow), Weapon Focus (light crossbow), Weapon Specialization (light crossbow), Skills Climb +9, Ride +15, Swim +9, Possessions combat gear Light Sensitivity (Ex) Kobolds are dazzled in bright sunlight or within the radius of a daylight spell. 5: THE MAIN FORCE FERENKLOR CR 8 Male Juvenile Green Dragon LE Large Dragon (Air) Init +4; Senses blindsense 60ft, darkvision 120ft, improved low-light vision, keen senses, Listen +21, Spot +21 Languages Common, Draconic Sylvan AC 27, touch 10, flat-footed 27 (-1 size, +3 armor, +15 natural) hp 152 (16 HD); Immune acid, paralysis, sleep Fort +13, Ref +10, Will +12 Speed 40 ft. (8 squares), fly 150ft (poor) hover, swim 40ft; Melee bite +21 (2d6+5) and claws +19/+19/+14 (1d8+2) and wings (when not flying) +19/+19 (1d6+2) and tail slap +19 (1d8+7) Space 10 ft.; Reach 10 ft. Base Atk +16; Grp +25 Atk Options breath weapon (40ft 8d6, Ref DC18/half) Combat Gear masterwork studded leather Sorcerer Spells Known (CL 1st): 1st (4/day)—color spray (DC13), true strike 0 (5/day)—detect magic, ghost sound, prestidigitation, resistance Abilities Str 18, Dex 10, Con 17, Int 14, Wis 15, Cha 14 SQ water breathing Feats Blind-Fight, Improved Initiative, Hover, Multiattack, Quicken Breath**, Rapidstrike (claws)** Skills Escape Artist +19, Hide +15, Listen +21, Move Silently +19, Search +21, Spot +21, Swim +15, Use Magic device +21, Breath Weapon (Su): A green dragon has one type of breath weapon, a 40ft cone of corrosive (acid) gas. Water Breathing (Ex): A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged. Skills: Bluff, Hide, and Move Silently are considered class skills for green dragons. KOBOLD SNIPER CR 5 See Encounter 4. 7: VILLAGE ATTACK!!! See Encounter 4 and 5 NMR8-01 Draconic Schemes Page 21 NMR8-01 Draconic Schemes Page 22 APL 10 3: OFF TO FIND LERTH CHIMERIC TERROR BIRD* CR 10 *From Fiend Folio 175 and Monster Manual II 206 LE Huge Magical Beast (augmented animal) Init +7; Senses low-light vision, scent, Listen +6, Spot +6 AC 26, touch 11, flat-footed 23 (-2 size, +3 Dex, +15 natural) hp 287 (23 HD); Fort +20, Ref +16, Will +9 Speed 50 ft. (10 squares), fly 50ft (poor) Melee bite +27 (3d6+17/ 19-20, x2) and dragon bite +24 (3d6+5) and goat headbutt +24 (2d6+5) Space 15 ft.; Reach 15 ft. Base Atk +17; Grp +36 Special Actions breath weapon, improved grab Abilities Str 32, Dex 16, Con 25, Int 4, Wis 14, Cha 10 Feats Alertness, Improved Critical (bite), Improved Natural Armor, Improved Initiative, Improved Natural Attack (bite), MultiattackB, Skill Focus (hide), Stealthy, Weapon Focus (bite), Skills Hide +13, Listen +6, Move Silently +18, Spot +6, Breath Weapons (Su) Every 1d4 round, a chimeric creature’s dragon head can use a 20ft cone of acid gas that deals 3d8 points of aciddamage. Anyone in the area can make a DC 28 Reflex save for half. Use all rules for dragon breath. Improved Grab (Ex) If a terror bird hits an opponent that is at least two size categories smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking attacks of opportunity. If it gets a hold, it automatically deals bite damage with a successful grapple check. A terror bird can move while maintaining the hold. 4: THE VANGUARD KOBOLD SNIPER CR 5 Male Kobold Fighter 4 Warrior 4 LE Small Humanoid (Dragonblood, Reptilian) Init +4; Senses Darkvision 60ft; Listen +0, Spot +0 Languages Common, Draconic AC 21, touch 15, flat-footed 17 (+1 size, +4 Dex, +5 armor, +1 natural) hp 56 (8 HD); Fort +9, Ref +6, Will +2 Weakness light sensitivity Speed 30 ft. (6 squares) Melee masterwork spear +9/+4 (1d6-1) or Ranged +1 corrosive light crossbow +15/+10 (1d6+3 +1d6 acid) or Ranged +1 light crossbow +13/+13/+8 (1d6+3 +1d6 acid) or Base Atk +8; Grp +3 Atk Options Point-Blank Shot, Precise Shot, Rapid Shot Combat Gear +1 corrosive light crossbow, +1 chain shirt, masterwork spear, many bolts Abilities Str 8, Dex 18, Con 12, Int 12, Wis 10, Cha 8 Feats Point-Blank Shot, Precise Shot, Rapid Shot, Rapid Reload (light crossbow), Weapon Focus (light crossbow), Weapon Specialization (light crossbow), Skills Climb +9, Ride +15, Swim +9, Possessions combat gear Light Sensitivity (Ex) Kobolds are dazzled in bright sunlight or within the radius of a daylight spell. 5: THE MAIN FORCE FERENKLOR CR 11 Male Young Green Dragon LE Large Dragon (Air) Init +4; Senses blindsense 60ft, darkvision 120ft, improved low-light vision, keen senses, Listen +24, Spot +24 Aura frightful presence (DC21) Languages Common, Draconic Sylvan AC 30, touch 9, flat-footed 30 (-1 size, +3 armor, +18 natural) hp 199 (19 HD); DR 5/magic Immune acid, paralysis, sleep Fort +16, Ref +12, Will +14 Speed 40 ft. (8 squares), fly 150ft (poor) hover, swim 40ft; Melee bite +25 (2d6+6) and claws +23/+23/+18 (1d8+3) and wings (when not flying) +23/+23 (1d6+3) and tail +23 (1d8+9) Space 10 ft.; Reach 10 ft. Base Atk +19; Grp +29 Atk Options breath weapon (10d6, Ref DC23/half) Combat Gear masterwork studded leather, vest of resistance +1 Sorcerer Spells Known (CL 3rd): 1st (6/day)—magic missile (2 missile), shield, true strike 0 (6/day)—arcane mark, detect magic, ghost sound, mage hand, prestidigitation Abilities Str 23, Dex 10, Con 19, Int 14, Wis 15, Cha 14 SQ water breathing Feats Blind-Fight, Clinging Breath** Improved Initiative, Hover, Multiattack, Quicken Breath**, Rapidstrike (claws)**, Skills Escape Artist +22, Hide +18, Listen +24, Move Silently +22, Search +24, Spot +24, Swim +13, Use Magic device +24, Breath Weapon (Su): A green dragon has one type of breath weapon, a 40ft cone of corrosive (acid) gas. Frightful Presence (Ex): A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the NMR8-01 Draconic Schemes Page 23 dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon’s age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons. Water Breathing (Ex): A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged. Skills: Bluff, Hide, and Move Silently are considered class skills for green dragons. KOBOLD SNIPER CR 5 See Encounter 4. 7: VILLAGE ATTACK!!! See Encounter 4 and 5 NMR8-01 Draconic Schemes Page 24 APL 12 3: OFF TO FIND LERTH THE CHIMERIC HORROR* CR 14 Chimeric* Half-Dragon Warbeast* Terror Bird *From Fiend Folio 175 and Monster Manual II 206 LE Huge Magical Beast (augmented animal) Init +7; Senses darkvision 60ft, low-light vision, scent, Listen +7, Spot +7 AC 30, touch 11, flat-footed 27 (-2 size, +3 Dex, +15 natural) hp 462 (28 HD); Immune Acid, sleep, paralysis Fort +26, Ref +19, Will +12 Speed 60 ft. (10 squares), fly 100ft (poor) Melee bite +37 (3d6+25/ 19-20, x2) and dragon bite +34 (3d6+8) and goat headbutt +34 (2d6+8) and claws +34/+34 (1d8+8) Space 15 ft.; Reach 15 ft. Base Atk +21; Grp +46 Special Actions breath weapon (1 for chimeric and 1 for half dragon), improved grab Abilities Str 44, Dex 17, Con 30, Int 6, Wis 16, Cha 12 SQ Combative Mount Feats Alertness, Improved Critical (bite), Improved Natural Armor, Improved Initiative, Improved Toughness**, Improved Natural Attack (bite), MultiattackB, Power Attack, Skill Focus (hide), Stealthy, Weapon Focus (bite), Skills Hide +15, Listen +7, Move Silently +20, Spot +7, Breath Weapon (Chimeric) (Su) Every 1d4 round, a chimeric creature’s dragon head can use a 20ft cone of acid gas that deals 3d8 points of acid damage. Anyone in the area can make a DC 34 Reflex save for half. Use all rules for dragon breath. Breath Weapon (Half-dragon) (Su) Once per day, a half-dragon can use a 30ft cone of acid gas that deals 6d8 points of acid damage. Anyone in the area can make a DC 34 Reflex save for half. Combative Mount (Ex) A rider on a trained mounted warbeast mount gets +2 to all Ride checks. A warbeast is proficient with light, medium & heavy armor. Improved Grab (Ex) If a terror bird hits an opponent that is at least two size categories smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking attacks of opportunity. If it gets a hold, it automatically deals bite damage with a successful grapple check. A terror bird can move while maintaining the hold. 4: THE VANGUARD KOBOLD SNIPER CR 7 Male Kobold Fighter 6 Warrior 4 LE Small Humanoid (Dragonblood, Reptilian) Init +4; Senses Darkvision 60ft; Listen +0, Spot +0 Languages Common, Draconic AC 22, touch 15, flat-footed 18 (+1 size, +4 Dex, +6 armor, +1 natural) hp 70 (10 HD); Fort +10, Ref +7, Will +3 Weakness light sensitivity Speed 30 ft. (6 squares) Melee masterwork spear +11/+6 (1d6-1) or Ranged +2 corrosive light crossbow +20/+15 (1d6+8 +1d6 acid) or Ranged +2 corrosive light crossbow +18/+18/+13 (1d6+8 +1d6 acid) Base Atk +10; Grp +5 Atk Options Point-Blank Shot, Precise Shot, Rapid Shot Combat Gear +1 corrosive light crossbow, +2 chain shirt, masterwork spear, many bolts Abilities Str 8, Dex 18, Con 12, Int 12, Wis 10, Cha 8 Feats Crossbow Sniper, Point-Blank Shot, Precise Shot, Rapid Shot, Ranged Weapon Specialist (piercing),Rapid Reload (light crossbow), Weapon Focus (light crossbow), Weapon Specialization (light crossbow), Skills Climb +11, Ride +15, Swim +9, Possessions combat gear Light Sensitivity (Ex) Kobolds are dazzled in bright sunlight or within the radius of a daylight spell. 5: THE MAIN FORCE FERENKLOR CR 13 Male Adult Green Dragon LE Large Dragon (Air) Init +4; Senses blindsense 60ft, darkvision 120ft, improved low-light vision, keen senses, Listen +28, Spot +28 Aura frightful presence (DC24) Languages Common, Draconic Sylvan AC 32, touch 8, flat-footed 32 (-2 size, +3 armor, +21 natural) hp 253 (22 HD); DR 5/magic Immune acid, paralysis, sleep SR 21 Fort +19, Ref +14, Will +17 Speed 40 ft. (8 squares), fly 150ft (poor) hover, swim 40ft; Melee bite +30 (2d8+8) and claws +28/+28/+23/+18/+13/+8 (2d6+4) and wings (when not flying) +28/+28 (1d8+4) and tail +28 (2d6+12) Space 10 ft.; Reach 10 ft. Base Atk +22; Grp +38 Atk Options breath weapon (12d6, Ref DC26/half) Special Actions crush (DC26, 2d8+12) Combat Gear masterwork studded leather, vest of resistance +1 Sorcerer Spells Known (CL 5th): 2nd (5/day)—invisibility, resist energy 1st (7/day)—expeditious retreat, magic missile (3 missile), shield, true strike NMR8-01 Draconic Schemes Page 25 0 (6/day)—arcane mark, detect magic, ghost sound, mage hand, prestidigitation Spell-Like Abilities (CL 6th): 3/day—suggestion (DC 16) Abilities Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha 16 SQ water breathing Feats Blind-Fight, Clinging Breath** Improved Initiative, Improved Rapidstrike (claws)**, Hover, Multiattack, Quicken Breath**, Rapidstrike (claws)**, Skills Escape Artist +25, Hide +21, Listen +28, Move Silently +25, Search +28, Spot +28, Swim +16, Use Magic device +28, Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon. Breath Weapon (Su): A green dragon has one type of breath weapon, a 50ft cone of corrosive (acid) gas. Crush (Ex): This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents). A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape. A crush attack deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down). Damage Reduction: Young adult and older dragons have damage reduction. Their natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Frightful Presence (Ex): A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon’s age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons. Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet. Water Breathing (Ex): A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged. Skills: Bluff, Hide, and Move Silently are considered class skills for green dragons. FOREST GIANT CR 11 Male Forest Giant* *from Monster Manual II N Huge Giant Init +5; Senses darkvision 60ft. Listen +5, Spot +7 Languages Giant, Sylvan AC 23, touch 9, flat-footed 22 (-2 size, +1 Dex, +3 armor, +11 natural) hp 149 (13 HD); Fort +14, Ref +5, Will +7 Speed 40 ft. (8 squares) Melee greatclub +19/+14 (3d6+16) or Ranged composite longbow (+4str) +8/+3 (3d6+4 plus poison) or Ranged rock +9/+4 (2d8+11 plus poison) or Space 15 ft.; Reach 15 ft. Base Atk +9; Grp +28 Atk Options Cleave, Power Attack Special Actions Large and In Charge, rock catching, rock throwing Combat Gear masterwork huge studded leather, masterwork huge greatclub, huge composite longbow (str+4), 6 rocks Abilities Str 33, Dex 12, Con 22, Int 14, Wis 16, Cha 21 Feats Cleave, Improved Initiative, Improved Toughness**, Large and In Charge**, Power Attack Skills Hide +13 (+17 in woods), Listen +19, Sense Motive +19, Spot +19, Possessions combat gear Poison (Ex): Forest giants coat their arrows with poison (Fortitude DC 22); initial and secondary is the same (unconsciousness for 4d4 rounds). Skills: A forest giant has a +4 racial bonus on hide checks. * In wooded areas, this bonus rises to +8. 7: VILLAGE ATTACK!!! See Encounter 4 and 5 NMR8-01 Draconic Schemes Page 26 APL 14 3: OFF TO FIND LERTH THE CHIMERIC HORROR* CR 14 Chimeric* Half-Dragon Warbeast* Terror Bird *From Fiend Folio 175 and Monster Manual II 206 LE Huge Magical Beast (augmented animal) Init +7; Senses darkvision 60ft, low-light vision, scent, Listen +7, Spot +7 AC 30, touch 11, flat-footed 27 (-2 size, +3 Dex, +15 natural) hp 462 (28 HD); Immune Acid, sleep, paralysis Fort +26, Ref +19, Will +12 Speed 60 ft. (10 squares), fly 100ft (poor) Melee bite +37 (3d6+25/ 19-20, x2) and dragon bite +34 (3d6+8) and goat headbutt +34 (2d6+8) and claws +34/+34 (1d8+8) Space 15 ft.; Reach 15 ft. Base Atk +21; Grp +46 Special Actions breath weapon (1 for chimeric and 1 for half dragon), improved grab Abilities Str 44, Dex 17, Con 30, Int 6, Wis 16, Cha 12 SQ Combative Mount Feats Alertness, Improved Critical (bite), Improved Natural Armor, Improved Initiative, Improved Toughness**, Improved Natural Attack (bite), MultiattackB, Power Attack, Skill Focus (hide), Stealthy, Weapon Focus (bite), Skills Hide +15, Listen +7, Move Silently +20, Spot +7, Breath Weapon (Chimeric) (Su) Every 1d4 round, a chimeric creature’s dragon head can use a 20ft cone of acid gas that deals 3d8 points of acid damage. Anyone in the area can make a DC 34 Reflex save for half. Use all rules for dragon breath. Breath Weapon (Half-dragon) (Su) Once per day, a half-dragon can use a 30ft cone of acid gas that deals 6d8 points of acid damage. Anyone in the area can make a DC 34 Reflex save for half. Combative Mount (Ex) A rider on a trained mounted warbeast mount gets +2 to all Ride checks. A warbeast is proficient with light, medium & heavy armor. Improved Grab (Ex) If a terror bird hits an opponent that is at least two size categories smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking attacks of opportunity. If it gets a hold, it automatically deals bite damage with a successful grapple check. A terror bird can move while maintaining the hold. 4: THE VANGUARD ADVANCED DIRE BEAR CR 14 N Huge Animal Init +2; Senses low-light vision, scent; Listen +16, Spot +16 AC 21, touch 10, flat-footed 19 (-2 size, +2 Dex, +11 natural) hp 405 (35 HD); Fort +28, Ref +23, Will +22 Speed 40 ft. (8 squares); Melee claw +40/+40/+35/+35 (3d6+15/19-20) and Melee bite +37 (3d8+7) Space 15 ft.; Reach 10 ft. Base Atk +26; Grp +49 Special Actions improved grab Abilities Str 40, Dex 14, Con 24, Int 2, Wis 12, Cha 10 Feats Alertness, Endurance, Great Fortitude, Improved Critical (claw), Improved Natural Armor, Improved Natural Attack (claw), Iron Will, Lightning Reflexes, Multiattack, Rapidstrike (claw), Toughness, Weapon Focus (claw), Skills Listen +16, Spot +16, Swim +27, Improved Grab (Ex) To use this ability, a dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Tricks Known: Attack, Attack Unnatural, Defend, Down, Guard, Home FOREST GIANT CR 11 Male Forest Giant* *from Monster Manual II N Huge Giant Init +5; Senses darkvision 60ft. Listen +5, Spot +7 Languages Giant, Sylvan AC 23, touch 9, flat-footed 22 (-2 size, +1 Dex, +3 armor, +11 natural) hp 149 (13 HD); Fort +14, Ref +5, Will +7 Speed 40 ft. (8 squares) Melee masterwork huge greatclub +19/+14 (3d6+16) or Ranged huge composite longbow (+4str) +8/+3 (3d6+4 plus poison) or Ranged rock +9/+4 (2d8+11 plus poison) or Space 15 ft.; Reach 15 ft. Base Atk +9; Grp +28 Atk Options Cleave, Power Attack Special Actions Large and In Charge, rock catching, rock throwing Combat Gear masterwork huge studded leather, masterwork huge greatclub, huge composite longbow (str+4), 6 rocks Abilities Str 33, Dex 12, Con 22, Int 14, Wis 16, Cha 21 Feats Cleave, Improved Initiative, Improved Toughness**, Large and In Charge**, Power Attack Skills Hide +13 (+17 in woods), Listen +19, Sense Motive +19, Spot +19, Possessions combat gear NMR8-01 Draconic Schemes Page 27 Poison (Ex): Forest giants coat their arrows with poison (Fortitude DC 22); initial and secondary is the same (unconsciousness for 4d4 rounds). Skills: A forest giant has a +4 racial bonus on hide checks. * In wooded areas, this bonus rises to +8. KOBOLD SNIPER CR 7 Male Kobold Fighter 6 Warrior 4 LE Small Humanoid (Dragonblood, Reptilian) Init +4; Senses Darkvision 60ft; Listen +0, Spot +0 Languages Common, Draconic AC 22, touch 15, flat-footed 18 (+1 size, +4 Dex, +6 armor, +1 natural) hp 70 (10 HD); Fort +10, Ref +7, Will +3 Weakness light sensitivity Speed 30 ft. (6 squares) Melee masterwork spear +12/+7 (1d6) or Ranged +2 corrosive light crossbow +20/+15 (1d6+8 +1d6 acid) or Ranged +2 corrosive light crossbow +18/+18/+13 (1d6+8 +1d6 acid) Base Atk +10; Grp +6 Atk Options Point-Blank Shot, Precise Shot, Rapid Shot Combat Gear +1 corrosive light crossbow, +2 chain shirt, masterwork spear, many bolts Abilities Str 10, Dex 18, Con 12, Int 12, Wis 10, Cha 8 Feats Crossbow Sniper, Point-Blank Shot, Precise Shot, Rapid Shot, Ranged Weapon Specialist (piercing),Rapid Reload (light crossbow), Weapon Focus (light crossbow), Weapon Specialization (light crossbow), Skills Climb +11, Ride +15, Swim +9, Possessions combat gear Light Sensitivity (Ex) Kobolds are dazzled in bright sunlight or within the radius of a daylight spell. 5: THE MAIN FORCE FERENKLOR CR 13 Male Adult Green Dragon LE Large Dragon (Air) Init +4; Senses blindsense 60ft, darkvision 120ft, improved low-light vision, keen senses, Listen +28, Spot +28 Aura frightful presence (DC24) Languages Common, Draconic Sylvan AC 32, touch 8, flat-footed 32 (-2 size, +3 armor, +21 natural) hp 253 (22 HD); DR 5/magic Immune acid, paralysis, sleep SR 21 Fort +19, Ref +14, Will +17 Speed 40 ft. (8 squares), fly 150ft (poor) hover, swim 40ft; Melee bite +30 (2d8+8) and claws +28/+28/+23/+18/+13/+8 (2d6+4) and wings (when not flying) +28/+28 (1d8+4) and tail +28 (2d6+12) Space 10 ft.; Reach 10 ft. Base Atk +22; Grp +38 Atk Options breath weapon (12d6, Ref DC26/half) Special Actions crush (DC26, 2d8+12) Combat Gear masterwork studded leather, vest of resistance +1 Sorcerer Spells Known (CL 5th): 2nd (5/day)—invisibility, resist energy 1st (7/day)—expeditious retreat, magic missile (3 missile), shield, true strike 0 (6/day)—arcane mark, detect magic, ghost sound, mage hand, prestidigitation Spell-Like Abilities (CL 6th): 3/day—suggestion (DC 16) Abilities Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha 16 SQ water breathing Feats Blind-Fight, Clinging Breath** Improved Initiative, Improved Rapidstrike (claws)**, Hover, Multiattack, Quicken Breath**, Rapidstrike (claws)**, Skills Escape Artist +25, Hide +21, Listen +28, Move Silently +25, Search +28, Spot +28, Swim +16, Use Magic device +28, Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon. Breath Weapon (Su): A green dragon has one type of breath weapon, a 50ft cone of corrosive (acid) gas. Crush (Ex): This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents). A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape. A crush attack deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down). Damage Reduction: Young adult and older dragons have damage reduction. Their natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Frightful Presence (Ex): A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon’s age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 NMR8-01 Draconic Schemes Page 28 NMR8-01 Draconic Schemes Page 29 dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons. Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet. Water Breathing (Ex): A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged. Skills: Bluff, Hide, and Move Silently are considered class skills for green dragons. FOREST GIANT CR 11 Male Forest Giant* *from Monster Manual II N Huge Giant Init +5; Senses darkvision 60ft. Listen +5, Spot +7 Languages Giant, Sylvan AC 23, touch 9, flat-footed 22 (-2 size, +1 Dex, +3 armor, +11 natural) hp 149 (13 HD); Fort +14, Ref +5, Will +7 Speed 40 ft. (8 squares) Melee greatclub +19/+14 (3d6+16) or Ranged composite longbow (+4str) +8/+3 (3d6+4 plus poison) or Ranged rock +9/+4 (2d8+11 plus poison) or Space 15 ft.; Reach 15 ft. Base Atk +9; Grp +28 Atk Options Cleave, Power Attack Special Actions Large and In Charge, rock catching, rock throwing Combat Gear masterwork huge studded leather, masterwork huge greatclub, huge composite longbow (str+4), 6 rocks Abilities Str 33, Dex 12, Con 22, Int 14, Wis 16, Cha 21 Feats Cleave, Improved Initiative, Improved Toughness**, Large and In Charge**, Power Attack Skills Hide +13 (+17 in woods), Listen +19, Sense Motive +19, Spot +19, Possessions combat gear Poison (Ex): Forest giants coat their arrows with poison (Fortitude DC 22); initial and secondary is the same (unconsciousness for 4d4 rounds). Skills: A forest giant has a +4 racial bonus on hide checks. * In wooded areas, this bonus rises to +8. KOBOLD SNIPER CR 7 See Encounter 4. KOBOLD SORCERER CR 13 Female Kobold Dragonheart Mage* 8, Sorcerer 5 *from Races of the Dragon LE Small Humanoid (dragonblood, reptilian) Init +5; Senses darkvision 60ft, Listen +0, Spot +0 Languages Common, Draconic AC 28, touch 17, flat-footed 23 (+1 size, +5 Dex, +5 armor, +1 deflection, +1 insight, +6 natural) hp 90 (13 HD); Resist Acid 24 Fort +14, Ref +14, Will +15 evasion (+8 vs acid spells) Weakness Light Sensitivity Speed 30 ft. (6 squares) Melee dagger +4/-1 (1d3-3) or Ranged ray +12 (as spell) Base Atk +6; Grp -1 Atk Options Draconic Breath Special Actions Combat Gear dagger, bracers of armor +5, cloak of charisma +6, dusty rose ioun stone, gloves of dex +4, pink rhomboid ioun stone, ring of evasion, ring of protection +1, vest of resistance +5, Sorcerer Spells Known (CL 14th): 6th (5/day)—disintegrate (+12 ranged touch, DC22), greater dispel magic 5th (7/day)—cloudkill (DC21), cone of cold (DC21, 14d6), dominate person (DC21), wall of force 4th (7/day)—dimension door, ice storm (DC20, 14d6), greater invisibility, wall of fire 3rd (7/day)—dispel magic, fireball (DC19, 10d6), haste, magic circle against good, plant growth 2nd (8/day)—blindness/deafness (DC18), glitterdust, invisibility, scorching ray (+12/+12/+12 ranged touch), web (DC18) 1st (8/day)—charm person (DC17), expeditious retreat, grease (DC17), magic missile (5 missiles), protection from good, shield 0 (6/day)—acid splash, arcane mark, detect magic, detect poison, disrupt undead, ghost sound, mage hand, prestidigitation, read magic Abilities Str 4, Dex 20, Con 14, Int 12, Wis 10, Cha 23 Feats Draconic Breath**B, Draconic Flight**, Draconic Heritage (green)**, Draconic Legacy**, Draconic Power**, Draconic Resistance**, Draconic Skin**, Draconic Toughness**, Practiced Spellcaster (sorcerer)** Skills Bluff +22, Concentration +18, Knowledge (arcana) +9, Knowledge (local/nmr +9, Possessions combat gear Draconic Breath (Su): You gain the Draconic Breath feat. The sorcerer’s breath can deal 2d8 damage per level of the spell given up in a 60-foot line. DC16+Spell level used Light Sensitivity (Ex) Kobolds are dazzled in bright sunlight or within the radius of a daylight spell. 7: VILLAGE ATTACK!!! See Encounter 4 and 5 APPENDIX 2: NEW RULES ITEMS FEATS List alphabetically. Include source and page reference like so: Clinging Breath [Metabreath] Your breath weapon clings to creatures and continues to affect them in the round after you breathe. Prerequisite: Con 13, breath weapon. Benefit: Your breath weapon has its normal effect, but also clings to anything caught in its area. A clinging breath weapon lasts for one round. In the round after you breathe, the clinging breath deals half the damage it dealt in the previous round. Creatures that avoid damage from the breath weapons (such as creatures with the evasion ability or incorporeal creatures) do not take the extra damage. For example an old silver dragon uses its cold breath and deals 72 points of cold damage (or 36 if the target made its save). In the following rounds, foes that failed their saves against the breath weapon initially take and additional 36 points of damage, and foe that succeeded on their saves take 18 points of cold damage. A foe can take a full-round action to attempt to remove the clinging breath weapon before taking additional damage. It takes a successful Reflex saving throw (same DC as the breath weapon) to remove the effect. Rolling around on the ground grants a +2 bonus to the saving throw, but leaves the foe prone. A clinging breath weapon cannot be removed or smothered by jumping into water. A clinging breath weapon can be magically dispelled (DC equal to your breath weapon DC). This feat only works on a breath weapon that has instantaneous duration and that deals some kind of damage, such as energy damage, ability damage or negative levels. When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again. Special: You can apply this feat more than once to the same breath weapon. Each time you do, the clinging breath weapons lasts an additional round. Source: Draconomicon 73 Draconic Breath [Draconic] You can convert some of your arcane spell energy into a breath weapon. Prerequisites: Draconic Heritage, sorcerer 1st. Benefit: As a standard action, you can convert an arcane spell slot into a breath weapon. The breath weapon is a 60-foot line that deals 2d6 points of damage per spell slot you expended to create the effect. Any creature in the area can make a Reflex save (DC10+ level of the spell used+ your Cha modifier) for half damage. This is a supernatural ability. Special: If the breath weapons of your draconic forebears does not deal acid, cold, electricity or fire damage, you choose among the four energy types mentioned above. Source: Races of the Dragon 102 Draconic Flight [Draconic] The secret of draconic flight has been revealed to you, granting you the ability to fly occasionally. Prerequisites: Draconic Heritage, sorcerer 1st. Benefit: After you cast an arcane spell with a casting time of 1 standard action, you gain a fly speed equal to 10 feet per level of the spell you just cast for the remainder of your turn. Source: Races of the Dragon 102 Draconic Heritage [Draconic] You have greater connection with your distant draconic bloodline. Prerequisites: Sorcerer 1st. Benefits: You gain the Dragonblood subtype. Choose one dragon from the Draconic Heritage list below. This is your draconic heritage, which can only be changed by undergoing the Rite of Draconic Affinity (Races of the Dragon p59). Half-dragon must choose the same dragon kind as their dragon parent. When you declare your draconic heritage, you gain the skill indicated on the table as a sorcerer class skill. In addition, you gain a bonus equal to the number of draconic feats you have as against magic sleep and paralysis effects, as well as against spells and abilities with a descriptor that matches the corresponding entry in the accompanying table. Dragon Kind Energy Type Skill Green Acid Move Silently Source: Races of the Dragon 102 Draconic Legacy [Draconic] You realized greater arcane power through your draconic heritage. Prerequisites: Any four draconic feat. Benefit: Based on your draconic heritage, add the spells noted on the accompanying table to your list of spells known. Each spell is added at the spell level where a spell caster normally gains it unless otherwise indicated. Dragon Spells Green Charm person, dominate person, plant growth Source: Races of the Dragon 104 Draconic Power You have greater power when manipulating the energies of your heritage. NMR8-01 Draconic Schemes Page 30 Prerequisites: Draconic Heritage, Sorcerer level 1st. Benefit: Your caster level increases by one, and you add 1 to the save DC of all arcane spells with the descriptor or subschool associated with your draconic heritage. Special: This feat works in conjunction with the Energy Substitution feat (Complete Arcane p79) as long as the substituted energy matches the energy type associated with your draconic heritage. Source: Races of the Dragon 104 Draconic Resistance [Draconic] Your bloodline hardens your body against effects related to the nature of your progenitor. Prerequisites: Draconic Heritage, Sorcerer level 1st. Benefits: You gain resistance to energy type associated with your draconic heritage equal to three times the number of draconic feats you have, including draconic feats you take after gaining this feat. Special: This grants no benefit to a character whose draconic heritage is not associated with an energy type. Dragon Kind Energy Type Green Acid Source: Races of the Dragon 105 Draconic Skin [Draconic] Your skin takes on a sheen, luster, and hardness related to your draconic ancestor. Prerequisites: Draconic Heritage, Sorcerer level 1st. Benefits: Your natural armor bonus increases by 1 Source: Races of the Dragon 105 Draconic Toughness [Draconic] Your draconic nature reinforces your body as you embrace your heritage. Prerequisites: Draconic Heritage, Sorcerer level 1st. Benefits: When you take this feat, you gain 2 hit points for every draconic feat you have, including this one. Whenever you take a new draconic feat, you gain 2 more hit points. Source: Races of the Dragon 105 Improved Rapidstrike [Monstrous] You can make multiple attacks with a natural weapon. Prerequisite: Dex 9, one or more pairs or natural weapons, aberration, dragon, elemental, magical beast or plant type, base attack bonus +15, Rapidstrike. Benefit: If you have a pair of natural weapons, such as two claws, two wings, or two slams, you can make two or more extra attack with one of those weapons the first at a -5 penalty and subsequent attacks at an additional -5, but never more than four extra attacks. A creature with multiple limbs qualifies for this feat as well, such as a creature with 3 arms and 3 claw attack. Normal: Without this feat you attack once with each natural weapon. Special: You can take this feat once for each pair of natural weapon you have. Source: Draconomicon 73 Improved Toughness You are significantly tougher than normal. Prerequisite: Base Fortitude save bonus +2. Benefit: You gain a number of hit points equal to your current Hit Dice. Each time you get a HD (such as by gaining a level), you gain 1 additional hit point. If you lose a HD, (such as by losing a level) you lose 1 hit point permanently. Special: A fighter may select Improved Toughness as one of his fighter’s bonus feats. Source: Complete Warrior 101 Large and in Charge [general] You can prevent opponents from closing inside your reach. Prerequisite: Natural reach of 10 feet or more, size Large or larger. Benefit: When you make a successful attack of opportunity against an opponent that is moving inside your threatened area, you can force the opponent back to the 5-foot space it was in before you hit with your attack of opportunity, make an opposed strength check with you opponent. You gain a +4 bonus for each size category for each size category larger than your opponent, and an additional +1 for every 5 points of damage you dealt with your attack of opportunity. If you win the opposed check, your opponent is pushed back 5 feet into the space it just left. An opponent you push cannot move any further in this round. Source: Draconomicon 71 Practiced Spellcaster [General] You can cast a spell to maximum effect without special preparation. Prerequisites: Spellcraft 4 ranks Benefit: Your caster level for the chosen spellcasting class increases by 4. This benefit can’t increase your caster level to higher than your Hit Dice. However, even if you can’t gain from the full bonus immediately, if you later gain Hit Dice in levels of nonspellcasting classes, you might be able to apply the rest of the bonus. For example, a human 5th-level sorcerer/3rd-level fighter who selects this feat would increase his sorcerer caster level from 5th to 8th (since he has 8 Hit Dice). If he later gained a fighter level he would gain the remainder of the bonus and his sorcerer caster level would become 9th (since he now has 9 Hit Dice). NMR8-01 Draconic Schemes Page 31 A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which class gains the feat’s effect. This feat does not affect your spells per day or spells known. It increases your caster level only, which would help you penetrate spell resistance and increase the duration and other effects of your spells. Special: You may select this feat multiple times. Each time you choose it, you must apply it to a different spellcasting class. For instance, a 4th-level cleric/5th-level wizard who had selected this feat twice would cast cleric spells as an 8th-level caster and wizard spells as a 9th-level caster. Source: Complete Divine 82 Quicken Breath [Metabreath] You can loose your breath weapon with but a thought. Prerequisite: Con 19, breath weapon. Benefit: Using your breath weapon is a free action. When you use this feat, add +4 to the number of rounds you must wait before using your breath weapon again. Special: You cannot use this feat and the Maximize Breath feat on the same weapon at the same time. Source: Draconomicon 73 Rapidstrike [Monstrous] You can attack more than once with a natural weapon. Prerequisite: Dex 9, one or more pairs or natural weapons, aberration, dragon, elemental, magical beast or plant type, base attack bonus +10. Benefit: If you have a pair of natural weapons, such as two claws, two wings, or two slams, you can make one extra attack with one of those weapons at a -5 penalty. A creature with multiple limbs qualifies for this feat as well, such as a creature with 3 arms and 3 claw attack. Normal: Without this feat you attack once with each natural weapon. Special: You can take this feat once for each pair of natural weapon you have. Source: Draconomicon 73 MAGIC ITEMS List alphabetically; see above. Vest of Resistance These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws. Faint Abjuration; CL 5th; Craft Wondrous Items, resistance, creator’s caster level must be at least three times the vest’s bonus; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); Weight 1 lb. Source: Complete Arcane 150 NMR8-01 Draconic Schemes Page 32 NMR8-01 Draconic Schemes Page 33 DM MAPS Map 1: Lerth’s Hill Page 34 Map 2: Ferenklor’s base PCs come in from the south, Lerth is tied and unconscious at the top of the hill surrounded by kobolds. Ferenklor is initially hiding in the woods north of the clearing, counting the loot he got from Lerth’s lair. The Giants are on the north side of the hill, making arrows. NMR8-01 Draconic Schemes PLAYER/DM MAPS Map 3: Locations of the County of Urnst NMR8-01 Draconic Schemes Page 35 NMR8-01 Draconic Schemes Page 36 Map 4: Northern Nyrond, Southern Pale and Eastern Urnst PLAYER HANDOUT 0: HERALDRY Shield 1: Theocracy of the Pale Shield 4: County of Gamboge (Nyrond) Shield 2: Kingdom of Nyrond Shield 5: Countess Rachel the First (CoU) Shield 3: County of Urnst Shield 6: House Duncombe (CoU) NMR8-01 Draconic Schemes Page 37 NMR8-01 Draconic Schemes Image 2: Sir Phileas Klendern Image 1: Lady Ilya Duncombe Page 38 PLAYER HANDOUT 1: NPCS Image 3: Abbot Welliam Image 4: Taraya Image 5: Lerth Image 6: Ferenklor NMR8-01 Draconic Schemes Page 39 NMR8-01 Draconic Schemes Lady Ilya: You are right, Abbot. Our nations working together form a great leap forward as we face darkness and evil. And this should not be forgotten by any one of us. Did you approach Lerth with Lord Duncombe’s proposal? What did he say? Page 40 PLAYER HANDOUT 2 The following is a discussion between Vadric, Taraya the Druidess, Lady Ilya, Sir Phileas and Abbot Welliam. Vadric: Welcome to you all. I’ll start to say that Lerth’s presence has been both a blessing and a curse to our village. Sir Phileas: I don’t see that this… this THING could be a blessing to anyone! It has been raiding farms in on the border of the forest for years now. Vadric: The forest has its own balance and order… Every creature herein has a place that must be respected. Lerth has its place too. Abbot Welliam: (Almost says something, but relents.) Taraya (looking at you): Maybe we should tell our friends here what we are talking about… The one we are talking about is a huge behir named Lerth. Some of you may know of him. For… oh… four years now, he has been living in this part of the Gamboge having been forced to move by Sassy and her myriad of children years before… Lady Ilya: Lord Duncombe of Eastmarch is willing to offer him a hunting territory and that is why we are here… Taraya: We have been working with many druid organizations throughout the eastern Flanaess to find him a new territory. Lord Duncombe is the first to agree to offer land to Lerth. Sir Phileas: The County of Gamboge is quite happy to oblige and turn it over… Abbot Welliam: I’ll admit that the Pale is also keen to see Lerth leave… Lord Duncombe’s offer is one of the first thing in years that have the Theocracy, Nyrond and the County of Urnst on the same page! Pholtus looks over his flock in many ways. Sir Phileas and Vadric eye the Abbot, showing their dislike for the Church of the One True Path. Lady Ilya adds, with the obvious intention of breaking the potential hostility. Vadric: Yes, Taraya and I have approached Lerth with the idea and he said it was… “Strange” but he didn’t reject it. He promised to be here in the morning. Taraya: I suggest we rest for the night. I feel that tomorrow’s talks will be long… Vadric (to the envoys): I have arranged quarters for you in my house. Your guards however will have to make do with our tavern’s common room. The envoys seem pleased with Vadric’s proposal. The smiles all around the room give you the impression that the first meeting between all of them went well and all of them seem to think the same way. Vadric shows you out to the inn. PLAYER HANDOUT 3 This journal is written in Draconic by Ferenklor the green dragon. Fireseek 591CY (winter) I need to find territory for myself. Everyone thinks I’m just another one of Mother’s minions. Took over a kobold village, very little treasure there but they are reliable. Coldeven 591CY (spring) I imposed my will upon some hobgoblins. Great feeling! I gathered many coins and jewels from them and a few magical items my hoard is slowly growing. I must commend the kobolds for their good tenure in battle. They performed admirably well. Their ability at sniping was more useful than I thought. Goodmonth 592CY (summer) Mother came and ordered me to lead some of her bastard forces against a pair of behir. I protested but she forced me. One of these days I will have my revenge on her and show her who the boss is. Harvester 592CY (fall) I returned victorious, though one escaped. Managed to loot their lair and gather many coins for myself. I had to send most of it to Mother however. (Other 592-594CY entries show Ferenklor led attacks on a number of settlements in the Gamboge, mostly against humanoids to subjugate them). Planting 594CY (spring) Sent some hobgoblins scouts to the north of the Gamboge, the Nutherwood and the Phostwood to scout for potential lairs, haven’t heard from them. Harvester 594CY (fall) I have not heard back from hobgoblin scouts. They must’ve been killed by adventurers. Patchwall 594CY (early winter) A lone scout returned. The behir that escaped moved to the northern Gamboge, near the Pale. There are a number of other forces there: elves, adventurers, rangers and druids. Will build up forces better before making a move. Growfeast 595CY (Early summer) I met with human envoys from the Emperor of the humans. Brave or foolish fellows all of them! They told me that their master was willing to give me a large tract of land if I helped them find some humans. I was happy to oblige but Mother forced me to stay within the forest. She again forced me to obey her wishes. Patchwall 595CY (early winter) Kobolds, orcs and goblinoids refugees have joined my forces. The fiasco with the human Emperor has gone wrong and I lost many of the goblins I sent to serve his forces, without Mother’s knowledge. They will replace those I have lost. Some of them have begun crafting magic weapons for my kobolds. (596-597CY entries show Ferenklor led attacks in the Gamboge, mostly against humanoids or other monsters. It is obvious that Ferenklor revels in the savagery of the hunt and fighting. He also harbors a deep resentment for his mother and her “bastard” or “unfit” children). Sunsebb 597CY (winter) I was almost killed by tribe of forest giants! Managed to kill their druid and offered them a chance to join me. Promised them good hunting and they agreed. I have kept my alliance with them secret from Mother. Fireseek 598CY (winter) That is it! Mother came again today and though I fought her as best I could, she ordered me to give her most of the army I had for her own use. I am leaving this place! (The following pages are filled with curses and insults about “Mother”) Coldeven 598CY (spring) Moving north into the forest… I have taken the kobolds and the giants with me, leaving the goblins behind so Mother doesn’t suspect my desertion, at least not immediately. Begun search for the behir that eluded me in 592. Yesterday Caught him! Treasure was slim however. NMR8-01 Draconic Schemes Page 41
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The City Of Judas www.daimongames.com GM Material GGGMMM MMMaaattteeerrriiiaaalllsss SUMMARY City Front 2 Characters’ Front 3 GM Guide 4 Front Materials (1) 5 Front Materials (2) 6 Fronts Sheet 7 Characters Creation Guide 8 INFORMATION Contacts Email: [email protected] Website: www.daimongames.com Email: [email protected] Website: www.dreamlordpress.it License Copyright Davide Pignedoli You are allowed to create and share, even commercially your own material (playbooks, adventures, new games) for City of Judas, or based on City of Judas, as long as you give proper attribution. CREDITS Jerusalem map The map in the Print Material is a Reconstruction of Ancient Jerusalem, released under CC-BY-SA-2.5. See the original at the link below: http://commons.wikimedia.org/wiki/File:Reconstruction _of_Ancient_Jerusalem.jpg INSTRUCTIONS Print this material for the GM running the game. Use the City Front as an inspiration to create threats, plots, intrigue and adventures material within the City of Judas. Fill the Characters Front during the characters creation process: do not postpone it. Fill it with the important information about the characters, and keep it up to dated during the game. When you bring an element into play, mark a circle next to it, even if the player misses the chance you offered. When you plan to give attention to something, underline it; when a Condition is active, underline it. List most recent Moves or the less used ones, to give it attention. You don't need to keep balance, but it will serve as a reference. Every now and then, take a clean Characters' Front and have a fresh start. Use the GM Guide as a reference: you have a complete list of your Iron Rules, Iron Principles and Iron Moves, with a reference to the exact page in the manual. Also, the GM Guide contains some important reminders, a list of useful NPCs names, the Taint Evocations reference and notes about Conditions. The Front Materials (1) and (2) contain a complete reference of instincts, sample moves, keywords and countdowns to create new Fronts. To track your Fronts, use the provided Fronts Sheet. Finally, you have the Character Creation Guide with all the necessary information to support your Players while making new characters. You can also refer to the manual at page 152 and following. The City Of Judas www.daimongames.com GM Material CITY FRONT Locations Fill the blanks during the game. Place them on the map. › Great Temple [majestic, fortified, place of power? ] › David's Palace [fortified, military, garrison, ] › The Five Towers [mystery, some fortified, ] › The Church Of Sepulcher [cult, sacred, contented, place of power? ] › Damascus Gate [north, ] › Golden Gate [east, ] › Zion Gate [south, ] › Jaffa Gate [west, ] › Church Of The Christ [Christian, religious, power-center, ] › Nest Of Judas [Judaists, religious, power-center, ] › Iron Fist Headquarter [fortified, military, garrison, ] Important NPCs Fill the blanks during the game. Place them on the map. › Head of the Church Of The Christ: [religious, connected, noble, ] › Head of the Cult Of Judas: [religious, ambitious, ] › Head of the Guild of the Merchants: [rich, ships, caravans, trade, opium ] › Roman descendants' noble family: [rich, noble, pagan?, ] › Recently arrived from Anglia: [rich, noble?, military?, religious? ] › Mysterious sorcerer: [spells and rituals, obscure?, religious? ] › One of the Caesars of the Iron Fist: [military, noble?, religious?, ] › A Magister of the Iron Fist: [military, gives missions, ] › : [ ] › : [ ] › : [ ] City Fronts Use these as inspirations; fill the appropriate Front sheet. › Official Church of Christ [stability, nobility, coin] › Cult of Judas [peasants, rebellion, opium usage] › Merchants [trade east, trade west, opium routes] › Locals [not aligned yet] › Roman descendants [Christians, Judaists, nobles] › North Europeans [recent, Christians, Judaists] Borders Fronts Use these as inspirations; fill the appropriate Front sheet. › Pirates [west, sea, raiders] › Barbarians [north] › Warband [brigands, mercenaries, coin] › Obscure cult [stealth, infiltrate, corrupt] › Book of Q [south, negotiable?] › Unknown threat [east, monsters?] The City Of Judas www.daimongames.com GM Material CHARACTERS’ FRONT Fill the important information about the characters, at the start and during the game. When you bring an element into play, mark a circle, even if the player misses the chance you offered. You don't need to keep balance, but it will serve as a reference. Character Name and Playbook Background(1) o o o Background(2) o o o List of best, recent, important moves ~ o o o ~ o o o ~ o o o Spirit -1 when: Conditions Tainted o o o Unprepared o o o Infamous o o o Debt o o o Unstable o o o Character Name and Playbook Background(1) o o o Background(2) o o o List of best, recent, important moves ~ o o o ~ o o o ~ o o o Spirit -1 when: Conditions Tainted o o o Unprepared o o o Infamous o o o Debt o o o Unstable o o o When you plan to give attention to something, underline it; when a Condition is active, underline it. List most recent Moves or the less used ones, to give it attention. Every now and then, take a clean Characters' Front and have a fresh start. Character Name and Playbook Background(1) o o o Background(2) o o o List of best, recent, important moves ~ o o o ~ o o o ~ o o o Spirit -1 when: Conditions Tainted o o o Unprepared o o o Infamous o o o Debt o o o Unstable o o o Character Name and Playbook Background(1) o o o Background(2) o o o List of best, recent, important moves ~ o o o ~ o o o ~ o o o Spirit -1 when: Conditions Tainted o o o Unprepared o o o Infamous o o o Debt o o o Unstable o o o Taint Tracker Mark one section every time a character takes -1 to Spirit. Clear sections only when you perform an evocation. Mission Commander: The City Of Judas www.daimongames.com GM Material GM GUIDE GM Iron Rules from page 67 Make the world cold and sharp Make the characters important Follow the story, don't drive it Stick to your principles, remember what to say: what the Iron Principles demand what the rules demand what the fiction demands what honesty demands Stop, catch your breath Iron Principles from page 68 Forge The Iron World Real Speak The Characters Names Mask Your Moves An Unforgiving World Make Locations And NPCs Real Ask Questions, Build On Answers Play For The Characters Sometimes Spoil Their Plans Think "In The Meanwhile…" Let The Story Decide GM Iron Moves from page 76 Announce Immediate Peril Show Remote Dangers Separate Or Capture Them Put Someone In A Spot Offer Opportunities With A Cost Show Their Weaknesses Turn Their Moves Against Them Into The City Of Judas Into Civilization Into The Wilderness Make A Threat From A Front Gain Tactical Positioning Exploit Conditions Inflict Harm Or Disadvantage, reduce the Advantage Die Moves Face Danger (page 31) Help Someone (page 32) Conflict (page 32) Perception (page 33) Manipulate (page 34) Lie And Deceive (page 35) Gear And Ammo (page 40) Test Your Spirit (page 41) Milestone (page 42) End Of A Mission (page 42) Engage In Battle (page 49) Take Your Shot (page 49) Defend And Hold (page 50) Face Death (page 50) Inflict Harm (page 54) Suffer Harm (page 56) Gang Suffer Harm (page 125) Some Suggestions from page 72 Describe at the start Follow the player's pace Get to the point If you separate them, becareful with idle time Bind characters together Use their feedback Here and now If You Stall, look at Fronts, impulses, urgencies, escalation, look at the characters' Moves and Conditions Remember › There are five Stats: Edge, Steel, Charm, Shadow, Brains. If you do not have a dedicated move for something, use Face Danger with the appropriate Stat › You can call for a Face Danger roll, if the character is trying to do something difficult › Remember that major monsters or ugly fights require Face Death, rather than Face Danger › If the Player asks a lot of questions, is he perhaps doing a Perception move, for a Situation or a Person? › They need Gear And Ammo holds for special gear or ammunitions in battle › Remember that you can decrease the Advantage Die of a Player a symbol of a specific disadvantage › Keep an eye on the characters' Conditions: Unstable, Debt, Tainted, Prestige, Equipment: exploit them with your Moves › Usually, moves require an action by the character, but you as GM can sometimes call for Test Your Spirit › Calculate the Established Harm as weapon harm minus armor › Remember that heavy armor has consequences in fiction, and in terms of numerical penalties › If the characters inflict harm, and calls for the move, roll or bring the result over to the Inflict Harm move › If the characters suffer harm, roll or bring the result over to the Suffer Harm move › You need the harm moves to end a fight, one way or the other › When time passes, remember to heal the characters for the appropriate value › Keep your Characters' Front updated: track moves, background, conditions; use it to inspire you NPCs Names Male: Michael, Herod, Paeon, Simon, Nava, Samer, Acacius, Hadrian, Saul, Geoffrey, Semuel, Abelardus, Rafael, Maurice, Acteon, Gaius, Timeus, Tacitus, Gilbert, Essua, Albanus, Fulvius, Romanus, Ralf, Leon, Yakov, Gladwin, Osbert, Chelbo, Gale, Sechok, Milon, Elazar, Uri, Nasam, Sulam, Alair, Sean, Thomas, Calix, Aiken, Ernestus, Fabius, Zeno, Leofwin, Plato, Roger, Richard, Isaac, Uriel, Wimarc, Basilius, Nicon, Silvester, Hugh, Achim, Tobias, Ranulf, Dorus, Ennius, Paulus, Aymer, Pontus, Eban, Efrain, Simeon, Ailwin, Alexis, Henry, Juda, Yousef Female: Eden, Eustella, Flora, Lucia, Edith, Agnes, Abigail, Rachel, Hilda, Daria, Undine, Sarah, Liecia, Claudia, Itala, Iola, Pax, Richenda, Jivete, Amaris, Anika, Shari, Roesia, Calista, Jocasta, Silva, Rohese, Aldith, Beila, Yeintil, Elise, Saris, Nance, Miriam, Xuna, Chana, Claricia, Isebella, Tasia, Talia, Anabel, Agatha, Athalia, Bethel, Juturnia, Gilah, Orpah, Clarice, Decima, Laelia, Pax, Vita, Avice, Emmot, Jael, Reba, Clotild, Adelphia, Laetitia, Xanthe, Nediva, Gisela, Electra, Junia, Urania, Joan, Herleve, Lilith, Yaffa Taint Evocations › One: one or more hell-hounds or other hunting demon(s), or one or more minor cultists › Two: one or more hell-knights or other fighting demon(s), or one or more relevant opponents › Three: one or more soul-sucking demons or some major demon, with advanced fighting or corruption › Four: a weak manifestation of a Prince of Hell, enough to create a dedicated Front to gather and rule dark forces › Five: a strong manifestation of a Prince of Hell, that would put things in motion up to the point of threatening the City of Judas itself Conditions When a Condition is active: › Make a hard move without the need to setup or give a chance to avoid it, just to react to it › But remember to make it consequential from a fictional point of view The City Of Judas www.daimongames.com GM Material FRONT MATERIALS (1) Monsters and Demons Dragons or Huge Monsters - a list of instincts: • To raid and attack • To amass treasures • To destroy • To seek revenge Example GM Moves: • Attack suddenly • Accept ransom or tribute • Come from inland or sometimes from the sea • Be huge and unique • Pick a special victim • Have an inhuman appetite for gold and violence Demons or Angels or Minor Deities - a list of instincts: • To obtain power • To demand worshipping • To manifest • To influence human politics Example GM Moves: • Follow inhuman logic • Attack with supernatural powers • To issue orders, to judge • Pick a special victim or someone to trust • Be unique and scary • Accept tribute and worshipping • Prophesize • To bless, curse, infest a body, an artifact or a place Guardian Spirits - a list of instincts: • To protect and curse • To awaken and fight Example GM Moves: • Defend at all costs • Use supernatural powers • To command minions • Be bound to a location • To persecute thieves • Curse an artifact Cults The Church of Christ - a list of instincts: • To preserve stability • To maintain power • To gain gold and influence • To increase their power Example GM moves: • Show corruption • Show power • Invoke support of powerful friends • Show faith sometimes • Maintain order • Demand something or someone • Use intermediaries • Use threats and pressure • Act with force when necessary • Offer rewards • Corrupt if necessary • Obtain control of a location and its population The Cult of Judas - a list of instincts: • To instigate rebellion • To consume opium • To overthrow powers • To fight Christians Example GM Moves: • Condemn corruption • Antagonize power • Act with faith • Subvert order • Support the poor • Act directly • Attack only when necessary • Invoke support of the crowd • Challenge or insult • Release someone or something • Reject bribery • Obtain support of the local population Other Obscure Cults - a list of instincts: • To infiltrate • To corrupt • To evoke demons • To destroy Example GM Moves: • Remain hidden • Corrupt those with power • Desire for power • Desire for destruction • Move cautiously • Gain unexpected allies • Offer sacrifices (animals, goods, even humans) • Advance a dark agenda • Attack suddenly • Offer dark powers • Reject bribery • Subvert order • Obtain more connections • Instill fear in the local population The Book of Q - a list of instincts: • To invade • To threaten • To compete for supremacy • To convert the conquered Example GM Moves: • Move cautiously • Show friendliness • Gain power • Gain stability • Negotiate trade routes • Hold hostages in good conditions • Threaten before attacking • Attack in forces • Offer money or goods • Invoke restitution of a favor • Convert people and places • Seize control of a location and maintain it Various Powers Military powers - a list of instincts: • To control • To fortify • To attack and expand • To abuse force Example GM moves: • Show discipline • Show force • Show mercy sometimes • Maintain order • Make a direct attack • Act with force without regret • Enforce military law • Demand something or someone • Threaten and follow through • Offer rewards or demand payment or bribery • Obey orders from higher ranks or nobles • Obtain control of a location and its population Nobility and Royals - a list of instincts: • To preserve stability • To maintain power • To gain gold and influence • To increase their power Example GM moves: • Show corruption • Learn secrets and plot • Invoke support of powerful friends • Listen to reason sometimes • Maintain order • Demand something or someone • Corrupt and bribe • Use intermediaries • Use threats and pressure • Act with force but almost never in person • Offer rewards, negotiate • Obtain control of a location and its population Merchants, Traders and Guilds - a list of instincts: • To trade and travel • To bring goods and news • To expand their market • To protect or favor their side Example GM moves: • Show pragmatism • Show the power of gold • Invoke support of powerful protectors, blackmail • Gain stability • Negotiate trade routes • Plot to improve their gain and their markets • Use commerce and goods to control nobles or militaries • Use intermediaries • Use rewards and bribery • Rarely act with force, but favor patience, negotiations • Use guards and corruption • Keep secrets, spy someone • Buy the favor of a location and its population • Sail, travel to Europe, bring and ship opium Sorcerers - a list of instincts: • To preserve power • To obtain influence • To gain knowledge • To discover a secret Example GM moves: • Show power and wonders • Show corruption and taint • Invoke support of powerful ally or another sorcerer • Listen to reason sometimes • Act to pursue knowledge or greater power • Ignore military and political powers • Use intermediaries • Use sorcery and demons • Act with force without hesitation when necessary • Invoke restitution of a favor • Use corruption, rewards, but also magical control • Obtain control of a remote location The City Of Judas www.daimongames.com GM Material FRONT MATERIALS (2) Other Groups Pirates or Slavers - a list of instincts: • To raid and attack at sea • To enslave and ransom Example GM Moves: • Attack suddenly • Gain money or goods • Come from the sea or rarely from inland • Hold hostages in poor conditions • Attack in forces • Choose their victims wisely • Respond only to gold or brute force • Seize control of a remote location and make camp Barbarians or Invaders - a list of instincts: • To attack and raid • To obtain land and settle Example GM Moves: • Attack suddenly • Loot and enslave • Come from inland, with or without warning • Hold hostages in poor conditions • Attack in forces • Move with families • Respond only to gold or brute force • Seize control of a rich location and settle Small Governments or Warbands - a list of instincts: • To attack and raid • To seek power and gold Example GM Moves: • Attack suddenly • Gain money or power • Come from inland or from remote cities • Hire mercenaries or be hired as mercenaries • Attack in small forces • Attack the weakest • Respond positively to bribery or negotiations • Improve their control on the local population Locations Marine locations, such as ports, ships, bridges, lakes, islands, rivers: • To facilitate trade • To facilitate traveling • To concentrate refugees • To feed or starve Example GM Moves: • Show trades, commerce, interests • To demand tribute • To change • To separate and divide • To be guarded or to be conquered • To open or close the way • To resist • To block, to divert Wild locations, such as mountains, hills forests, deserts: • To block • To divide • To protect • To surprise Example GM Moves: • Show difficult routes • Demand a guide • To be conquered or to be guarded • Host a monster • To resist invasion • To demand sacrifice • To block or to separate travelers • Protect a secret Human locations, such as roads, villages, castles: • To connect • To travel • To protect • To group Example GM Moves: • Show multiple paths • Demand a tribute • Show intrigue and plots • Offer markets • Show protection • Show guards and leaders • Offer shelter • Offer troubles Events Siege - keywords to the left, and example countdown on the right: • Isolation • Battles, spies • Disorder • Street fights • Escape, surrender • Besieged • Raids • Hunger and thirst • Revolt • End of the siege Pestilence - keywords to the left, and example countdown on the right: • Weakness • Disease • Military law • Disorder and revolt • Plague and death • First victims • Contagion • Quarantine • Quarantine breach • Outbreak Prophecy - keywords to the left, and example countdown on the right: • Ignorance • Cults, closed circles • Military reaction • Overthrowing • Sorcery • First words • Unintelligible prophecy • Dark signs • Interpretation of prophecy • Ruin and disaster Travel - keywords to the left, and example countdown on the right: • Guide • Betrayal • Secret • Revolt • Return • Lack of preparation • Brigands or pirates • Discovery • Hunger and thirst • Lost road Minor Human Threats A list of minor human threats and basic instincts: Priests [lead, preach, preserve, betray] Monks [preach, hide, revolt, study, discover] Soldiers [march, fight, defend, attack, ambush] Guards [protect, guard, betray, harass] Captains [lead, negotiate, order, betray] Minor merchants [trade, negotiate, corrupt, travel] Traders [invest, lend, borrow, corrupt, influence] Apprentices [learn, trade, study, discover, protect] Victims [request help, suffer, revolt, rebel] Sailors [travel, discover, trade, revolt] Warriors [fight, defend, attack, revolt] Lovers [hide, protect, spy, betray, offer, demand] Spies [hide, betray, spy, steal, subtract] Thieves [hide, sneak, steal, bribe] Brigands [ambush, assault, steal, negotiate] Peasants [request help, produce, offer, demand] The City Of Judas www.daimongames.com GM Material FRONTS SHEET Major Front Threat Dark Plan, Agenda (with a countdown) Stakes, Questions Minor threats NPCs and Monsters Name/Type: Instinct: H.S.: o o o o o H.S.: o o o o o Harm: Armor: Inflict Harm 1D6 / 2 D6 Name/Type: Instinct: H.S.: o o o o o H.S.: o o o o o Harm: Armor: Inflict Harm 1D6 / 2 D6 Name/Type: Instinct: H.S.: o o o o o H.S.: o o o o o Harm: Armor: Inflict Harm 1D6 / 2 D6 Major Front Threat Dark Plan, Agenda (with a countdown) Stakes, Questions Minor threats NPCs and Monsters Name/Type: Instinct: H.S.: o o o o o H.S.: o o o o o Harm: Armor: Inflict Harm 1D6 / 2 D6 Name/Type: Instinct: H.S.: o o o o o H.S.: o o o o o Harm: Armor: Inflict Harm 1D6 / 2 D6 Name/Type: Instinct: H.S.: o o o o o H.S.: o o o o o Harm: Armor: Inflict Harm 1D6 / 2 D6 The City Of Judas www.daimongames.com GM Material CHARACTERS CREATION GUIDE Checklist If you need to consult the complete rules for the Characters Creation, refer to page 152 and following, of the manual. For the characters creation, follow the checklist: • Name and Looks: select from the example lists • Stats scores: assign the values • Counters: leave Health and XP blank (Health blank is the same as Health +4), no debilities, set the Spirit to +1 • Moves: each character has already one move selected with Ø. Select another two, except for the Sorcerer who has already two selected, plus the basic list of spells • Gear: every character has some default equipment plus an additional two items from a dedicated list • Spirit: besides setting score to +1, make sure that your and the Players know what will trigger a -1 to Spirit • Background: define two according to the guidelines, either using the examples provided, or making up your own Names The names list includes male (M) and female (F) examples: • Barber (M): Abelardus, Herod, Paeon, Simon, Michael, Nava, Samer / (F): Eustella, Flora, Lucia, Agnes, Abigail, Rachel, Hilda • Horseman (M): Acacius, Hadrian, Saul, Geoffrey, Semuel, Rafael, Maurice / (F): Daria, Iola, Undine, Jivete, Amaris, Sarah, Liecia • Hunter (M): Acteon, Gaius, Timeus, Gilbert, Essua, Saul, Gladwin / (F): Claudia, Itala, Pax, Richenda, Anika, Shari, Roesia • Priest (M): Chelbo, Gale, Sechok, Milon, Elazar, Uri, Nasam, Sulam / (F): Beila, Yeintil, Elise, Saris, Nance, Chana • Leader (M): Albanus, Fulvius, Romanus, Ralf, Leon, Yakov, Osbert / (F): Calista, Jocasta, Silva, Rohese, Miriam, Xuna, Aldith • Raider (M): Alair, Fabius, Zeno, Richard, Isaac, Sean, Thomas / (F): Claricia, Isebella, Tasia, Athalia, Bethel, Talia, Anabel • Scout (M): Calix, Ernestus, Plato, Roger, Aiken, Uriel, Wimarc / (F): Agatha, Juturnia, Vita, Avice, Gilah, Orpah, Clarice • Sellsword (M): Basilius, Nicon, Silvester, Hugh, Achim, Tobias, Ranulf / (F): Decima, Laelia, Pax, Emmot, Jael, Reba, Clotild • Veteran (M): Alexis, Tacitus, Pontus, Henry, Juda, Yousef, Leofwin / (F): Electra, Junia, Urania, Herleve, Lilith, Yaffa, Edith • Sorcerer (M): Dorus, Ennius, Paulus, Aymer, Eban, Efrain, Simeon, Ailwin / (F): Adelphia, Laetitia, Xanthe, Joan, Eden, Nediva, Gisela Gear By default, all characters receive the following: • Equipment score +1 • Two weapons: each character chooses between small, large, or ranged ones • Armor worth 1 armor (light armor or shield), or 1 point of protection to cumulate with other protection points In addition, every character can pick two from the gear list available to his specific playbook (they cannot pick the same option twice). Barber, Hunter, Priest, Scout and Sorcerer: • +1 Equipment • +1 Equipment again • 1 additional weapon • 1 additional protection point Horseman, Leader, Raider, Sellsword and Veteran: • +1 Equipment • 1 additional weapon • 1 additional protection point • 1 protection point again Stats Barber • Edge +1; Steel -1; Charm 0; Shadow +1; Brains +2 • Edge +1; Steel 0; Charm +1; Shadow -1; Brains +2 • Edge +2; Steel -1; Charm 0; Shadow +1; Brains +1 • Edge +2; Steel 0; Charm +1; Shadow -1; Brains +1 Horseman • Edge +1; Steel +2; Charm -1; Shadow 0; Brains +1 • Edge +1; Steel +2; Charm 0; Shadow +1; Brains -1 • Edge +1; Steel +2; Charm +1; Shadow 0; Brains -1 • Edge 0; Steel +2; Charm +1; Shadow 0; Brains +1 Hunter • Edge +2; Steel +1; Charm -1; Shadow +1; Brains 0 • Edge +2; Steel +1; Charm 0; Shadow +1; Brains -1 • Edge +2; Steel 0; Charm 0; Shadow -1; Brains +1 • Edge +2; Steel 0; Charm +1; Shadow -1; Brains +1 Priest • Edge 0; Steel -1; Charm +2; Shadow +1; Brains +1 • Edge -1; Steel 0; Charm +2; Shadow +1; Brains +1 • Edge -1; Steel 0; Charm +1; Shadow +1; Brains +2 • Edge 0; Steel -1; Charm +1; Shadow +2; Brains +1 Leader • Edge 0; Steel +1; Charm +2; Shadow -1; Brains +1 • Edge +1; Steel -1; Charm +2; Shadow +1; Brains 0 • Edge +1 Steel 0; Charm +1; Shadow -1; Brains +2 • Edge 0; Steel +1; Charm +1; Shadow -1; Brains +2 Raider • Edge +1; Steel +2; Charm -1; Shadow 0; Brains +1 • Edge +1; Steel +2; Charm -1; Shadow +1; Brains 0 • Edge 0; Steel +2; Charm +1; Shadow -1; Brains +1 • Edge +2; Steel +1; Charm 0; Shadow -1; Brains +1 Scout • Edge +1; Steel -1; Charm 0; Shadow +2; Brains +1 • Edge +1; Steel -1; Charm +1; Shadow +2; Brains 0 • Edge +2; Steel 0; Charm -1; Shadow +1; Brains +1 • Edge +2; Steel +1; Charm 0; Shadow +1; Brains -1 Sellsword • Edge +1; Steel +2; Charm -1; Shadow +1; Brains 0 • Edge 0; Steel +2; Charm +1; Shadow -1; Brains +1 • Edge +2; Steel +1; Charm +1; Shadow -1; Brains 0 • Edge +2; Steel +1; Charm -1; Shadow +1; Brains 0 Veteran • Edge +1; Steel +2; Charm -1; Shadow +1; Brains 0 • Edge +1; Steel +2; Charm 0; Shadow -1; Brains +1 • Edge +1; Steel +2; Charm +1; Shadow -1; Brains 0 • Edge +2; Steel +1; Charm -1; Shadow +1; Brains 0 Sorcerer • Edge 0; Steel -1; Charm +1; Shadow +1; Brains +2 • Edge +1; Steel 0; Charm +1; Shadow 0; Brains +2 • Edge +1; Steel -1; Charm 0; Shadow +1; Brains +2 • Edge 0; Steel +1; Charm +1; Shadow -1; Brains +2 Looks Example looks: • Sex: man, woman, ambiguous, other • Face: kind, strong, hard, noble, scarred, pretty, friendly, pale, noble dark, serious, pointed, elegant • Hair: long, short, dark, blonde, gray, white, bold, oiled, untamed beard, savage beard, short beard, long beard • Eyes: serious, kind, caring, clear, cold, dark, savage, shining, scary, piercing, crazy, noble • Body: short, tall, strong, massive, fat, slender, thin, agile, robust, scarred • Clothing: casual, careless, military, comfortable, functional, exotic, expensive, dark, robust, extravagant, tunic, cape, hat
textdata/thevault/City of Judas (PbtA)/City of Judas - GM Materials.pdf
WFRP Fan Material - A Guide to El Valle Eterno 16 WFRP Fan Material - A Guide to El Valle Eterno A Guide to the Border Princedom of El Valle Eterno By James Sparrow WFRP Fan Material - A Guide to El Valle Eterno 2 WFRP Fan Material - A Guide to El Valle Eterno 15 WFRP Fan Material - A Guide to El Valle Eterno 14 Credits and Further Reading James Sparrow is the somewhat transparent pseudonym of a regular contributor to Warpstone, the unofficial fanzine for WFRP. Unlike his alter ego, Sparrow has been a schoolboy genius, an immortal time-traveller, a freelance investigative science journalist, and squire to a female knight. He has also written controversial guides to werewolf tribes, and unflattering comparisons between vampire clans and the contemporary Order of Hermes. Border Princes map by Andy Law. More info on the Border Princes can be found in the Orfeo and Broken Lance novels by the Black Library. Renegade Crowns is the WFRP sourcebook for the Border Princes by Black industries. Copyright © Games Workshop Limited 2006. Games Workshop, the Games Workshop logo, Black Industries and their respective logos, Warhammer and all associated marks, logos, places, names, creatures, races and race insignia / devices / logos / symbols, locations, weapons, units, characters, products, illustrations and images from Warhammer are either ®, TM and/or © Games Workshop Ltd 2000-2006, variably registered in the UK and other countries around the world. All Rights Reserved. WFRP Fan Material - A Guide to El Valle Eterno 3 Creating a setting for a campaign is not easy, even if you’re describing just one small portion of the Old World. There is any number of ways you might make the task easier, but El Valle Eterno was created taking a very relaxed approach. I decided to spend no more than an hour each evening writing about one particular aspect of the setting. I’d aim for about 500 words – if I wrote more, fantastic, if I wrote less, then I wouldn’t worry about it. When I began, the only aspects I had in mind were the prince and the geography, having decided these were vital to defining the setting. After that, I just let what I’d written previously suggest to me what to write about next. Once you start, one idea can often lead to another. I didn’t worry about writing well, just on getting ideas down. If you want to create your own border princedom, I’d suggest a similar approach, first asking yourself about the nature of the prince and the land. Keep yourself focused on elements the PCs are mostly likely to face in the short or longer term. For example, you might get a kick out of statting your prince in great detail, but if your PCs are unlikely to meet him then you’re wasting time better spent noting improvements he’s made to the roads. That might seem boring, but PCs are initially more likely to meet surly labourers laying stones than to take tea with the prince. If you find yourself getting stuck, Renegade Crowns does a good job of highlighting the sorts of subjects you need to address, as well as providing specific ideas you can take advantage of. An Introduction to El Valle Eterno El Valle de la Vida y de la Prosperidad Eternas (usually just called El Valle Eterno) is one of the rarer examples of the Border Princedoms in that it has been relatively stable for almost two centuries. In part, this is because the region’s current Prince is one Felipe Lopez, a vampire of Estalian origin whose wisdom and experience far surpasses most men. Also, Felipe has shown considerable ruthlessness in the two centuries of his reign, but he has mainly directed his cruelty towards his enemies, rather than the mortals who inhabit and support his Princedom. Felipe’s leadership, economic wisdom and the protection he has given from external threats has benefited El Valle Eterno and its people, and they have long supported him, even to the extent of providing him with their own blood. At least that was true up until about two years ago. Felipe made the most foolish mistake any Prince can make in the Borders: he trusted someone. Ever since he first arrived in El Valle Eterno, Felipe was accompanied and served by an Estalian family, the Morenos. As one generation of Morenos grew old and died, the children took on the roles of their parents, their aunts, their uncles. After being served so loyally by one generation after the other, Felipe simply became complacent in this one small but vital aspect of his unlife. After he drank a glass of aromatic Tilean wine laced not just with the usual blood, but also powdered warpstone and ground silver in a garlic base, it’s hard to say whether he was destroyed by the utter shock of this betrayal or the life-giving blood which was suddenly vomited violently out of every bodily orifice. WFRP Fan Material - A Guide to El Valle Eterno 4 The architect of the betrayal was Genoveva Moreno, Felipe’s right hand woman for more than quarter of a century. Genoveva’s motive was ultimately jealously. After serving loyally for so long and as head of the family Moreno, Genoveva was hurt and insulted when Felipe became enamoured of a Tilean beauty and chose her to be the first person he ever turned into vampire. Genoveva was insulted as a Moreno, but more significantly hurt personally as a woman who had served her lord with unswerving devotion and affection. For the last two years since this betrayal, Genoveva has secretly ruled in her former master’s stead, supported (if only through necessity) by a cabal within the family Moreno who know the terrible secret. She and the family Moreno have used their long- standing position as Felipe’s loyal lieutenants, along with various other deceptions, to hide the fact that El Valle Eterno’s vampire prince is truly dead. However, there have been slips, stories have circulated, and certain political and tactical decisions have given El Valle Eterno’s two neighbouring princes cause to wonder if all is as it has always been in Eye’s Needle Castle. It can surely be only a matter of time before the truth is uncovered. Geography El Valle Eterno is dominated by the river that snakes its way roughly from the northeast to the southwest, flowing south towards the Black Gulf. It is wide enough and sufficiently deep for two river barges to pass each other comfortably and allow smaller craft to pass between and around them. Surrounding the river is a broad fertile plain were a number of small towns, villages and farmsteads are the basis of El Valle Eterno’s successful agricultural economy. The western and eastern borders of El Valle Eterno are protected by high ridges of hard but heavily fractured rock, lightly forested with fruit-bearing trees and shrubs. The fracturing of both ridges creates many channels and passes through them, but the twists and turns and the ups and downs of these meandering routes means it can take at least a couple of days to pass from one side to the other even along the best routes. These latter passes are guarded by watchtowers, protecting traders travelling to and from El Valle Eterno from bandits and worse hiding in the rock, and protecting El Valle Eterno itself from external aggression. At the southern border of El Valle Eterno, the land dips into an expansive hollow, a marshy region known as Umidità Nasty, and considered too unpleasant for human expansion. This is not to say there is no life there: a tribe of Goblins and an elusive tribe of ghostly swamp beasts fight to control this pathetic region and claim it as a princedom. These and other beasts have never been considered much of a threat to El Valle Eterno, but early in his reign Felipe Lopez ordered the construction of a simple deterrent: a fence of heavy wooden spikes angled at 45 degree, facing towards the marshes. This palisade is a minor deterrent to an envious prince daring enough to send his troops through dangerous swampland for a serious attack, but it serves to discourage casual raiding and curious marshland monsters. WFRP Fan Material - A Guide to El Valle Eterno 13 WFRP Fan Material - A Guide to El Valle Eterno 12 Coralina has spent the last two years in hiding, moving from place to place. She has stayed in Water Guard and Wood Watch, and in parts of El Ojo where Genoveva and other seniors Morenos rarely, if ever, visit. Coralina has watched as the Morenos have cleverly concealed Felipe’s absence using disguise and misdirection. She admires Genoveva’s efforts, but of course this will not stop her wreaking her revenge when the time is right. Coralina has spent two years alone, grieving for the loss of her other half and her lover, learning to survive in secret, discovering and developing her powers. Now, she’s ready to started planning. (GMs might begin a campaign where the PCs start hearing rumours about a vampire moving around El Valle Eterno, later actively hunting it, and eventually discovering Coralina, perhaps becoming part of her conspiracy.) Coralina Carella is likely to be a major player in any campaign set in El Valle Eterno. It may well be that the princedom’s external enemies and rivals will be the most obvious challenges, but Coralina will always be there working in the background. Her primary goal is vengeance against Genoveva Moreno, and those who knowingly aided and supported her in the murders of Felipe and Caternia. Her fury is lessened towards those Moreno’s who supported Genoveva after discovering what she had done – Coralina understands the need to maintain the lie in order protect El Valle Eterno (at least for now). She also bears no grudge against the wider family Moreno, most of which knows nothing at all after Felipe’s murder. What’s more, Coralina knows that in order to achieve her second goal – taking over where Felipe left off – she’ll need the support of the Moreno family. If El Valle Eterno is faced with attack from beyond its borders, Coralina is not in a position to start leading El Valle Eterno in defence. However, she will use her abilities and recruit agents (PCs?) to discover what El Valle Eterno’s enemies are planning, and attempt to stop or limit their efforts. If the situation becomes desperate, she may attempt something more public in an effort to rally the princedom. However, Genoveva Moreno’s response is not likely to be positive, and Coralina has no proof of who is she is – she could just be another vampire on the make. At the very least, Coralina would have to recruit at least one of the other senior Morenos and get him or her to condemn Genoveva and confirm her status. Coralina still has the ashes she collected of Felipe and Caterina. It’s more of a dream than a goal, but Coralina hopes she might find some magical ritual that could restore the ashes to life, or at least undeath. She knows vampires are renowned for their ability to cheat death, so she doesn’t think it is outside the realms of possibility. If the GM decides to create a campaign where El Valle Eterno is slowly torn apart by attack by other princes, and/or civil war if Coralina goes public and challenges Genoveva, especially following the revelation that Felipe is dead, then the PCs could become important in any plot involving the discovery of a ritual, and its ingredients, to restore Felipe to undeath. WFRP Fan Material - A Guide to El Valle Eterno 5 Defending the river just within the borders of the marsh is Water Guard, which takes the simple form of two walled semicircles either side of the river. Water Guard serves to defend El Valle Eterno from enemies travelling by boat. Key to its defence are the fire catapults – the prospect of being burned alive on troop ships has a marvellously discouraging effect on enemy soldiers. Any attempt at attacking El Valle Eterno by river from the south would require the catapult towers to be disabled. The river entrance and exit to Water Guard can be closed by raising huge heavy nets that span the river – heavy weights descending rapidly raise the nets, horse-power raises the weights to lower them again. Dealing with this mechanism would also be necessary to make any invading ship less vulnerable to fire catapult and more conventional assaults by defenders. The northern boundary of El Valle Eterno is heavily forested. Over the last two centuries, its edge has gradually crept further north, as trees are felled for construction, fuel and a small logging industry. Throughout the Princes there are areas sparse in trees, so there is a demand for timber, as well as large finished wooden items built to order, such as battering rams, catapults, trebuchets, and heavy wooden castle doors. El Valle Eterno’s engineers have become well known in their corner of the Border Princes. At the heart of El Valle Eterno is El Ojo en el Agua, or just El Ojo. El Ojo is the largest town and capital of El Valle Eterno, and it rests mightily on a prominent rocky island around with the river bulges, the iris of an open watery eye. High-walled, with extensive docks on either side (western side for south-bound ship, eastern for north-bound), this is the political and economic hub of the princedom. At its centre lies Eye’s Needle Castle, the home of the vampire prince, Felipe Lopez. Inhabitants of El Valle Eterno The people of El Valle Eterno are predominantly humans of Tilean or Estalian origin. Prior to Felipe Lopez’s take-over two centuries ago, the valley had been centre stage for conflict between various Tilean princes and their followers. However, after Felipe dispatched the main protagonists he and his followers (the extended Moreno family and disciplined Myrmidian mercenaries) treated the Tilean peasantry and soldiery with considerable decency. After a few months of initial wariness and some Tileans fleeing with their families, the remaining people realised things might be better with a vampire for a prince after all. Very quickly, Felipe had a fairly loyal population, and he absorbed much of the existing Tilean military into his own. Over the years, an increasing number of Estalians have come to El Valle Eterno seeking new lives. The presence of the Moreno family and an Estalian prince (even if he was a vampire) was part of the attraction in the early decades of Felipe’s rule. Today the fairly even mix of Estalian and Tilean cultures makes the princedom attractive to those folk of both nations who feel the need to move to another land for whatever reason. The mixing of people has led to a mixing of cultures, with food, festivals and language blurring together to varying degrees. Inter-marriage is common, with the result that many families are called Moreno, due to the Moreno family’s insistence that men marrying Moreno women change their names rather the other way round. This has had WFRP Fan Material - A Guide to El Valle Eterno 6 the beneficial effect that whilst the Moreno family is still associated with Felipe’s rule, they are not seen as privileged minority. Other nations are not heavily represented in El Valle Eterno, although there is a small Bretonnian presence in the north of the princedom. These Bretonnians are mostly the descendents of a large band of Herrimaults who left their homeland about fifty years ago, despairing of ever bringing change to their homeland. Felipe Lopez accepted their presence, offering them a village that had been depopulated by a large flock of harpies, on the condition they dealt with the winged fiends. Impressed with their bow skills, Felipe further charged them with improving the defences of the northern border. Today, Bretonnian archers commonly man the northern watchtowers. El Valle Eterno has few settled non-humans aside from Halflings, who are mostly farmers. Most Dwarves care little to visit a land ruled by an undead blood-sucker, although the more adventurous or financially pragmatic pass through El Ojo often enough. There are rumours of Elves in the northern woods, but then there are always rumours of Elves in the woods; it comes with the territory. Nevertheless, the foresters have a tradition of marking any tree they plan to cut down with a red cross – if the red cross has vanished by the following morning, then the tree is left alone (though it is uncommon for such a cross to vanish). Although the edge of the woods has moved slowly north, foresters have made the effort to replant trees, knowing the woods represent both defence and valuable resource. In addition to rumours of Elves, there are also rumours of Gnomes living in hidden caves and tunnels within the rocky ridges on the east and west flanks of the princedom. Most of the stories come from merchant caravans passing through the channels of the ridges, and usually involve the theft of small items from wagons or small figures darting out of sight. Probably uniquely in the Border Princes, El Valle Eterno has a small tourist industry, catering almost entirely to the wealthier citizens of the Old World. A small stream of nobles, from the bored to the jaded to the curious and scholarly travel, usually by river to visit, El Ojo, more commonly referred to by the visitors as the City of the Vampires. Such visitors may be disappointed to discover that there are not really vampires on every corner, but bawds are happy to take them round the sites of many alleged bloody atrocities (curiously taking place most often in taverns and brothels). Many noble tourists return home with excited, whispered tales of their almost fatal encounters. Along with tourists, foreign merchants, mercenaries and adventurers are commonly met passing through El Ojo. Other vampires, undead and necromancers have never been welcome El Valle Eterno. Felipe Lopez made that very plain, often very personally. Military Matters in El Valle Eterno The best and blindingly obvious defence of El Valle Eterno has always been the landscape that borders it: forest to north, swamp to south, and the high rocky rides on the eastern and western flanks. When Felipe Lopez deposed the would-be princes fighting for control of the land two hundred years ago, he did not wage conventional warfare, recognising that trying to get an army through the defences would cost lives he WFRP Fan Material - A Guide to El Valle Eterno 11 purposes, treat it as a raven. However, it is limited to low flying, and can only fly for two rounds before it must land; it cannot fly again for another two rounds. Treat it as having the Iron Hard Skin mutation all over its body (+3AP everywhere). PCs can capture the chicken by beating it up or catching it in some sort of trap, possibly involving a net or a basket (perhaps Old Jorg’s fruit basket) propped up with a stick that can be pulled away with string. Beating it up is liable to damage it – drop this hint to the players to force them to look for more ingenious and amusing schemes. Additional complications are NPC adventurers and the possible arrival of a highly aggressive iron cockerel (higher WS, S and T). If you want to develop the scenario, then the rumours of Gnomes in the rock ridges turn out to be true. The iron chicken is an invention of theirs. It escaped, and they’d really rather have it back, please. Or else. A further complication can arise, which can be introduced at any time, but if the PCs are working for Gustavo the Chef then wait until they give him the chicken. The complication is this: the chicken lays eggs. Iron eggs. When you crack them, they go boom. Suddenly, the chicken has military applications, and angry people with swords pop up everywhere wanting it for their own purposes. The family Moreno also takes an interest. Meanwhile, Old Jorg wants to know where his fruit basket is, and he’s not accepting any excuses. Vengeance and Restoration Let’s go back to the beginning. This started with jealously and murder. Felipe Lopez was poisoned by his most trusted servant, Genoveva Moreno, because he chose to vampirise and take as his bride a young Tilean woman. The bride-to-be’s name was Caterina Carella, and she was brutally destroyed in her private chambers by Genoveva and a few of her most trusted Moreno brethren shortly after Felipe was killed. Still young as both human and vampire, Caterina was no match for the Morenos, who knew exactly how to deal with a vampire. However, there is a twist to this tale. One thing Felipe never told any Moreno was that he had not taken just one bride to share his long life in El Valle Eterno, but two. Caterina had a twin sister, Coralina, and Felipe decided that the twins would become as one person. Save when the three of them were alone together, one of the sisters would always stay hidden, out of the public’s gaze, secret even from the Morenos. Perhaps this was nothing more than an idle amusement for a jaded vampire; perhaps he had other plans, but Felipe never explained to either twin. The consequence of this was that Genoveva Moreno unknowingly left a loose end. Coralina Carella watched from a hiding place as her sister was impaled and hacked to death in a bloody attack, fleeing her and her sister’s chambers as soon as she could. She did not flee far, however, but watched to see how the traitors would dispose of the two vampires’ corpses. Eventually, both bodies were taken to a small secluded courtyard normally used to deal with those unfortunates who ‘had supper’ with Felipe. Here they were burnt, their ashes left to the winds. However, Carolina made sure to gather a quantity of the ashes of each before she fled from Eye’s Needle Castle. WFRP Fan Material - A Guide to El Valle Eterno 10 A Spot of Chaos As with just about anywhere else in the Warhammer World, El Valle Eterno is occasionally touched by Chaos. This is one of the stranger incidents that PCs might become embroiled in. Attack of the Iron Chicken! There is a town just inside the western border, sitting by the opening to one of the main passes through the rocky ridge. It is built for defence and commerce, with barracks and watch towers, alongside stabling, markets, warehouses and inns. It is busy and friendly, and a good base of operations for PCs. The possibility of adventure begins when Old Jorg staggers into town, blood dripping from numerous small wounds. As the venerable but wiry old fellow is revived and his wounds are dabbed stingingly by young women (strong alcohol is involved in both cases), he relates his tale of terror. Old Jorg, it seems, was out up on the ridges collecting fruit. He will take the time to explain about the jam he was planning to make, much to the frustration of those who want him to get on with his story, but Old Jorg won’t be rushed. Eventually, after describing his tortuous journey though paths crooked and narrow to where the best fruit trees grow, he will describe being attacked by a monstrous metal bird! “What sort of bird,” a girl asks (or a PC asks). “A chicken,” says Old Jorg. At the first snigger (perhaps a PC), Old Jorg eyes the culprit and says, “And it was ten feet tall, with eyes like fire!” And to stifle anymore giggling, he reaches into his pocket and pulls out a shiny metal feather, so lifelike that individual barbs can be ruffled out of alignment. If the PCs don’t immediately set out on the trail of the metal bird of their own volition, then NPCs will start hiring them or other adventurers, offering cash on delivery. Gustavo the Chef wants the chicken either live for its eggs or dead as a table decoration (the former condition pays considerably more). The Extraordinary Vivaldi wants the live chicken for his travelling carnival. Renowned scholar (in his own head, anyway) Ludovic Derwin (nephew of the genuinely renowned Claus Derwin of Marienburg) wants the chicken to study for his ‘definitive’ work on the flora and fauna of the Border Princes. If the PCs are hired by any one of these three, they will be in a race to catch the chicken with adventurers working for the other two. Anyone asking can get needlessly detailed and long-winded directions from Old Jorg, who will also ask them to bring back his big fruit basket for him (and the fruit, too). The journey through the narrows and slopes of the rock ridge will be difficult and tiring. No doubt at least one of the other groups of adventurers will try to bump off the PCs, although they might be sensible enough to wait until the PCs have caught the chicken and then nick it off them (the PCs might think of this approach themselves). When they first catch sight of it, Jorg’s ten feet tall chicken is in fact a normal sized chicken pecking about in the dust. It is, however, made of metal just as described, and very, very lifelike. It can fly, and will do so just when the PCs start getting close. However, because it’s made of metal, it’s heavy and gets tired easily. For rules WFRP Fan Material - A Guide to El Valle Eterno 7 would need later to consolidate control. Instead he became an enemy within, infiltrating members of the Moreno family into key positions, bribing opposing mercenaries, and making sure loyal courtiers vanished, until he was in a position to easily assassinate his rivals. However, despite being acutely aware that the most serious threats to his rule came from his enemies’ spies and assassins rather than their armies, Felipe was never complacent when it came to border defences. Key elements on all borders are fortified watch towers, all bearing signal pyres ready to be lit at a moment’s notice. All are manned with archers and soldiers barracked within the body of the towers. Watch towers overseeing the northern forest and southern swamp also have stabling for light cavalry. (Actual troop numbers are up to GMs, who will have different in-game needs, as well as personal opinions.) On the flanking ridges, there is a line of watch towers running north to south, but on key passes through them between El Valle Eterno and the outside world there are watch towers following the twisting paths to guard and protect them. Water Guard, protecting the river on the southern border, has already been mentioned. Its twin, Wood Watch, is found at the northern border, and also relies on fire catapults and strong nets. A key difference between the two is that Wood Watch’s ability to see potentially invading troops is limited by trees. Consequently, Wood Watch’s commander sends far more patrols into the forest than her equivalent in Water Guard sends into the more easily observed swamps. Both Water Guard and Wood Watch have barracks and stabling for archers, soldiers and light cavalry. El Ojo, as the capital of the princedom, is well defended. Clearly, it benefits enormously from being on an island, but beyond the docks built around the edges it has high stone walls, with towers mounted with stone and fire catapults. Enemy troops would have to land on the docks by ship, concentrating them and making them highly vulnerable to attack from above. El Valle Eterno relies very little on foreign mercenaries. Felipe Lopez knew from his own activities how unreliable such men and women could be. Instead, he relies on troops recruited and trained within El Valle Eterno. Many troops are part-timers, perhaps serving on the watch towers or on patrols for a night or a day before returning to their families. Perhaps such people are not the most highly trained or as experienced, but at the same time they know well that the Border Princes have a very personal stake in maintaining the princedom’s security. Full-time troops and the more trusted Myrmidian mercenaries serve alongside the volunteers and it is hoped that attitudes and experience rub off on each other. No other prince has made an overt attempt to attack El Valle Eterno for a long, long time. In order to maintain troop fitness, Felipe has his military commanders conduct regular war-games. These have focused on combating guerrilla tactics, such as defending the watch towers or fighting in the passes. Wooden swords and padded arrows are clumsy practice weapons, but allow for some measure of safe realism. For more serious practice, troops periodically venture forth to challenge the goblins and other beasts of the southern swamp. WFRP Fan Material - A Guide to El Valle Eterno 8 Felipe Lopez has never shown any inclination to challenge for territory beyond his borders, seemingly content to ensure the security and prosperity of El Valle Eterno. However, the resources and economic success of his princedom makes it a very tempting prospect to surrounding princes. Most realise a direct assault is unlikely to succeed, at least not in the initial stages of any campaign, and have spent more time attempting to infiltrate the Moreno family and on espionage. Economical Matters and Others The people of El Valle Eterno are very money-minded. Their continued security and way of life are as much dependent on gold as their strong borders and vampire prince. The majority of the population are farmers or farm labourers. Their first aim is produce enough food to see their families and immediate communities well-fed. Their second aim is to produce enough food to see that other citizens of El Valle Eterno are well-fed, charging a fair price for it. Their third but no less important aim is to produce enough food that can be sold to markets beyond the princedom, charging whatever the market will let them get away with. To some extent, El Valle Eterno is the breadbasket of its small area of the Border Princes. With so many of the other princedoms in a near perpetual state of conflict, food production is unreliable at best, with farms and fields burned, farmers and their families killed or driven away by their current prince’s enemies. Troops need to be fed if there is any hope of victory, and post-victory looting and pillage uses up a conquered princedom’s stored resources fast. Food has to come from somewhere, and El Valle Eterno aims to oblige. El Valle Eterno is a major exporter of preserved foods, such as salted meat and fish, pickled eggs and vegetables, and a blended campaign biscuit of a standard almost unheard of elsewhere. Genuine El Valle Eterno wax seals on products have a good reputation in the Border Princes, one that is starting to spread elsewhere in the Old World. In fact, those taking ship to and from Marienburg are quite likely to find themselves eating El Valle Eterno Ship-Board Vittles. However, the wax seal used as a standard of quality bears a fanged mouth, and this has led to a couple of incidents in the Empire where witch-hunters have burned out ship-holds or accused those who ate any of the foods of turning into vampires. Due to its preservation industry, EL Valle Eterno imports a significant amount of salt. A few years ago, the workers at one of the salt warehouses in El Ojo became heroes when they successfully dealt with a gigantic mutant slug that burst from the hold of ship one wet day in late summer (although there were always rumours of a mass of eggs seen bursting from its body and floating down river). In parts of the south, large orchards of various types are mixed with a great many bee- hives, producing fruit, jams and honey. Unsurprisingly, wine, cider and mead are also made. Much of the wine stays in El Valle Eterno, with more of the cider and mead exported. El Ojo’s reputation as ‘city of vampires’ has already been mentioned with regard to tourism and the Old World’s thrill-seeking nobility. However, the city attracts tourists WFRP Fan Material - A Guide to El Valle Eterno 9 from closer to home, having become a small bastion of culture and civilisation in a land otherwise torn by war. When not actively embroiled in conflict, princes, would-be princes and anyone with a few crowns to rub together can visit El Ojo’s (small) opera house, its two theatres or its concert hall (which also holds dances). While it may not be able to compete with the great cities of the Old World, Felipe Lopez, as a cultured Estalian vampire, made sure that there was some sort of civilising influence in his capital. Also, it meant that princes, rivals and otherwise, would be tempted to visit in order to plot with one another in an environment Felipe could have his agents spy on and manipulate. And, what’s more, he could charge them for the privilege. Elo Ojo is also a recruitment centre, with princes come to make deals with mercenary captains. Mercenaries also travel both ways along the river to get to other princedoms However, despite the money that can be made from them, Felipe has always remained wary of mercenaries, and his laws tightly control their movements. Ships carrying mercenaries are recorded by Wood Watch and Water Guard, and word dispatched to their opposite number and El Ojo, and their progress observed. At Wood Watch, Water Guard and El Ojo, only a mercenary band’s captain and up to four bodyguards are permitted off ship (for business dealings), although obviously this is relaxed for mercenaries who have been hired by Felipe for El Valle Eterno’s defences (and these are usually Myrmidian mercenaries or those with a reputation for honour). Despite these restrictions, El Valle Eterno has found a way to get any loose change out of the pockets of mercenaries on passing ships. There are two points in the river, one north and one south of El Ojo, where the river bulges. Here can be found several large barges moored in the middle of the river. Mercenaries can leave their ships here to take advantage of all the sorts of entertainments mercenaries generally enjoy, without ever getting onto land. Weapons are not permitted and ogre bouncers, as well as archers in watch towers, keep control. Crime, Felipe Lopez decided, is inevitable, part of the human condition. For that reason, he decided he better be the one controlling it in El Valle Eterno, and more specifically El Ojo. He handed the task to the Moreno family, with strict instructions on the limits of what was acceptable and what wasn’t. In general, this means the people of El Valle Eterno are not to be taken advantage of more than they can cope with and be protected from their own worst inclinations where necessary, but foreigners are fair game, but should not be discouraged or inclined to discourage others from bring their money to the princedom. The branch of the family dealing with matters of criminality are known as the Black Moreno’s, and are known for ruthlessly dealing with unauthorised criminal activity. Natives of El Valle Eterno are discouraged verbally or recruited; non-natives beaten up or have their knees smashed if they don’t take the hint; and it is well known that persistent troublemakers ‘have supper with the prince’ as the euphemism goes. Of course, there is no prince now, although troublemakers still go to supper with him if only for the sake of appearances. A GM might use the discovery of the body of someone said to have gone to supper, still full of congealed blood, as a way of indicating that the vampire prince of El Valle Eterno seems to have lost his appetite.
textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Other/Adventures/A Guide to the Border Princedom of El Valle Eterno.pdf
P a g e | 1 Open Game Content: All text on page 1 is considered Open Game Content. The Seven Principalities The Seven Principalities span the island nations of Aesik, Brun, Hile, Huq, Laon, Mael and Noen. The archipelago sits in a tropical zone and each island originally possessed thick jungles. Much of this growth was cleared away for farmland and grazing pasture but large swaths of dense flora still cover portions of the islands. The current inhabitants (almost exclusively human) descend from a common stock that arrived about 1,000 years ago. They colonized the islands under a royal charter from Dunring, hence the name Principalities. With the fall of that kingdom 400 years ago, the Seven Principalities are now independent, but consider themselves part of a loose confederation. After the minotaur’s death, the Principalities resumed the trade of spices and exotic woods with the mainland, and wealthy individuals now once again travel to the islands to enjoy their warmer climate and rejuvenating ocean waters. Increased commerce has also increased competition. The islands aggressively jockey for the largest share of markets. However, a shared heritage of oppression and the threat of pirates prevents this rivalry from turning violent. Ecology With the trade of spices on the rise again, many of the farmers who raised cattle for Asterion have released their stocks into the wild. The aurochs did not fare well against the island’s natural predators, but boar and deer have flourished. The deep forests shelter large land lizards and strange, creeping vines the locals know to avoid. Dormant volcanoes dot the islands and play home to wyverns, manticores and rocs. Natives do not climb the peaks. Sites of Interest Ruins across the islands prove an earlier civilization occupied the archipelago before the current inhabitants arrived. These people or creatures were long gone by the time of the colonization. No images of the builders survive, though the design and size of the ruins suggest a humanoid race. The largest of the Seven Principalities is Huq. As Asterion’s home it suffered the worst of his depredations. He ruled the island from an ancient labyrinth fortress built near the summit of a volcano. Huq’s people are the most wary of foreigners, and can’t understand why their island attracts so much attention. Adventurers and treasure seekers flock to Huq to explore Asterion’s former lair. The edifice is a remnant of the earlier civilization that lived on the island chain. Legends claim the labyrinth hides ancient magic. Others suspect it opens to secret undersea volcano tubes Asterion used to travel between islands without detection. All the increased comings and goings of merchants, explorers and visitors has attracted pirates. Ships traveling between the mainland and the Principalities present rich targets. A large pirate gang called the Grey Blades plagues the surrounding waters. If anything, there is plenty of work for those willing to sign on as marines. P a g e | 2 Open Game Content: All text on page 1 is considered Open Game Content. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Lands of GOW. Copyright 2010 by Mark Gedak and Stefen Styrsky. Published by Purple Duck Games.
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GP Starting GP Lifestyle � None � Standard (12 gp x TU) � Rich (50 gp x TU) � Luxury (100 gp x TU) Lifestyle Cost Other Coin Spent Total Coin Spent - GP GP Spent GP Subtotal + GP GP Gained GP Subtotal + GP GP Gained GP Subtotal - GP GP Spent GP FINAL GP TOTAL Items Sold Total Value of Sold Items Add ½ this value to your gp value Items Bought Total Cost of Bought Items Subtract this value from your gp value XP Starting XP - XP XP lost or spent XP Subtotal + XP XP Gained FINAL XP TOTAL XP TU Starting TU 1 OR 2 TU TU Cost - TU Added TU Costs TU REMAINING ITEMS FOUND DURING THE ADVENTURE Cross off all items NOT found APL 4 (all of APL2 plus the following) � *+1 bane (only evil outsider OR magical beasts) arrows (Adventure; DMG; 161gp ea.) � *Scroll of ray of flame (Adventure; SpC:167; 25gp) � *Scroll of ray of ice (Adventure; SpC:167; 150gp) � *Scroll of warning shout (Adventure; SpC:236; 50gp) � *Quaal’s feather token: tree (Adventure; DMG 100gp) � LScroll of restoration (Any; DMG; 800gp) � Wand of lesser orb of fire (20 charges; CL 3) (Adventure; SpC:151; 2,250gp) � *Surcoat of valor (Adventure; MIC:139; 4,000gp) � *Hexbands (Adventure; MIC::112; 3,100gp) APL 6 (all of APLs 2-4 plus the following) � Hat of disguise (Adventure; DMG; 1,800gp) � Scroll of righteous fury (Adventure; SpC:177, 375gp) � Wand of lesser orb of fire (20 charges; CL 5) (Adventure; SpC:151; 3,750gp) APL 8 (all of APLs 2-6 plus the following) � *Boots of big stepping (Adventure; MIC:76-77; 6,000gp) APL 10 (all of APLs 2-8 plus the following) � +1 flaming longsword (Adventure; DMG; 8,315gp) APL 12 (all of APLs 2-10 plus the following) � +1 flaming greatsword (Adventure; DMG; 8,350gp) APL 14 (all of APLs 2-12 plus the following) � +1 flaming greatsword (Adventure; DMG; 8,350gp) Adventure Record# 597 CY A D V E N T U R E L E V E L O F P L A Y (CIRCLE ONE) p APL 4 max 675 XP; 650 gp APL 6 max 900 XP; 900 gp APL 8 max 1,125 XP; 1,300 gp APL 10 max 1,350 XP; 2,300 gp APL 12 max 1,575 XP; 3,300 APL 14 max 1,800 XP; 6,600 gp �Blessing of the Imprisoned: An ancient, imprisoned entity, has, granted you a boon. Over the next year, you are able to use the Death Domain ability of death touch 3 times. By using this gift, you are accepting the temporary influence of the entity in your life, something that you sense will create a barrier between you and the known deities. Once you use this gift, you are cut off from the deities, beneficial divine spells do not work on you, nor do items delivering those beneficial spells & classes gaining abilities from a known deity lose access to those abilities. This ‘blessing’ will fade within one calendar year from the date on this AR. Alternatively, it (and the entity’s connection to you) can be removed with a successful casting of greater dispelling or dispel evil against a caster level of 24. Once you have you used the gift, only an atonement will restore your standing with the known deities. You may only use this boon 3 times. Have your DM initial each use of the gifted boon and the atonement below, or cross this ‘blessing’ off if it is dispelled, or once it has faded. USES: �__________ �_________ �__________ ATONEMENT �_____________ DM DM DM DM �Tainted: For using the boon granted by the entity, you suffer the penalties described in the Blessing of the Imprisoned until you seek an atonement. ATONEMENT GRANTED: Date_______DM_____ �Gratitude of Edmar Grek: In gratitude for rescuing him, Edmar will use his connections to help you. This counts as a favor of House Grek and can also be expended to obtain either the flaming or undead bane upgrade to a single weapon. �Holryn Verana’s Traveling Spellbook: contains several unusual spells that Holryn had planned to scribe into his main spellbook when he had the time. Obviously, he never did: launch itemSC, mountain stanceSC, ruin delver’s fortuneSC, seeking rayPH2 (Adventure; 425gp) �Minor Enmity of the Rogues of Seltaren: This PC has irritated the rogues of Seltaren and receives this suffering a -2 penalty to Diplomacy and Bluff checks with the criminals and lower class citizens of Seltaren, as well as a -4 penalty on all Gather Information checks within Lower Seltaren. �Archives of the Temple of Lydia: In these archives, the PC has uncovered the prayers for several unusual spells from the: amenuesisSC, angelskinSC, battle hymnSC, body harmonicSC, g’elsewhere chantSC, invest light protectionPH2, invest moderate protectionPH2, invest heavy protectionPH2, songbirdSC, zone of revelationSC. PCs with this favor gain regional access to items marked with an L �Enmity of House Verana: The PC has earned the enmity of house Verana. This Record Certifies that _______________________________________________ Character Class/Lvl Played by____________________________________________ Player RPGA # Has Completed NMR7-04 – Signs & Portents A one-round Nyrond and her Environs Metaregional Adventure set in the Duchy of Urnst Event: _________________________________ Date: ________ DM:___________________________________________________ Signature RPGA # Play Notes: � Gained a level � Lost a level � Ability Drained ______________ � Died � Was raised/res’d � Was reincarnated ___________________________________________________ _______________________________ Home Region______________________
textdata/thevault/Living Greyhawk/Modules/Meta-Region Nyrond and Environs/597/Normal Scenarios/NMR7-04 - Signs and Portents (APL 4-14)/NMR7-04 - Signs and Portents AR.pdf
1 FORCE OF NATURE A Short Adventure for Four 18th-Level Player Characters CREDITS Design: Mark A. Jindra Editing: Penny Williams Typesetting: Nancy Walker Cartography: Todd Gamble Web Production Julia Martin Web Development: Mark A. Jindra Graphic Design: Sean Glenn, Cynthia Fliege Based on the original DUNGEONS & DRAGONS® game by E. Gary Gygax and Dave Arneson and on the new edition of the DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, and Peter Adkison. D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned by Wizards of the Coast, Inc. The d20 logo is a trademark owned by Wizards of the Coast, Inc. All Wizards characters, character names, and the distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. ©2004 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. This Wizards of the Coast game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20. For more DUNGEONS & DRAGONS articles, adventures, and information, visit www.wizards.com/dnd Force of Nature is a short D&D adventure for four 18th- level player characters (PCs). The scenario begins in Porthaven, a large coastal city that is suddenly plagued by a series of natural disasters. Restoring the normal, tranquil environment of the area requires a whirlwind tour of the elemental planes. The city of Porthaven can be placed along any coast- line in your campaign that has mountains nearby. The adventure is designed to take place during a rainy season to help set the mood, although you can change the season without altering the adventure. As always, feel free to adapt the material presented here as you see fit to make it work with your campaign. PREPARATION You (the DM) need the D&D core rulebooks, including the Player’s Handbook, the Dungeon Master’s Guide, and the Mon- ster Manual to run this adventure. In addition, you might want to keep Book of Vile Darkness, Manual of the Planes, Fiend Folio, and the D&D Arms and Equipment Guide handy, although the relevant information from them is included in the adventure. This scenario utilizes the D&D v.3.5 rules, but it can easily be used with the 3.0 rules as well. To get started, print out the adventure. Read through the scenario at least once to familiarize yourself with the situation, threats, and major NPCs. Text that appears in shaded boxes is player information that you can read aloud or paraphrase for the players at the proper times. ADVENTURE BACKGROUND Three hundred years ago, the coastal town of Porthaven was built on a site that was advantageous for trade but both geologically and meteorologically unsta- ble. A volcano in the nearby mountains threatened to erupt and destroy the town, and earthquakes, tidal waves, and hurricanes were common. But the doughty townsfolk stayed and rebuilt after each disaster, deter- mined to make the town prosper. Eventually, a powerful sorcerer named Khyber Mer- cane saw the carnage that the unending natural disas- ters had wrought and decided to do something con- structive. Recalling that he had once met some extraplanar creatures called modrons that favored order over chaos, he contacted them to see whether they could help. After discussing various options, Mer- cane struck a deal with the creatures: They would build and maintain a machine that would keep the town safe from the chaos of natural disasters, and in return, the townsfolk would keep a library of knowledge to pass along to them every year. 2 The machine worked, and the volcanic activity ceased. The harsh windstorms that had previously blown through the valley softened to mild breezes, and the high waves that had battered the shoreline shrank to harmless ripples before reaching the coast. The earthquakes that were once common occurrences no longer shook the land. Even the seasons seemed to even out until the temperatures rarely reached uncom- fortable extremes. The crews of ships that had been through rough seas and stormy weather found the calm waters and friendly people of the town a welcome sight, as did many weary travelers along the coast. The town grew rapidly and soon became a bustling city. For the first seven years, the modrons sent represen- tatives to service the machine and gather the accumu- lated knowledge annually. Then the visits abruptly stopped. Khyber left to see what had happened to the modrons, but he never returned. Worried about the safety of the untended machine, the clerics of Wee Jas built a temple around it to shield it from unauthorized visitors. But though this tactic did safeguard the machine, it also removed it from the people’s sight, and eventually it was forgotten by most of the populace. Only a handful of the church’s priests still know of its existence, and fewer still know its true purpose. Sister Mara, the most senior member of the clergy, is currently studying the history of the machine, and she has recently rediscovered its purpose and a few details of its maintenance. Realizing that the machine had not been refueled for many years, she warned the townsfolk that disasters might be immi- nent, but they scoffed at her dire predictions. A few weeks ago, the machine ran out of fuel and shut down entirely. Shortly thereafter, Porthaven expe- rienced its first earthquake since the activation of the machine, but the tremor was small and went unnoticed by most of the city’s residents. The next sign that the city had lost its protection was much more obvious. This morning, the nearby volcano suddenly erupted, spewing forth a hellish river of molten rock and fire. The sky grew as black as night, and fiery ash began to rain down from the heavens. The earth beneath the city heaved upward, toppling structures and feeding the fires caused by the flaming debris. A great wall of water from the sea laid waste to Porthaven’s docks, leav- ing many seagoing vessels and coastal homes either at the bottom of the bay or in ruins in the city’s streets. Currently, the city officials are busy evacuating the residents through several magic portals that are nor- mally used only by merchants and adventurers. But these few portals cannot accommodate everyone, and the rivers of lava will reach what is left of the town in only a few short hours. THE MACHINE The machine is an arcane device constructed by the modrons to subdue the forces of nature and bring order out of chaos. It is fueled by raw elemental material from the four elemental planes. The supporting structure for the machine is a cylin- der 50 feet across and 500 feet deep. Inside is a delicate- looking structure built of massive gears, springs, levers, pistons and all sorts of other mechanical components. The entire machine is made of a strange, dull-colored metal that resembles bronze. The upper 20 feet of the cylinder is free of machine components. Three 5-foot wide walkways span the diameter of this chamber about 10 feet down from its top, intersecting in the middle to divide the area into six equal sections. The machine’s control panel sits on a round platform at the junction of the three walkways. Between the walkways, the floor is open, exposing the machine’s workings below. The entrance to the cylin- der lies at the end of one walkway, and at its other end is a stack of crates piled near the wall. Each of the other two walkways has a massive bronze door at either end. The four bronze doors open to reveal solid walls unless the levers and buttons on the control panel are activated in the proper order. When its particular sequence is initiated, each door opens onto a portal to one of the four elemental planes. Atop the control panel usually rest four 2-foot-diam- eter metal spheres that act as fuel cells for the machine. Each holds raw elemental material from one of the four elemental planes (air, earth, fire, and water). When a sphere is full, all the quartz crystals that adorn its sur- face pulse with an amber glow. At present, all the crys- tals are dull and lifeless, indicating that the spheres are empty. The machine and all of its parts, including the spheres, are made of the same material as most of the plane of Mechanus, which looks like dull bronze. The machine is immune to all magic, and no part of it except the four spheres can travel through any magi- cally created planar portal other than the four that are attached to the machine. ADVENTURE SYNOPSIS The characters must refuel an ancient machine built by the modrons before the forces of nature can destroy the entire city of Porthaven. To do so, they must visit each of the elemental planes and fill a metal sphere with raw elemental material. Sister Mara, a cleric of Wee Jas, has studied the machine enough to open its portals to two of the four elemental planes, but the characters must find their own way to the others. 3 In the Elemental Plane of Air, the party encounters several belkers and gains access to the Elemental Plane of Water through a planar vortex. The Elemental Plane of Water brings the characters into conflict with a vicious hammerfish. Entering the Elemental Plane of Earth brings them face-to-face with a new monster known as a magmal horror and introduces them to a rogue modron named Slag. This creature can open the final portal to the Elemental Plane of Fire, where a hell- fire golem and several salamanders await the group. Once the PCs have fully refueled the machine, nature’s fury subsides, and the city can begin to rebuild. ADVENTURE HOOKS The PCs may come to Porthaven for any number of rea- sons. As the DM, it is your job to decide how best to involve the characters in the adventure. You can use the following hooks to spur your imagination, modifying them as necessary to fit your campaign or the characters. • The PCs are en route to some other location by ship. The captain decides to stop in Porthaven to wait out a vicious storm at sea, since the city is renowned for the calm waters of its port. But the storm only worsens as the ship draws closer to Porthaven, and the ship is hurled onto the shore by the mammoth waves in the harbor. • A caravan that the PCs were escorting up the coast encountered high winds and torrential rains that caused mudslides and rockfalls along the road through the nearby mountains. The owners decided to put up in Porthaven for the night and assess the damage in the morning. When they arrived, Porthaven was a picture of beauty without a cloud in the sky, just as it typically was. But the sunrise brought natural disasters on a scale they had never seen before, and now the caravan personnel are wait- ing with the citizens for evacuation. • While visiting the temple district of their own city, the PCs hear that the temple of Wee Jas is looking for help in evacuating a city that is about to be destroyed by earthquakes and an erupting volcano. A portal to Porthaven at the local temple of Wee Jas has brought many wounded evacuees for the clergy to tend, and they all beg for brave and stalwart adventurers to aid their kinfolk who are still trapped there. • A party member receives a message by magic from a loved one in the city of Porthaven, begging for aid to escape the volcanic eruptions and earthquakes that have been plaguing the city since morning. • Rumor holds that a treasure the PCs have been seek- ing lies buried beneath a dormant volcano near Porthaven. Just after they reach the city, however, the volcano gives ample evidence that it is no longer dormant. Alternatively, the eruption and accompany- ing earthquake could occur after the PCs have already entered the tunnels, trapping them in a cave-in. BEGINNING THE ADVENTURE The adventure begins when the PCs reach Porthaven. Unless they take pains to pass for ordinary folk, they are soon recognized as powerful adventurers, either by per- sonal reputation or by the gear they carry. Once the vol- cano erupts, they are asked to assist with the rescue effort, along with all of Porthaven’s able-bodied citizens. PORTHAVEN The city of Porthaven has enjoyed fifty years of peace and prosperity. c Porthaven (Large City): Conventional (mayor); AL LG; 40,000 gp limit; Assets 30,000,000 gp; Population 15,000; Mixed (11,850 humans, 1,350 halflings, 750 dwarves, 450 elves, 300 gnomes, 150 half-elves, 140 half- orcs, 10 drow); Size: 0.39 square miles, or 246 acres. Authority Figures: Bergan Regal, human aristocrat 13; Onyx Deathcure, elf fighter 18; Bardak Firehand, dwarf fighter 17. Important Figures: Vonn Stefos, human rogue 12/expert 7; Sister Mara, human cleric 14; Zax Grier- son, human ranger 12; Khyber Mercane, human sor- cerer 10/planeshifter 10. Others: Adept 13 (2), adept 10 (1), adept 6 (4), adept 5 (2), adept 3 (8), adept 2 (20), adept 1 (70), aristocrat 12 (1), aristocrat 10 (1), aristocrat 6 (4), aristocrat 5 (2), aris- tocrat 3 (8), aristocrat 2 (20), aristocrat 1 (70), barbarian 13 (1), barbarian 11 (1), barbarian 10 (1), barbarian 6 (4), barbarian 5 (2), barbarian 3 (8), barbarian 2 (12), barbar- ian 1 (40), bard 13 (1), bard 12 (2), bard 6 (6), bard 3 (12), bard 2 (24), bard 1 (48), cleric 13 (1), cleric 10 (2), cleric 6 (2), cleric 5 (4), cleric 3 (4), cleric 2 (16), cleric 1 (34), commoner 19 (1), commoner 18 (1), commoner 10 (4), commoner 9 (2), commoner 5 (8), commoner 4 (4), commoner 2 (24), commoner 1 (12,751), druid 5 (1), druid 3 (1), druid 2 (5), druid 1 (10), expert 18 (1), expert 15 (1), expert 14 (1), expert 9 (2), expert 8 (2), expert 7 (2), expert 4 (12), expert 2 (24), expert 1 (420), fighter 12 (1), fighter 8 (2), fighter 6 (4), fighter 4 (4), fighter 3 (8), fighter 2 (24), fighter 1 (48), monk 12 (2), monk 10 (1), monk 6 (4), monk 5 (2), monk 3 (8), monk 2 (20), monk 1 (40), paladin 12 (1), paladin 11 (2), pal- adin 6 (6), paladin 3 (12), paladin 2 (24), paladin 1 (48), ranger 2 (1), ranger 1 (3), rogue 17 (1), rogue 12 (1), rogue 10 (1), rogue 8 (2), rogue 6 (2), rogue 5 (2), rogue 4 (4), rogue 3 (4), rogue 2 (20), rogue 1 (40), sorcerer 13 (1), sorcerer 12 (1), sorcerer 6 (6), sorcerer 3 (12), sor- cerer 2 (24), sorcerer 1 (48), warrior 15 (1), warrior 14 (1), warrior 11 (1), warrior 8 (2), warrior 7 (2), warrior 6 (2), warrior 4 (8), warrior 3 (4), warrior 2 (24), warrior 1 (701), wizard 13 (1), wizard 12 (1), wizard 11 (1), wizard 6 (6), wizard 3 (12), wizard 2 (24), wizard 1 (48). Gathering Information The characters are free to speak with anyone in Porthaven, and all the citizens answer their questions truthfully. No one except the city officials, however, has any inkling of what has actually caused the problem. The following individuals can acquaint them with the entire situation if asked. If the characters’ prowess becomes known and they do not ask to speak with the city officials, those worthies request an audience with them instead. Bardak Firehand: Bardak is the town constable and leader of Porthaven’s militia. He has 20 fighters and 130 warriors in his service and can call up an additional 750 members of the local militia with a few hours notice. Bergan Regal: Bergan is the duly elected mayor of Porthaven, but the post may as well be hereditary, since members of his family have served as mayor for almost a hundred years. Onyx Deathcure: Onyx is the Regal family body- guard and advisor to the city’s militia. Once an adven- turer, Onyx retired early and settled here with his drow wife to raise a family in peace. He has served the Regal family for more than thirty years. Sister Mara: Sister Mara is the senior cleric of Wee Jas in Porthaven. A slender woman about 5 feet 8 inches tall, she has long, flowing blond hair and wears the familiar grey robes of Wee Jas’s clergy. Over these, she wears silk vestments adorned with the holy symbol of Wee Jas and several hundred odd shapes that resemble interconnecting gears. Mara is one of only a handful of priests who have studied the machine. 4 5 Vonn Stefos: A former adventurer, Vonn now owns the largest shipping business in Porthaven. He also oversees the militia contingent that is assigned to patrol the docks. Zax Grierson: Zax comes from a large family, all of whom have taken up the ranger profession. He has fully explored the volcanic tunnels in the nearby moun- tain ranges, and he often undertakes missions on behalf of the city. Earlier today, Zax led some junior clerics of Wee Jas through the Air Portal and has not returned. MEETING WITH THE CITY OFFICIALS If the characters agree to meet with the city officials, they are escorted to the temple of Wee Jas, where they are introduced to Bergan Regal, Onyx Deathcure, Bardak Firehand, Vonn Stefos, and Sister Mara. Bergan tells them that the city would welcome any help they can provide with the relief effort, but as adventurers of some renown, they might also be able to help in another way. Mara takes the story from here, explain- ing that an ancient artifact (the machine) hidden deep within the temple holds the key to the city’s salvation. If restored to working order, this artifact could calm the elements and restore the city’s former peace and serenity. The officials are willing to offer some pay- ment, though they do need to keep the city’s coffers well filled to handle the expense of rebuilding. If the party agrees to assist, all the officials thank them profusely. Then all except Mara leave to oversee the evacuation. A. THE MACHINE Mara ushers the PCs through the halls of the temple to a large door made of what appears to be dull bronze. Behind it lies the machine—still an impressive sight even though its gears have stilled. When the characters are ready to enter the machine, read or paraphrase the following aloud. Mara has studied texts that have been passed down from generation to generation about the workings of the machine. She can offer the following information in response to appropriate questions (no check necessary). "I have been experimenting with the control panel in an attempt to activate the portals beyond the other four doors," says Mara, "and I have thus far been able to open two of them. The first door reveals a swirling pool of pale blue light, and the second a moss-green pool. The writings of the temple have led me to believe that these pools are portals to the Elemental Plane of Air and the Ele- mental Plane of Earth, respectively. Once acti- vated, each portal stays open for only a single minute and cannot be opened again for 15 min- utes. I hope that I can discover the proper sequence to activate the other two doors while you are collecting the elemental fuel, but I can guaran- tee nothing. You may have to find your own way to the Elemental Planes of Fire and Water.” She takes up one of three identical bronze spheres, each about 2 feet in diameter, from the console. “These receptacles hold raw material from each of the elemental planes, which the machine uses for fuel. From what I have been able to deter- mine, each of the receptacles must be taken to a different elemental plane and filled by depressing the levers in a particular order. Completely filling a sphere can take up to 30 minutes, and someone must constantly monitor its progress and make adjustments with the levers. I have written down the instructions for using each sphere. “According to the temple writings, each portal opens onto a stone platform that is protected from the dangers of the plane. The modrons stayed on these platforms while filling the spheres to avoid the need for spells that would ensure their survival. “When you are ready to leave, I will open the first portal for you. Thereafter, I will open it once every 15 minutes until you return. You had best take all the spheres with you at once, as well as the instructions, just in case you need to use another method to access one of the planes.” Mara hesitates a moment, then says, “I must tell you that you are not the first to attempt this mission. Earlier today, I sent Zax Grierson, a ranger of some renown, through the blue portal with a party of cler- ics from this temple. He took one of the spheres along. That party has not returned, and we can only assume the worst. You’ll have to find Zax and retrieve the sphere in order to complete the refueling.” The rumble of the volcano is audible in the dis- tance as Mara opens the door to the machine. The circular chamber beyond is lit by an unseen source. Mara walks straight into the room along one of six narrow walkways that radiate like the spokes of a wheel around the chamber, meeting at a cen- tral platform. Five of the walkways end in doors, and the sixth—the one directly opposite the entry door—ends at the far wall, where several crates are stacked. Below the walkways, the inner work- ings of the machine extend endlessly down into the darkness. 6 • The machine was built 300 years ago. • Its construction was a joint project by a planeshifter named Khyber Mercane and some creatures known as modrons, from the plane of Mechanus. • The machine somehow subdues the forces of nature in and around the city. • Many years ago, Mara saw an odd creature that resembled a square metal box standing on a gear a few hundred feet below the walkways. She believes that it was a modron. • All the modrons that maintained the machine in the past seem to have disappeared, and the machine ground to a halt just a few weeks ago. Hopefully, its only problem is a lack of fuel. • Neither the machine nor the spheres can be affected by magic. • The crates are filled with scrolls and parchments containing writings of the city’s scholars and a history of Porthaven dating back almost 300 years. These were probably intended for the modrons, but no one has come to retrieve them in many years. The PCs can access the Elemental Planes of Air and Earth via the portals attached to the machine. Mara will not be able to open the others during this adventure, but after spending 1 hour perusing the temple texts, a char- acter can attempt a DC 35 Intelligence check to do so. Alternatively, the PCs can use the portals that appear on those two planes to gain access to the others (see encounters B3 and C2). Or they can use plane shift or similar magic to get there themselves. If they use their own means from within the machine, they end up exactly where the machine’s portals would have taken them—namely, the stone platforms that the modrons constructed on the target planes. On these platforms, the planar traits of these planes (see Planar Information, below) are not in effect. If the characters use plane-traveling magic from any other location, they end up at a random spot on the target plane and are subject to all of its normal planar effects. The PCs gain the extraplanar subtype while they are on any of the Elemental Planes. B. ELEMENTAL PLANE OF AIR Stepping through the swirling blue portal places the PCs on the Elemental Plane of Air. Refer to the Appen- dix for the planar traits of this plane. B1. SMOKE AND MIRRORS (EL 11) Read or paraphrase the following when the characters step through the Air Portal. Zax Grierson, the town’s foremost ranger, led some clerics of Wee Jas through the portal earlier today, but they were set upon by belkers as soon as they arrived. All members of the expedition died in the battle, and the portal platform broke loose from its moorings. The PCs are subject to the planar traits of this plane until they can reach this platform. Zax himself was slain by Grynerstempos, a belker soul eater currently hiding in the rubble on the platform. This creature has hidden Zax’s corpse in the rubble and assumed his form. Now it is lying in wait for any rescue parties that may arrive (see encounter B2, below). Creatures: The smoke around the entry point is actually two advanced belkers in smoke form. They assumed this form as soon as they realized that the portal was reopening. These two have already expended 10 of the 20 rounds that they can remain in smoke form for the day. D Advanced Belkers (2): CR 9; Huge elemental (air); HD 21d8+63; hp 99; Init +4; Spd 30 ft., fly 50 ft. (perfect); AC 23, touch 12, flat-footed 19; Base Atk +15; Grp +29; Atk +20 melee (3d6+6, wing); Full Atk +20 melee (3d6+6, 2 wings) and +17 melee (1d6+3, bite) and +17 melee (1d4+3, 2 claws); Space/Reach 10 ft./10 ft.; SA smoke claws; SQ darkvision 60 ft., elemental traits, smoke form; AL NE; SV Fort +10, Ref +16, Will +7; Str 22, Dex 19, Con 17, Int 6, Wis 11, Cha 11. Height: 12 ft. Skills and Feats: Hide –4, Knowledge (arcana) +2, Listen +8, Move Silently +12, Spot +8; Ability Focus (smoke claws), Alertness, Combat Reflexes, Improved Natural Attack (wing) (2), Multiattack, Weapon Finesse, Weapon Focus (wing). Smoke Claws (Ex): An advanced belker in smoke form (see below) can engulf opponents by moving on top of them. It fills the air around one Large or smaller opponent without provoking an attack of opportunity. The target must succeed on a DC 25 Forti- tude save or inhale part of the creature. The smoke inside the victim solidifies into a claw and begins to rip at the surrounding organs, dealing 3d6 points of damage per round. An affected creature can attempt another Fortitude save each subsequent round to cough out the semivaporous menace. Beyond the swirling blue portal is a cloud of stone debris and smoke floating in an endless sky. Some 50 feet away drifts a stone platform bearing sev- eral piles of stone rubble. A corpse wearing the robes of the clergy of Wee Jas floats lifelessly a few feet away, and several other bodies float near the ruins. Some distance away, three blue forms float near a swirling storm of wind and rain. 7 Elemental Traits: An advanced belker has immunity to poison, sleep effects, paralysis, and stun- ning. It is not subject to critical hits or flanking. It cannot be raised, reincarnated, or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life). Darkvision 60 ft. Smoke Form (Su): Most of the time an advanced belker is more or less solid, but at will it can assume smoke form. It can switch forms once per round as a free action and can spend up to 20 rounds per day in smoke form. An advanced belker in smoke form can fly at a speed of 50 feet (perfect). The ability is otherwise similar to a gaseous form spell (caster level 21st). Tactics: The advanced belkers attack the party immediately. They were damaged in the previous fight, so they flee if reduced to 50 or fewer hit points. Development: After the party has defeated the two advanced belkers, Grynerstempos calls for help from the ruined stone platform, using Zax’s voice. Go to encounter B2, below. B2. THE FALSE ZAX (EL 18) Grynerstempos, an advanced belker soul eater, has been waiting in the ruined stone building on the floating plat- form, watching the PCs fight the other belkers. Read or paraphrase the following when they finish that battle. Creature: The human figure on the platform is Gryn- erstempos, shapeshifted into the form of Zax. D Grynerstempos: Advanced belker soul eater 8; CR 18; Huge elemental (air); HD 21d8+105 plus 8d8+40; hp 275; Init +6; Spd 30 ft., fly 50 ft. (perfect); AC 25, touch 14, flat-footed 19; Base Atk +19; Grp +35; Atk +26 melee (4d6+8, wing); Full Atk +26 melee (4d6+8, 2 wings) and +23 melee (1d6+4, bite) and +23 melee (1d4+4, 2 claws); Space/Reach 10 ft./10 ft.; SA A voice calls out faintly from the rubble on the floating stone platform. “Help me,” it says. “Please. . . .” Crawling toward the edge of the plat- form is a human male dressed in the garb of an adventurer. 8 energy drain, smoke claws, soul blast; SQ darkvision 60 ft., elemental traits, smoke form, soul agility, soul endurance, soul enhancement, soul radiance; AL NE; SV Fort +16, Ref +22, Will +11; Str 26, Dex 23, Con 21, Int 6, Wis 11, Cha 11. Height: 12 ft. Skills and Feats: Hide –2, Knowledge (arcana) +2, Listen +15, Move Silently +17, Spot +14; Ability Focus (smoke claws), Alertness, Combat Reflexes, Disciple of Darkness, Improved Natural Attack (wing) (3), Multi- attack, Weapon Finesse, Weapon Focus (wing). Energy Drain (Su): Grynerstempos bestows two negative levels on its target with a successful touch attack. The Fortitude save DC to remove the negative levels is 20. Smoke Claws (Ex): When Grynerstempos is in smoke form (see below), it can engulf opponents by moving on top of them. It fills the air around one Large or smaller opponent without provoking an attack of opportunity. The target must succeed on a DC 27 Forti- tude save or inhale part of the creature. Smoke inside the victim solidifies into a claw and begins to rip at the surrounding organs, dealing 3d6 points of damage per round. An affected creature can attempt another Forti- tude save each subsequent round to cough out the semivaporous menace. Soul Blast (Su): When Grynerstempos uses its energy drain ability, it may project a 100-foot ray of force that deals 8d6 points of damage against one target (Reflex DC 18 negates). This ability can be used once per day, and only on a day when it has drained levels. Elemental Traits: An advanced belker has immunity to poison, sleep effects, paralysis, and stun- ning. It is not subject to critical hits or flanking. It cannot be raised, reincarnated or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life). Darkvision 60 ft. Smoke Form (Su): Most of the time, Gryner- stempos is more or less solid, but at will it can assume smoke form. It can switch forms once per round as a free action and can spend up to 20 rounds per day in smoke form. (Today, it has already used up 4 of these rounds.) While in smoke form, it can fly at a speed of 50 feet (perfect). The ability is otherwise similar to a gaseous form spell (caster level 21st). Soul Agility (Su): When Grynerstempos uses its energy drain ability, it gains a +4 enhancement bonus to Dexterity for 24 hours. Soul Endurance (Su): When Grynerstempos uses its energy drain ability, it gains a +4 enhancement bonus to Constitution for 24 hours. Soul Enhancement (Su): Grynerstempos gains a +2 enhancement bonus on all saving throws, ability checks, and skill checks for 24 hours. This bonus stacks with any enhancement bonus gained to ability scores that apply to saves or checks. Soul Radiance (Su): If Grynerstempos com- pletely drains a creature of energy, it may adopt its victim’s soul radiance, taking on its form, appearance, and abilities (as the shapechange spell) for 24 hours. Tactics: If the characters come to the aid of “Zax,” it assists them with setting up the sphere and refilling it. Once they are preoccupied with other tasks, it shifts into smoke form and attacks. Grynerstempos can remain in smoke form for 16 rounds. Development: If reduced to 50 or fewer hit points, Grynerstempos flees toward the storm in the distance (see encounter B3, below). This swirling vortex of water and wind is a portal that connects directly to the Elemental Plane of Water. The soul eater has often hunted near this vortex and has actually passed through the portal on one previous occasion. A quick search of the ruined platform reveals the body of Zax Grierson and the missing sphere, which is empty. B3. THE VORTEX Read or paraphrase the following if the PCs approach the vortex. The blue forms are the bodies of three 16-foot-tall marids (genies native to the Elemental Plane of Water; see Manual of the Planes). They were slain by a hammer- fish in the Elemental Plane of Water (see encounter E2) and then sucked through the vortex. Creature: If Grynerstempos is still alive, it lurks beside the portal, hoping to drag one of its pursuers through with it. D Grynerstempos: See encounter B2, above. Tactics: If a character gives chase, Grynerstempos attempts to grapple that opponent and take him through the portal. Development: Any character with ranks in Knowledge (the planes) may attempt a DC 23 check with that skill to realize that the vortex is a two-way portal to the Elemental Plane of Water. Otherwise, they must rely on their own powers of deduction to determine the nature of the vortex. The winds on this side and the currents on the far side are strong enough to pull in unattended objects (or Three blue humanoids dressed in silken garb of green and white float lifelessly near a swirling cloud of wind and water. The storm’s ferocity seems directed inward, its swirling eddies disap- pearing into the center of the vortex. 9 unresisting characters) within 100 feet and hurl them some 200 feet into the destination plane. A character within 100 feet of the vortex can move away from it at one-half his normal movement rate on the plane in question. Go to encounter E to continue. C. ELEMENTAL PLANE OF EARTH Stepping through the moss-green portal places the PCs on the Elemental Plane of Earth. Refer to the Appendix for the planar traits of this plane. C1. THE LAVA WORM (EL 16) Read or paraphrase the following when the characters step through the Earth Portal. Beyond the moss-green portal is a stone platform approximately 10 feet in diameter. It stands in the center of a cavern about 40 feet across, with a ceiling that reaches a height of 30 feet at its center. Several torches line the perimeter of the cave, and some dwarves tend two large metal cauldrons suspended over fires about 15 feet southeast of the platform. Suddenly, the earth begins to shake, and the rumbling sounds of an earthquake echo through the cavern while a few small rocks fall from the ceiling above. When the quake begins to subside, another dwarf enters the cavern from a tunnel at the far end. Obviously panicked, he screams something to his fellows. 10 Characters who speak Dwarven understand that the newcomer is warning his companions that a great “lava worm” is collapsing the tunnels and killing miners. To make matters worse, it is coming this way. Whatever the PCs choose to do, continue with the following after 2 rounds have passed. The dwarves are merely miners and can offer little help in fighting off the approaching monster. By the time it bursts through the wall, most of the miners have already exited the cavern through the tunnel at the north end. Creatures: The lava worm, as the dwarves call it, is better known as a magmal horror (see New Monster section). D Magmal Horror: hp 184; see New Monster section. D Dwarf Miner: Male and female dwarf expert 3; CR 2; Medium humanoid; HD 3d6+6; hp 16; Init +0; Spd 20 ft.; AC 10, touch 10, flat-footed 10; Base Atk +2; Grp +3; Atk +3 melee (1d10+1/�3, dwarven waraxe) or –2 ranged (1d6/�3, shortbow); Full Atk +3 melee (1d10+1/�3, dwarven waraxe) or –2 ranged (1d6/�3, shortbow); SQ dwarf traits; AL N; SV Fort +3, Ref +1, Will +2; Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 6. Skills and Feats: Craft (mining) +6, Craft (metalwork- ing) +2, Craft (stoneworking) +2, Knowledge (dun- geoneering) +6, Knowledge (geography) +6, Listen +7, Search +8, Spot +5; Alertness, Exotic Weapon Profi- ciency (dwarven waraxe). Dwarf Traits: Each dwarf miner has a +1 racial bonus on attack rolls against orcs and goblinoids, a +2 racial bonus on saves against spells and spell-like abili- ties, a +2 racial bonus on Fortitude saves against all poi- sons, a +4 dodge bonus against giants, and a +2 racial bonus on Appraise checks and Craft or Profession checks related to stone or metal (already figured into the statistics above). He has darkvision (60-foot range) and stability (+4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground). He also has stonecunning, which gives him a +2 racial bonus on checks to notice unusual stonework and allows him to make a check for unusual stonework as though actively searching when within 10 feet of it. In addition, he can use the Search skill to find stone- work traps as a rogue can and intuit depth. Possessions: Dwarven waraxe, shortbow, 20 arrows. Development: When the magmal horror has been defeated and the characters have set up their sphere for filling, go to encounter C2, below. C2. MEETING THE MODRON (EL 1) Read or paraphrase the following when the characters have finished filling the sphere and are waiting for the portal to reopen. Beneath the cloth is not a crate, but a modron that has been stuck here for the past several weeks. Creature: This modron, a duodrone, was one of forty assigned to maintain the machine when it was first built. Over the years, the maintenance crew’s num- bers dwindled until this creature was the only one left. The solitude and the constant work required to keep the machine operational by itself were more than the duodrone could handle. When it realized that it could not refuel the machine because it knew the key sequences to open only two of the doors, it simply opened the portal to the Elemental Plane of Earth and stepped through, leaving its past behind. If the characters manage to speak with the rogue modron, it can relate the following pieces of information. • It has decided that it needs a name and wants to be called Slag—a name it has adopted from a word that it once heard the dwarves say. • Slag does not know what happened to the other mod- rons; they simply vanished, a few at a time. • Slag knows the key sequence to open the Earth and Fire portals and is willing to detail them if so requested. • Slag does not wish to return to the machine, but it can be talked into doing so if the characters can assure it that it will no longer have to tend to the machine alone. If the party does not have a way to speak with Slag, Mara can send someone from the Church of Wee Jas to interpret for them. D Slag: Duodrone; CR 1; Small outsider; HD 2d8; hp 9; Init +0; Spd 30 ft., fly 30 ft. (poor); AC 14, touch 11, A few of the crates that the dwarves had stacked against the southern wall of the cavern begin to shake. After a moment, the shaking stops, and one boxlike shape covered with a burlap cloth begins to move slowly toward the platform. The west wall of the cavern suddenly bursts open, sending stone shards and molten rock all the way to the edges of the platform. A creature with four large tentacles emerges from the hole, and the heat emitted by its leechlike body melts the stone floor of the cavern into a bed of lava. The cracks on the creature’s stony black body glow from its internal heat, and its mouth is filled with count- less rows of crystalline teeth. 11 flat-footed 14; Base Atk +2; Grp –1; Atk +4 melee (1d4+1, claw); Full Atk +4 melee (1d4+1, 2 claws); SQ darkvision 60 ft., modron traits, outsider traits, resistances (acid 10, cold 10, fire 10); AL LN; SV Fort +3, Ref +3, Will +2; Str 12, Dex 11, Con 11, Int 6, Wis 8, Cha 9. Skills and Feats: Craft (machine) +3, Diplomacy +4, Gather Information +4, Hide +9, Listen +6, Spot +6; Alertness. Modron Traits: Slag is immune to mind-affect- ing effects. He is not subject to nonlethal damage, abil- ity damage, ability drain, energy drain, or critical hits. Outsider Traits: Slag cannot be raised or resur- rected (though a wish or miracle spell can restore life). For more information on modrons, see the web enhancement for Manual of the Planes on the Wizards of the Coast website. D. ELEMENTAL PLANE OF FIRE Stepping through a portal of swirling flame (accessible from the machine with Slag’s aid; see encounter C2) places the PCs on the Elemental Plane of Fire. Refer to the Appendix for the planar traits of this plane. D1. THE GALLEON (EL 17) Read or paraphrase the following when the characters step through the Fire Portal. The galleon belongs to some salamanders that are busy exploring the area. Creatures: The arrival of the party has startled three flamebrother salamanders that were exploring the pedestal. D Salamander, Flamebrother (3): hp 26, 21, 18; see Monster Manual page 219. D Hellfire Golem: CR 17; Large construct; HD 20d10; hp 140; Init +2; Spd 40 ft.; AC 27, touch 11, flat- footed 25; Base Atk +15; Grp +26; Atk +22 melee (1d8+7 plus 2d6 hellfire/19–20, 2 slams); Full Atk +22 melee (1d8+7 plus 2d6 hellfire/19–20, 2 slams); Space/Reach 10 ft./10 ft.; SA hellfire, spell-like abilities; SQ construct traits, damage reduction 15/adamantine and good, darkvision 60 ft., immunity to fire, immunity to magic, low-light vision, resistances (acid 20, cold 20); AL LE; SV Fort +8, Ref +8, Will +7; Str 25, Dex 14, Con –, Int 12, Wis 13, Cha 14. Skills and Feats: Climb +30, Hide –2, Jump +34, Spot +24; Cleave, Combat Reflexes, Great Cleave, Great For- titude, Improved Critical (slam), Power Attack, Weapon Focus (slam). Hellfire (Ex): A hellfire golem burns with unearthly fire. Anyone hit by its slam attack takes 2d6 points of hellfire damage. Half of this damage is fire damage, while the other half results directly from unholy power and is therefore not lessened by protec- tion against fire. Creatures hitting a hellfire golem with natural weapons or unarmed attacks take hellfire damage as though hit by the golem’s slam attack. Spell-Like Abilities: At will—burning hands (DC 13), fireball (DC 15), flare (DC 12), produce flame 3/day—flame strike (DC 17). Caster level 20th. Construct Traits: A hellfire golem has immu- nity to poison, sleep effects, paralysis, stunning, dis- ease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, subdual damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Cannot heal damage, but can be repaired. Dark- vision 60 feet and low-light vision. Immunity to Magic (Ex): A hellfire golem is immune to all spells, spell-like abilities, and supernatu- ral effects, except as follows. A quench spell seems to extinguish the flames suffusing the golem’s frame for 2d4 rounds, but it actually only halves the damage from its hellfire (negating the fire damage). A cold effect that deals more than 20 points of damage (after overcoming its cold resistance) slows it (as the slow spell) for 1d6 rounds, with no saving throw. A spell with the lawful or evil descriptor (such as order’s wrath or unholy blight) breaks any slow effect on the golem and cures 1 point of damage for each 3 points of damage it would otherwise deal. The golem is fully affected by spells with the chaotic or good descriptor, unless its construct traits make it immune to the spell’s effects (it cannot be blinded by a holy aura, for example, because that effect allows a Fortitude save). The golem loses its extraplanar subtype because it is on its home plane. Thus, spells that would normally drive it back to its home plane (such as dispel evil, dispel law, holy word, and word of chaos) do not affect it, nor do banishment or dismissal, since they are not good or chaotic spells. The portal that resembles swirling flame leads to a stone platform 10 feet in diameter that rests atop a round stone pedestal about 40 feet across. The pedestal extends downward 100 feet into a flam- ing sea. A galleon made of brass floats in the sky nearby, moored to the pedestal by two brass ropes. Three bipedal lizards and a large humanoid con- struct of some kind look up in amazement. The lizards flee toward the galleon, leaving the hulk- ing flame brute behind. 12 Tactics: The flamebrothers immediately attempt to board their galleon and untie the ropes, leaving their hellfire golem behind to deal with the intruders. These salamanders are much more interested in escaping than in fighting. The hellfire golem first tries to soften up the oppo- nents from a distance with spells, then it resorts to using its fists. Development: Continue with encounter B2 when the PCs finish their battle. Information on creating interesting galleons that fly, travel to other planes, or even sail on seas of stone can be found in the D&D Arms and Equipment Guide. D2. THE BRASS GALLEONS (EL 17) Read or paraphrase the following when the characters finish their battle with the hellfire golem. The characters have drawn attention to themselves by battling the hellfire golem, and several groups of salamanders board their galleons and make for the PCs’ pedestal while the PCs are busy refilling the sphere. Creatures: Each galleon has a crew consisting of eight flamebrother salamanders, two average salaman- ders (bodyguards for the captain), and one noble sala- mander (the captain), plus one hellfire golem. D Salamander, Flamebrother (8): hp 26, 23, 22, 22, 21, 20, 20, 18. These are the galleon’s crew. D Salamander, Average (2): hp 56, 52. These creatures are bodyguards for the galleon’s captain. D Salamander, Noble: hp 110. This salamander is the captain of the galleon. D Hellfire Golem: hp 140; see New Monster, below. Tactics: These salamanders are willing to fight as long as their captain is alive. They rely on the hellfire golem’s ranged spells to soften the opponents up while they move in, then try to flank the party after they dis- embark. The salamanders flee back to their galleon and attempt to escape if their captain dies. Development: The object on the horizon is in fact the legendary City of Brass. The galleons are made of brass plates and have sails woven of spun brass wire. Like their crews, they are immune to fire. Ten other stone pedestals are scattered randomly around this sea of flame, and no two of them are closer than 100 feet apart. Brass galleons are moored to five of these pedestals, each of which has a large hole in the top. The lizardlike creatures and their golem companions disappear down into these openings from time to time, reappearing a short time later. Far in the distance, almost at the horizon, floats what appears to be an immense ball of brass. 13 E. ELEMENTAL PLANE OF WATER The portal leading to the Elemental Plane of Water is a pool of swirling greenish-blue. Refer to the Appendix for the planar traits of this plane. E1. WATER, WATER EVERYWHERE Read or paraphrase the following if the characters enter this plane through the Water Portal, or by means of their own spells from within the machine. If the characters enter this plane through the vortex (encounter B3), they find themselves engulfed imme- diately in the endless sea of the plane with no way to breathe, unless they have come prepared. Read or para- phrase the following instead. This vortex is the portal described in encounter B3. It leads to the Elemental Plane of Air. Whichever method the PCs used to reach this plane, they enter at a point about 200 feet from the vortex. No creatures other than harmless fish approach the characters while they are filling the sphere. Development: The PCs must take extra care when refilling the sphere if they are working outside the platform. If left unattended, the sphere begins moving inexorably toward the vortex and will be sucked through it after 10 rounds if not retrieved in time. While the PCs refill their sphere, a hammerfish approaches in search of dinner. If the PCs are working from the regular platform, the fish does not enter the air bubble around it. If any of them are in the water, go to encounter E2. E2. SOMETHING’S FISHY (EL 18) Read or paraphrase the following if any PCs are in the water while the sphere is being filled. Creature: An advanced hammerfish often hunts for prey near the vortex. It killed the three marids that were floating on the Elemental Plane of Air (see encounter B3). The hammerfish is not at full hit points (423 of 486) and has used one of its three energy attacks for the day. The hammerfish is presented here in nonpsionic form, but a psionic version and other psionic water- based creatures can be found in the Mind’s Eye feature on the Wizards of the Coast website. D Advanced Hammerfish: CR 18; Colossal magical beast; HD 36d10+288; hp 423 of 486; Init +6; Spd swim 60 ft.; AC 27, touch 4, flat-footed 25; Base Atk +36; Grp +69; Atk +46 melee (4d6+25, bite); Full Atk +46 melee (4d6+25, bite); Space/Reach 30 ft./20 ft.; SA ram, spell-like abilities; SQ blindsight 360 ft.; AL N; SV Fort +28, Ref +22, Will +13; Str 44, Dex 15, Con 26, Int 13, Wis 13, Cha 8. Length: 80 ft. Skills and Feats: Hide –14, Listen +40, Move Silently +41, Swim +64; Awesome Blow, Cleave, Combat Exper- tise, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Improved Natural Attack (bite), Improved Natural Attack (ram), Power Attack, Quicken Spell-Like Ability (magic missile), Snatch, Weapon Focus (bite). Ram (Sp): This ability is what gave the hammer- fish its name. The creature performs a charge attack to strike the target with its head, dealing 8d6+25 points of damage. The energy discharged on contact deals an additional 9d4+9 points of damage (Fortitude DC 36 half). The hammerfish can ram up to three times a day. Spell-Like Abilities: 3/day—lightning bolt (DC 12), magic missile, protection from energy. Caster level 14th; save DC 9 plus spell level. Tactics: The hammerfish begins combat with its ram attack, then follows up with melee attacks. Development: Once the characters have dealt with the hammerfish, they are free to return to the machine, either directly or via the vortex and the Ele- mental Plane of Air. CONTINUING THE ADVENTURE Once the PCs have successfully filled all four spheres with raw material from the four elemental planes and returned with them to Porthaven, Mara can activate A huge, hazy form begins to take shape in the water ahead. The shape quickly resolves itself into a mammoth eel with hard plates on its head. It fairly flies through the water. Blue-green water swirls all around. No air intrudes here, and no surface is within sight. Bril- liant-colored fish swim by, and sea plants wave in the water. Some distance away, a swirling vortex of water and what seems to be wind is visible. The portal leads to a 10-foot-diameter stone plat- form encased in a bubble of air. Outside this enclosure swirls blue-green water as far as the eye can see. Several fish of brilliant hues swim past, gazing curiously into the bubble. Some distance away, a swirling vortex of water and what seems to be wind is visible. 14 the machine. In only a few minutes, the rumbling of the earth ceases, and the volcano again becomes dor- mant. The rivers of lava that threatened to destroy the city cool before reaching its borders, and the fires burn- ing in the city die out. The sea quiets, and the port once again becomes as calm as glass. The smoke and ash fill- ing the skies overhead dissipate within hours as though they had never existed. The citizens of Porthaven can then return to their homes and need not fear the forces of nature for the next fifty years. FURTHER ADVENTURES Although the adventure is over when the party has refueled the machine, you can expand on any of several plot threads for further adventuring. The party can travel to Mechanus and try to con- vince the modrons to reinstate their maintenance pro- gram on the machine. The creatures insist that the agreement did not specify a minimum crew and that they are not obligated to send any more modrons as long as Slag is still alive. At that point, the characters can accept the situation, try to negotiate a new agree- ment on behalf of the city, or track down Khyber Mer- cane (who lives on a plane of your choice) to present the city’s case to the modrons. Alternatively, perhaps someone within the temple of Wee Jas wants to destroy the city and deliberately slew the modrons that maintained it. Now that the refueling has been accomplished, the villain must find a new way to sabotage the machine. The pedestals on the Elemental Plane of Fire may be the ruins of an ancient city or the tombs of powerful creatures that live on that plane. Either way, they are reputed to conceal hidden arcane secrets and much treasure. The party could also use this adventure as a springboard to explore the legendary City of Brass. NEW MONSTER The following new monster is available for use in any D&D campaign. MAGMAL HORROR Huge Elemental (Earth, Extraplanar, Fire) Hit Dice: 16d8+112 (184 hp) Initiative: +3 Speed: 20 ft. (4 squares), burrow 40 ft., swim 60 ft. AC: 27 (–2 size, +3 Dex, +16 natural), touch 11, flat- footed 24 Base Attack/Grapple: +12/+30 Attack: Tentacle +20 melee (2d6+10 plus 2d6 fire) Full Attack: 4 tentacles +20 melee (2d6+10 plus 2d6 fire) and bite +18 melee (2d8+5 plus 2d6 fire) Space/Reach: 15 ft./10 ft. (20 ft. with tentacles) Special Attacks: Constrict 2d6+15, heat, improved grab, swallow whole Special Qualities: Damage reduction 10/adaman- tine, darkvision 60 ft., elemental traits, immunity to fire, resistance to sonic 10, tremorsense 60 ft., vulner- ability to cold Saves: Fort +19, Ref +15, Will +9 Abilities: Str 31, Dex 16, Con 24, Int 10, Wis 19, Cha 8 Skills: Jump +20, Listen +22, Spot +18, Swim +18 Feats: Cleave, Combat Reflexes, Great Fortitude, Lightning Reflexes, Multiattack, Power Attack Environment: Elemental Plane of Fire Organization: Solitary Challenge Rating: 16 Treasure: None Alignment: Usually chaotic Advancement: 16–32 HD (Huge); 33–48 HD (Gargantuan) This leechlike creature has four huge tentacles ringing its mouth. The cracks on its stony black body glow from its inter- nal heat, and its mouth is filled with countless rows of crys- talline teeth. Rumored to be related to the thoqqua, a magmal horror feeds primarily on other elemental creatures, though it is quite willing to consume anything that crosses its path. Most magmal horrors are native to the Elemental Plane of Fire, but they are also found on the Elemental Plane of Earth, and at least one has been sighted swim- ming through the Elemental Plane of Water. A magmal horror resembles a leech about 30 feet long and 10 feet in diameter. Four long tentacles ring a round mouth full of crystal teeth, and cracked, stony black plates serve as a kind of armor plating along its length. Its incredibly dense body radiates blistering heat that melts the stone through which it habitually travels, leaving canals and pools of molten lava behind. Combat A magmal horror grabs opponents with its tentacles and attempts to either swallow them or plunge them into the lava that its body creates from the surrounding stone. Should foes prove resistant to fire, the magmal horror bludgeons them with its tentacles, then con- stricts them and thrusts them into its gaping maw. Constrict (Ex): A magmal horror deals 2d6+15 points of damage with a successful grapple check. Heat (Ex): A magmal horror generates intense heat that melts earth or stone within 5 feet of its body into molten lava. Every creature and object within 10 feet of the creature takes 4d6 points of fire damage per 15 round that it remains within this range (Reflex DC 25 half). Any creature that strikes a magmal horror with a natural attack or an unarmed strike takes 8d6 points of fire damage. The heat that the magmal horror generates can also melt or char weapons. Whenever a weapon strikes a magmal horror, the user must make a suc- cessful DC 25 Fortitude save or the weapon is destroyed. Any enhancement bonus that the weapon has is applied to the saving throw as a bonus. The save DCs are Constitution-based. Improved Grab (Ex): To use this ability, the magmal horror must hit an opponent at least one size category smaller than itself with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grap- ple check, it establishes a hold and can constrict the same round or attempt to swallow the following round. Swallow Whole (Ex): A magmal horror can try to swallow a grabbed opponent of a smaller size cate- gory than itself by making a successful grapple check. Once inside, the opponent takes 2d8+10 points of crushing damage and 20d6 points of fire damage from the magmal horror’s blazing gullet. A swallowed crea- ture can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gullet (AC 15). Once the creature exits, internal motion closes the hole; another swallowed opponent must cut its own way out. A Huge magmal horror’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents. Skills: A magmal horror has a +4 racial bonus on Listen checks. A magmal horror gains a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. PLANAR INFORMATION In this adventure, the PCs must travel to four of the six inner planes—the Elemental Plane of Air, the Elemen- tal Plane of Earth, the Elemental Plane of Fire, and the Elemental Plane of Water. Information on the planar traits of these planes is presented here for easy refer- ence. This material is also available in the Dungeon Master’s Guide v.3.5. PLANAR TRAITS Each plane of existence has its own properties—the natural laws that apply to its portion of the universe. The traits relevant to the four elemental planes are pre- sented below. PHYSICAL TRAITS The following physical trait applies to certain elemen- tal planes. Subjective Directional Gravity: The strength of gravity on a plane with this trait is the same as on the Material Plane, but each individual chooses the direc- tion of gravity’s pull. Such a plane exerts no gravity on unattended objects or nonsentient creatures. This sort of environment can be very disorienting to the new- comer, but it is common on “weightless” planes. Characters on a plane with subjective directional grav- ity can move normally along a solid surface by imagining “down” to be near their feet. If suspended in midair, a character can “fly” by merely choosing a “down” direction and “falling” that way. When such a procedure is employed, an individual “falls” 150 feet in the first round and 300 feet in each succeeding round. Such movement is straight-line only. To stop, the character must slow her movement by changing the designated “down” direction (again, moving 150 feet in the new direction in the first round and 300 feet per round thereafter). Setting a new direction for gravity is a free action, but a DC 16 Wisdom check is required to succeed. The attempt can be made only once per round. Any charac- ter who fails this Wisdom check in two or more succes- sive rounds receives a +6 bonus on subsequent checks until she succeeds. ELEMENTAL AND ENERGY TRAITS The following traits apply to the corresponding Elemental Planes. Air-Dominant: A plane with this trait is mostly open space with just a few bits of floating stone or other elements. It typically has a breathable atmos- phere, though clouds of acidic or toxic gas may also be present. Creatures of the earth subtype are uncomfortable on air-dominant planes because they have little or no natu- ral earth with which they can connect. They take no actual damage, however. Earth-Dominant: Planes with this trait are mostly solid. Travelers arriving on such a plane risk suf- focation if they fail to reach a cavern or other pocket within the earth before their air supply ends. Worse yet, individuals without the ability to burrow are entombed in the earth and must dig their way out at the rate of 5 feet per round. Creatures of the air subtype are uncomfortable on earth-dominant planes because such places seem tight and claustrophobic to them. However, they take no 16 actual damage and suffer no inconvenience beyond dif- ficulty in moving. Fire-Dominant: Planes with this trait are com- posed of flames that continually burn without consum- ing a fuel source. Fire-dominant planes are extremely hostile to Material Plane creatures, and those without resistance or immunity to fire are soon immolated. Unprotected wood, paper, cloth, and other flamma- ble materials catch fire almost immediately, and crea- tures wearing unprotected flammable clothing also catch on fire. In addition, any creature on a fire-domi- nant plane takes 3d10 points of fire damage per round that it remains there. Creatures of the water subtype are extremely uncomfortable on fire-dominant planes. Creatures actually made of water take double damage each round. Water-Dominant: Planes with this trait are mostly liquid. Visitors who can’t breathe water and are unable to reach a pocket of air risk drowning (see Drowning in the Dungeon Master’s Guide). Creatures of the fire subtype are extremely uncom- fortable on water-dominant planes. A creature actually made of fire takes 1d10 points of damage per round that it remains on such a plane. MAGIC TRAITS The following magic traits apply where noted. Enhanced Magic: Particular spells and spell-like abilities are easier to use or have more powerful effects on planes with this trait than on the Material Plane. Natives of a plane with the enhanced magic trait are aware of which spells and spell-like abilities are enhanced, but planar travelers may have to discover this information on their own. If a spell is enhanced, certain metamagic feats can be applied to it without changing the spell slot required or the casting time. Spellcasters on the plane are con- sidered to have that feat or feats for the purpose of applying them to that spell. Spellcasters native to the plane must gain the feat or feats normally if they want to use them on other planes as well. Impeded Magic: Particular spells and spell-like abilities are more difficult to cast on planes with this trait, often because the nature of the plane interferes with the spell. To cast an impeded spell, the caster must make a successful Spellcraft check (DC 20 + the spell level). If the check fails, the spell does not function but is still lost as a prepared spell or spell slot. If the check succeeds, the spell functions normally. ELEMENTAL PLANE OF AIR The Elemental Plane of Air is an empty plane, consisting of sky above and sky below. From a human perspective, it is the most comfortable and survivable of the Inner Planes, and it is home to all manner of airborne crea- tures. Indeed, flying creatures have significant advan- tages on this plane. While travelers without flight can survive easily here, they are at a disadvantage. The Elemental Plane of Air has the following traits. • Subjective Directional Gravity: Each crea- ture on the plane determines its own “down” direc- tion. Objects not under the motive force of others do not move. • Air-Dominant. • Enhanced Magic: Spells and spell-like abilities that use, manipulate, or create air (including spells of the Air domain and spells that summon air elemen- tals or outsiders with the air subtype) are both empowered and enlarged (as if the Empower Spell and Enlarge Spell metamagic feats had been used on them, except that they don’t require higher-level spell slots or increased casting times). Spells and spell-like abilities that are already empowered or enlarged are unaffected by this benefit. • Impeded Magic: Spells and spell-like abilities that use or create earth (including spells of the Earth domain and spells that summon earth elementals or outsiders with the earth subtype) are impeded. ELEMENTAL PLANE OF EARTH The Elemental Plane of Earth is a solid plane made of rock, soil, and stone. An unwary and unprepared trav- eler may be entombed within this vast, solid mass and crushed into nothingness. The powdered remains of such travelers serve as warnings to anyone foolish enough to follow. Despite its solid, unyielding nature, the Elemental Plane of Earth varies in consistency, ranging from rela- tively soft soil to veins of valuable metal. The Elemental Plane of Earth has the following traits. • Earth-Dominant. • Enhanced Magic: Spells and spell-like abilities that use, manipulate, or create earth (including spells of the Earth domain and spells that summon earth elementals or outsiders with the earth sub- type) are both empowered and extended (as if the Empower Spell and Extend Spell metamagic feats had been used on them, except that they don’t require higher-level spell slots or increased casting times). Spells and spell-like abilities that are already empowered or extended are unaffected by this benefit. 17 • Impeded Magic. Spells and spell-like abilities that use or create air (including spells of the Air domain and spells that summon air elementals or outsiders with the air subtype) are impeded. ELEMENTAL PLANE OF FIRE Everything is alight on the Elemental Plane of Fire. The “ground” consists of nothing more than ever-shift- ing plates of compressed flame. The air ripples with the heat of continual firestorms, and the most common liquid is magma, not water. The oceans are made of liquid flame, and the mountains ooze with molten lava. Fire survives here without the need for fuel or air, but flammable materials brought onto the plane are con- sumed readily. The Elemental Plane of Fire has the following traits. • Fire-Dominant. • Enhanced Magic: Spells and spell-like abilities with the fire descriptor are both maximized and enlarged (as if the Maximize Spell and Enlarge Spell metamagic feats had been used on them, except that they don’t require higher-level spell slots or increased casting times). Spells and spell-like abilities that are already maximized or enlarged are unaf- fected by this benefit. • Impeded Magic. Spells and spell-like abilities that use or create water (including spells of the Water domain and spells that summon water elementals or outsiders with the water subtype) are impeded. ELEMENTAL PLANE OF WATER The Elemental Plane of Water is a sea without a floor or a surface—an entirely fluid environment that is lit by a diffuse glow. Human travelers often find it one of the more hospitable of the Inner Planes, once they get past the problem of breathing. The eternal oceans of this plane vary between ice cold and boiling hot, and between saline and fresh. The water is perpetually in motion, wracked by currents and tides. The plane’s permanent settlements form around bits of flotsam and jetsam suspended within the endless liquid, and the constantly drift on the tides. The Elemental Plane of Water has the following traits. • Subjective Directional Gravity: Each creature on the plane determines its own “down” direction. Objects not under the motive force of others do not move. Sinking or rising on the Elemental Plane of Water, however, is slower (and less dangerous) than it is on the Elemental Plane of Air. • Water-Dominant. • Enhanced Magic: Spells and spell-like abilities that use, manipulate, or create water (including spells of the Water domain and spells that summon water elementals or outsiders with the water subtype) are both extended and enlarged (as if the Extend Spell and Enlarge Spell metamagic feats had been used on them, except that they don’t require higher-level spell slots or increased casting times). Spells and spell-like abilities that are already extended or enlarged are unaffected by this benefit. • Impeded Magic. Spells and spell-like abilities with the fire descriptor are impeded. ABOUT THE AUTHOR Mark A. Jindra has been a fan of the DUNGEONS & DRAGONS Game for the past 25 years. In 1998, he landed a job as a web developer for Wizards of the Coast, Inc. and is currently the developer of the D&D website. Mark has authored or coauthored various tournaments for the RPGA Network, and he also coauthors the monthly Mind’s Eye feature on the Wizards of the Coast website. Mark wishes to thank Scott Brocius for creating the hammerfish, and for helping with monster advance- ment. He extends additional thanks to Slagger the Chuul of the Wizards online community for creating the magmal horror.
textdata/thevault/Dungeons & Dragons [multi]/Adventures/Mega book pack adventures/Level 16-20/Force Of Nature.pdf
Based on the original DUNGEONS & DRAGONS ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of the author. To learn more about the Open Gaming License and the d20 system license, please visit www.wizards.com/d20 DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for tournament use only and may not be reproduced without approval of the RPGA Network. VEL4-05 Heart of Darkness A one Round D&D LIVING GREYHAWK ® Veluna Regional Adventure by Christopher M. Johnson Triad Edit: Jeff Richards Circle Edit: Dave Christ The advance of the forces of evil has been halted. It is time to start planning counter offensives against their strongholds in Whitehale and Sepher. Are you up to sneaking past legions of orcs, undead, or worse to discover what darkness lies in a man’s heart? An adventure for APLs 6-12. VEL3-05 Heart of Darkness Page 2 Introduction This is an RPGA® Network scenario for the Dungeons & Dragons® game. A four-hour time block has been allocated for each round of this scenario, but the actual playing time will be closer to three and a half hours. The rest of the time is spent in preparation before game play, and scoring after the game. The following guidelines are here to help you with both the preparation and voting segment of the game. Read this page carefully so that you know and can communicate to your players the special aspects of playing an RPGA scenario. Preparation First you should print this scenario. This scenario was created to support double-sided printing, but printing it single sided will work as well. There is enough room along the inside margin to bind the adventure, if you desire. Read this entire adventure at least once before you run your game. Be sure to familiarize yourself with any special rules, spells, or equipment presented in the adventure. It may help to highlight particularly important passages. When you run an RPGA D&D adventure we assume that you have access to the following books: the Player’s Handbook, the Dungeon Master’s Guide, and the Monster Manual. We also assume that you have a set of dice (at least one d4, d6, d8, d10, d12, and d20), some scrap paper, a pencil, an RPGA scoring packet, and your sense of fun. It is also a good idea to have a way to track movement during combat. This can be as simple as a pad of graph paper and a pencil, as handy as a vinyl grid map and chits, or as elaborate as resin dungeon walls and miniatures. Instruct the players either to prepare their characters now, or wait until you read the introduction, depending on the requirements of the scenario as described in the introduction. Keep in mind that you must have at least four players (not counting the DM), for the game session to be a sanctioned RPGA event. As well, you cannot have more than six players participating in the game. Once you are ready to play, it is handy to instruct each player to place a nametag in front of him or her. The tag should have the player’s name at the bottom, and the character’s name, race, and gender at the top. This makes it easier for the players (and the DM) to keep track of who is playing which character. The players are free to use the game rules to learn about equipment and weapons their characters are carrying. That said, you as the DM can bar the use of even core rulebooks during certain times of play. For example, the players are not free to consult the Dungeon Master’s Guide when confronted with a trap or hazard, or the Monster Manual when confronted with a monster. Some of the text in this scenario is written so that you may present it as written to the players, while other text is for your eyes only. Text for the players will be in gray boxes. It’s strongly recommended that you paraphrase the player text instead of reading it aloud. Some of this text is general and must be adapted to the specific situation or to actions of the player characters. Reporting After the players have completed the scenario or the time allotted to run the scenario has run out, the players and DM fill out a reporting form. After the form is filled out it should be given to the senior DM. Living Greyhawk This is a LIVING GREYHAWK Adventure. As a LIVING adventure it is expected that players bring their own characters with them. If players do not have a LIVING GREYHAWK character generated, get a copy of the current LIVING GREYHAWK character generation guidelines, and a character sheet from your convention coordinator or the RPGA Web site, ant then have any players without a character create on. Once all players have a LIVING GREYHAWK character, play can begin. Along with the other materials that you are assumed to have in order to run a D&D game, it is also recommended that you have a copy of the LIVING GREYHAWK Gazetteer. Living Greyhawk Levels of Play Because players bring their own characters to LIVING GREYHAWK games, this adventure’s challenges are proportioned to the average character level of the PCs participating in the adventure. To determine the Average Party Level (APL): 1. Determine the character level for each of the PCs participating in the adventure. 2. If PCs bring animals that have been trained for combat (most likely being war horses, dogs trained for war), other than those brought by virtue of a class ability (i.e. animal companions, familiars paladin’s mounts, etc) use the sidebar chart to VEL3-05 Heart of Darkness Page 3 # of Animals Mundane Animals Effect on APL 1 2 3 4 1/4 & 1/6 0 0 0 1 1/3 & 1/2 0 0 1 1 1 1 1 2 3 2 2 3 4 5 3 3 4 5 6 4 4 6 7 8 5 5 7 8 9 6 6 8 9 10 CR of Animal 7 7 9 10 11 determine the number of levels you add to the sum above. Add each character’s animals separately. A single PC may only bring four or fewer animals of this type, and animals with different CRs are added separately. 3. Sum the results of 1 and 2, and divide by the number of characters playing in the adventure. Round to the nearest whole number. 4. If you are running a table of six PCs, add one to that average. By following these four steps, you will have determined the APL. Throughout this adventure, APLs categorize the level of challenge the PCs will face. APLS are given in even-numbered increments. If the APL of your group falls on an odd number, ask them before the adventure begins whether they would like to play a harder or easier adventure. Based on their choice, use either the higher or the lower adjacent APL. APL also affects the amount of experience you may gain at the end of the adventure. If your character is three character levels or more either higher or lower than the APL this adventure is being played at, that character will receive only half of the experience points awarded for the adventure. This simulates the face that either your character was not as challenged as normal, or relied on help by higher-level characters to reach the objectives. Note: LIVING GREYHAWK adventures are designed for APL 2 and higher. Four or sometimes even five 1 st- level characters may find difficulty with the challenges in a LIVING GREYHAWK adventure. If your group is APL 1 there are three things that you can do to help even the score. 5. Attempt to create a table of six 1 st-level characters, or try to enlist higher-level characters to play at that table. 6. Advise characters to buy riding dogs to help protect them, and fight for them. All riding dogs are considered trained to attack. PCs who want their dogs to attack must succeed at a Handle Animal or Charisma check (DC 10). Failure indicates that the animal will not attack that round. This is a free action (spoken command) that may be attempted each round. If an animal loses half or more hp in a single round it flees, unless another check is successful. Time Units and Upkeep This is a standard one-round Regional adventure, set in the Archclericy of Veluna. Characters native to Veluna pay one Time Unit per round, all others pay two Time Units per round. Adventurer’s Standard Upkeep costs 12gp per Time Unit. Rich Upkeep costs 50gp per Time Unit. Luxury Upkeep costs 100gp per Time Unit. Adventure Background The advance of Herion’s forces has been stopped at Mitrik. The cloud that seems to center on Herion has pulled back to the north. It is time to start gathering information and planning for a counter attack. The Defenders of Veluna have been doing just that. They have a group of operatives up north based in the Forest of Whispers. They have determined that Herion is in Castle Sepher, since the center of the cloud is there, but they do not know who is in charge of Whitehale. The group has reported a number of caravans coming from Castle Sepher with numerous goods and weapons on them. They have unable as of yet to determine where the weapons are coming from, but they know it isn’t Castle Sepher itself. Castle Sepher does not have the facilities to produce that many weapons, so they have to be imported. The Defenders have decided to try to determine the current status of Whitehale. They would like to know who is in charge and get a closer look at those shipments. VEL3-05 Heart of Darkness Page 4 Adventure Summary It is the main objective of the PCs is to discover that Rinen Fallswop is in charge of Whitehale, with a secondary objective of discovering the weapons coming from Dyvers. The introduction brings the PCs to Veluna City where they will notice the current state of affairs at the city. The Mitrik Temple Guard are overworked trying to protect the city while also handle their own duties. It is here they will meet Jolene, a Defender of Veluna and she will invite them to a meeting later. Encounter one is the meeting with Jolene. She asks the PCs to go to Whitehale and discover who is in charge of the city. Encounter two is traveling to the city, depending on how the PCs decide to travel there will determine the nature of the encounter. Encounter three is with the resistance movement up north. They are led by a Defender named Lastavenham, he will guide the PCs into the city if they don’t have their own method of getting in. Encounter four can be skipped if the PCs don’t use Lastavenham’s suggestion and go their own way. If they use the carts to enter the city they will have accomplished part of their mission and gotten into the city. Encounter five involves possible avenues of investigation in Whitehale. The investigation should point to the Whitehale Cathedral of Rao. Encounter Six is the Cathedral itself; the PCs can get an additional piece of information if they investigate the cathedral. It is here they meet the leader of Whitehale, Rinen Fallswop. Encounter seven is the escape from Whitehale. The PCs will receive some help from Lastavenham and his crew. Then the conclusion will bring the PCs back to Veluna City and Jolene, where they pass on their information. VELUNA NOTE TO DMs: Any PC or NPC that attempts to cast scry, divination, commune, contact other plane, or greater scrying in this module will find their attempt blocked. They will feel great pressure on their minds and take 2d6 non-lethal damage. Introduction Ask the PCs if they have played VEL2-06 Under a Blood Red Sky or the Battle of Valkurl Interactive at MVC; if they have they will recognize Jolene as she approaches them. Jolene will do this many times today, so if the group does not know each other feel free to run this individually for each PC. Otherwise, she will pick them out as a group. If any of the PCs are members of the Defenders of Veluna, they will be with Jolene and helping in the recruitment. Tell the PC what is happening and have them meet up with the rest of the party when they meet with Jolene in encounter 1. Arriving in Veluna city is a relief after the hard travel across the country. You arrive through numerous refugee camps set up outside the wooden walls of the city. You wait in line at the gate while a human male with the tabard of the Mitrik Temple Guard checks out people entering the city. You overhear a man complaining, “Since Greyington has pulled their troops out there is never enough people to man the gates and these lines are getting longer and longer.” As you get closer to the gate, you notice a young woman standing next to the guardsman. She is wearing leather armor and has a long sword tied to her waist. She seems to be sizing those entering the city. She catches your eye and starts to approach you in line. If the PC has played VEL2-06 Under a Blood Red Sky or the Battle of Valkurl interactive at MVC they will recognize her. If not, the PC may make a Knowledge (Local – VTF metaregion) DC20, Knowledge (Nobility and Royalty) DC15, or Bardic Knowledge DC20, they also recognize Mistress Jolene, a noblewoman of Veluna known to also be a skilled ranger. If they recognize her read the following. You will recognize the woman approaching you as Jolene, a ranger and noble woman who has the ear of many important people around Veluna. She was once betrothed to Prince Thrommel of Furyondy, prior to his disappearance at the Battle of Emridy Meadows. There are even rumors that she is a member of the fabled Defenders of Veluna. Weather or not the PCs recognize Jolene continue reading. The woman/Jolene approaches you and whispers in your ear, “Meet me at Tannenbaum’s Chalice tonight at 6 bells, my organization has a favor to VEL3-05 Heart of Darkness Page 5 request of you. Come with me now, I’ll take care of this little line delay for you.” If the PCs try to question Jolene here she will inform them that there are possible enemy agents here and she will not discuss anything, including her name, until they meet at the Tannenbaum’s Chalice. If they continue to press her she will produce the paperwork that shows she is a captain in the Mitrik Temple Guard, which should satisfy most PCs. It is real so any forgery check will show her papers as such. Assuming the PCs eventually follow her. The woman/Jolene walks up to the guard at the gate and says, “This is the group/person I have been waiting for they are approved to enter the city.” She then hands you a note and says, “Give this to the bartender at Tannenbaum’s Chalice and he will direct you to the proper place.” The guard responds, “Yes maam.” He then looks at you and says, “You are free to enter the city.” Encounter One: Tannenbaum’s Chalice The PCs will get through the gate at around noon so they have 6 hours to do things as they see fit. This will permit 1 possibly more gather information check each takes 1d4+1 hours. Give the player the information at the listed DC and all the lower DC’s. Gather Information: DC 5: Tannenbaum’s Chalice is having a special on fish tonight. It seems a large load got stuck here and the merchants had to sell it cheap. DC 10: The Plar Reddin Sarneth has pulled all his troops out of Veluna City and has redeployed them on his northern border to defend Greyington from the attackers up north. This has left the Mitrik Temple Guard to defend the city and keep the peace. DC 15: The attacks around Mitrik seemed to have lightened, while the city is still under siege the enemy does not seem as determined to take the city as it was before. DC 20: Plar Reddin Sarnath thinks he should be selected as the next Canon. He claims to have been chosen by Rao himself. He is pushing the College of Bishops to choose a new Canon soon. DC 25: The center of the cloud has moved away from Mitrik and back north. DC 30: The woman who talked to you is Jolene a member of the Defenders of Veluna. When the PCs do decide to head for the Tannenbaum’s Chalice read the following. Note the PCs do not have to be together as of yet, if they are change the text accordingly. You enter into the jovial atmosphere of the Tannenbaum’s Chalice. There are numerous people enjoying drinks and discussing the past day. There will be no sign of Jolene. Assuming the characters eventually approach the bartender with the note given to them: “The professor has arranged a private room for you in the back.” The bartender points out a door in the back of the room. The PCs at this point will probably want to ask the waitress or the bartender about the professor, if they do read or paraphrase the following. The professor is Professor Jolene of the College of the Divine. She in the past has traveled here from the college to do some research in the Veluna City archives. She told me that since the siege of Mitrik started she has not been able to return to Mitrik. She has been a good patron when in town and we have seen more of her recently. The PCs will now possibly have seen two aspects of Jolene. Jolene is a Defender of Veluna and has the right to take both the captain of the Mitrik Temple Guard and the professor of the College of Divine title as needed. This may make the PCs suspicious. If they ask the bartender or the waitress about this they will respond. Well, a person could be both a captain of the Mitrik Temple Guard and a professor of the College of Divine. She may have retired from the guard and is just helping out while she is stuck here. You’ll have to ask her though. They do not know any more about Jolene, or why she asked to meet the PCs here. When the PCs decide to enter the room read or paraphrase the following. This is where the party meets if they are not already together. You enter into the back room of the Tannenbaum’s Chalice. It is much quieter back here and refreshments have already been set out for you. The woman asked you to meet her here is not yet present. VEL3-05 Heart of Darkness Page 6 If the PCs do not know each other this would be a good time for them to introduce themselves. The woman who met you outside the city gates enters the room. Her look is softer now having given up the leather armor for a dress and she does not appear to be armed. If any Defenders of Veluna PC’s are with here, have them describe themselves now. She looks around the room and notes the people present. She then begins, “I am sorry for all the mystery getting you here. The enemy has agents everywhere and I wanted to make sure you weren’t followed and I wasn’t recognized. These security precautions are to try to protect you for what I am about to ask you to do. But first, let me introduce myself I am Jolene, official of the Church of Rao assigned to special missions. I am here to ask you to do a favor for the Church and Veluna herself.” She looks around the room and continues, “Now I wouldn’t expect you to accept without knowing the details. We have been tracking the movements of the enemy forces in the Whitehale Diocese. We have determined that they have three major staging areas. They have a camp near what used to be Swan Hill, Whitehale City, and Castle Sepher. We have determined that Herion has moved away from Mitrik and is now at Castle Sepher, unless he has someone else who can power that cloud generator he has. Swan Hill is from what we can gather just a meeting area for the troops coming down out of the Yatil Mountains. The mystery to us is Whitehale City, we have spotted shipments coming into it from castle Sepher. We are very interested in two things: one, what those shipments are and two, who is running the show in Whitehale.” She pauses for a moment and then continues, “This is where you come in, I want you to get into Whitehale and determine what the contents of the crates are, and where they are coming from. Second I want you to discover who is in charge of Whitehale. Once you have this information please report this back to me here. We do have some assets in place to help you enter the city but after that you are on your own. So, are you interested?” Until they agree she will not give any further details. If the PCs ask about payment she will respond. Jolene says, “I can provide horses and travel rations, you do have a long distance to travel.” If the continue to ask about money read the following. “The church remembers those who help them out, but if money is all that motivates you,” she pauses looking almost disappointed, “I can offer 100 gp each to those who wish it. Each who wishes payment let me know on the way out and I’ll make sure it is ready when you return.” Make note who wants and accepts payment from Jolene, they DO NOT get the favor of the Defenders of Veluna at the end of the module. After the PCs accept the mission she will continue with more details. “Ok with that settled lets get down to the details,” Jolene begins again. “It is your choice on how you travel to Whitehale. Once there you will need to enter the city. If you have a method to do so, feel free to use it. We also have some agents operating out of the Forest of Whispers who can help you get into the city. If you wish to meet with out agents let me know so I can send a message to them to expect your arrival.” “We know little about what is going on inside Whitehale,” she continues. “We do know that they have unintelligent undead guarding the walls. They also have an orc camp north of the city, their war chief’s name is Garrong. There are also mercenaries within the town so as long as you do not show any obviously outward signs you follow a good deity you should be fine.” Jolene pauses for a second then continues, “This is not an assassination mission. You do not need to kill the leader of Whitehale, just find out who it is and get out. The leader himself may be more than you can handle alone so don’t try unless you think you are up to it.” Jolene stops then asks, “That is all I can think of right now any questions?” She then pauses and waits for questions. Here are some answers to typical questions. Who is our contact in the Forest of Whispers? His name is Lastavenham Windfeather he is a half-elf ranger that is quite familiar with the area. He will have a pendent that looks like this. She shows you a pendant with a howling wolf engraved on it. How do we meet Lastavenham? If you wish to meet him just let me know before you leave and then just enter the Forest of Whispers and setup camp at the southern edge. He will be told to expect your arrival and will find you. VEL3-05 Heart of Darkness Page 7 How do we know you actually work for the church and are not sending us into a trap? You are free to check my credentials, I believe Archbishop Truft is in town and will be more than happy to confirm who I say I am. I do suggest you stay quiet about this meeting though, for your protection, we assume there are enemy agents in town and possibly even within the church itself. GM Note: Archbishop Truft is in town and will be slightly annoyed with the intrusion. He will confirm Jolene is who she says she is and that she is doing church business. How do you suggest we get there? You know your own capabilities best. I can only suggest you make yourself as small a target as possible. Also I would stay well clear of Mitrik. While the siege there has lightened over the past couple of months there is still a sizeable enemy presence there. Anything else you can tell us? I am sure there is and right now I can not think of it. Lastavenham will have more information about the current situation in Whitehale than I do. So feel free to ask him any questions you see fit. Encounter Two: Go North This encounter depends on how the PCs decide to travel to Whitehale. Total distance is about 100 miles, about half through enemy territory. Encounter 2A is if they decide to travel by ground, encounter 2B by air, encounter 2C if they teleport into Whitehale proper. If the PCs decide to go to the Forest of Whispers directly by teleport they will miss this encounter unless they decide to teleport directly into the city after meeting with Lastavenham. Please be sure to have the PC’s roll any error chances on their teleports and adjudicate accordingly. If they try to teleport to the Forest of Whispers directly, the best they could get would be “seen once” and only that if their character background gives them some reason to have been there before. If they arrive off target and proceed on foot, you can use encounter 2A, just adjust the boxed text for time traveled. GMs Note: The black cloud is 500 ft off the ground. There are no weather effects below the cloud, other than precipitation possibly coming through the cloud. The edge of the cloud starts about 30 miles from their destination. The edge is sharp and definitely not natural. The cloud has the following effects. 1. Anyone flying through the cloud that is not evil needs to make a DC 20 fortitude save every round they are in the cloud or gain a negative level. There is another DC 20 fortitude save 24 hours later to shake off the effects. 2. The cloud creates a desecrate effect for all undead under it. All undead under the cloud stats have already been altered to reflect this. 3. The cloud blocks the sunlight so any undead or other creatures that are sensitive to daylight are unaffected under the cloud. 4. This cloud is magical in nature and completely unaffected by a magical weather control. It also can not be dispelled because the source of the magic is many miles away. Encounter Two A: One if by Land GMs Note: The black cloud has certain properties. See the GMs section at the beginning of this encounter. You have started the long journey north into the Diocese of Whitehale. As you head north over the next couple of days the sky turns from a rather pleasant Velunan summer day with clear skies above head to a much angrier looking weather, much cooler and definitely much less pleasant. The days have turned into twilight and the nights are pitch black. Numerous times you will see birds of prey out hunting, the cloud cover making it difficult even during the day to find food, some of them flying so low as to almost hit you. In the middle of the third day an eagle flies right in the middle of your group before it realizes where it is, it squawks and flies away as quickly as possible. This hawk is the orc druid so if the PCs decide to attack it use the appropriate stats. As the third day continues you are climbing up a hill when a group of orcs appear on the top looking down on you. Also let the PCs make a listen check vs. the druid’s move silently check. As the druid lands behind them and changes form. VEL3-05 Heart of Darkness Page 8 APL 6 (EL 8) �Orc Barbarians(2): Male Humanoid (Orc) Barbarian 2; HP: 24; see appendix 1. �Light Warhorse(2): Large Animal; HP 25 each; see Monster Manual. �Orc Druid: Male Humanoid (Orc) Druid 8; HP: 66; see appendix 1. �Eagle: Small Animal Companion; HP: 37; see appendix 1. APL 8 (EL 10) �Orc Barbarians(3): Male Humanoid (Orc) Barbarian 3; HP: 34; see appendix 1. �Light Warhorse(3): Large Animal; HP 25 each; see Monster Manual. �Orc Druid: Male Humanoid (Orc) Druid 10; HP: 82; see appendix 1. �Eagle: Small Animal Companion; HP: 51; see appendix 1. APL 10 (EL 13) �Orc Barbarians(4): Male Humanoid (Orc) Barbarian 4; HP: 48; see appendix 1. �Heavy Warhorse(4): Large Animal; HP 33 each; see Monster Manual. �Vampire Orc Druid: Male Undead (Vampire) Druid 11; HP: 99; see appendix 1. �Eagle: Small Animal Companion; HP: 51; see appendix 1. APL 12 (EL 15) �Vampire Orc Barbarians(4): Male Undead (Vampire) Barbarian 5; HP: 45; see appendix 1. �Nightmares(4): Large Animal; HP 53 each; see Monster Manual. �Vampire Orc Druid: Male Undead (Vampire) Druid 13; HP: 117; see appendix 1. �Eagle: Small Animal Companion; HP: 65; see appendix 1. Tactics: Set the orcs up at the top of the hill 50ft away from the heroes. Also behind the heroes approximately another 50ft away is the orc druid. The druid will land and change forms back to his orcish form and begin casting spells. Allow the PCs to make a listen check against the druids move silently check to notice him back there. Remember the listen check is – 5 (-1 for every 10 ft). The orcish barbarians will charge the heroes and the druid will cast support and delaying spells. If things look bad the druid will wild shape and try to escape, to get reinforcements. After the fight the rest of the PCs journey is uneventful. Encounter Two B: Two if by Air GMs Note: The black cloud has certain properties. See the GMs section at the beginning of this encounter. Make sure you note how far off the ground the PCs are flying. The devils will burst through the clouds at an altitude of approximately 500 ft. Note: If the PC’s are wind walking, the devils are patrolling and are well aware of the capabilities of this spell. They will be checking out all clouds or vapors of the appropriate size for possible wind walkers. If the PC’s are all in white to take advantage of the 80% chance to be mistaken for clouds, they may be able to get the drop on the devils. Note that they would have to be moving at the base speed of the wind because any cloud moving 60 mph (a lot faster than other clouds) would be obviously a wind walker. You have started the long journey north into the Diocese of Whitehale. As you head north over the next couple of days the sky turns from a rather pleasant Velunan summer day with clear skies above head to a much angrier looking weather, much cooler and definitely much less pleasant. The days have turned into twilight and the nights are pitch black. You continue flying north when suddenly from out of the clouds comes unnatural creatures headed strait for you. APL 6 (EL 8) �Erinyes: Female Outsider (Devil); HP: 90; See Monster Manual. APL 8 (EL 10) �Erinyes(2): Female Outsider (Devil); HP: 90 each; see Monster Manual. APL 10 (EL 13) �Ice Devil: Male Outsider (Devil); HP: 154; see Monster Manual. APL 12 (EL 15) �Ice Devil (2): Male Outsider (Devil); HP: 154 each; see Monster Manual. Tactics: The erinyes and ice devils are going to fly to get within range and then standoff with the PCs using their range weapons. They are starting 500ft up directly above the PCs. VEL3-05 Heart of Darkness Page 9 Encounter Two C: Three if by Wizardy GMs Note: The black cloud has certain properties. See the GMs section at the beginning of this encounter. This encounter only happens if the PCs teleport directly into the Whitehale. They have setup a number of the tokens of teleport detection (see appendix 3 new rules) to detect people using their own tricks. If the PCs teleport directly to the camp to meet Lastavenham they miss this encounter and will lose experience. The PCs can not teleport into the Church of Rao in Whitehale. It is currently under a forbiddance spell, which prevents such activity. If they try they will appear outside the front door. You have appeared in Whitehale city just as expected, the cloud is overhead. Suddenly devils appear near you and say, “Welcome intruders.” APL 6 (EL 8) �Erinyes: Female Outsider (Devil); HP: 90; See Monster Manual. APL 8 (EL 10) �Erinyes(2): Female Outsider (Devil); HP: 90 each; see Monster Manual. APL 10 (EL 13) �Ice Devil: Male Outsider (Devil); HP: 154; see Monster Manual. APL 12 (EL 15) �Ice Devil (2): Male Outsider (Devil); HP: 154 each; see Monster Manual. Tactics: The devils will appear where the nearest teleport detection token is 1d6x10 feet away. Use your imagination to set the scene here. The PCs could be teleporting to any number of places so make up a map as you see fit. The devils can fly so obstacles do not bother them; on the other hand this is essentially a surprise attack by the PCs so the terrain should not be set up as amazingly defensible for the devils. The devils are going to tend to stay away from the PCs and use their range abilities. If this fight takes more than 10 rounds start throwing in extra encounters from encounter 7, a new one every 5 rounds or so until the PCs are dead, retreat, or somehow leave quickly where they can not be tracked. If they retreat here or if any of the devils survive, the city will go on full alert and the mission will become essentially impossible for the PCs, proceed to encounter 7a. Once the combat is complete and if the city is not in full alert proceed to encounter 5. Encounter Three: Lastavenham’s Crew Assuming the PCs do as instructed and set up camp in the southern portion of the Forest of Whispers. He is in tune with the nature and animals here and is made aware when anyone enters the forest. So you may have to paraphrase a bit if the PCs are doing something else. A couple of hours after you have made camp the world around you has turned from the dull twilight to the pitch black. You hear a voice call out of the trees nearby, “Ho there good travelers may I approach your camp? I am Lastavenham Windfeather and I was told to expect your coming.” Allow the PCs to be as paranoid as they like here. He will answer their questions honestly. His animal companion (a wolf) was patrolling the southern part of the forest when he picked up a new scent. It as ordered went to get Lastavenham and he came here to meet the PCs. He has the pendent that the PCs request, he will not throw it to them but he will step into the edge of the light to show them. Once the PCs are convinced of his identity continue. A half-elf enters your camp wearing leather armor and a bow slung over his back. “As I mentioned before,” the half-elf says, “I am Lastavenham Windfeather, Jolene sent me a message to expect your arrival. We should move, it is not safe here. I’ll take you back to one of our camps where you can rest in relative safety, and there I will answer any questions you may have. If we use minimal light we should be relatively safe from snooping eyes above. Please pack up we need to move as soon as possible.” Assuming the PCs follow Lastavenham continue. The trip through the forest in the pitch black is confusing to say the least. Only the best trackers could have found their way through this forest with this amount of light and this many trees. The noise of your armor seems to make a racket that would wake the dead in this forest. It is not helped by the silent and effortless way Lastavenham moves through these woods. After a couple hours of endless traipsing between trees you arrive at the mouth of a small cave. Lastavenham makes a bird call and it is answered relatively quickly from somewhere in the darkness. He then motions for you to enter the cave. About 20 feet into the cave is a tight curve and a heavy cloth hung over it, the hint of light around the edges. As you pass the VEL3-05 Heart of Darkness Page 10 cloth you emerge into the light and some hastily prepared beds. Lastavenham steps in behind you and says, “Feel free to partake in the comforts we have provided here. I am sorry we couldn’t do better. This is not our main camp, but it is under the protection of our guards outside, so you do not need to worry about posting a watch. Rest here tonight and I’ll return tomorrow morning to discuss what is yet to come.” With that Lastavenham turns and proceeds to leave. If any of the PCs try to follow him have them make a move silently check against Lastavenham’s listen check +14. If he doesn’t hear them, they can watch him disappear into the night. If they follow them into the woods, they will eventually be spotted by some of the guards in the woods and a whistle will warn him, at which point he will find them. If the PC’s somehow manage to scout around without being spotted, they will simply find him patrolling and several other rangers guarding the area. If he hears them he will stop and walk directly back to the PC and say. “I understand you may not trust me, but we both have a mission to do here. Yours would be better served if you return to the cave and get a good nights rest. Tomorrow morning we will discuss how to proceed.” Feel free to keep the PCs paranoia up by making rolls. Ask what their listen check modifier is. Make more rolls. The goal here is to keep them on the edge. Ask them to make rolls. Make water dripping noises. Make a rat scurry across one of the PCs hand, waking them up. Once you have had enough fun tormenting the PCs read the following. The morning is not much different than the evening before. It is still dark and you are not sure what time it is. The only real signal of morning is that Lastavenham has returned to wake you up. He begins, “Well now that it is morning shall we discuss how to get you into Whitehale?” He will wait for an affirmative from the PCs. “Let me first discuss the current status of Whitehale as we know it. There is an orc camp north of the city; we have determined that their war chief is Garrong. He is a mean looking orc, but as far as we can tell he is otherwise ordinary. There are a number of humanoid mercenaries in and around the city. So if we can get you past the walls you shouldn’t have problems moving about freely as long as you don’t draw attention to yourself. The walls are manned by mainly mindless dead. They are under the command of clerics and intelligent dead. I think they are just there to invoke fear more than protect the city. We have no idea who is actually in charge in Whitehale, but someone is, the guards and the gates are much more orderly than what orcs would do. Also the war chief is staying with his troops outside the city not in it. There is about a weekly caravan headed into the city from Castle Sepher. We have been able to confirm the center of the cloud is at the Castle, so we are assuming Herion is at Sepher and not in the City. The Pit Fiend General of the enemy forces has also been spotted flying above Sepher, we do not believe you will have to worry about him in the City either. So you have any plans on how you are going to enter the city?” Lastavenham will listen and point out flaws in any plan the PCs have. The walls are possible, they have had a cleric once in a while sneak up and destroy a bunch of skeletons manning the walls so the guards finding a bunch of destroyed skeletons would not be that unusual. If they ask him for his input he will give his idea. “Well, another caravan is due today, you could ambush it and use it to enter the city by hiding in the wagons and disguising yourselves as the drivers. We have not done this yet, so their security has been relatively lax recently. These caravans are run by humanoids and not dead.” Let the PCs discuss other options and decide what to do. If they choose to use Lastavenham’s plan he will tell them to hurry, they have about a three-hour journey to where the ambush site is. If the caravan is too late they will be suspicious. Read or paraphrase the following: The journey through the woods isn’t much different in the day as it was the previous night. The cover is blocking what little light there is out in the open. The forest has little more noise during the day than the previous night. The air hangs still and there is no breeze to speak of to rustle the leaves. At about two and a half hours into the journey the ominous trees seem to break up and the twilight of day is visible above. Up ahead you see a caravan trundling down the middle of what must be the road between Castle Sepher and Whitehale. There are three wagons each driven by a single human driver, with another human armed with a crossbow riding beside the driver. VEL3-05 Heart of Darkness Page 11 Lastavenham will cover the PCs rear, he will not participate in capturing the caravan. This should be a relatively simple encounter for the PCs, don’t drag it out. Stress that they probably want to avoid damaging the clothing of the guards too much if they want to be able to disguise themselves! ALL APLs �Mercs (6): Male Humanoid (Human) Warrior 1; HP: 9 each; See Appendix 1. Development: After capturing the caravan, the PCs can inspect the crates. They contain an assortment of weapons. It looks like the crates used to have an emblem on the side, but they have been burned off. One of the drivers has a simple map of Whitehale City with one part labeled as an armory, apparently the destination of the shipment. They also have a pass written on a sheet of rolled parchment, marked with the interlocking ring symbol of the Cult of The One. Lastavenham looks concerned and speaks, “Well we now know the contents of the caravans. What troubles me is where they are getting these from. Castle Sepher does not have a large enough forge to produce these many weapons every week. We need to discover who is supplying these weapons to Herion.” Lastavenham then takes the time to inspect the caravan, then returns to you. He says, “Ok here is what I have come up with, we stow you all in a couple of the larger crates and one of my boys take you in. These people were not wearing armor, so if you’d like to ride along topside I would suggest you did the same. You may want to check out that armory on the map and try to discover where these weapons are coming from.” Lastavenham is willing to give them one man to drive each wagon, if the PCs don’t think they can handle it themselves. He will listen to any suggestions the PCs make and pretty much let the PCs decide how to approach the gate, as long at it gives his men a reasonable chance to get out. Once the PCs agree on what to do proceed to encounter 4. Encounter Four: Trojan Caravan This is just supposed to be a tense encounter. As long as the PCs pretty much keep their mouth shut they will get in. Reward PCs who attack the gate guards with monsters from the encounter 3 part C. They will try to delay the PCs long enough for the people in the gatehouse to shut the gate. At this point since they are on the northern edge of the city you are welcome to reward them with as many orcs directly from the monster manual as you see fit. If they enter the city after alerting the gate guards the city will be on alert and proceed to encounter 7a. One of Lastavenham’s men Jaken will do the talking unless one of the PCs wants to do it. Read the following for all PCs who are NOT packed in crates. It takes approximately two-hours to get to Whitehale from the ambush site. Amazingly you didn’t see any patrols during this time. If this had been under control of the Church there would have been at least one, but it is not. You see the smoke from what must be the orc encampment before you see Whitehale itself. As the gates of the city come into view you also can see the encampment. It is large enough to hold approximately 1000 orcs. Your approach to the gate is going to take you right next to the orc camp. Pause here and allow the PCs to decide if they want to continue or turn away. If they approach from any different angle they will arise suspicion and require a DC 20 diplomacy check to convince the guards to let them in without a full inspection. If they continue on continue reading. As you pass the orc encampment many of the orcs begin to hoot and holler. Some start to throw dirt, stones, and anything else they can get their hands on at the caravan. This continues until a large orc yells something in orcish (unprintable line of curse words if anyone speaks orcish) at them and the orcs quiet down. As you approach the gates, two orc guards wearing scalemail armor wave down the caravan and approach on either side of the first cart. At this point Jaken will talk unless a PC wants to take the helm. The orc on the left says in a growling common, “Wadda we got ‘ere?” Jaken will reply, “Another shipment of arms from Castle Sepher.” The other orc starts walking down the side of the caravan, checking it out. The orc looks up at Jaken and says, “Good, da boss says more of me boyz be ‘ere any day. Wait, what ‘appen to da usual hummin driv’n this cart.” Jaken says, “He ran into an unfortunate accident and I took over.” VEL3-05 Heart of Darkness Page 12 The orc grins and replies, “Ya gotta look out fo them accidents they’ll gets ya e’ry time.” The other orc returns and says, “Grazzel ‘top yer gabb’n and let ‘em in.” The orc on the left will send a signal to the gateman and open the gate to let the carts in. Now for the PCs who are riding in the crates of if the PCs choose to just ride in the boxes read or paraphrase the following. You may need to change the text a little depending on what the PCs do on the outside. The trip to Whitehale is an uncomfortable one. The road is bouncy and there is no cushioning for you to sit on. After approximately two hours the cart that you are riding in comes to a halt. You can hear muffled voices outside. You hear the tell tale sound of an armored boot striking the ground come toward your cart. At this point make the PCs make a will save to not make any noise. The DC doesn’t matter, it is just to keep them tense. If one gets a particularly low save have the armored man stop, possibly even knock on the crate they are in. Use sound effects, knock on the table, do whatever it takes to make the players worry. Draw this out a few seconds, to keep this situation tense. After a short time you hear the boots walk away from the cart. Then more muffled voices and the sound of what must be the city gate opening. Finally, the carts continue on into the city. If Lastavenham’s men are not with the PCs, ask them where they want to go. At some point, make sure they pass Mogg’s Mead and see the tavern lights on inside. Otherwise, Jaken will head directly for the warehouse/armory, then stop in a deserted street. Ten minutes later the carts come to a stop and you are let out. You have made it to Whitehale. Jaken says, “I am not sure what you want to do now, but I saw an inn back a couple of blocks that had its lights on and seemed to have living clients.” Encounter Five: Whitehale in Darkness This assumes the PCs came in on the carts and did not just teleport in. The rest of the city is pretty empty except for the undead guards. The only place of activity in the city is the church quarter. To lead the PCs there some possibilities are to have a cleric leave wall duty and return to their lodging in the church quarter. The everlasting twilight that is caused by the black cloud overhead makes it difficult to tell the time. Your best guess puts it mid to late afternoon. Those of you who have been here before notice there is quite a bit more dirt on the streets and the whole city has the smell of sewage and death. Here in the church district there seems to be a little activity. Every so often you see someone scurry down an alley. It is now up to the PCs what they want to do. When the PCs go to the church proceed to encounter 6. The following are some options the PCs might use to discover where the leadership is. If they do something else you deem reasonable feel free to give them the information that the leadership in Whitehale is currently in the church. Also make sure the PCs are uncomfortable when they are outside in Whitehale. Make them make spot checks and tell the highest one they thought they saw something out of the corner of their eye. Since the streets are empty let the PCs know that every sound they make seems to echo off the walls. Have the sound of boots running off down an alley. Feel free to back off if the group starts to get frustrated. Places to go in Whitehale: The following are some of the places of interest in Whitehale. Moggs Mead This is the inn that Jaken saw on the way in. Moggs Mead use to be the Peace of Rao Inn but the name has changed since Mogg appropriated it. Mogg is an ogre and has some goblins doing the serving duty. Mogg is just looting other inns in town to provide mead for his patrons. He is slowly getting the still back online after he cleaned out all that human “water” that was in there. Mogg keeps the place in somewhat of an order. He will throw out anyone who starts a fight inside his establishment. As long as the PCs do not start anything no one else in the bar will be interested in a fight. Moggs Mead is a rowdy place, but thankfully most of the patronage is humanoid. The bartender is a large ogre who scowls as you enter. The patronage consists of 10 loud and boisterous orcs, who seem to ignore your entrance. There are three humans over in a corner wearing clerical vestments leaning VEL3-05 Heart of Darkness Page 13 back enjoying a drink. There also seem to be other mercenary types hanging around at different tables. Mogg has a bunch of goblins scurrying around serving the patrons. People of interest in Moggs Mead: Mogg: Mogg is just an ogre with some special skills. He will talk to PCs interested in talking to him. Remember he is an ogre so a refined conversation is not possible. Mogg does have a basic understanding of business so he won’t go out of his way to be rude to the PCs. Mogg is notably friendlier to any half-orc PC than any other race. Mogg knows that the bigwigs hang out in the Church of Rao although he will only refer to it as the church. Mogg does not know who the bigwigs are and will tell the PCs he never met them. The three clerics in the corner: They are Yarrl, Laryd, and Dlary. The three of them are clerics of Nerull relaxing just off wall duty. They also know that Herion sent his favored servant to manage operations in the city. They do not know who it is, but they do know he set up his headquarters at the church of Rao. They also have the password to get past the forbiddance spell (“Serenity Forsaken”). There are a number of ways this information can be gotten, it is not part of their surface thoughts unless intentionally brought there by a proper question. Their initial attitude towards the PCs is “unfriendly” (see Diplomacy in skills section of PHB). If their attitude can be changed to “helpful” (DC40), they will give the password. If their attitude can be changed to “friendly” (DC25) AND they are given a convincing lie (bluff vs. their sense motive) as to why they should share the password, they will possibly give it (only a good idea for a bluff will work here, don’t allow just a die roll, the PC must come up with a story that the DM thinks would convince the priests to risk their safety). Intimidate is also a possibility, use the standard PHB rules for intimidation adjusting attitude and use the guidelines given for diplomacy above. However, Mogg won’t take too kindly to anybody intimidating priests of Nerull in his bar. It can also be beaten out of them, if the PCs do it in the bar Mogg will try to kick them out and probably fail. People will then try to escape, if one does go to encounter 7a. The 10 orcs: They are not very interested in talking to any PCs. They will willingly talk to any half-orc PC that buys them a round of drinks and drinks with them. The orcs know very little except their war chief’s name is Garrong, they can give a little information on him. They were part of the honor guard to escort him to the church to a meeting. The other mercenaries: They are just hired hands of one sort or another. They were sent here to await assignment. (In reality they are planning to turn these mercs into vampires.) If the PCs initiate a fight here are the people in the bar: ALL APLs �Mogg: Male Giant (Ogre) Ftr3; HP: 60; See Appendix 1. �Orcs (10): Male Humanoid (Orc); HP: 7 each; See Monster Manual. �Goblins (4): Male Small Humanoid (Goblin); HP: 4 each; See Monster Manual. �Clerics (3): Male Humanoid (Human) Cleric 3; HP: 21 each; See Appendix 1. �Mercs (6): Male Humanoid (Human) Warrior 1; HP: 9 each; See Appendix 1. The Armory If the PCs enter in some other way than the caravan, they may be interested in finding out what the shipments are. Even if they did come in on the caravan they may want to find out more. The warehouse is just outside the church quarter. It is the only one still in use. The other warehouses in the city are open and quite obviously looted. There is activity of carts being unloaded at this one. Either from the caravan the PCs came in on or another that just arrived. This warehouse has a number of carts sitting in front of the doors. They are being unloaded by a bunch of orcs. They are being supervised by a mean looking ogre. The ogre is Maggle, he and the orcs were sent to unload the cart. Only Maggle speaks bad common. Maggle knows that humans are running this warehouse, so he won’t care if any of the PCs are bold enough to walk by him. Maggle and his gang unload the cargo about once a week. The contents are almost always arms, but in some cases it is also food, he likes those shipments. As long as the PCs remain confident when talking to Maggle and come up with a somewhat plausible story (DC 20 diplomacy check if not) Maggle will let them in to the warehouse. Once in the warehouse they will find arms and armor (all mundane). A search check DC10 finds some crates that have not adequately had the emblem on the side burned off. A Knowledge (Local VTF) check at the DC indicated before the slash (“/”) gives the following information. Alternatively, a Knowledge (Nobility and VEL3-05 Heart of Darkness Page 14 Royalty) check at the DC indicated after the slash (“/”) gives the same information (remember, a DC10 check : 15/10: The crest is a lordship of the Free Land of Dyvers. 20/15: The crest is that of Lord Derreg Pengallen. 30/25: He's reputed to have ties to a number of illegal organizations, such as slavers and smugglers operating in the Nyr Dyv. If the PCs decide to fight Maggle and his crew here are the stats: ALL APLs �Maggle: Male Giant (Ogre); HP: 32; See Monster Manual. �Orcs (6): Male Humanoid (Orc); HP: 7 each; See Monster Manual. If they fail to hide the bodies proceed to encounter 7a after a few minutes. The bodies have been found and the city is in alert. The Walls Watching the walls for a few minutes gains you quite a bit of information. The walls are manned by skeletons and zombies. Every few minutes a cleric walks by to check on the troops. It should be rather obvious that it would be easy to jump the walls and run from any point. The clerics are rather spaced out and standard skeletons and zombies should not stop an APL 6+ party for very long. Use however many skeletons or zombies you think are appropriate, but never more than 6 zombies or 9 skeletons in any one encounter. In any given round of combat there is a 10% chance for a cleric to respond to a disturbance on the walls. ALL APLs �Human Warrior Skeleton: Medium Undead; HP: 10 each; See Monster Manual. �Human Commoner Zombie: Medium Undead; HP: 21 each; See Monster Manual. �Cleric: Male Humanoid (Human) Cleric 3; HP: 21 each; See Appendix l. Other Places The rest of the city is pretty much deserted. They are using the homes and inns in the church quarter for housing for the human and some undead residence of the town. Feel free to make the rest of the town as spooky as you like, it is pretty much deserted. Reward any well conserved plan to discover who the leader is with the location of the church. Once the PCs decide to go to the church proceed to encounter 6. Encounter Six: Church of Ra… Nerull The church is mapped in appendix 2 maps 1 and 2. Behind the church are the church's cemetery where the bishop’s tomb is located and the basement entrance to the church. It is fully enclosed (including the grounds around the church) in a forbiddance spell LE cast at 16 th level (Fallswop himself). Forbiddance prevents teleportation into it and no summoning can be done inside the range of effect of the spell, i.e. the church itself. It will also do 6d6 damage to LG or LN PC’s, 12d6 damage to all others, will DC23 half damage, to any PC to approach the church. This damage will be taken when they approach within 50 feet of the church itself. Spaced around the church are warning signs to keep the unwelcome from blundering into the forbiddance. No matter where the PC’s come from, make sure they see the warning signs! The tall pillars and the large circular dome of the Whitehale Cathedral of Rao would normally be a comforting site. In this light the cathedral looks more angry and sinister. It just does not look like the place of peace, reason, and serenity it used to be. Nearby your current position you spy a crude sign on a wooden post. It says in common and orc “Password Restricted” and below is a crude picture of an orc being blown to bits by magical power. You spy several of these signs spaced around the approaches to the church. The password is “Serenity Forsaken”. This password can be learned by hiding somewhere and listening for a passing priest to mutter the words. They don’t say it very loud, so the listen check starts at DC5 with the usual +1 for every 10 feet of distance. If a priest spots someone spying on him, he will flee to raise the alarm. If this happens, send a team from encounter 7 at the party every 10 rounds until they flee the city. The clerics in Moggs Mead also know the password. The following is a description of each area in the church. Fallswop and gang are in area 11 discussing different tactics at the altar. The front door is the only obvious way in and out. There is also a basement VEL3-05 Heart of Darkness Page 15 entrance to the church that has a trapdoor to behind the altar. The entrance to the basement is in the Bishops tomb in the cemetery behind the church. Areas in the church: 1. Entryway: This is the main entrance to the cathedral to Rao. There are a number of plants around all wilting and dead from not having being taken care of. In one corner a knowledge religion DC 20 check will show some joker did a modified animate dead spell on one of the plants. The only real effect is the plant detects as evil and undead. 2. Library: This place has been generally destroyed. The books have been torn up and destroyed. There are pages and partial books lying around the floor. 3. Reading Rooms: These once were reading rooms for the library, a place where a visiting scholar could study the books from the library. 4. Storage: This is the church’s main storage room, there is some destroyed artwork in here and more destroyed books. There are several barrels that once must have contained holy water. 5. Meditation Rooms: These are rooms that were designed for visiting priests and laypeople to meditate and discover the peace and serenity of Rao. 6. Visitors Quarters: These are the rooms that were designated for visiting priests. Each contains a chest, bed and chair. There is nothing of value. 7. Clergy Quarters: These were the quarters for the local priests. These quarters look as if they have been recently used. 8. Kitchen: This is the kitchen, there is fresh food and water here. It looks as if a meal has been prepared here recently. 9. Dining Room: This is the dining room, it still has the dirty dishes of a recent meal. 10. Bishops Quarters: This is where the local bishop used to live. It looks like another person has moved in. There are some books on the shelf, including The Way of The One (Player Handout #2). The bookmark in this book is the smiling face of a silver holy symbol of Rao. 11. Sanctuary: This is the main sanctuary for the cathedral. Fallswop, Garrong, and Valik are here. When the PCs enter here proceed to the box text below. There is a trapdoor to area 12 on map 2 below. 12. Basement: This is the basement to the cathedral. There are some crates down here. It was used to resupply the priests when they gave out something at a ritual. 13. Basement Exit: This is an exit into the bishop's tomb behind the cathedral. The tomb door is locked DC25 open locks. In the bishop’s quarters are two interesting things; first is a book entitled The Way of The One. The second is Fallswop’s holy symbol. In the sanctuary, Fallswop discusses administrative details of supporting the defense of the city with Valik the Pale Master and Garrong the Warchief of the orcs. An unhallow spell is in effect in the main sanctuary. Tied to the spell is an invisibility purge. Anybody invisible will become visible immediately upon entering. The PCs must enter the sanctuary to get a good enough look at Fallswop to recognize him. When the PCs enter the sanctuary read the box text. You enter the main sanctuary for the church. There is an oeridian man wearing a black hooded robe, a flan man wearing armor crafted from human bones, and a hulking heavily armed orc here. Two large zombies stand to one side, near the bone armored man. The black robed mad behind the alter looks up and lowers his hood, with a glimmer of recognition he smiles coldly, you recognize none other than Rinen Fallswop. “Ahh,” Rinen says, “You have come my friends, to put Veluna back on the righteous path? From the looks of some of you I see you haven’t given up the old ways completely. It’s ok though, it took me a little while to see the path. I am sure the Canon will accept you into his service, in his infinite wisdom he has decreed a future for this god forsaken land. A future that will bring all the great thinkers and reasoners back from the depths of time to bring a new golden age of Veluna. So will you join us?” At this point the PCs will probably want to roll initiative but it is a perfect opportunity to ask Rinen Fallswop some questions. Here are answers to some questions (the PCs do not need this information they have accomplished their mission). VEL3-05 Heart of Darkness Page 16 No! “So be it!” Fallswop says, “Valik, Garrong take care of these intruders.” With that Fallswop ducks behind the altar. OK! Ask the player of this PC if he truly wishes to make his character an evil NPC. When he says, no not really, have him make a Bluff check vs. Fallswop’s Sense Motive check (+24). When Fallswop detects the lie: “I sense that you words are false!” Fallswop says, “Valik, Garrong take care of these intruders.” With that Fallswop ducks behind the altar. Who is this Canon you are talking about? You must know that Canon Herion has returned after 400 years to bring Veluna to a new golden age. Why did Herion put you in charge here? Herion said that I reminded him of his younger years and that my path mirrored his own. We have this (Rinen Fallswop’s holy symbol to Rao)? That is a useless trinket, Rao has left the Vale of Luna, and his followers will soon follow. That is only good enough to be a bookmark. Why did you keep it if it is a useless trinket? It was to remind me of my short sightedness and my mistaken faith in a god who has long left this land. Return with us! Why should I? Rao has forsaken this land and those who idolized him. His followers will soon be gone, there is no hope of salvation. You still have the opportunity to join me and be a part of the future. Only the cool embrace of the Reaper awaits those who do not. Rao still looks over this land don’t you remember (some event from the past for example the beam of light that took Canon Hazen’s body). Those were tricks from other gods trying to belay the one true path. What would Basier Rinken think now? Fallswop’s eyes show the hint of a tear. He says, “Basier was an unfortunate victim of inevitability. Basier is proof that Rao has abandoned his flock, he wouldn’t even step in to save his most loyal servant. For that evil Rao will never be forgiven.” We will stand and prevail against you and Herion. Fallswop says, “Ahh, the foolishness of youth. I once believed as you do, ignorant of the truth. Valik! Garrong!” He then ducks behind the altar as Valik and Garrong advance. ALL APLs �Rinen Fallswop: Male Humanoid (Human) Cleric 10/ Contemplative 6; HP: 134; See appendix 1. APL 6 (EL 9) �Valik: Male Humanoid (Human) Wiz 5/Pale Master 3; HP: 47; See Appendix 1. �Garrong: Male Humanoid (Orc) Barbarian 6; HP: 76; See Appendix 1. �Ogre Zombie(2): Large Undead; HP: 63 each; See Monster Manual. APL 8 (EL 11) �Valik: Male Humanoid (Human) Wiz 5/Pale Master 5; HP: 62; See Appendix 1. �Garrong: Male Humanoid (Orc) Barbarian 8; HP: 107; See Appendix 1. �Ogre Zombie(2): Large Undead; HP: 63 each; See Monster Manual. APL 10 (EL 13) �Valik: Male Humanoid (Human) Wiz 5/Pale Master 7; HP: 74; See Appendix 1. �Garrong: Male Humanoid (Orc) Barbarian 10; HP: 133; See Appendix 1. �Minotaur Zombie(2): Large Undead; HP: 93 each; See Monster Manual. APL 12 (EL 15) �Valik: Male Humanoid (Human) Wiz 5/Pale Master 9; HP: 86; See Appendix 1. �Garrong: Male Humanoid (Orc) Barbarian 12; HP: 159; See Appendix 1. �Minotaur Zombie(2): Large Undead; HP: 93 each; See Monster Manual. VEL3-05 Heart of Darkness Page 17 Tactics: The zombies will be under the effect of the desecrate (+1 attack/damage/saves), the bonus hit points are already figured in to the stats above. The zombies will only attack if ordered by Valik (a free action on his turn as long as he can speak to order them). Fallswop will bolster the undead then try to leave through the trapdoor in the floor and out the back. He will not fight unless cornered, if the PCs attack him he will cast scourge on them and then try to leave. He fully expects the other two to take care of the PCs. Fallswop will proceed out the back entrance through the tomb and then out of the forbiddance. He will then cast word of recall to return to Castle Sepher. Garrong will rage and charge and Valik will support with spells. A favorite combo of Valik’s is waves of fatigue followed by ray of exhaustion on the toughest looking fighter. He will cast this combo if the opportunity presents itself. Proceed to encounter 7 when they leave the church. Encounter Seven: Escape This encounter handles how the PCs exit the city. As you exit the church you see the familiar face of Jaken. He will hurry up and say, “The city is in full alert, head to the western wall and jump the wall. Our people will help you back into the forest from the wall. Go now, I am going to stay here and do some more scouting.” Assuming the PCs use this method to exit proceed to the boxed text. If they use another method that is plausible allow them to do so. Feel free to send as many of this encounter as needed to get them to exit the city. To the north you hear the roar of the orcs as someone must be riling them up. As you are headed towards the western wall a group of undead appears out of an alley and attacks. APL 6 (EL 7) �Ghast (4): Medium Undead; HP: 33 each; See Monster Manual. APL 8 (EL 9) �Spectre (2): Medium Undead; HP: 52 each; See Monster Manual. APL 10 (EL 10) �Mohrg (2): Medium Undead; HP: 105 each; See Monster Manual. APL 12 (EL 12) �Mohrg (4): Medium Undead; HP: 105 each; See Monster Manual. Tactics: Remember all the undead are under the cloud that grants a desecrate effect, so they get +1 to their attack, damage, and saves. Their +1 hit point per hit die is already figured in. This encounter should not be very difficult for the party, if they are dallying around feel free to send it again. After combat and they continue to the western wall read the following. The roar of the orcs gets louder, looking over your shoulder you see hundreds of orcs pouring out in the streets behind you. As you arrive at the wall you notice all the undead have been destroyed. A single man stands on the wall, its Lastavenham. He yells, “Hurry! The orcs are coming around the walls too!” At this point the PCs can scramble over the walls and escape into the Forest of Whispers. If they decide to stay and fight, you have 1000 Monster Manual orcs use them. Encounter Seven A: When the Bell Tolls Bells begin ringing through the city. The dead begin to move. To the north you hear the cries of the orcs as they prepare for battle. The PCs should only arrive at this encounter if they set off the alarm. This is a very free form encounter, start with the dead in encounter seven, sending a new wave every 10 rounds. If the PCs start to retreat have them give chase, but as long as the PCs continue to retreat out of the city let them go. There is no longer a safe spot in Whitehale for them. If after 3 waves of undead the PCs do not retreat, send in the orcs, mercenaries and skeletons/zombies driven by 3 rd level clerics of Nerull (use stats from encounter 5). You can send in as many enemies as you want, though there should never be more than 1 or 2 clerics. Even APL 12 parties will have difficulty with 1000s of mad orcs. Again if the PCs decide to retreat out of the city, let them go. If they decide to return later you can start over again. If the PCs take to the air and are giving the orcs trouble or showing no sign of retreating send in the devils from encounter 3c. VEL3-05 Heart of Darkness Page 18 Use all of the above tactics to have the PCs retreat. Also remember Whitehale has the teleport detectors, so if the PCs teleport the devils will appear on top of them (1d6X10 feet away). Once the PCs leave Whitehale the method of guarding will change. There will be orcs guarding the walls and also patrolling the streets. The devils will be visible patrolling the skies. Whitehale will be a very dangerous place to be for the PCs and they should be attacked immediately if they try to enter again. Conclusion After a narrow escape into the Forest of Whispers, you are relieved to discover the orcs are not interested in following the rangers in. You are able to rest and recuperate from your journey in to Whitehale. The next morning you start your journey back to Veluna City. The trip is uneventful and you emerge from under the oppressive cloud to a beautiful summer afternoon. When you arrive at the gates of Veluna city you are escorted in by the Mitrik Temple Guard. You are brought to the Tannenbaum’s Chalice and the same room as before, except this time Jolene is waiting for your arrival. She says,”Well, what did you discover?” She will listen to the PCs story. If they discovered Fallswop was running Whitehale read the following text. If the PCs killed Fallswop use the past tense. Jolene frowns, “It troubles me that Fallswop has given himself so completely to Herion. He knows too much about our forces and defenses. That information in Herion’s hands is going to be difficult to overcome. If they have they give her The Way of The One:. Jolene will flip through the book, “We have been hunting for information on Canon Herion, it seems that all records have been destroyed from that time period. This will help a lot.” If they give her the information on the Dyvers link to the weapons shipments read the following. Jolene looks it over and says, “I never thought Dyvers would have had anything to do with Herion. But I guess where there is money to be made there is someone who is willing to do it. We will have to look into this further and soon.” If they succeeded in discovering Fallswop and getting the Dyvers link read the following. Jolene smiles and says, “You have done Veluna a great service here and she thanks you, and so do I. For those of you who requested payment your money are waiting outside. For the rest of you, you have my gratitude, if you return to Veluna city and need my services I can make myself available. Thanks again.” Official critical events results: Any player interested in downloading an official summary of events of this mod that reflects the critical events of the first run of this event should be given the following password. The DM should give this password to the players at the conclusion of play. They can then download the critical summary and use the password to open the file: Password: forsaken The End Experience Point Summary To award experience for this adventure, add up the values for the objectives accomplished. Then assign the experience award. Award the total value (objectives plus roleplaying) to each character. Encounter Two Defeat the patrol. APL 6 240 xp APL 8 300 xp APL 10 390 xp APL 12 450 xp Encounter Six Defeat Valik and Garrong. APL 6 270 xp APL 8 330 xp APL 10 390 xp APL 12 450 xp Encounter Seven Defeat or drive off the undead. APL 6 210 xp APL 8 270 xp APL 10 300 xp APL 12 360 xp Story Award Getting the Dyvers information VEL3-05 Heart of Darkness Page 19 All APLs 25 xp Getting Fallswop’s holy symbol and the book The Way of The One All APLs 75 xp Discovering Fallswop. APL 6 80 xp APL 8 125 xp APL 10 170 xp APL 12 215 xp Total possible experience: APL 6 900 xp APL 8 1,125 xp APL 10 1,350 xp APL 12 1,575 xp Treasure Summary During an adventure, characters encounter treasure, usually finding it in the possession of their foes. Every encounter that features treasure has a “treasure” section within the encounter description, giving information about the loot, coins, and magic items that make up the encounter’s treasure. The loot total is the number of gold pieces each character gains if the foes are plundered of all their earthly possessions. Looting the bodies takes at least 10 minutes per every 5 enemies, and if the characters cannot take the time to loot the bodies, they do not gain this gold. If you feel it is reasonable that characters can go back to loot the bodies, and those bodies are there (i.e., not carted off by dungeon scavengers, removed from the scene by the local watch, and so on), characters may return to retrieve loot. If the characters do not loot the body, the gold piece value for the loot is subtracted from the encounter totals given below. The coin total is the number of gold pieces each character gains if they take the coin available. A normal adventuring party can usually gather this wealth in a round or so. If for some reason, they pass up this treasure, the coin total is subtracted from the encounter totals given below. Next, the magic items are listed. Magic item treasure is the hardest to adjudicate, because they are varied and because characters may want to use them during the adventure. Many times characters must cast identify, analyze dweomer or similar spell to determine what the item does and how to activate it. Other times they may attempt to use the item blindly. If the magic item is consumable (a potion, scroll, magic bolts, etc.) and the item is used before the end of the adventure, its total is subtracted from the adventure totals below. Once you have subtracted the value for unclaimed treasure from each encounter add it up and that is the number of gold pieces a characters total and coin value increase at the end of the adventure. Write the total in the GP Gained field of the adventure certificate. Because this is a Regional scenario, characters may spend additional Time Units to practice professions or create items immediately after the adventure so this total may be modified by other circumstances. L = Looted gear from enemy; C = Coin, Gems, Jewelry, and other valuables; M = Magic Items. L: Looted gear from enemy C: Coin, Gems, Jewelry, and other valuables M: Magic Items (sell value) Encounter Two A: APL 6: L: 36 gp; C: 0 gp; M: +2 Periapt of Wisdom (333 gp each); APL 8: L: 127 gp; C: 0 gp; M: +4 Periapt of Wisdom (1333 gp each); APL 10: L: 168 gp; C: 0 gp; M: +4 Periapt of Wisdom (1333 gp each); APL 12: L: 168 gp; C: 0 gp; M: +4 Periapt of Wisdom (1333 gp each); Encounter Two B: APL 6: L: 0 gp; C: 0 gp; M: +1 flaming composite longbow +5 (740 gp each); APL 8: L: 0 gp; C: 0 gp; M: 2 +1 flaming composite longbow +5 (1480 gp each); APL 10: L: 0 gp; C: 0 gp; M: 0; APL 12: L: 0 gp; C: 0 gp; M: 0; VEL3-05 Heart of Darkness Page 20 Encounter Six: APL 6: L: 3 gp; C: 0 gp; M: Spellbook I (258 gp each), Wand of Magic Missile (9 th) 5 charges (56 gp each), 3 potions of cure light wounds (38 gp each), +1 Greataxe (193 gp each), Composite Longbow +5 (48 gp each), +1 breastplate (104 gp each); APL 8: L: 3 gp; C: 0 gp; M: Spellbook I (258 gp each), Boots of Springing and Striding (458 gp each), Cloak of Resistance +1 (83 gp each), Wand of Magic Missile (9 th) 5 charges (56 gp each), 3 potions of cure light wounds (38 gp each), +1 Greataxe (193 gp each), Composite Longbow +6 (56 gp each), +2 breastplate (354 gp each); APL 10: L: 3 gp; C: 0 gp; M: Spellbook II (392 gp each), Boots of Springing and Striding (458 gp each), Cloak of Resistance +1 (83 gp each), Wand of Magic Missile (9 th) 5 charges (56 gp each), Pearl of Power 2 nd Level (750 gp each), 3 potions of cure light wounds (38 gp each), +1 Flaming Greataxe (693 gp each), Composite Longbow +6 (56 gp each), +3 breastplate (771 gp each); APL 12: L: 3 gp; C: 0 gp; M: Spellbook II (392 gp each), Boots of Springing and Striding (458 gp each), Cloak of Resistance +1 (83 gp each), Wand of Magic Missile (9 th) 5 charges (56 gp each), Pearl of power 3 rd level (1333 gp each), 3 potions of cure light wounds (38 gp each), +1 Flaming Thundering Greataxe (1526 gp each), Composite Longbow +6 (56 gp each), +3 breastplate (770 gp each); Conclusion: APL 6: L: 0 gp; C: 100 gp; M: 0gp; APL 8: L: 0 gp; C: 100 gp; M: 0 gp; APL 10: L: 0 gp; C: 100 gp; M: 0; APL 12: L: 0 gp; C: 100 gp; M: 0; Total Possible Treasure APL 6: L: 39 gp; C: 100 gp; M: 1030 gp - Total: 1169 gp (cap: 800 gp) APL 8: L: 39 gp; C: 100 gp; M: 2829 gp - Total: 2968 gp (cap: 1,250 gp) APL 10: L: 39 gp; C: 100 gp; M: 4630 gp - Total: 4769 gp (cap: 2,100 gp) APL 12: L: 39 gp; C: 100 gp; M: 6045 gp - Total: 6184 gp (cap: 3,000 gp) Special: GMs Note: The PCs who requested to be paid by Jolene do not get the following favor. �Favor of Jolene: For service to the defender Jolene she grants you her favor. This favor has 2 parts. 1. Whenever you are in Veluna City gain an additional +2 circumstance bonus to Gather Information and Knowledge (Tuf/Fals/Velv) if you spend an additional 5 hours to contact Jolene. In Veluna City you can make the knowledge (Tuf/Fals/Velv) by contacting Jolene even if you don’t have the skill. 2. Jolene can provide a contact for to purchase one of the following items: Amulet of Health +4, Amulet of Natural Armor +3, Axiomatic Weapon Enhancement, Holy Weapon Enhancement, Metamagic Rod, Lesser Maximize, Ring of Minor Energy Resistance, any Adamantine Weapon (mundane or +1), or Scabbard of Keen Edges. Cross off part 2 of this favor once used. �Rinen Fallswop’s Holy Symbol of Rao: You have claimed the fallen Archbishop Fallswop’s holy symbol to Rao. This is a standard silver holy symbol to Rao, but it may be useful in the future. �Scourge: You have been infected with a disease caused by a spell Rinen Fallswop cast. Your body is covered with blackened boils, magenta blotches, violent lesions, seeping abscesses, and malignant cysts. After every module mark in the play notes section your Strength and Dexterity to be carried over to the next session. Before every module roll a fortitude save DC 24 or lose an additional 1d3 Strength and 1d3 Dexterity. This disease can only be cured by a magical means (such as remove disease, heal, or restoration). Spell Books: �Spellbook I: 1 st – cause fear, change self, mage armor, shield; 2 nd – resist elements, scare, web; 3 rd – dispel magic, fireball, haste; 4 th – ice storm, minor globe of invulnerability, phantasmal killer. �Spellbook II: everything in Spellbook I plus: 2 nd – touch of idiocy; 4 th – shout; 5 th – cone of cold, feeblemind. VEL3-05 Heart of Darkness Page 21 Appendix 1: NPCs Encounter Two APL 6 �Orc Barbarian: Bar 2; CR 2; Medium humanoid (orc); HD 2d12 + 4; hp 24; Init +2; Spd 40 ft; AC 16 (Touch AC 12, Flat Footed AC 16); Bab/Grap +2/+7; Atk +8 melee (1d12 + 7, great axe, x3) or +4 ranged (1d8, longbow, x3); Full Atk +8 melee (1d12 + 7, great axe, x3) or +4 ranged (1d8, longbow, x3); SQ dark vision 60ft, Rage 1/day, Uncanny Dodge; AL CE; SV Fort +5, Ref +2, Will -1; Str 20, Dex 14, Con 14, Int 7, Wis 8, Cha 6. Skills and Feats: Intimidate +3, Ride +7, Weapon Focus (Great Axe). Possessions: Great axe, longbow, quiver 20 arrows, chain shirt. �Orc Druid: Drd 8; CR 8; Medium humanoid (orc); HD 8d8 + 16; hp 66; Init +2; Spd 30 ft; AC 17 (Touch AC 12, Flat Footed AC 15); Bab/Grap +6/+9; Atk +9 melee (1d6 + 3, scimitar, 18-20/x2); Full Atk +9/+4 melee (1d6 + 3, scimitar, 18-20/x2); SQ dark vision 60ft, animal companion, nature sense, wild empathy, woodland stride, trackless step, resist nature’s lure, wilds shape 3/day, wild shape large; AL NE; SV Fort +8, Ref +4, Will +10; Str 17, Dex 14, Con 14, Int 6, Wis 19, Cha 6. Skills and Feats: Handle Animal +9, Move Silently +7, Dodge, Multiattack, Natural Spell. Possessions: Scimitar, Hide Armor, Large Wooden Shield, +2 Periapt of Wisdom. Spells: (6/5/4/4/3; DC 14 + Spell Level):0- create water, cure minor wounds, detect magic, guidance, mending, read magic; 1 st – cure light wounds, entangle, magic fang, obscuring mist, shillelagh; 2 nd – barkskin, bear’s endurance, bulls strength, owl’s wisdom; 3 rd – cure moderate wounds, magic fang, greater, poison, spike growth; 4 th – cure serious wounds, flame strike, ice storm. �Eagle: Animal Companion; CR 2; Small animal (eagle); HD 5d8 + 5; hp 37; Init +3; Spd 10 ft, fly 80 ft (average); AC 19 (Touch AC 14, Flat Footed AC 16); Bab/Grap +4/+1; Atk +7 melee (1d4 + 1, talon, x2); Full Atk 2 x +7 melee (1d4 +1, talon, x2) and +2 melee (1d4 + 1, bite, x2); SQ link, share spells, evasion, devotion; AL CE; SV Fort +7, Ref +8, Will +3; Str 12, Dex 17, Con 12, Int 2, Wis 14, Cha 6. Skills and Feats: Spot +10, Weapon Finesse. APL 8 �Orc Barbarian: Bar 3; CR 3; Medium humanoid (orc); HD 3d12 + 6; hp 34; Init +2; Spd 40 ft; AC 16 (Touch AC 12, Flat Footed AC 16); Bab/Grap +3/+8; Atk +10 melee (1d12 + 7, great axe, x3) or +5 ranged (1d8, longbow, x3); Full Atk +10 melee (1d12 + 7, great axe, x3) or +5 ranged (1d8, longbow, x3); SQ dark vision 60ft, Rage 1/day, Uncanny Dodge, Trap Sense +1; AL CE; SV Fort +5, Ref +3, Will +0; Str 20, Dex 14, Con 14, Int 7, Wis 8, Cha 6. Skills and Feats: Intimidate +4, Ride +8, Power Attack, Weapon Focus (Great Axe). Possessions: Masterwork Great axe, longbow, quiver 20 arrows, chain shirt. �Orc Druid: Drd 10; CR 10; Medium humanoid (orc); HD 10d8 + 20; hp 82; Init +2; Spd 30 ft; AC 17 (Touch AC 12, Flat Footed AC 15); Bab/Grap +7/+10; Atk +10 melee (1d6 + 3, scimitar, 18-20/x2); Full Atk +10/+5 melee (1d6 + 3, scimitar, 18-20/x2); SQ dark vision 60ft, animal companion, nature sense, wild empathy, woodland stride, trackless step, resist nature’s lure, wilds shape 4/day, wild shape large, venom immunity; AL NE; SV Fort +9, Ref +5, Will +12; Str 17, Dex 14, Con 14, Int 6, Wis 21, Cha 6. Skills and Feats: Handle Animal +11, Move Silently +8, Dodge, Multiattack, Natural Spell, Silent Spell. Possessions: Scimitar, Hide Armor, Large Wooden Shield +4 Periapt of Wisdom. Spells: (6/5/5/4/4/3; DC 15 + Spell Level):0- create water, cure minor wounds, detect magic, guidance, mending, read magic; 1 st – cure light wounds, entangle, magic fang, obscuring mist, shillelagh; 2 nd – barkskin, bear’s endurance, bulls strength, heat metal, owl’s wisdom; 3 rd – cure moderate wounds, magic fang, greater, poison, spike growth; 4 th – cure serious wounds, flame strike, freedom of movement, ice storm; 5 th – cure critical wounds, stoneskin, wall of fire. �Eagle: Animal Companion; CR 3; Small animal (eagle); HD 7d8 + 7; hp 51; Init +4; Spd 10 ft, fly 80 ft (average); AC 22 (Touch AC 15, Flat Footed AC 18); Bab/Grap +6/+3; Atk +10 melee (1d4 + 1, talon, x2); Full Atk 2 x +10 melee (1d4 +1, talon, x2) and +8 melee (1d4 + 1, bite, x2); SQ link, share spells, evasion, devotion; AL CE; SV Fort +7, Ref +8, Will +3; Str 13, Dex 18, Con 12, Int 2, Wis 14, Cha 6. Skills and Feats: Spot +10, Multiattack, Weapon Finesse. APL 10 �Orc Barbarian: Bar 4; CR 4; Medium humanoid (orc); HD 4d12 + 12; hp 48; Init +2; Spd 40 ft; AC 16 (Touch AC 12, Flat Footed AC 16); Bab/Grap +4/+9; Atk +11 melee (1d12 + 7, great axe, x3) or +6 ranged VEL3-05 Heart of Darkness Page 22 (1d8, longbow, x3); Full Atk +11 melee (1d12 + 7, great axe, x3) or +6 ranged (1d8, longbow, x3); SQ dark vision 60ft, Rage 2/day, Uncanny Dodge, Trap Sense +1; AL CE; SV Fort +7, Ref +3, Will +0; Str 20, Dex 14, Con 16, Int 7, Wis 8, Cha 6. Skills and Feats: Intimidate +5, Ride +9, Power Attack, Weapon Focus (Great Axe). Possessions: Masterwork Great axe, longbow, quiver 20 arrows, chain shirt. �Vampire Orc Druid: Drd 11; CR 13; Medium undead (vampire); HD 11d12; hp 99; Init +8; Spd 30 ft; AC 25 (Touch AC 14, Flat Footed AC 21); Bab/Grap +8/+14; Atk +14 melee (1d6 + 6, scimitar, 18-20/x2) or +14 melee (1d6 + 6 + energy drain, slam, x2); Full Atk +14/+9 melee (1d6 + 6, scimitar, 18-20/x2) or +14/+9 melee (1d6 + 6 + energy drain, slam, x2); SQ dark vision 60ft, animal companion, nature sense, wild empathy, woodland stride, trackless step, resist nature’s lure, wilds shape 4/day, wild shape large and tiny, venom immunity, DR 10/Magic and Silver, Fast Healing 5, Gaseous Form, Resistant Cold 10 and Energy 10, Spider Climb, Turn Resistance +4; AL NE; SV Fort +7, Ref +9, Will +13; Str 23, Dex 18, Con -, Int 8, Wis 23, Cha 8. Skills and Feats: Bluff +7, Handle Animal +13, Hide + 12, Listen +16, Move Silently +17, Search +7, Sense Motive +14, Spot +16, Survival +22, Aleartness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Multiattack, Natural Spell, Silent Spell . Possessions: Scimitar, Hide Armor, Large Wooden Shield, +4 Periapt of Wisdom. Spells: (6/6/5/5/4/3/2; DC 16 + Spell Level):0- create water, cure minor wounds, detect magic, guidance, mending, read magic; 1 st – cure light wounds, entangle, faerie fire, magic fang, obscuring mist, shillelagh; 2 nd – barkskin, bear’s endurance, bulls strength, heat metal, owl’s wisdom; 3 rd – cure moderate wounds, magic fang, greater, poison, spike growth, wind wall; 4 th – cure serious wounds, flame strike, freedom of movement, ice storm; 5 th – cure critical wounds, stoneskin, wall of fire; 6 th- antilife shell, dispel magic, greater. �Eagle: Animal Companion; CR 3; Small animal (eagle); HD 7d8 + 7; hp 51; Init +4; Spd 10 ft, fly 80 ft (average); AC 22 (Touch AC 15, Flat Footed AC 18); Bab/Grap +6/+3; Atk +10 melee (1d4 + 1, talon, x2); Full Atk 2 x +10 melee (1d4 +1, talon, x2) and +8 melee (1d4 + 1, bite, x2); SQ link, share spells, evasion, devotion; AL CE; SV Fort +7, Ref +8, Will +3; Str 13, Dex 18, Con 12, Int 2, Wis 14, Cha 6. Skills and Feats: Spot +10, Multiattack, Weapon Finesse. APL 12 �Vampire Orc Barbarian: Bar 5; CR 7; Medium undead (orc); HD 5d12; hp 45; Init +8; Spd 40 ft; AC 24 (Touch AC 14, Flat Footed AC 24); Bab/Grap +5/+14; Atk +16 melee (1d12 + 12, great axe, x3) , +14 melee (1d6 + 8 + energy drain, slam, x2) or +10 ranged (1d8, longbow, x3); Full Atk +16 melee (1d12 + 12, great axe, x3), +14 melee (1d6 + 8 + energy drain, slam, x2) or +10 ranged (1d8, longbow, x3); SQ dark vision 60ft, Rage 2/day, Uncanny Dodge, Trap Sense +1, Improved Uncanny Dodge, DR 10/Magic and Silver, Fast Healing 5, Gaseous Form, Resistant Cold 10 and Energy 10, Spider Climb, Turn Resistance +4; AL CE; SV Fort +4, Ref +7, Will +1; Str 26, Dex 18, Con -, Int 9, Wis 10, Cha 10. Skills and Feats: Bluff +8, Hide + 12, Intimidate +8, Listen +10, Move Silently +10 Ride +12, Search +7, Sense Motive +8, Spot +10, Survival +8, Aleartness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus (Great Axe). Possessions: Masterwork Great axe, longbow, quiver 20 arrows, chain shirt. �Vampire Orc Druid: Drd 13; CR 15; Medium undead (vampire); HD 13d12; hp 117; Init +8; Spd 30 ft; AC 26 (Touch AC 14, Flat Footed AC 21); Bab/Grap +9/+15; Atk +15 melee (1d6 + 6, scimitar, 18-20/x2) or +15 melee (1d6 + 6 + energy drain, slam, x2); Full Atk +15/+10 melee (1d6 + 6, scimitar, 18-20/x2) or +15/+10 melee (1d6 + 6 + energy drain, slam, x2); SQ dark vision 60ft, animal companion, nature sense, wild empathy, woodland stride, trackless step, resist nature’s lure, wilds shape 4/day, wild shape large and tiny, venom immunity, a thousand faces, DR 10/Magic and Silver, Fast Healing 5, Gaseous Form, Resistant Cold 10 and Energy 10, Spider Climb, Turn Resistance +4; AL NE; SV Fort +10, Ref +10, Will +15; Str 23, Dex 18, Con 14, Int 8, Wis 24, Cha 8. Skills and Feats: Bluff +7, Handle Animal +15, Hide + 12, Listen +17, Move Silently +18, Search +7, Sense Motive +15, Spot +17, Survival +22, Aleartness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Multiattack, Natural Spell, Silent Spell . Possessions: Scimitar, Hide Armor, Large Wooden Shield, +4 Periapt of Wisdom. Spells: (6/6/6/5/5/4/3/2; DC 17 + Spell Level):0- create water, cure minor wounds, detect magic, guidance, mending, read magic; 1 st – cure light wounds, entangle, faerie fire, magic fang, obscuring mist, shillelagh; 2 nd – barkskin, bear’s endurance, bulls strength, flame blade, heat metal, owl’s wisdom; 3 rd – cure moderate wounds, magic fang, greater, poison, VEL3-05 Heart of Darkness Page 23 spike growth, wind wall; 4 th – cure serious wounds, flame strike, freedom of movement, ice storm, spike stones; 5 th – call lightning storm, cure critical wounds, stoneskin, wall of fire; 6 th- antilife shell, dispel magic, greater, liveoak; 7 th- creeping doom, fire storm. �Eagle: Animal Companion; CR 4; Small animal (eagle); HD 9d8 + 9; hp 65; Init +4; Spd 10 ft, fly 80 ft (average); AC 24 (Touch AC 15, Flat Footed AC 20); Bab/Grap +8/+4; Atk +12 melee (1d4 + 2, talon, x2); Full Atk 2 x +12 melee (1d4 +2, talon, x2) and +10 melee (1d4 + 2, bite, x2); SQ link, share spells, evasion, devotion; AL CE; SV Fort +7, Ref +8, Will +3; Str 14, Dex 19, Con 12, Int 2, Wis 14, Cha 6. Skills and Feats: Spot +10, Multiattack, Weapon Finesse. Encounter Three All APLs Mercs (6): Male Human War1; CR 1/2; Medium Humanoid (Human); HD 1d8+4; hp 9; Init +1; Spd 20 ft; AC 17 (touch 11, flat-footed 16) [+1 Dex, +2 shield, +4 scale mail]; Base Atk +1; Grp +2; Atk +2 melee (1d8+1, longsword, 19-20x2) or +3 ranged (1d10, heavy crossbow, 19-20x2); Full Atk +2 melee (1d8+1, longsword, 19-20x2) or +3 ranged (1d10, heavy crossbow, 19-20x2); AL LE; SV Fort +3, Ref +1, Will +0; Str 12, Dex 12, Con 12, Int 8, Wis 10, Cha 10. Skills and Feats: Intimidate +4, Handle Animal +4; Toughness, Weapon Focus (crossbow). Possessions: Scale mail, heavy steel shield, longsword, dagger. Encounter Five All APLs �Mogg: Male Ogre Ftr3; CR 6; Large Giant (ogre); HD 4d8+3d10+17; hp 60; Init 0; Spd 40 ft; AC 19 (Touch 9, flat-footed 18); Base Attack/Grapple: +6/+15; Atk +12 melee (2d8+8 large greatclub); SQ Darkvision 60’, Low light vision; AL CE; SV Fort +9, Ref +1, Will +5; Str 21, Dex 10, Con 14, Int 10, Wis 12, Cha 12. Skills and Feats: Climb +5, Jump +7, Listen +4, Spot +4; Improved Overrun, Power Attack, Iron Will, Toughness, Weapon Focus (greatclub). Equipment: +1 Greatclub, +1 Chain Shirt,, Potion of Cure Moderate Wounds. �Cleric (variable number): Male Human Clr3; CR3; Medium-Size Humanoid (Human); HD 3d8+3; hp 21; Init +0; Spd 20 ft; AC 19 (touch 10, flat-footed 19); Atk +3 melee (1d6, Masterwork Sickle); SA Rebuke Undead 5/day; AL CE; SV Fort +4, Ref +1, Will +6; Str 10, Dex 10, Con 12, Int 12, Wis 16, Cha 14. Skills and Feats: Bluff +4, Concentration +7, Diplomacy +5, Disguise +4, Knowledge (Arcana) +3, Knowledge (Religion) +7, Sense Motive +7, Spellcraft +3; Extra Turning, Improved Turning, Spell Focus (Enchantment). Possessions: Half Plate, Large Steel Shield, Masterwork Sickle, Holy Symbol, 10gp. Spells Prepared: (4/4/3: Base DC = 13 + spell level; 15 + spell level for enchantment spells); Domains: Evil, Trickery; 0-Detect Magic, Cure Minor Wounds, Guidance, Resistance; 1 st- Bless, Command, Doom, Protection From Good; 2 nd- Hold Person, Invisibility, Silence; �Mercs (variable number): Male Human War1; CR 1/2; Medium Humanoid (Human); HD 1d8+4; hp 9; Init +1; Spd 20 ft; AC 17 (touch 11, flat-footed 16) [+1 Dex, +2 shield, +4 scale mail]; Base Atk +1; Grp +2; Atk +3 melee (1d8+1, longsword, 19-20x2) or +2 ranged (1d4+1, Dagger, 19-20x2); Full Atk +3 melee (1d8+1, longsword, 19-20x2) or +2 ranged (1d4+1, Dagger, 19- 20x2); AL LE; SV Fort +3, Ref +1, Will +0; Str 12, Dex 12, Con 12, Int 8, Wis 10, Cha 10. Skills and Feats: Intimidate +4, Ride +5; Toughness, Weapon Focus (longsword). Possessions: Scale mail, heavy steel shield, longsword, dagger. Encounter Six All APLs �Rinen Fallswop: Male Human Clr10/Contemplative6 (Nerull); CR 16; Medium humanoid (human); HD 10d8+6d6+48; hp 125; Init +4; Spd 20 ft; AC 31 (Touch AC 13, Flat Footed AC 31); Bab/Grap +10/+12; Atk +16 melee (1d6 + 5, light mace, x2); Full Atk +16/+11 melee (1d6 + 5, light mace, x2); SA spells, turn undead; SQ divine health, slippery mind, divine wholeness, divine body; AL LE; SV Fort +12, Ref +5, Will +19; Str 14, Dex 10, Con 16, Int 15, Wis 24, Cha 18. Skills and Feats: Concentration +18, Diplomacy +17, Heal +10, Knowledge (arcane) +8, Knowledge (history) +9, Knowledge (Tuf/Fals/Velv) +7, Knowledge (religion) +20, Sense Motive +24, Spellcraft +15; Combat Casting, Empower Spell, Improved Initiative, Leadership, Lightning Reflexes, Reach Spell, Weapon Focus (light mace). Possessions: +3 full plate armor of spell resistance 15, +3 large shield of fire resistance, ring of protection +4, dusty rose colored ioun stone, +3 light mace of spell storing, amulet of health +6,cloak of charisma +4, periapt of wisdom +6, staff of healing, winged boots. Spells: (6/6+1/6+1/6+1/5+1/5+1/4+1/4+1/2+1; DC 17 + Spell Level): 0 – detect magic, detect poison, light, VEL3-05 Heart of Darkness Page 24 purify food and drink, read magic; 1 st – bane, cure light wounds, doom*, entropic shield, obscuring mist, sanctuary, shield of faith; 2 nd – aid, cure moderate wounds, desecrate, hold person, invisibility*, shatter, sound burst; 3 rd – animate dead*, bestow curse, cure serious wounds, dispel magic, prayer, searing light, windwall; 4 th – cure critical wounds, death ward, freedom of movement, poison, spell immunity, unholy blight*; 5 th – slay living* ,flame strike, righteous might, true seeing, unhallow, wall of stone; 6 th – blade barrier, dispel magic, greater, harm, mislead, word of recall; 7 th – blasphemy, repulsion, scourge*, symbol of weakness; 8 th – antimagic field, fire storm, unholy aura*. *Domain Spell. Domains: Death (You gain death touch once per day. You must succeed in a touch attack. When you touch roll 1d6 per cleric level if that is at least the creatures hitpoints, it dies (no save)); Evil (You cast evil spells at +1 caster level); Pestilence (Immunity to all diseases); Trickery (add bluff, disguise, and hide to your list of cleric class skills). APL 6 �Valik: Male Human Wiz5/Pale Master3; CR 8; Medium humanoid (human); HD 5d4+3d6+19; hp 47; Init +6; Spd 30 ft; AC 14 (Touch AC 12, Flat Footed AC 12); Bab/Grap +3/+3; Atk +3 melee (1d6, quarter staff, x2) or +5 ranged (1d8, light crossbow, 19-20/x2); Full Atk +3 melee (1d6, quarterstaff, x2) or +5 ranged (1d8, light crossbow, 19-20/x2); SA spells; SQ Bonemail +2, animate dead, darkvision 60ft; AL NE; SV Fort +6, Ref +6, Will +8; Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 10. Skills and Feats: Concentration +13, Knowledge (arcane) +10, Knowledge (history) +9, Knowledge (the plains) +10, Knowledge (religion) +16, Knowledge (undead) +13, Spellcraft +15, Tumble +7; Brew Potion, Improved Initiative, Lightning Reflexes, Skill Focus (Knowledge – religion), Spell Focus (Evocation). Possessions: Wand of magic missle (9 th) 5 charges, 3 potions of cure light wounds, quarterstaff, light crossbow, 10 bolts, 2 flasks of oil. Spells: (4/5/4/3/2; DC 14 + Spell Level; 15 + Spell Level for Evocation): 0 – daze, detect magic, ray of frost, read magic; 1 st – cause fear(2), change self, mage armor, shield; 2 nd – resist elements (2), scare, web; 3 rd – dispel magic, fireball, haste; 4 th – ice storm, phantasmal killer. Familiar(toad):tiny magical beast; HD 6d8; hp 16; Init +1; Spd 5 ft.; AC 18 (touch 15, flatfooted 17); Atk +1 melee (touch); SQ Alertness, improved evasion, share spells, empathic link, touch, speak with master; AL N; SV Fort +3, Ref +3, Will +8; Str 1, Dex 12, Con 11, Int 8, Wis 14, Cha 4. Skills: Hide +21, Listen +5, Spot +5. �Garrong: Bar 6; CR 6; Medium humanoid (orc); HD 6d12 + 18; hp 76; Init +2; Spd 30 ft; AC 18 (Touch AC 12, Flat Footed AC 18); Bab/Grap +6/+11; Atk +12 melee (1d12 + 8, great axe +1, x3) or +9 ranged (1d8 + 5, masterwork composite longbow [Str +5], x3); Full Atk +12/+7 melee (1d12 + 8, great axe +1, x3) or +8/+3 ranged (1d8 + 5, masterwork composite longbow [Str +5], x3); SQ dark vision 60ft, Rage 2/day, Uncanny Dodge, Trap Sense +2, Improved Uncanny Dodge; AL CE; SV Fort +8, Ref +4, Will +3; Str 21 Dex 14, Con 18, Int 12, Wis 8, Cha 10. Skills and Feats: Listen +8, Intimidate +9, Ride +11, Spot +8, Survival +8, Cleave, Power Attack, Iron Will. Possessions: Great axe +1, masterwork composite longbow [Str +5], quiver 20 arrows, breastplate +1. APL 8 �Valik: Male Human Wiz5/Pale Master5; CR 10; Medium humanoid (human); HD 5d4+5d6+26; hp 62; Init +6; Spd 30 ft; AC 16 (Touch AC 12, Flat Footed AC 14); Bab/Grap +4/+4; Atk +4 melee (1d6, quarter staff, x2) or +6 ranged (1d8, light crossbow, 19-20/x2); Full Atk +4 melee (1d6, quarterstaff, x2) or +6 ranged (1d8, light crossbow, 19-20/x2); SA spells; SQ Bonemail +4, animate dead, darkvision 60ft, summon undead, deathless vigor; AL NE; SV Fort +8, Ref +7, Will +12; Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 10. Skills and Feats: Concentration +15, Knowledge (arcane) +12, Knowledge (history) +11, Knowledge (the plains) +12, Knowledge (religion) +18, Knowledge (undead) +15, Spellcraft +17, Tumble +7; Brew Potion, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Knowledge – religion), Spell Focus (Evocation). Possessions: Boots of striding and springing, cloak of resistance +1, wand of magic missle (9 th) 5 charges, 3 potions of cure light wounds, quarterstaff, light crossbow, 10 bolts, 2 flasks of oil. Spells: (4/5/4/4/3; DC 14 + Spell Level; 15 + Spell Level for Evocation): 0 – daze, detect magic, ray of frost, read magic; 1 st – cause fear(2), change self, mage armor, shield; 2 nd – resist elements (2), scare, web; 3 rd – dispel magic, fireball (2), haste; 4 th – ice storm, minor globe of invulnerability, phantasmal killer. Familiar(toad):tiny magical beast; HD 8d8; hp 29; Init +1; Spd 5 ft.; AC 19 (touch 15, flatfooted 18); Atk +1 melee (touch); SQ Alertness, improved evasion, share spells, empathic link, touch, speak with master, speak with animals of its type; AL N; SV Fort +5, Ref +3, Will +10; Str 1, Dex 12, Con 11, Int 8, Wis 14, Cha 4. Skills: Hide +21, Listen +5, Spot +5. VEL3-05 Heart of Darkness Page 25 Garrong: Bar 8; CR 8; Medium humanoid (orc); HD 8d12 + 32; hp 107; Init +2; Spd 30 ft; AC 19 (Touch AC 12, Flat Footed AC 19); Bab/Grap +8/+14; Atk +15 melee (1d12 + 10, great axe +1, x3) or +11 ranged (1d8 + 6, masterwork composite longbow [Str +6], x3); Full Atk +15/+10 melee (1d12 + 10, great axe +1, x3) or +11/+6 ranged (1d8 + 6, masterwork composite longbow [Str +6], x3);SD damage reduction 1/-; SQ dark vision 60ft, Rage 3/day, Uncanny Dodge, Trap Sense +2, Improved Uncanny Dodge; AL CE; SV Fort +9, Ref +4, Will +3; Str 22, Dex 14, Con 18, Int 12, Wis 8, Cha 10. Skills and Feats: Listen +10, Intimidate +11, Ride +13, Spot +10, Survival +10, Cleave, Power Attack, Iron Will. Possessions: Great axe +1, masterwork composite longbow [Str +6], quiver 20 arrows, breastplate +2. APL 10 �Valik: Male Human Wiz5/Pale Master7; CR 12; Medium humanoid (human); HD 5d4+7d6+30; hp 74; Init +6; Spd 30 ft; AC 16 (Touch AC 12, Flat Footed AC 14); Bab/Grap +5/+5; Atk +7 melee (1d6, quarter staff, x2) or +7 ranged (1d8, light crossbow, 19-20/x2); Full Atk +7 melee (1d6, quarterstaff, x2) or +7 ranged (1d8, light crossbow, 19-20/x2); SA spells; SQ Bonemail +4, animate dead, darkvision 60ft, summon undead, deathless vigor, undead graft, tough as a bone; AL NE; SV Fort +8, Ref +7, Will +12; Str 14, Dex 14, Con 14, Int 20, Wis 12, Cha 10. Skills and Feats: Concentration +17, Knowledge (arcane) +14, Knowledge (history) +13, Knowledge (the plains) +14, Knowledge (religion) +20, Knowledge (undead) +17, Spellcraft +19, Tumble +7; Brew Potion, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Knowledge – religion), Spell Focus (Evocation). Possessions: Boots of striding and springing, cloak of resistance +1, wand of magic missle (9 th) 5 charges, 3 potions of cure light wounds, perl of power 2 nd level, quarterstaff, light crossbow, 10 bolts, 2 flasks of oil. Spells: (4/6/5/4/3/2; DC 15 + Spell Level; 16 + Spell Level for Evocation): 0 – daze, detect magic, ray of frost, read magic; 1 st – cause fear(2), change self, mage armor, magic missile, shield; 2 nd – resist elements (2), scare, touch of idiocy, web; 3 rd – dispel magic, fireball, haste, ray of exhaustion; 4 th – ice storm, minor globe of invulnerability, phantasmal killer; 5 th – feeblemind, waves of fatigue. Familiar(toad):tiny magical beast; HD 9d8; hp 36; Init +1; Spd 5 ft.; AC 19 (touch 15, flatfooted 18); Atk +1 melee (touch); SQ Alertness, improved evasion, share spells, empathic link, touch, speak with master, speak with animals of its type; AL N; SV Fort +5, Ref +3, Will +10; Str 1, Dex 12, Con 11, Int 8, Wis 14, Cha 4. Skills: Hide +21, Listen +5, Spot +5. �Garrong: Bar 10; CR 10; Medium humanoid (orc); HD 10d12 + 40; hp 133; Init +2; Spd 30 ft; AC 20 (Touch AC 12, Flat Footed AC 20); Bab/Grap +10/+16; Atk +17 melee (1d12 + 10 + 1d6 fire, flaming great axe +1, 19-20/x3) or +13 ranged (1d8 + 6, masterwork composite longbow [Str +6], x3); Full Atk +17/+12 melee (1d12 + 10 +1d6 fire, flaming great axe +1, 19- 20/x3) or +13/+8 ranged (1d8 + 6, composite longbow [Str +6], x3);SD damage reduction 2/-; SQ dark vision 60ft, Rage 3/day, Uncanny Dodge, Trap Sense +3, Improved Uncanny Dodge; AL CE; SV Fort +10, Ref +5, Will +2; Str 22, Dex 14, Con 18, Int 12, Wis 8, Cha 10. Skills and Feats: Intimidate +13, Listen +12, Ride +15, Spot +12, Survival +12, Cleave, Improved Critical (Great Axe), Power Attack, Iron Will. Possessions: Flaming great axe +1, masterwork composite longbow +6, quiver 20 arrows, breastplate +3. APL 12 �Valik: Male Human Wiz5/Pale Master9; CR 14; Medium humanoid (human); HD 5d4+9d6+34; hp 86; Init +6; Spd 30 ft; AC 18 (Touch AC 12, Flat Footed AC 16); Bab/Grap +6/+6; Atk +8 melee (1d6, quarter staff, x2) or +9 ranged (1d8, light crossbow, 19-20/x2); Full Atk +8/+3 melee (1d6, quarterstaff, x2) or +8 ranged (1d8, light crossbow, 19-20/x2); SA spells; SQ Bonemail +6, animate dead, darkvision 60ft, summon undead, deathless vigor, undead graft, tough as a bone, graft upgrade, summon greater undead; AL NE; SV Fort +9, Ref +8, Will +13; Str 14, Dex 14, Con 14, Int 20, Wis 12, Cha 10. Skills and Feats: Concentration +19, Knowledge (arcane) +16, Knowledge (history) +15, Knowledge (the plains) +16, Knowledge (religion) +22, Knowledge (undead) +19, Spellcraft +21, Tumble +7; Brew Potion, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Knowledge – religion), Spell Focus (Evocation). Possessions: Boots of striding and springing, cloak of resistance +1, wand of magic missle (9 th) 5 charges, 3 potions of cure light wounds, perl of power 3 rd level, quarterstaff, light crossbow, 10 bolts, 2 flasks of oil. Spells: (4/6/5/4/4/3; DC 15 + Spell Level; 16 + Spell Level for Evocation): 0 – daze, detect magic, ray of frost, read magic; 1 st – cause fear(2), change self, mage armor, magic missile, shield; 2 nd – resist elements (2), scare, touch of idiocy, web; 3 rd – dispel magic, fireball, haste, ray of exhaustion; 4 th – ice storm, minor globe of VEL3-05 Heart of Darkness Page 26 invulnerability, phantasmal killer, shout; 5 th – cone of cold, feeblemind, waves of fatigue. Familiar(toad):tiny magical beast; HD 10d8; hp 43; Init +1; Spd 5 ft.; AC 19 (touch 15, flatfooted 18); Atk +1 melee (touch); SQ Alertness, improved evasion, share spells, empathic link, touch, speak with master, speak with animals of its type; AL N; SV Fort +5, Ref +3, Will +10; Str 1, Dex 12, Con 11, Int 8, Wis 14, Cha 4. Skills: Hide +21, Listen +5, Spot +5. �Garrong: Bar 12; CR 12; Medium humanoid (orc); HD 12d12 + 48; hp 159; Init +2; Spd 30 ft; AC 20 (Touch AC 12, Flat Footed AC 20); Bab/Grap +12/+18; Atk +19 melee (1d12 + 11 + 1d6 fire, flaming great axe +1, 19-20/x3) or +15 ranged (1d8 + 6, masterwork composite longbow [Str +6], x3); Full Atk +19/+14/+9 melee (1d12 + 11 +1d6 fire, flaming great axe +1, 19- 20/x3) or +15/+10/+5 ranged (1d8 + 6, masterwork composite longbow [Str +6], x3);SD damage reduction 2/-; SQ dark vision 60ft, Rage 4/day, Uncanny Dodge, Trap Sense +4, Improved Uncanny Dodge, Greater Rage; AL CE; SV Fort +11, Ref +6, Will +5; Str 22, Dex 14, Con 18, Int 12, Wis 8, Cha 10. Skills and Feats: Intimidate +15, Listen +14, Ride +16, Spot +14, Survival +14, Cleave, Improved Critical (Great Axe), Improved Sunder, Power Attack, Iron Will. Possessions: Flaming Thundering great axe +1, masterwork composite longbow [Str +6], quiver 20 arrows, breastplate +3. VEL3-05 Heart of Darkness Page 27 Appendix 2: Maps Map #1 Whitehale Cathedral VEL3-05 Heart of Darkness Page 28 Map #2 Whitehale Cathedral Basement VEL3-05 Heart of Darkness Page 29 Appendix 3: New Rules Reach Spell [Metamagic] as presented in the Complete Divine You can cast touch spells without touching the spell recipient. Benefit: You may cast a spell that normally has a range of touch at any distance up to 30 ft. The spell effectively becomes a ray, so you must succeed on a ranged touch attack to bestow the spell upon the recipient. A reach spell uses up a spell slot two levels higher than the spell’s actual level. Plague of Rats as presented in the Complete Divine Conjuration (Summoning) Level: Pestilence 5 Components: V, S, DF Casting Time: 1 full round Range: Medium (100 ft. + 10 ft./level) Effect: Swarm of dire rats in a 20-ft. spread. Duration: 1 round/level Saving Throw: None Spell Resistance: Yes; see text A swarm of dire rats viciously attacks all other creatures within a 20-foot spread, inflicting damage and spreading filth fever (see page 292 of the Dungeon Master’s Guide). A creature in the swarm that takes no action other than fighting off the rats takes 1d4 points of damage on its turn and makes a Fortitude saving throw against DC 15 + your intelligence bonus to avoid contracting filth fever. A creature in the swarm who takes any other action, including leaving the swarm, takes 1d4 points of damage per caster level, and must save at -4 penalty to avoid contracting the disease. Spellcasting or concentrating on spells within the swarm is impossible. The rats’ attacks are nonmagical, so being incorporeal, damage reduction, and other defenses can protect a creature from damage. The disease effect is magical and spreads by touch. Any corporeal creature in the swarm that is subject to disease may contract it. The swarm cannot be fought effectively with weapons, but fire and damaging area effects can force it to disperse. The swarm disperses when it has taken a total of 8 points of damage per caster level from these attacks. A stinking cloud spell and similar area spells disperse a swarm immediately. As a move-equivalent action, you can direct the swarm to move up to 40 feet per round. Scourge as presented in the Complete Divine Necromancy Level: Pestilence 7 Components: V, S, F, DF Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target: One living creature/level, no two of which can be more than 50 ft. apart Duration: Instantaneous Saving Throw: Fortitude Negates Spell Resistance: Yes This nasty spell causes a major disease and weakness in those who fail their saving throughs Afflicted creatures are immediately stricken with a sickening scourge that quickly spreads to cover their entire bodies. The subject suffers excruciatingly painful and highly debilitating blackened boils, magenta blotches, violet lesions, seeping abscesses, and malignant cysts. The disease deals 1d3 points of temporary Strength and Dexterity damage per day, unless the creature can make a successful Fortitude save on a particular day. As with mummy rot, successful saves do not allow the creature to recover. The symptoms persist until the creature finds some magical means to cure the disease (such as remove disease, heal, or restoration). Focus: A black whip or riding crop, which is cracked in the direction of the intended victims during the casting of the spell. Pestilence Domain as presented in the Complete Divine Granted Power: Immunity to the effects of all diseases, though clerics with this power can still carry infectious diseases. Pestilence Domain Spells 1. Doom: One subject suffers -2 on attacks, damage, saves, and checks. 2. Summon Swarm: Summons swarm of bats, rats, or spiders. 3. Contagion: Infects subject with chosen disease. 4. Poison: Touch deals 1d10 Con damage, repeats in 1 min. 5. Plague of Rats: Summons horde of diseased rats VEL3-05 Heart of Darkness Page 30 6. Curse of Lycanthropy: Causes temporary lycanthropy in subject. 7. Scourge: Inflicts a disease that must be magically cured, one subject/level. 8. Create Greater Undead*: Creates shadows, wraiths, specters, or devourers. 9. Otyugh Swarm: Creates 3d4 otyughs or 1d3+1 huge otyughs. • May only be used to create mummies. Contemplative as presented in Complete Divine For any servant of a deity, no joy is greater than at those rare moments when the presence of her patron deity is a real tangible force, sending shivers of power through her body and sending her soul soaring. For some, the taste of this experience is such a powerful attraction that they begin devoting their lives to cultivating it, hoping to attain greater closeness to their deity through a life of contemplation. Spending hours in prayer and meditation, these devoted followers purify their souls, making them worthy of closer contact with the divine. While some contemplatives withdraw from the world into private retreats, others remain active, even adventuring, finding that true nearness to their deity comes from living out the deity’s will in the world. In return they find their minds, bodies, and souls purified, perfected, and finally brought close to union with their deity. Rather than devoting their lives to a deity, some contemplatives strive to conform themselves to some other abstract principle, such as alignment. Their mission is no less divine than that of contemplatives devoted to a deity, and their methods substantially the same. Many such contemplatives live as itinerant philosophers, teaching their doctrines in schools or in the marketplace as they travel from city to city, hoping to enlighten the masses. Most contemplatives are clerics, though paladins are also often drawn to the mystic’s journey. Members of other classes rarely have sufficient devotion to a deity or philosophy to choose this course. An NPC contemplative might be a recluse hermit, a church leader, or a passionate champion of her deity. Such a character might have something a group of player characters needs – a holy relic, a bit of sacred lore, or simply a higher-level spell than the clerics in town can cast. Adaptation: Central to this prestige class is the notion of gaining power through meditation and prayer. Perhaps only certain deities reward their followers in this specific way, or maybe only clerics who don’t worship a deity are eligible to become contemplatives because they aren’t tied to specific tenets of faith. Finally, the flavor of this prestige class and the flexibility of the bonus domain class feature make it a good choice if you want a prestige class to represent a change in worship from one deity to another. Hit Die: d6. Requirements To qualify to become a contemplative, a character must fulfill all the following criteria. Skill: Knowledge (religion) 13 ranks. Spells: Able to cast 1 st-level divine spells. Special: Must have had direct contact with ones patron deity or a direct servant of that deity, or with an enlightened being embodying the highest principles of an alignment ( a solar, for example). Class Skills The contemplative class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). See chapter 4 of the Player’s Handbook for skill descriptions. Skill Points at Each Level: 2 + Int modifier. VEL3-05 Heart of Darkness Page 31 Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day 1st +0 +0 +0 +2 Bonus domain, divine health +1 level of existing divine spellcasting class 2nd +1 +0 +0 +3 Slippery mind +1 level of existing divine spellcasting class 3rd +1 +1 +1 +3 Divine wholeness +1 level of existing divine spellcasting class 4th +2 +1 +1 +4 +1 level of existing divine spellcasting class 5th +2 +1 +1 +4 Divine body +1 level of existing divine spellcasting class 6th +3 +2 +2 +5 Bonus domain +1 level of existing divine spellcasting class 7th +3 +2 +2 +5 Divine soul +1 level of existing divine spellcasting class 8th +4 +2 +2 +6 +1 level of existing divine spellcasting class 9th +4 +3 +3 +6 Eternal body +1 level of existing divine spellcasting class 10th +5 +3 +3 +7 Mystic union +1 level of existing divine spellcasting class Class Features All of the following are class features of the contemplative prestige class. Weapon and Armor Proficiency: Contemplatives gain no weapon or armor proficiencies. Spells per Day/Spells Known: A contemplative who was previously a spellcaster continues to gain access to more powerful divine magic while following the contemplative path. Thus, when a new contemplative level is gained, the character gains new spells per day (and spells known, if applicable) as if she had gained a level in the spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit of a character of that class would have gained (improved chance of controlling or rebuking undead, more frequent remove disease, and so on). This essentially means she adds the level of contemplative to the level of whatever other spellcasting class the character has, then determines the spells per day accordingly. For example, if Theresa, an 11 th-level cleric, gains a level as a contemplative, she gains new spells as if she had risen to 12 th-level as a cleric, but uses the other contemplative aspects of level progression such as base attack bonus and save bonus. If she next gains a level as a cleric, making her a 12 th- level cleric/1 st-level contemplative, she gains spells as if she had just risen to 13 th level as a cleric. If a character has more than one divine spellcasting class before she becomes a contemplative, the player must decide which class to assign each level of contemplative for the purposes of determining divine spells per day and spells known. If the contemplative did not previously belong to a divine spellcasting class, she gains the ability to cast divine spells exactly as a cleric of her patron deity. Her spell progression is the same as that of a cleric. Bonus Domain: Upon adopting the contemplative class, and again at 6 th level, a character gains access to a bonus domain of her choice. The character can choose any domain made available by her deity or alignment. The character gains the granted power associated with the domain she chooses, and can select the spells in that domain as her daily domain spells. Divine Health (Ex): A contemplative has immunity to all diseases, including magical diseases such as mummy rot and lycanthropy. Slippery Mind (Ex): At 2 nd level, a contemplative gains the ability to shrug off magical effects that would otherwise control or compel her. If a contemplative with resistant mind is affected by an enchantment and fails her saving throw, one round later she can attempt her saving throw again. She only gets this one extra chance to succeed on her saving throw. Divine Wholeness (Su): At 3 rd level and higher, a contemplative can heal her own wounds, in addition to any other healing ability she may have. She can heal up to four times her contemplative level in hit points each day, and she can spread this healing among several uses. Divine Body (Su): At 5 th level, a contemplative becomes immune to poisons of all kinds. Divine Soul (Su): At 7 th level, a contemplative gains spell resistance. Her spell resistance equals her class level + 15. In order to affect the contemplative with a spell, a spellcaster must roll the contemplative’s spell resistance or higher on 1d20 + the spellcaster’s level. Eternal Body (Ex): After achieving 9 th level, a contemplative no longer suffers ability penalties for aging and cannot be magically aged. (Penalties already suffered remain in place.) Bonuses still accrue, and the contemplative still dies of old age when her time is up. VEL3-05 Heart of Darkness Page 32 Mystic Union (Su): At 10 th level, a contemplative becomes a magical creature. She is forevermore treated as an outsider (native) rather than a humanoid for the purposes of spells and magical effects. Additionally, the contemplative gains damage resistance 10/magic. Pale Master (TOME AND BLOOD) “The dead aren’t so bad once you get to know them.” Necromancy is usually a poor choice for arcane spellcasters—those who really want to master the deathless arts almost always pursue divine means. However, an alternative exists for those who desire power over undead but refuse to give up their craft completely. Enter the pale master, who draws on a font of special lore that provides a macabre power all its own. Many pale masters still end up supplementing their arcane power with levels of divine magic. The mixture of “pale lore” and clerical abilities to sway, create, command, and destroy undead can be a potent one. NPC pale masters head special strike groups compromising lesser undead, supplemented as needed with more powerful, summoned undead. Sometimes they serve or act in collusion with powerful evil characters, such as true necromancers or divine spellcasters with Death as one of their domains. Wherever pale masters go, undead follow. Often it is difficult to tell a pale master from the undead that he surrounds himself with. Hit Die: d6. Requirements To qualify to become a pale master, a character must fulfill all the following criteria. Alignment: Any nongood. Knowledge (Religion): 8 ranks. Feat: Skill Focus (Knowledge [religion]). Spells: Ability to cast arcane spells of 3rd level or higher. Special: The candidate must have spent three or more days locked in a tomb with animate undead. This contact may be peaceful or violent. A character who is slain by the undead and later raised still meets the requirement, although the resulting level loss may delay compliance with other prerequisites. Class Skills: The pale master’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Knowledge (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), and Spellcraft (Int). See Chapter 4: Skills in the Player’s Handbook for skill descriptions. Skill Points at Each Level: 2 + Int modifier. Class Features All the following are class features of the pale master prestige class Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day 1 +0 +2 +0 +2 Bonemail +2 +1 level of existing class 2 +1 +3 +0 +3 Animate dead 3 +1 +3 +1 +3 Darkvision +1 level of existing class 4 +2 +4 +1 +4 Summon undead, bonemail +4 5 +2 +4 +1 +4 Deathless vigor +1 level of existing class 6 +3 +5 +2 +5 Undead graft 7 +3 +5 +2 +5 Tough as bone +1 level of existing class 8 +4 +6 +2 +6 Graft upgrade, bonemail +6 9 +4 +6 +3 +6 Summon greater undead +1 level of existing class 10 +5 +7 +3 +7 Deathless mastery VEL3-05 Heart of Darkness Page 33 Weapon and Armor Proficiency: Pale masters gain no additional proficiency in any weapon or armor. Spells per Day: At every second level gained in the pale master class, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character has more than one spellcasting class before becoming a pale master, he must decide to which class he adds the new level for purposes of determining spells per day. Bonemail: The pale master has an instinctive feel for bone and can craft necromantic armor composed of interlocking bones. His appreciation for all things dead allow him to wear the Bonemail like a second skin— that is, natural armor, which does not interfere with arcane spellcasting. Only pale masters gain any benefit to Armor Class from wearing bonemail. At 1st level, the bonemail grants a +2 natural armor bonus to its wearer. At 4th level, the pale master’s mastery over this unusual medium allows him to move more naturally within the armor, granting him a +4 natural armor bonus. Finally, at 8th level, the pale master becomes a true bone artisan, receiving a +6 natural armor bonus from his bonemail. These increased bonuses are the result of greater expertise in wearing the armor, so bonemail created by a higher- level pale master confers only the natural armor bonus appropriate to the wearer’s level. Animate Dead (Sp): At 2nd level, the pale master begins to exercise control over the undead. Once per day as a spell-like ability, he can use animate dead without need of a material component. Levels of this prestige class count as caster levels for this purpose. All other level restrictions of animate dead still apply. For example, a 6th-level sorcerer/2nd-level pale master can only animate up to 8 HD of undead with a single use of this ability. Likewise, he can only control up to 16 HD of undead created using this ability at one time. Darkvision (Ex): At 3rd level, the dark begins to lose its mysteries to the pale master, who gains darkvision with a 60-foot range. This is an extraordinary ability. If he already has darkvision, its range increases by 60 feet. Summon Undead (Su): On reaching 4th level, the pale master can summon two undead creatures twice per day as a supernatural ability. This is a standard action that does not provoke an attack of opportunity. The undead appear at the beginning of the pale master’s next action, at a point he designates (and can see) within 60 feet, and act immediately. The pale master may verbally direct the undead to attack, not attack, attack particular enemies, or perform other actions. Summoned undead remain for 1 round per caster level, after which time they disappear (sooner if destroyed in combat). Summoned undead do not count against the pale master’s HD total for controlling undead with his animate dead ability (see above). The pale master’s caster level determines the type of undead he can summon, as noted below. Levels of this prestige class count as caster levels for this purpose. If desired, he can summon three less powerful undead in place of the highest-level undead available (for example, instead of two wights, he could summon three ghouls, shadows or ghasts). All summoned undead have +4 turn resistance, in addition to any turn resistance they already possess, for the duration of their stay. Caster Level Undead Summoned 5th Ghoul 6th Shadow 7th Ghast 8th Wight 9th Wraith Deathless Vigor: At 5th level, the pale master’s body becomes more akin to the undying flesh of those creatures he associates with. The character gains +3 hit points as though from the Toughness feat. Undead Graft: At 6th level, the pale master gives in to necromantic urges too terrible to verbalize. He cuts off his arm and replaces it entirely with an undead prosthetic, which may be completely skeletal or preserved flesh stitched in place like that of a flesh golem. Regardless of its composition, the limb grants a +4 inherent modifier to the character’s Strength. Additionally, the undead graft allows him to use up to two of the following touch attacks per day. These are supernatural abilities, and he can use the same one twice in one day. A touch attack that misses does not count against the daily limit. Paralyzing Touch (Su): A living foe hit by the pale master’s touch attack must succeed at a DC 14 Fortitude save or be paralyzed for 1d6+2 minutes (elves are immune). VEL3-05 Heart of Darkness Page 34 Weakening Touch (Su): A living foe hit by the pale master’s touch attack takes 1d6 points of temporary Strength damage. A creature reduced to 0 Strength dies. Degenerative Touch (Su): A living foe hit by the pale master’s touch attack receives one negative level. The Fortitude save to remove the negative level has a DC of 14. Destructive Touch (Su): A living foe hit by the pale master’s touch attack must succeed at a DC 14 Fortitude save or take 1d6 points of permanent Constitution drain. Commanding Touch (Su): If the pale master makes a successful touch attack against an undead foe with HD equal to or less than his caster level, it comes under his command for a number of rounds equal to his caster level. When the duration expires, the undead creature returns to its former allegiance, if any. The newly controlled undead can still be turned. Tough as Bone (Ex): On reaching 7th level, the pale master takes on yet more qualities of an undead being. He gains immunity to stunning and is unaffected by nonlethal damage. Graft Upgrade: At 8th level, the pale master becomes skilled in the use of his undead graft (see above). All touch attacks using the graft receive a +2 competence modifier on the attack roll. Additionally, the pale master can use its supernatural abilities three times per day. Summon Greater Undead (Su): At 9th level, the pale master may summon one powerful undead once per day as a supernatural ability. The pale master’s caster level determines the type of creatures that he can summon, as noted below. If desired, he can summon two less powerful undead in the place of the highest- level undead available (for example, instead of one vampire, he could summon tow mummies or spectres). All summoned undead have +4 turn resistance, in addition to any turn resistance they already possess, for the duration of their stay. This ability is otherwise identical to the summon undead ability (see above). Caster Level Undead Summoned 9th Mummy 10th Spectre 11th Vampire* 12th Ghost** * Summoned vampires have a CR equal to 1 less than the pale master’s effective caster level. ** Summoned ghosts have the following ghostly abilities in addition to manifestation: malevolence, horrific appearance, and corrupting gaze. Deathless Mastery: On reaching 10th level, the pale master is now a scion of the deathless arts. His body becomes partly mummified, and he is no longer subject to critical hits. Moreover, he gains access to the pale master touch using his undead graft (see below) and can call on the powers granted by his prosthetic four times per day. The pale master is now served constantly by an undead with total HD no greater than his caster level (including levels of this prestige class). He chooses an undead type from those he can personally animate or summon, and it obeys his every command. The vassal gains +4 turn resistance (which stacks with any turn resistance it already possesses but not with the +4 turn resistance of summoned undead). The vassal’s HD do not count against the pale master’s HD total for controlling undead (see above). Deathless Master Touch (Su): A living foe of size Large or smaller hit by the pale master’s touch attack must succeed at a DC 17 Fortitude save or die. A slain creature automatically animates 1 round later as though with the pale master’s animate dead ability (see below) and is under his control. Undead created using this power do not count against the pale master’s HD total for controlling undead. VEL3-05 Heart of Darkness Page 35 Appendix 4: Player Handouts Player Handout #1 The Way of The One This large tome is approximately 10 inches wide, 12 inches tall, and 3 inches deep. It weighs about 5 pounds and has a dark brown cover of some sort of thick leather. It is trimmed in brass, including a brass clasp. The book is written in an old dialect of common, and appears to be somewhat old. The book details the cult of The One and their beliefs and practices. It details how “The One” is Canon Herion, wrongly deposed from his position of authority in Veluna by rebellious factions in the church. It explains how Canon Herion attempted sweeping reform in the church, but was opposed by elements afraid of losing their personal power. The book goes on to explain how Canon Herion discovered that the Vale of Luna was originally held by devotees of Nerull who were forced from their lands at sword point by the Raons. Canon Herion claims that Rao does not care for his followers on Oerth and that Rao provides no dominion after death, only oblivion. Nerull on the other hand, gives his followers mastery over death, and the promise of eternal life. The book makes a convincing argument why the Vale of Luna belongs to Nerull and why Nerull’s promise of mastery over death is a guarantee for eternity. The book details Canon Herion’s position as a chosen champion of Nerull. It explains how Herion came to see through the lies of Rao and discovered the truth of Nerull. It details how Canon Herion forsook Rao, breaking his holy symbol in a ritual designed to fully accept mastery over death in the embrace of Nerull. In exchange, Nerull gave Herion everlasting life and great power to expand Nerull’s dominion on Oerth. However, forces in Veluna rebelled against Herion’s lawful edicts, making themselves criminals and attempted to overthrow the rightful government. The book also details Herion’s downfall by the criminal rebels and how his phylactery was split into three rings and hidden so that Herion could not return. However, Herion was not destroyed, simply prevented from taking form in this world until the three rings could be rejoined. It is proof of the lies and deceptions of the rebels that they destroyed all record of the rightful ruler (Herion) so that he could never rightfully reclaim his usurped title. It is the goal of the cult of The One to recover these rings, return Herion to his rightful place as ruler of Veluna, and create a new order mastered over by Nerull through his chosen one. The Cult of The One must operate in secret, for the forces of the usurpers would surely destroy them if discovered. For that reason, Canon Herion must be described only as “The One” until such time as his return to the world can be completed and he can be restored to his rightful position as the one true canon of Veluna. VEL3-05 Heart of Darkness Page 36 Critical Events Summary VEL4-05 Thank you for taking the time to fill out this VERY important form so that the players in fact do affect the region on how well they do during the adventure. Please be sure to turn this into the lead judge at WKRP when you are finished judging the module. Once again thank you for judging!! Did the PCs contact Lastavenham in the Forest of Whispers? Y N Did the PCs capture the weapons caravan on the road? Y N Did the PCs kill Valik the Pale Master? Y N If so, describe what they did with the body (if anything): Did the PCs kill Garrong the Orc Warchief? Y N If so, describe what they did with the body (if anything): Did the PCs kill Fallswop? Y N If so, describe what they did with the body (if anything): Did the PC’s report to Jolene that Fallswop was in charge in Whitehale? Y N Did the PCs give Jolene the book The Way of The One? Y N Did the PCs tell Jolene about the Dyvers connection to the weapons? Y N
textdata/thevault/Living Greyhawk/Modules/Veluna/594/Normal Scenarios/VEL4-05 - Heart of Darkness (APL 6-12)/VEL4-05 - Heart of Darkness.pdf
the Crying Blades houserules Tukram’s Tomb Introductory Adventure Daimon Games 2 The Crying Blades HouseRules for roleplaying games Tukram’s Tomb: Introductory Adventure - Beta 0.2 Copyright 2017 Daimon Games www.daimongames.com The Crying Blades HouseRules for roleplaying games Tukram’s Tomb: Introductory Adventure - Beta 0.2 Copyright 2017 Daimon Games www.daimongames.com 3 Summary Introduction 5 The Villages 7 Wilderness 11 The Tomb 13 4 5 Foreword T he Tomb of Tukram is a short introductory adventure for the Crying Blades. It presents a traditional expedition inside an ancient tomb, al- legedly full of treasures and rich of po- tentially deadly encounters. The adventure is written in the for- mat I find most useful and easy to run: the GM can read the adventure before- hand and be prepared, or otherwise can basically just run it while reading it for the first time. In the rare cases where a location references another, there is a clear note about it that guides the GM to the ap- propriate page. Zero percent prep and work, one hundred percent fun. Illustrations T he artwork used in the book is in public domain: Other Notes I f you’d like to know more about The Crying Blades, you can check a free preview on RpgNow. The Crying Blades is an OSR fantasy roleplaying game, built on the fundation of the tradition and with a few innova- tions and twists. It was inspired mostly by Lamentations of the Flame Princess and by Swords & Wizardry, but many other games also had a significant in- fluence on the design, from WhiteHack to BlackHack, from Dungeon World to Fate. So far, two manuals (out of three) have been released: • Volume One: Characters & Basics • Volume Two: Sorcery & Blessings If you’d like to start with something easier and faster, there’s also The Cry- ing Hack - based on David Black’s “The Black Hack”. It’s less than 20 pages and offers a fast rules compendium for some quick dungeon crawling: • The Crying Hack Many thanks also to those who made so far comments and suggestions about the adventure. Introduction • Map by Josiane d’Este-Curry* (Map of the tomb of Merneith) 14 • Giovanni D. Tiepolo* 1, 10, 11 • Harry Clarke* 2 • Jean-Baptiste Marie Pierre* 8 • Other Public Domain images from various artists* 9 • Pieter Bruegel the Elder* 12 • Piranesi* 28 • Salvator Rosa* 4 • Stefano della Bella* 3 6 Blank for GM notes 7 will allow the characters to collect ran- dom rumors as by the appropriate table (roll a d10). Rumors are marked with T for true, and F for false information (of course, the players do not know what’s true and what’s false - for those telling them, all rumors are true). Each character gets to roll once on the table; repeated results simply indi- cate that the same rumor is reported by more than one villager. If the characters pay to obtain ad- ditional information, roll+coin spent. Paying for information allows each character to roll a second time. T here are two villages nearby the tomb; the first populated and the second in ruins, abandoned. The first village (where you may start the adventure, if you wish, in- stead of in front of the tomb itself) hosts approximately a hundred families of farmers and hunters, and is within one day walk from the tomb. Staying in the village overnight, in the tavern or hosted by locals, or active- ly seeking information about the tomb, The Villages d10 True/False Rumor as told by the villagers 1 T Tukram was a barbaric warlord and was buried with his demonic blade 2 F Tukram's ghost still hunts the tomb 3 F Human sacrifice held within the tomb placates the evil spirits for a night 4 T Tukram's dead body is perfectly preserved. The warlord is described in ancient scrolls as covered in fearsome tattoos 5 F Bandits often use the tomb as a hideout 6 F Tukram was killed with his own blade 7 T Tukram's collected enemy skulls 8 T Tukram was a bloodthirsty warlord, keen on killing enemies in person. They say he kept prisoners alive just to kill one every morning 9 T Tukram's collected enemy skulls, used for sorcery, for eternal youth 10 T There's another body in the tomb: it's the one of a sorcerer that was buried there by the villagers' ancestors, generations ago 11 T It is better to leave a proper offer in the appropriate places. Characters can hear about this only if they roll a 10 and paid for this information Table 1: Rumors’ Table 8 Random NPC Generator I f you need to make up an NPC on the spot, you can use the tables below. Roll a d6 as many times as needed to make up some prominent features and improvise the rest. If the characters want to head for the tomb, don’t let them get stuck in the village in idle chat or meaningless interactions. These tables do not represent the en- tire village population, nor a statisti- cal distribution of occupations and such. They’re just random generators for those villagers that the characters interact with. d6 Starter 1 Slim 2 Tall 3 Long limbs 4 Shady 5 Loud 6 Fancy Table 2: Start an NPC d6 Occupation 1 Farmer 2 Hunter 3 Artisan 4 Slave 5 Guide 6 Unemployed Table 3: NPC’s Occupation d6 Noteworthy 1 Missing eye(s) 2 Scar(s) 3 Jewel(s) 4 Beautiful 5 Special weapon 6 Very young Table 4: NPC’s Noteworthy Trait d6 Attitude 1 Rude 2 Friendly 3 Pleasing 4 Honest 5 Scared 6 Boasting Table 5: NPC’s Initial Attitude 9 The Second Village T he second village is abandoned, and within one hour walk from the tomb. There is not much left here: the wooden houses have rotten and col- lapsed, and only a few stone buildings still sort of stand. There’s nothing to loot, there’s no food, no tools, no riches. Centuries have passed since when the village was abandoned, and anything value has been already taken by others. Only a fortified tower offers some rel- ative protection: it has a single entrance easily defendable, and even though it has no door, its walls are high and thick. The wooden floors have lasted until now, and it’s possible to use shaky stairs to get to the higher floors. Only the third and top floor threatens to collapse: warn the players of it and if anyone ventures to the very top of the tower, there’s a 20% chance every Turn that the third and top floor will collapse. Inflict harm appropriately. The Cemetery T here is a small cemetery on the hill next to the village: it’s visible and recognizable as such, but there’s nothing of value there. According to your taste, you may or may not have spooky but weak undeads bugging the party if they stay in the abandoned village overnight. If you need stats for undead on the fly, use the below. There’s 1d6 of them wandering from the cemetery to the village every night, and 1d6+4 of them in the cemetery it- self. If you have no other rules for falling damage, every character falling from the third floor to the second suffers 1/3 HP damage (yes, a third of all HP, rounded up). Anyone on the sec- ond floor at the time of the collapse suffers 1/2 HP damage (yes, half the HP) from all the wood and stone fall- ing from the top. Allow a save on dex- terity or similar to those on the second floor: reduce damage to only 1/4 of the HP in case of success. Rotten corpse: 1 HD, 3 HP, 10 AC, 1d4 damage for claws and bite. Save: 6 (roll under) Special: there’s a 1 in 6 chance that any corpse will rise again, with the same stats, the next round after being slain. 10 11 Wilderness T he area around the first village is relatively safe: it’s the land of farmers and hunters, and most of the predatory beasts have learned to keep away from humans. While traveling the fields and forest within half a day from the village, there is no risk of dangerous encounters. The second half of the journey to the tomb might reserve some nasty sur- prises, though. If you’d like the chance of an encounter or two before the dun- geon, roll a d10 on the wilderness en- counters table below, twice. The first encounter might occur while traveling between the first village and the second, abandoned one. The second encounter might occur between the abandoned village and the tomb itself. To make the return trip also danger- ous, you can again roll twice when the characters travel from the tomb back to civilization. If you roll the same result and a re- peated encounter is credible, use it (the same pack of wolves, another fairy, for example). Otherwise, go to the next. If you don’t like wilderness encoun- ters, skip this table and head straight to the description of the tomb. 12 d12 Encounter 1 A lonely, scrawny wolf: 1 HD, 3 HP, 12 AC, 1d4+1 damage bite. Save: 8 (roll under) 2 Giant Worker Ant: 2 HD, 6 HP, 14 AC, 1d6 damage bite. Save: 9 (roll under) There must be at least 2d10 more in proximity and 5d20 in their nest 3 Vampire tree: 3 HD, 9 HP, 10 AC, 1d6 damage branches (4 attacks). Save: 12 (roll under) Holds the corpse of a brigand (4d12 coins treasure) 4 A pack of d4+1 wolves: 2+2 HD, 8 HP, 12 AC, 1d4+1 damage bite. Save: 10 (roll under) If the party leaves them a horse or mule, they’ll be content with that 5 Invisible fairy: 2 HD, 3 HP, 18 AC, 1d4 damage piercing screams. Save: 14 (roll under) Demands 1d6 coins payment from each character, except from the one which the fairy favors (the one with the highest charisma score?). A kiss to the invis- ible fairy will be enough to grant this one passage 6 Wild Boar: 3+3 HD, 12 HP, 12 AC, 3d4 damage gore. Save: 12 (roll under) Continue attacks 2 rounds after death 7 Rats; at least 1d20 of them. Every 4 rats count as: 1+1 HD, 4 HP, 12 AC, 1d4 damage bite. Save: 6 (roll under) 8 The dead corpses of a woman and a child, recently killed: There’s 1d10 coins scattered around 9-12 Nothing dangerous; just regular wildlife and sceneries Table 6: Wilderness Encounters 13 The Tomb W hen the characters approach the tomb, it appears as follows: surrounded by the trees of the forest, there’s a single hill almost perfectly rounded. On the top of it there’s a large, flat and dark stone, which is the roof of the burial building. The stone is lifted on huge squared columns, short and thick, made of the same material. The tomb is half sunken in the ground of the hill: the stone blocks used to make the pillars are huge and appear to be very heavy; the roof ap- pears to be made by a single block. It is too big to think that humans might ever have moved it: even the gi- ants of the legends could not have lift- ed it. You all should be wondering how the hell they built this thing. There are more or less ten columns on each side of the tomb, and fewer to the back, while there are none in front. There seem to be two entrances to the tomb, leading into the hill itself. Other Details I n fact, the tomb is dug into the ground, and the huge roof stone stands on the ground of the hill as much as on the columns. The space between the columns is also half filled by the ground of the hill and smaller stones, probably placed here while the tomb was dug. If anyone in the party has extensive knowledge about this sort of stuff, or if they spend time investigating the subject, the characters can probably determine that the black columns and the black large dark stone were already here. Although they appear to be artificial, they were not likely placed here by hu- mans or similar creatures. Something far bigger or stronger, or some obscure magical power, must have placed the stones here on the hill. The tomb of Tukram is more recent: it was built by the barbarians by dig- ging into the hill and placing leftover dirt and rocks all around, thus filling the space between columns and under the large stone roof. All the locations in the tomb are marked with a number, and are pre- sented in the next paragraphs, one by one, starting from the entrance to the tomb. 14 15 1) The Entrance A semicircular hole, dug in the ground and reinforced by gray stone. Flat stones on the floor lead to a flight of stairs that plunges into the darkness below. The air is stale and humid. The walls to the side of the stairs are made in the same gray stone and are covered with moss. 2) The Offering Chamber N ext to the entrance, there’s a rect- angular doorframe, with no door. Inside there’s a small rectangular room, walls made of stone, and with floor lit- tered by excrements and dirt, and the leftovers of a fire. There’s a human rotten corpse on the floor, and what ap- pears like a big bear in the far left cor- ner. Further inspection of the room will reveal that the corpse holds no loot and that the bear is dead, probably because of the many spear wounds on its flanks. The animal was probably wounded by hunters and escaped into the chamber, where it died. The hunters didn’t both- er to follow their prey here. In the corner there’s a skull carved in the stone (indicated by the black dot): it’s slightly bigger than a regular skull and it appears to be ancient. It was probably carved by those who built the tomb, and it seems to have holes in the eyes’ sockets. Closer inspection will reveal one iron coin stuck in one of the eye’s sockets. Anything dropped in the eye’s sockets will fall somewhere below, in the dark. There is actually a little tunnel behind the skull that descends to room 4, where the offerings fall. The skull was used by those visiting the tomb to drop their offerings: usually meaningless junk, sometimes precious coins, rarely anything more of value. If a character drops a silver coin (or anything of at least moderate val- ue) in the skull, wait for their first failed roll. When they fail a roll, tell them that they imagine to hear a voice whisper- ing “Thank you for your offer” and let them re-roll. This works only once per character, and only for those who made an offering before the players could un- derstand the mechanism. If a character drops a gold coin or something of higher value in the skull, 16 same as above, again just once. But if at any time during the adventure they die, they will wake up in the cemetery of the abandoned village, at the end of the adventure (take their character’s sheet and return them to the players at the end of the adventure). They remem- ber nothing of what they did after they dropped the coin: they just remember having this weird dream of a barbaric feast that lasted a day and a night and where they were guests of honor and where they... oh, no, they don’t want to talk about what they did at the feast. 3) The Stairs W hile it is possible to see some- thing with the light from the outside while beginning to descend the stairs, it becomes pitch dark where the number 3 is placed, and afterwards. The stairs are steep and even though they’re made in stone, they’re ancient and unsteady. They must be climbed with care. Anyone running up or down in a hurry or without paying attention (escaping? fighting on them?) must pass a save on Dexterity or fall for 1 HP damage. More importantly, anyone falling on the stairs while descending will fall to the platform where there is a black dot, which is actually a pressure plate for a trap. While descending the stairs, if no lights are used, the characters will also automatically trigger the trap. Otherwise, they will notice that on the floor of the platform there are three dead bodies, which are old enough to be turned almost to skeletons. If they look around, they’ll see several circular holes on the roof. The entire platform is a single, large pressure plate. It is possible to jump and avoid trig- gering the trap, without the need to make any rolls. A dexterity check or a clever plan is necessary if the char- acters want to enter chambers 4 or 5, which have corridors accessible from the trapped platform. Oh, yes: the pressure plate simply makes deadly iron spikes descend from the roof, and then they spring back when the pressure plate is released of enough weight. Technical facts about the trap: • There are not enough spikes to pre- vent passage • Triggering the trap while walking very close to the walls makes it basi- cally useless, because spikes don’t get you, there • The trap instead is deadly efficient if at least two people step together on the pressure plate: each character on the plate suffers a hit from 1d4 spikes, each dealing 1d6 damage (1d6-1 if the character wears any armor) • The trap does not trigger if a single character walks slowly on the plate, but triggers if someone runs on it or falls on it, or if two or more charac- ters together step on it 17 • As long as the weight of two or more people is on the platform, spikes do not return into the roof. The three dead bodies, together with their rusty gear, barely count as a single person. So two of the charac- ters will need to be on the platform to hold the trap still, or one over- loaded with gear and metal armor 4) The Treasure Chamber A ll the offerings from the skull in the Offering Chamber (chamber 2) fall here, into a chest, through a crack in the wall (there’s a small tunnel slid- ing down from chamber 2 above). The chest is full of iron, worthless coins. Every turn spent digging into this pile of worthless metal (which is so abundant that it overflows on the floor) will reveal 1d10 silver coins (up to a maximum of 6 Turns). A roll of 10 (or 0) on the d10 will reveal instead of 10 silver coins, 1d6 gold coins. The chamber itself contains noth- ing more than the chest and a large, fine carving of a battle scene on the wall in front of the chest. The battle reasonably represents a barbarian gang of man and woman warriors slaying a helpless group of local farmers. 5) The Warriors’ Chamber A s the other rooms, this one is made in gray stone (it should be clear by now that this is not the same stone as the dark stone used for the columns and the exterior roof of the tomb). It is quite large and at the end of it are three statues of barbarian warriors: the first is a man, the second a wom- an, and the third is covered by a heavy, carefully carved, bear fur that hides the warrior features well enough to make it impossible to determine if it’s a man or a woman. If someone tries to check “under the furs”, they get stung by a small wooden needle. The needle was poisoned, but luckily for the players, the toxin has lost most of its power. Ask for a Save vs. poison: if the character succeeds, it’s 1 HP damage, if they fail, only 2 HP damage. At this point, between the pressure plate and the poisoned needle, they should have learned to be careful. The Warriors’ Chamber opens onto another smaller room: the room is empty except for what looks like the stone sarcophagus of a horse. The lid is heavy but easy enough for two char- acters to move. Inside the sarcophagus is what looks precisely like the skeleton of a horse. 18 A single red ruby is inside what was the mouth of the horse. It’s worth 400 silver pieces, and if the characters pick it up... nothing bad happens. Detect Magic or Detect Evil will notify the characters that the statues and the dead horse are all four magical, even though they do not move. Read Magic will determine that all statues are guardians to the tomb, but nothing more. The horse, instead, was probably blessed when alive, but there’s almost nothing left of its former magic. 6) The Stairs again T he steps here are irregular and very tall: each of them is at least half the height of a man. It is easy enough to jump down them one by one, or climb them down, and also climb them up, no rolls required. Where there is a black dot, another corpse is lying on the floor, and circular holes are vis- ible again on the roof. This is all visible even from afar, from where the previous trap was. The problem is: as soon as the first character steps where the number 6 is, the floor tiles and makes the character(s) slide onto the pressure plate. Damage is inflicted as in the previous trap: 1d4 spikes, each dealing 1d6 dam- age (1d6-1 if the character wears any armor). The weight of a single body is enough to trigger the trap and enough to keep the pressure plate down so that spikes do not go back up. The body on the floor is a fake: it’s carved in stone. These barbarians were nasty and devi- ous. Again, walking close to the walls is enough to avoid the spikes. 7) The Scale Chamber T he room is empty besides a few corpses on the floor and a small altar in the far left corner of the room. The corpses are in various stages of decomposition; one barely more than a skeleton. They wear an assortment of rotten leather armor and rusty chain- mail and with them are their rusted weapons. If characters check for traps, they notice nothing: there are a few lose stones on the floor, but these are not pressure plates. On the small altar, there is a small iron weighing scale. On one side there’s a rusty dagger, on the other a little red stone, some grains of a black powder, a wooden figure of an eagle consumed by time and barely recognizable. The dagger is heavier than the other items, but just a little, so the scale is al- most perfectly balanced. If the characters take the dagger, the scale tiles to the other side, and the movement also unlocks the door to chamber 9 (the main burial room). Basically, any action that moves the scale to the center will unlock the door to chamber 9. If anyone closely examines the scale will notice that it’s fixed into place and perhaps can guess there’s some hidden mechanism behind it. The dagger is a +1 weapon (to-hit and damage) but only against undead. If used against the necromancer of room 9, the dagger seems to come to life: its blade will glow in fierce red, and the weapon becomes a +3 weapon (to-hit and damage) but at the price of draining 1 HP from the wielder, every round. A character holding this weapon cannot drop it or switch it to another 19 weapon: if someone has it in hand when fighting the necromancer, they must use this weapon... but they’re still free to decide not to attack, thus save them- selves from loosing HP in that round. If the characters take the rest of the treasure (the red stone, the black pow- der, the small wooden eagle), the scale will eventually tip on the side of the dagger. This happens when at least two (or all three) objects are removed from the plate. When this happens, the necroman- cer in chamber 9 comes to life, but it will not move nor make any noise, for now. The red stone is clearly magical and glows faintly: if a character smashes it with a weapon, the weapon gains a +1 bonus in the next fight, and the first damage inflicted with it will translate into HP regained by the character. It is worth 100 sp if sold as a simple gem, 200 if the magical power is revealed. The black powder appears more or less like a spice or some sort of salt. Read Magic or a similar spell will re- veal that if used to draw a circle on the floor (large enough only for a single person standing), no undead can pass that barrier. If used to draw a straight line, any undead crossing the line will lose 1d6+4 HP. If placed in the mouth of a dead body, it will prevent it from ever being risen as undead, as long as the salt remains in their mouth. The wooden eagle was once pretty and elegantly carved, but has been con- sumed by time, and is of no value, ap- parently. If the characters didn’t touch the dagger nor the other three items on the scale, they can leave the room with no problems. But if they touched the dagger or the other objects (even if they left them in place), once they leave the room, the corpses on the floor will animate. The corpses will wait for the last of the characters to be on the threshold of the room, and then attack the group from behind. Unless the last one or two characters succeed in a Notice test (or Perception, or whatever you use), the undead will attack with the favor of surprise. The attack will be of two undead against the last character in line, and one undead against the one before the last. If the undead have the favor of the surprise, they attack with a +4 to-hit and +2 to damage. If the undead do not have the favor of the surprise, roll initiative normally. The undead are four in total, in vari- ous status of decomposition; one of them is barely more than a skeleton. They all have the following statistics: 20 Remember that the characters are likely to be fighting next to the stairs and the trap of location 6. 8) The Altar Room A ll the walls are of this room are covered by skulls carved in the stone and there’s a small altar in the center of it. On the altar are two small offering plates, filled with a total of 222 silver coins. If the characters examine the room, they will notice that 22 of the hundreds of skulls carved in stone have a hole in their mouth. If a coin is dropped in each of them, a secret door opens to chamber 10. If the characters look for secret doors before unlocking the door using 22 coins, they will automatically find evi- dence of the secret door, but the door is closed and carved in the stone, and won’t open easily. The characters must find a way to pull it open somehow (if they have a crowbar, it will do). If they manage to open the door or force it open, a small passage leads to chamber 10. 9) The Burial Chamber The burial chamber is behind a cou- ple of black iron doors. The doors are locked, but the lock can be picked by any rogue or thief or anyone with the appropriate skills, if the release mecha- nism in chamber 7 is not detected. The doors are quite solid and cannot be broken, but a few hours of excavation of the stone walls can anyway grant access to the burial chamber, either by breaking the doors hinges or by dig- ging a tunnel straight into the burial chamber. The burial chamber is made by the same black stone as the outside pillars and roof, and contains a large number of chests and baskets that were once full of offerings from the barbaric tribes. Most of the offerings were food, pelts, leather, and have long rotten. There are some metal offerings like shields, weap- ons, armors, but all of them are rusty and quite heavy and rough compared to those that the characters already have. If anyone wants to make a set of barbaric weapons and armors, consider that everything weights a bit more than regular equipment, and weapons have a -1 to hit while armor offers -1 than the corresponding regular AC. Undead of room 7: 2 HD, 6 HP, 10 AC, 1d4 damage for claws and bite, or 1d6 for rusty weapons if the char- acters left them there on the floor. Save: 6 (roll under) 21 On the walls there’s a line in white polished marble, sculpted with aston- ishing skills, which depicts the con- quests and heroic deeds of Tukram. Which clearly was a woman, consid- ering she appears in every scene, lead- ing the barbarian tribe, and armed with a large vicious blade. Reveal this detail to the characters only if they spend time examining the marble decorations. The chamber’s roof is higher than the other rooms of the tomb, and on all sides are small holes at the top of the walls, which probably in the past let light come in from the outside. Now the little tunnels have given in or vegeta- tion and dirt have covered them all, and they’re in any case too small even for a child to use as a passage. At the far end of the burial cham- ber, there’s a platform in the same white marble as the decoration on the walls, and on it, there is an altar covered by hundreds of rusted swords. On the altar lays the body of a man in chainmail, with a silver circlet on the head and a large sword to the side. The body is decomposing, but not yet a skeleton, and for some reason there’s no smell. Also, if anyone bothers to ask, it looks far more recent than it should be, if this was really Tukram. The body is the one of a necromancer that was killed generations ago by the ancestors of the villagers. The necromancer is the one respon- sible for the second village being aban- doned: his twisted experiments with the dead have caused too many of them to rise, and the locals have lost their pa- tience. For over a month the abandoned village, while it was still populated, was plagued by undead attacks, while the hunters and the strongest of the farmers were hunting the necromancer through the woods, and then have man- aged to kill him nearby this tomb. They decided to bury him in this tomb, and have displaced the body they found on the altar (which was also not Tukram), substituting it with the one of the nec- romancer. The local priests have blessed the village multiple times, but the undead plague didn’t stop, so the villagers eventually packed their things and re- built somewhere else. The necromancer’s body is dead but a fraction of his former spirit is trapped in the scale in room 7. If the characters made the scale tip to the side of the dagger, the body came back alive. It is waiting for the charac- ters to approach before rising and at- tacking. If instead the scale was left undis- turbed, or if it was tipped only to the other side (where the gem, the black salt and the small wooden eagle are), the corpse will not move. If the necromancer rises to fight, use these stats: Necromancer: 3 HD, 8 HP, 14 AC, 1d4 damage for claws and bite, or 1d6+1 for the large sword if the characters didn’t take it somehow from him. Save: 15 (roll under). In every even round (2nd round, 4th, and so on) the necromancer will use a random spell after the regular attack. Roll a d6 on the next table to deter- mine which spell is used. 22 10) Secret Room One T his room is hidden behind the se- cret door of the altar room (cham- ber 8). There is nothing relevant here: the room is dark and smells like stale air. There are some insects crawling on the floor, but nothing else. 11) Secret Room Two T he room is empty but there’s a mysterious barbaric rune carved on the floor, where there is a small black dot. Characters can easily step around it, if they have any source of lighting they’ll automatically spot it. Detect Magic or Detect Evil will reveal that the rune is malignant. If a character does not step around it but across it, or steps on it, or touches it while examining it, that character is marked by the rune. The rune has three “charges” and will mark up to three characters. A character that is marked will be stalked by one of the three statues of room number 5, from the moment they will step out of the tomb. The statue(s) will get to the characters in their first night of rest (in the woods or back in one of the villages) and never give up pursuit until they’re destroyed. See the previous table under “Animate Statue” for the statues’ scores. d6 Spell 1 Pain Circle All characters fighting the necromancer will suffer 1d6 magical damage (Save vs. Magic for half damage). For each character struck by pain failing the Save, the necromancer regains 1 HP 2-5 Animate Undead One of the undead in room 7 will rise and join the fight after one more round. If they were already destroyed by the characters, they do rise again but with only 1 HP (they keep rising as long as their bodies are not utterly destroyed or the necromancer killed) 6 Animate Statue One of the statues of room 5 will slowly march to aid the necromancer. It takes 3 rounds for the statue to join the fight, and the characters will be clearly able to understand something’s coming: they can hear stony heavy steps and the traps triggering on the stairs and so on. Only one statue can be animated at the same time. When the statue joins the fight, it has the following stats: Animated Statue: 4 HD, 15 HP, 12 AC, 2 attacks, 1d6 damage with heavy fist and 1d8 with stone weapon. Save: 12 (roll under). If the necromancer dies, the statue stops fighting and freezes in place Table 7: Necromancer’s Spells 23 12) Secret Room Three T his room is empty. 13) Stairs Room T his room is empty, except for a flight of circular stairs plunging down in the darkness. Descending the stairs leads the characters to a long corridor, which ends in another set of stairs, ascending. 14) The Other Stairs Room T he tunnel starting from number 13 goes here, to the other side of the map. Stairs going up from the corri- dor lead to another empty chamber, but the walls, floor and roof here are made by precious white marble. There is a heavy iron door, richly dec- orated with battle scenes, on one side of the room, leading to the next. The door is heavy but will open if anyone pushes hard enough. 15) The Real Burial Chamber A nother room made by precious white marble, with a single mar- ble platform in its center. On the marble lies the naked body of a woman, cov- ered with tattoos. She’s clearly dead, but perfectly preserved. She’s not beautiful but everything in her speaks of war and command. Her face is strong, and the eyes, open even in death, are dark and magnetic. She’s Tukram. There is a golden pot resting on her belly, full of jewels and precious stones, worth 1d4x1000 coins in total, but which is impossible to sell unless the characters travel to a major city. If anyone takes the treasure, a mag- ic seal is broken and the entire tunnel from 14 back to 13 collapses (if anyone is in the tunnel, well, they’re dead). It will take the characters 5 days to dig their way out through the tunnel (7 if they don’t eat a ration at least every day). But if someone is smart enough to break the walls in room 14 or 15 and dig in the dirt straight out of the burial chamber to the side of the hill, in a few hours they will be out in open air. 24 Detect Magic will reveal that there is magic on the treasure (the magic trap) but also something else there... close to the dead body of Tukram. If the characters move the dead body, there is a long, dark blade resting un- der her, in a shallow hole on the marble table. The blade is a +1 weapon (+1 to-hit and damage) with a demonic power in it: anyone killed by the blade has their soul trapped in their skull, and cannot reach the underworld. Every time a person is killed by the blade, the wielder can regain 1d6 HP or rejuvenate of 1 day, but not more than once per day. Kill one a day to basically become immortal, but yes, you must kill every single day. 16) The Skulls Chambers T hese three chambers are complete- ly sealed. A close inspection of the walls of the adjacent chambers (9 and 12) will reveal nothing, but Detect Magic or Detect Evil will identify that there’s something behind the walls. If the characters dig into the earth from the outside, or into the stone walls from inside the tomb, they will be able to open a passage into the chambers. The chambers’ walls are all covered with carefully stacked skulls; by dig- ging into the chambers the characters will make many of them to fall to the ground, shattering. Each broken skull will shriek in pain, as the soul trapped into it finally finds a way into the underworld where it belongs. It is a mystery how the builders managed to place the skulls here covering every inch of each of the walls and sealing the chambers, but the characters probably don’t care. When breaking the skulls entering the room, there is a 10% chance that a blessing will be released on the first character entering the room (roll 1 to 10 on a d100) and a 10% chance that in- stead it will be a curse (11 to 20 on the same d100). Each skull contains a soul; each of them of a man or woman killed by Tukram and by the virtue of the magi- cal blade (see chamber 15), their souls were trapped in their dead skulls. If the characters know nothing about the blade, the only things they know are these: 25 • The skulls are real, and ancient • When a skull is broken, a shriek re- sounds and then a cold breeze blows in proximity of it, whispering with release • There are probably thousands of skulls in each chamber Magical investigation will reveal that each skull contains a soul, which is trapped and cannot reach the under- world. Close examination with Detect Magic or Detect Evil will identify a dozen blessed skulls and a dozen cursed ones, in total (for the three chambers). If the characters investigate one cham- ber only, there’s a d6 blessed skulls and a d6 cursed skulls. If the characters are breaking skulls randomly after entering the room, for each of them there is a 1% chance that a blessing is released, and a 1% chance that it’s a curse. Roll in secret a d100 if the characters start to break skulls, 1 is a blessing, 11 a curse. You don’t want to roll in- dividually for each skull, ask them how many they break and increase odds pro- portionally. If the characters decide to carry the blessed or cursed skulls outside, each of them counts as one inventory slot (same as 100 coins treasure). The skulls have no market value, but alchemists or sorcerers might pay up to 30 coins for each of them (blessed or cursed). The blessing: if the character is wounded, heal 1d4. Otherwise roll a d6 on the table. The curse: roll a d6 for a random curse. While the blessings are permanent, these curses can be cured with the ap- propriate spells or blessings (such as Remove Curse). 17) The Hollow Columns T hese three pillars on the back of the tomb are partially hol- low. They look normal from the out- side of the tomb, but beyond the thick vegetation growing on them, there’s room enough for one man at the time to squeeze trough. Each of them hosts a small chamber where animals have made their lairs and they can be used for safekeeping. No one will ever find whatever the characters decide to hide in here. d6 Blessing 1-2 Increase a random attribute by one point (works only once for the entire party, further rolls of 1-2 count as 3-4) 3-4 The character gains 100 XP 5-6 The character gains 1 Hit Point (to the maximum Hit Points, increasing the total of available HP permanently) Table 8: Skulls’ Blessings d6 Curses 1-2 The character looses 1 point of Charisma 3-4 The character looses 1 point of a random attribute 5-6 The character looses 1 HP permanently but never below 1 HP Table 9: Skulls’ Curses 26 LICENSE OPEN GAME CONTENT Open Game Content may only be Used under and in terms of the Open Game License Version 1.0a (OGL). This entire work is designated as Open Game Content under the OGL, with the exception of Product Identity. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wiz- ards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. 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System Reference Document © 2000, Wiz- ards of the Coast, Inc.; Authors Jonathon Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. System Reference Document © 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Modern System Reference Document © 2002–2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christo- pher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adki- son, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Swords & Wizardry Core Rules, © 2008, Matthew J. Finch. 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LIMITED ED PLAYBOOKS ese are 9 “limited edition” playbooks designed and published after Apocalypse World’s initial release. Most of them — the faceless, the hoarder, the maestro d’, the touchstone — are just straightforward additional characters. You can include them in your game without any special attention or concern. Each of the others changes Apocalypse World in some particular important way. e Macaluso is a psychic entity, not a person, and introduces the idea of playing multiple PCs. e marmot is a literal marmot, and introduces crimes, mysteries, and clues into play. e quarantine is a person from Apocalypse World’s past, from our world, and raises questions about what happened. And the solace is a paci�st with a lot of unique power to change the other players’ characters and disarm the game. e space marine mammal is a technologically advanced dolphin on a mission to reclaim the earth from the apocalypse. is �le includes the 9 limited edition playbooks; Supplemental: Mysteries & Clues; Supplemental: Walkingsuit; a reference sheet for large-scale weapons and Ψ-harm; and a complete and inclusive index and guide to character moves. THE FACELESS Written with Bret Gillan print pages 4–5 Is it true everywhere, always? Was it true in the golden age of legend, when life was kind? For certain it’s true here in Apocalypse World: some of us are born and grow up and live without faces. We have things on the fronts of our heads, of course, but they’re soft, malleable, expressive, revealing things, they aren’t our faces. Our faces would be hard, ungiving, silent and stern, they would be what we are. ey would never �inch. e Faceless is a giant unstoppable killing machine, but built for tragedy. If you want to barf out violence, grotesquerie, and externalized pain, play the faceless. Warning: you’ll hurt and disappoint the people you care about, for reals. e Faceless was originally created for distribution at conventions. THE HOARDER Written with Elizabeth Shoemaker Sampat print pages 6–7 When the world ended, so much was lost among the blood and shit and debris of a dying world in its last spasms of life. Some say it was a tragedy; some say it made us stronger. Fuck them. You know what I say? Finders keepers. e Hoarder is a creepy character with a powerful collection of goods and a uniquely appraising vision. If you want to play a weird and grotesque villain but you’re tired of playing brainers, try a hoarder. Warning: your MC will have a lot of leverage over you. You’ll sometimes have to �ght to pursue your own agenda. e Hoarder was originally created for the Sight for Sore Eyes bene�t bundle. THE MACALUSO print pages 8–9 When the apocalypse came, it did not come as they expected it. Oh, they expected their world to break down — feared it would, denied it would, planned for it, planned against it, whatever. But they looked at their future and they could only see their own monsters. ey couldn’t see, couldn’t even guess, the creatures that would come that were not them. e Macaluso is a multibodied psychic entity, a single person with several human bodies. If you want to play the weirdest character in the game, play the Macaluso. Warning: don’t play the Macaluso your �rst time out with Apocalypse World. Learn the game �rst. e Macaluso was originally created to celebrate Il Mondo dell’Apocalisse and its Best of Show win at Lucca Comics and Games. Apocalypse World: Limited Edition Refbook ©2k+10–2k+13 by D. Vincent Baker & others as indicated THE MAESTRO D’ print pages 10–11 In the golden age of legend, there was this guy named Maestro. He was known for dressing up real dap and whever he went, the people had much luxe tune. ere was this other guy named Maitre d’. He was known for dressing up real dap and whever he went, the people had all the food they could eat and the fanciest of it. Here in Apocalypse World, those two guys are dead. ey died and the fat sizzled off them, they died same as much-luxe-tune and all-you-can-eat. e maestro d’ now, he can’t give you what those guys used to could, but fuck it, maybe he can �nd you a little somethin somethin to take off the edge. e maestro d’ runs a social establishment, like a bar, a drug den or a bordello. If you want to be sexier than a hardholder, with fewer obligations and less shit to deal with, play a maestro d’. Warning: fewer obligations and less shit, not none and none. e Maestro D’ was originally created as a perk for preordering the game. THE MARMOT Written with Ben Lehman print pages 12–15 (includes Supplemental: mysteries & clues) One thing that hasn’t changed since the apocalypse: people do bad things to each other and expect to get away with it. If there’s any marmot who can untangle the secrets, the lies, and the pain to �nd some justice in this �lthy, �lthy world, it’s you. e marmot is a detective, and no shit, it’s a marmot. A furry little rodent dude who solves mysteries. If you want to play a marmot detective, well, here’s your chance. Warning: your fellow players just might think you’re fucking around with them. e Marmot was originally created to support Animal Crime by Ben Lehman. QUARANTINE print pages 16–17 It’s possible, when the Golden Age of Legend fell, that no one saw it coming. It’s possible that it came upon them unprepared and unsuspecting. Maybe they, like we, were simply fucked. It’s also possible that they knew. Quarantine is a soldier from the past who’s been in stasis since the apocalypse. If you want to bring a sane modern-day sensibility and point of view to Apocalypse World, play a quarantine. Warning: a sane modern-day sensibility and point of view makes you spectacularly unsuited to life in Apocalypse World. Quarantine was originally created to support Shock: Human Contact by Joshua A.C. Newman. SOLACE print pages 18–19 e world’s psychic maelstrom vomits forth its own. It eats the fortune of all living and all dead and leaves no fortune for any but itself. In this Apocalypse World, howling at the door, they used to be called wolves but we know them for themselves at last. Solace is a paci�st and an enemy of violence. If you want to disarm potential violence, promote collaboration and cooperation, and call the other characters out as the big violent meanies they are, play the solace. Warning: you can already guess that your situation is precarious. What you may not guess is that the other characters might really resent being called out as big violent meanies, and might call you out as a priggish killjoy in turn. Solace was originally created for a “nice games” bundle for Epimas. THE SPACE MARINE MAMMAL print pages 20–23 (includes Supplemental: Walkingsuit) 50 years ago, the enemies of Earth unleashed a psychic weapon that destroyed all hope for the future of dolphinity. Anticipating the attack and its outcome, leaving many behind to suffer and die, your grandparents rushed to evacuate Earth. ey built secret orbital stations and expanded the hidden Mars base into a functional colony. eir grandchildren — you — are all that remains of true dolphinity after this appalling apocalyptic assault. Today, the mission to reclaim Earth begins. e Space Marine Mammal enters play as a wicked badass automatically disposed against the other PCs. Its badassery is in tension with its experience — it might learn to get along — but still play it only if you want to deal with that. e Space Marine Mammal was originally created to support Sea Dracula: Judicial Inquest by Morgan Stinson and Jackson Tegu. THE TOUCHSTONE print pages 24–25 At the earliest reaches of living memory, the world collapsed. Cities raged, burned, or just died in agony, starved, fell silent. e sky howled. Not everyone who remembers it remembers it the same way. People forgot who they were, where they had come from, what they could make. Now, in this world of �lth and blindness, there are a few with new vision. ey go among us at war, indomitable and doomed, hoping and �ghting for something better. e Touchstone hopes and �ghts for a better future that only she can see. If you want to declare yourself an enemy of the world and �ght hard to change it, play a touchstone. Warning: you have hope and vision, but violence is all you’re good at. e Touchstone was originally created to give newcomers to the game a playbook to trade with. CHARACTER MOVES INDEX & ADDITIONAL RULES print pages 28–35 Index, complete reference, and character moves by stat, updated to include all the limited edition character moves. Additional rules: large-scale weapons, harm & buildings, Ψ-harm. SUPPLEMENTAL: WALKINGSUIT (HUMAN CONFIGURATION) print pages 26–27 is is a walkingsuit as though created by humans, not space dolphins. MC, you may choose whether to have it appear in your game, and if so, under what circumstances. Introducing THE FACELESS with Bret Gillan Is it true everywhere, always? Was it true in the golden age of legend, when life was kind? For certain it’s true here in Apocalypse World: some of us are born and grow up and live without faces. We have things on the fronts of our heads, of course, but they’re soft, malleable, expressive, revealing things, they aren’t our faces. Our faces would be hard, ungiving, silent and stern, they would be what we are. ey would never �inch. HARM countdown 3 6 9 12 stabilized shattered (-1cool) crippled (-1hard) dis�gured (-1hot) broken (-1sharp) IMPROVEMENT > >>improve experience __ get +1 to any stat (max stat+3) __ retire your character (to safety) __ create a second character to play __ change your character to a new type __ choose 3 basic moves and advance them. __ advance the other 4 basic moves. HX help or interfere; session end COOL HARD HOT SHARP WEIRD do something under �re go aggro; seize by force seduce or manipulate read a sitch; read a person open your brain highlight highlight highlight highlight highlight STATS MOVES NAME — LOOK __ get +1hot (max +2) __ get +1sharp (max +2) __ get +1weird (max +2) __ get a new faceless move __ get a new faceless move __ get a new faceless move __ get a gang (detail) and pack alpha __ get a holding (detail) and wealth __ get a move from another playbook __ get a move from another playbook If you and another character have sex, hold 1. If they get into shit, either you or they can spend your hold and you are there. FACELESS SPECIAL FACELESS THE FACELESS MOVES Pit bull: whenever you take a debility, name the person you hold most responsible. Take +1 ongoing to all rolls versus them, forever. (All rolls with them directly as a target count, of course. Rolls against their family and friends, minions, or property may count, in the MC’s judgment. MCs, remember your job is to make Apocalypse World seem real and keep the characters’ lives interesting, not deny the PCs bonuses.) Rasputin: shot, stabbed, and poisoned, you just keep coming. When you are being scary as fuck and coming at someone, you get +1-armor. You still get shot and stabbed, bleeding just doesn’t bother you that much anymore. Juggernaut: take -2 on all “when you suffer harm” rolls. Oh yeah! roll+hard to smash your way through scenery to get to or away from something. 10+, the scenery moved or smashed and you get what you want. On a 7–9 you get what you want and smash or move the scenery, but take 1-harm (ap), and are disoriented and under �re in follow-up actions, leave something behind, or take something with you. ink smashing through walls or pushing through burned out husks of cars. Scent of blood: at the beginning of the session, roll+weird. On a 10+ hold 1+1. On a 7–9 hold 1. At any time, you or the MC can spend your hold to have you at the scene of a battle (a real battle, not intimate violence between a couple people). On a miss, the MC holds 1, and can spend it to have you there and pinned down. Norman: you seek the advice of your mask. Roll+weird to see what it directs you to do. On a 10+ mark experience and take a +1 if you do as your mask wishes. On a 7–9, take a +1 if you do what it wants and act under �re if you don’t. On a miss, it has its own agenda and act under �re if you don’t follow it. As one: attempts by other PCs to seize your mask by force, or to get you to remove or give away your mask by going aggro or seduction/manipulation, are at -2. NPCs will never succeed at unmasking you against your will unless you are completely at their mercy. Beastly: you get +1hard (hard+3). OTHER MOVES Choose your mask’s type: sports mask, gas mask, combat helmet, hood, balaclava, carved mask, scrounged mask, fetish mask. Choose its look: dusty, battered, painted, stained, or cracked. e Unexpected: when someone sees you unmasked for the �rst time, they take s-harm, in addition to anything else that happens. Unmasked, you are (choose 2): Vulnerable. Whenever you suffer harm, you suffer +1harm. Grotesque. Every PC who sees you goes immediately to Hx+3 with you. Afraid. You take -1 ongoing until you cover your face again. Irresolute. When you in�ict harm, in�ict -1harm. Ashamed. You have hard=0 until you cover your face again. Powerless. You lose access to all of your character moves. You can still make basic moves. YOUR MASK BARTER IIf you’re charging someone wealthy for your services, 1-barter is the going rate for: one act of murder, extortion, or other violence; one week’s employment as bodyguard or gang leader; one month’s employment as thug-on-hand; one threat delivered; one convoy guarded through hostile territory; one month’s physical labor requiring your strength and size. 1-barter will cover a month’s living expenses, if your tastes aren’t too grand. As a one-time expenditure, and very subject to availability, 1-barter might count for: a night in high luxury & company; any weapon, gear or fashion not valuable or hi-tech; the material costs of resuscitation by an angel; repair of a piece of hi-tech gear by a savvyhead; a year’s tribute to a warlord; a month’s maintenance and repairs for a hi-performance vehicle well-used; bribes, fees and gifts sufficient to get you into almost anyone’s presence. For better stuff, you should expect to make particular arrangements. You can’t just wander around the commons of some hardhold with oddments ajangle and expect to �nd hi-tech or luxe eternal. GEAR & BARTER DRAW YOUR MASK is is not optional. CREATING A FACELESS To create your faceless, choose name, look, stats, moves, gear, mask, and Hx. NAME Hunk, Tor, Ork, Doule, Big Fucker, Blag, Mega, Dent, Crudhammer, Deg, Frog, Summint, Trench, Zuto, Kray, Momo, Gigg, Meat, Stomp, Playboy. LOOK Man, woman, concealed, or transgressing. Casual wear, fetish-bondage wear, showy armor, scrounged armor. Hard eyes, blank eyes, merciless eyes, dead eyes, or calculating eyes. Huge body, muscular body, tall gangly body, wiry body, or obese body. STATS Choose one set: • Cool+1, Hard+2, Hot-1, Sharp+1, Weird=0 • Cool=0, Hard+2, Hot+1, Sharp-1, Weird+1 • Cool=0, Hard+2, Hot-1, Sharp+2, Weird-1 • Cool+1, Hard+2, Hot-1, Sharp=0, Weird+1 MOVES You get all the basic moves. Choose 3 faceless moves. HX Everyone introduces their characters by name, look and outlook. Take your turn. List the other characters’ names. Go around again for Hx. On your turn: • One of the characters helped you do something terrible once. Tell that player Hx+2. • Tell everyone else Hx+1. On the others’ turns, choose one or both: • One of them was once kind and unafraid towards you. Ignore what they tell you and write Hx+3. • You think one of them is pretty. Add +1 to whatever number they tell you. At the end, �nd the character with the highest Hx on your sheet. Ask that player which of your stats is most interesting, and highlight it. e MC will have you highlight a second stat too. IMPROVEMENT Whenever you roll a highlighted stat, and whenever you reset your Hx with someone, mark an experience circle. When you mark the 5th, improve and erase. Each time you improve, choose one of the options. Check it off; you can’t choose it again. GEAR In addition to your mask, you get: • 1 brutal weapon • fashion suitable to your look, including at your option a piece worth 1- or 2-armor (you detail) • oddments worth 1 barter Brutal weapons (choose 1): • magnum (3-harm close reload loud) • sawed off (3-harm close reload messy) • crowbar or club or bat (2-harm hand messy) • machete or axe (3-harm hand messy) • chainsaw (3-harm hand auto�re messy) Introducing THE HOARDER with Elizabeth Shoemaker Sampat When the world ended, so much was lost among the blood and shit and debris of a dying world in its last spasms of life. Some say it was a tragedy; some say it made us stronger. Fuck them. You know what I say? Finders keepers. HARM countdown 3 6 9 12 stabilized shattered (-1cool) crippled (-1hard) dis�gured (-1hot) broken (-1sharp) IMPROVEMENT > >>improve experience __ get +1 to any stat (max stat+3) __ retire your character (to safety) __ create a second character to play __ change your character to a new type __ choose 3 basic moves and advance them. __ advance the other 4 basic moves. HX help or interfere; session end COOL HARD HOT SHARP WEIRD do something under �re go aggro; seize by force seduce or manipulate read a sitch; read a person open your brain highlight highlight highlight highlight highlight STATS MOVES NAME — LOOK __ get +1weird (max weird+3) __ get +1sharp (max sharp+3) __ get +1sharp (max sharp+3) __ get +1cool (max cool+2) __ get +1hot (max hot+2) __ get a new hoarder move __ get a new hoarder move __ add an option to your hoard __ get a move from another playbook __ get a move from another playbook If you and another character have sex, use acquisitive eye as though your partner were an object and you’d rolled a 10+, even if you don’t have the move. HOARDER SPECIAL HOARDER THE HOARDER MOVES Acquisitive eye: when you see, hear about, or otherwise come to know of a thing you want, roll+weird. On a hit, you can ask the MC questions. On a 10+, ask 3. On a 7–9, ask 2: • How can I make this mine? • Who will stand in my way? • Will my hoard accept it? • Who will try to take it from me once it’s mine? • What is this truly worth? On a miss, your face and body language betray your interest in the thing to anyone who’s paying attention. Sticky �ngers: when you give someone a gift, roll +Weird. On a 10+, it comes back to you within a week. On a 7-9, it comes back to you eventually, with strings attached. On a miss, you can never own it again. Money is power: when you help or interfere with someone, after you’ve rolled, you can: • Spend 1-barter to change your miss into a 7–9 hit, or your 7–9 hit into a 10+ hit; • Spend 1-barter to give +2 (helping) or -3 (interfering) instead of +1 or -2. e jingle doesn’t go anywhere, or it goes into the world’s psychic maelstrom. Either way this isn’t commerce, it’s power. Greed: when you’re defending your hoard, your greed makes you unstoppable. Being in the presence of your hoard counts as 2-armor— if your hoard is under attack. (If someone’s just trying to kill you and it happens to be around your hoard, not so much.) Appraising eye: when you read a situation, on a hit, in addition to your other questions, you may ask this: • What’s the most beautiful, the rarest, or the most valuable thing here? When you read a person, on a hit, in addition to your other questions, you may ask this: • What’s the best thing your character owns, or the best thing your character’s carrying? OTHER MOVES What kinds of things are in your hoard? Choose 1, 2 or 3: armor, armaments and ammunition others’ castoffs & discards pretty things fetish objects, art & mementos intoxicants, delicacies & poisons technology, electronics, parts & wire relics & waste of the golden age past books, maps, drawings & photographs plant, animal & human specimens ___________________________ What else is true of your hoard? Choose 1 or 2: Conscious: it speaks to you in your mind. Meticulous: when you return something to it, it must be in perfect condition. Voracious: if you ignore its demands, whatever you do instead, you do under �re. Beautiful: if an NPC sees it, she envies and desires it. Your hoard begins play with hunger=0. HOARD HUNGER LOANS hunger+4 means -1ongoing As long as your hoard’s hunger is 3 or less, you can go into your hoard and look for something useful. Describe your situation and roll+weird. e MC’s job is to come up with something for you that she genuinely thinks you’ll �nd useful in the situation you’ve described, and to have your hoard deliver it forth. (You might remind her the kinds of things you have in your hoard.) On a 10+, your hoard’s hunger holds where it is. On a 7-9, your hoard gets +1hunger. On a miss, your hoard goes immediately to hunger+4. If you take the thing, your hoard considers you to have borrowed it, and will expect it back. As long as your hoard’s hunger is 3 or less, you can go into your hoard for jingle. Pull oddments worth 2-barter out of it and give it +1hunger. At the beginning of the session, roll+your hoard’s hunger. On a 10+, the MC holds 3; on a 7-9, the MC holds 1. During the session, the MC can spend her hold 1 for 1 to: • name a thing present. Your hoard must have it. When you give it to your hoard, mark experience and give your hoard -1hunger. • name a thing you’ve borrowed from your hoard. Your hoard must have it back. When you return it to your hoard, mark experience and give your hoard -1hunger. If the MC has any hold left at the end of the session, give your hoard +1hunger, to a maximum of hunger+4. If your hoard has hunger+4, take -1 ongoing. CREATING A HOARDER To create your hoarder, choose name, look, stats, moves, hoard, and Hx. NAME Smaug, Napoleon, Winona, Morgan Chase, Boa, Dunbar, Rockefeller, Wembley, Philo, Gunge, Zuck, Hov, Yeezy, Jake, Billy Beau. LOOK Man, woman, transgressing, or obscured. Luxe scrounge wear, decaying scrounge wear, armored scrounge wear, or sexy scrounge wear. Soft face, hollow face, eager face, old face, or scarred face. Hungry eyes, green eyes, calculating eyes, wide eyes, or nervous eyes. Emaciated body, pudgy body, stringy body, huge body, or slinky body. STATS Choose one set: • Cool-1 Hard-1 Hot=0 Sharp+2 Weird+2 • Cool=0 Hard+1 Hot=0 Sharp=0 Weird+2 • Cool-1 Hard=0 Hot+1 Sharp+1 Weird+2 • Cool+1 Hard-2 Hot+1 Sharp+1 Weird+2 MOVES You get all the basic moves. You get 2 hoarder moves. IMPROVEMENT Whenever you roll a highlighted stat, and whenever you reset your Hx with someone, mark an experience circle. When you mark the 5th, improve and erase. Each time you improve, choose one of the options. Check it off; you can’t choose it again. HX Everyone introduces their characters by name, look and outlook. Take your turn. List the other characters’ names. Go around again for Hx. On your turn: • Do you brag about your hoard or do you keep it secret? If the former, do so, and at the end tell everyone Hx+1. If the latter, deny that you’re keeping anything secret, and tell everyone Hx+1. (Yes, tell them Hx+1 either way.) On the others’ turns: • For each character, judge them rich or poor in terms set by the qualities and substance of your hoard. If you judge them rich, whatever number they tell you, give it +1 and write it next to the character’s name. If you judge them poor, whatever number they tell you, give it -1 and write it next to the character’s name. At the end, �nd the character with the highest Hx on your sheet. Ask that player which of your stats is most interesting, and highlight it. e MC will have you highlight a second stat too. You can get barter from your hoard, so no need to worry about earning it. 1-barter will cover a month’s living expenses, if your tastes aren’t too grand. As a one-time expenditure, and very subject to availability, 1-barter might count for: a night in high luxury & company; the material costs of resuscitation by an angel; repair of a piece of hi-tech gear by a savvyhead; a year’s tribute to a warlord; a month’s maintenance and repairs for a hi-performance vehicle well-used; bribes, fees and gifts sufficient to get you into almost anyone’s presence. For better stuff, you should expect to make particular arrangements. You can’t just wander around the commons of some hardhold with oddments ajangle and expect to �nd hi-tech or luxe eternal. BARTER IMPROVEMENT > >>improve experience __ get +1 to any stat (max stat+3) __ retire your character (to safety) __ create a second character to play __ change your character to a new type __ choose 3 basic moves and advance them. __ advance the other 4 basic moves. HX help or interfere; session end __ get +1weird (max weird+3) __ add somone to your secret society __ add somone to your secret society __ get a new Macaluso move __ get a new Macaluso move __ get a car (detail) __ get 2 pieces of brainer gear __ get followers (detail) and fortunes __ get a move from another playbook __ get a move from another playbook When you and another character have sex, choose 1: • Your psyche �xes upon theirs. Next time they improve, mark experience. • Ask them any 3 questions you want. ey must answer honestly. • ey may use you for augury. You roll and they make all the decisions. SPECIAL Introducing THE MACALUSO When the apocalypse came, it did not come as they expected it. Oh, they expected their world to break down — feared it would, denied it would, planned for it, planned against it, whatever. But they looked at their future and they could only see their own monsters. ey couldn’t see, couldn’t even guess, the creatures that would come that were not them. MACALUSO MOVES Luck: at the beginning of the session, roll+weird. On a hit, give +1 to everyone else making a beginning-of-session move. On a 10+, mark experience for each other’s beginning- of-session move that also hits with a 10+. On a miss, give -2 to everyone else making a beginning-of-session move. Martyr: when you take a blow for another player’s character, mark experience. When anyone of your secret society dies, mark experience. Broad in�uence: add a person to your secret society. Sustaining in�uence: When anyone of your secret society dies, erase their information from your playbook and create a new person to replace them. Use the same secret society segment or an unused one. Fingertips throughout: when 3 or more of your secret society convene and act together, you can expand your reach through the world’s psychic maelstrom. +Augury. Shared eyes: when you read a situation, roll+weird instead of roll+sharp. STATS OTHER WEIRD HARM 1-harm: cosmetic damage, concussion, pain, fear. 2-harm: wounds, unconsciousness, bad pain, broken bones, shock. 3-harm: Terrible wounds, shock, likely fatal. 4-harm: Mangled and ruined, usually immediately fatal. 5-harm and more: fatal and bodily destructive. SECRET SOCIETY By default: Your secret society consists of 3 individuals. You are each integrated into the surrounding population, not by default distinctive or remarkable. Your individual homes, means, and livelihoods are typical for this place. If you pool your free jingle, it’ll amount to 2-barter. PEOPLE CREATING THE MACALUSO As the Macaluso, you are a psyche in some way native to the world’s psychic maelstrom. You live there; it is the medium of your life the way that the earth and air are the medium of others’. However, you are also embodied in this world, in the form of several otherwise apparent human beings. You all seem to live and act and move independently, but it’s an illusion. You’re one creature, you, sharing experiences and thoughts and separated only bodily. To create the Macaluso, choose moves, secret society, and Hx. MOVES You get all the basic moves. You get luck, and choose 2 more Macaluso moves. SECRET SOCIETY By default, you consist of 3 people, called your “secret society” (misnomer though it is). If you choose the move broad in�uence, add a 4th. When you act, you act as one of your secret society, in that one’s body. For all practical purposes you, your MC, and your fellow players can treat your secret society all as full and separate characters, with these exceptions: • You all share all of your moves. • You all share Hx, experience, and advancement. • You each take harm as NPCs would, as listed, not on a PC’s harm countdown. You are individually fragile. • You can’t have sex with yourself. When you roll+a stat, the body you’re acting as may give you +2 or -1. Otherwise, roll your stat as usual (by default, +2 for weird and +0 for all others). To create one of your secret society, choose one of the available segments, and choose name, looks (selecting all that apply), and circumstances. During initial character creation, don’t choose the blank segment. When you add someone new to your secret society, you can choose to use it to create someone to �t the current circumstances of play. For your +2 and -1 stats, choose Cool, Hard, Hot, or Sharp, not Weird. e body you’re acting in doesn’t determine how Weird you are. HX Everyone introduces their characters by name, look and outlook. On your turn, introduce each of your secret society. List the other characters’ names. Go around again for Hx. On your turn, tell everyone Hx-1. Even if they know you, they don’t know all of you. On the others’ turns, whatever number they tell you, give it +1 and write it next to their character’s name. You have the bene�t of multiple points of view. At the end, �nd the character with the highest Hx on your sheet. Ask that player which one of your secret society is most interesting, and highlight it. Instead of getting highlighted stats, you get one of yourselves highlighted. When everyone else changes highlighted stats, you change highlighted selves. Again, ask the player whose character has the highest Hx on your sheet which of you to highlight. IMPROVEMENT Whenever you roll when you’re acting as the highlighted one of your secret society, and whenever you reset your Hx with someone, mark an experience circle. When you mark the 5th, improve and erase. Each time you improve, choose one of the options. Check it off; you can’t choose it again. NAME & LOOK CIRCUMSTANCES Woodward, Murray, Gams, or Jastor. Woman, transgressing, or concealed. Scarred, broken-bodied, powerful, curvaceous, aristocratic, slender, rope-veined, velvet-skinned, gray, rangy, and/or blunt-faced. highlight NAME & LOOK CIRCUMSTANCES Silk, Frans, Azaz, Rolfball, or Janis. Man, woman, or concealed. Old, pierced, willowy, golden-eyed, barrel-chested, amputated, bearded, lush-mouthed, elaborately-coiffed, tiny, fat, and/or muscular. highlight NAME & LOOK CIRCUMSTANCES Past, Cass, Dutch, Echo, or Bow. Man or transgressing. Hulking, shaven, crooked-built, dead-pale, slight, heavy-bearded, one-eyed, handsome, smirking, vast, mashed-faced, dapper, and/or tall. HOT HARD highlight Choose 3: I’m in ’s crew/cult/gang.* I have a brother, Jinte, who’s also a fuckin badass. I have a shotgun (3-harm close messy) and impressive body armor (2-armor). I have a gig doing violence for pay, worth 1-barter every couple weeks. I have a forti�ed little double-room I call home. +1armor in defense. I have oddments worth 2-barter. *Free if a PC’s, with player approval. SHARP HARD SHARP COOL Choose 3: I’m in ’s crew/cult/gang.* I’ve got something big on .* I have free passage through ’s holdings, no questions asked.* I have a smg (2-harm close area loud) and fashion worth 1-armor. I have a gig keeping and holding onto valuables for , worth 1-barter every month or so. I’m one of the few who make my home in the upper rooms. I have oddments worth 2-barter. *Free if a PC’s, with player approval. Choose 3: I’m in ’s crew/cult/gang.* I have a hunting ri�e with a good sight (3-harm far loud reload). I have a spike-studded baseball bat (3-harm hand messy) and crude body armor (2-armor). I have a tempestuous, devoted, tough, beautiful little family: Asso, Ki Yin, Quick, Limester, and me. I make my house down in the maze. I have oddments worth 2-barter. *Free if a PC’s, with player approval. NAME & LOOK CIRCUMSTANCES Dystart, Sa�re, Elba, Olive, or Jaim. Man, woman, or transgressing. Compact, long-legged, mild-eyed, nervous, utterly bald, severe-faced, quick-eyed, beautiful, thick-bodied, lithe, �ush-faced, and/or towering. highlight Choose 3: I’m in ’s crew/cult/gang.* I have access to ’s living space.* I have wicked knives (2-harm hand) and fashion worth 1-armor. I have a distinctive presence in the local population; I command attention when I come into a room. My rooms are above the autoshop. I have a bike (you detail). I have oddments worth 2-barter. *Free if a PC’s, with player approval. HARD NAME & LOOK CIRCUMSTANCES Lee-On, Billy, Mox, or Bismark. Man, woman, or ambiguous. Slight, long-haired, smoky-eyed, arresting, tattoed, dis�gured, angular, energetic, fat, calm-eyed, stocky, and/or sharp-featured. highlight Choose 3: I’m in ’s crew/cult/gang.* I have access to ’s in�rmary, and I can work on people in it.* I’m ’s lover.* I have a 9mm (2-harm close loud) and scrounged armor (1-armor). I keep hives of bees (vicious, swarming little bitches who love only me). My rooms are atmospheric, cool, and well-appointed. I get +1 to read a person within them. I have oddments worth 2-barter. *Free if a PC’s, with player approval. HOT NAME & LOOK CIRCUMSTANCES highlight SHARP COOL Introducing THE MAESTRO D’ In the golden age of legend, there was this guy named Maestro. He was known for dressing up real dap and whever he went, the people had much luxe tune. ere was this other guy named Maitre d’. He was known for dressing up real dap and whever he went, the people had all the food they could eat and the fanciest of it. Here in Apocalypse World, those two guys are dead. ey died and the fat sizzled off them, they died same as much-luxe-tune and all-you-can-eat. e maestro d’ now, he can’t give you what those guys used to could, but fuck it, maybe he can �nd you a little somethin somethin to take off the edge. HARM countdown 3 6 9 12 stabilized shattered (-1cool) crippled (-1hard) dis�gured (-1hot) broken (-1sharp) IMPROVEMENT > >>improve experience __ get +1 to any stat (max stat+3) __ retire your character (to safety) __ create a second character to play __ change your character to a new type __ choose 3 basic moves and advance them. __ advance the other 4 basic moves. HX help or interfere; session end COOL HARD HOT SHARP WEIRD do something under �re go aggro; seize by force seduce or manipulate read a sitch; read a person open your brain highlight highlight highlight highlight highlight STATS MOVES NAME — LOOK __ get +1hot (max hot+3) __ get +1cool (max cool+2) __ get +1hard (max hard+2) __ get +1weird (max weird+2) __ get a new maestro d’ move __ get a new maestro d’ move __ add a security to your establishment __ resolve somebody’s interest in your establishment __ get a move from another playbook __ get a move from another playbook If you hook another character up — with sex, with food, with somethin somethin, whatever — it counts as having sex with them. MAESTRO DI SPECIAL OTHER MOVES MAESTRO D THE I MAESTRO DI MOVES You call this hot? when you do something under �re, roll+hot instead of roll+cool. A devil with a blade: when you use a blade to go aggro or seize something by force, roll+hot instead of roll+hard. Fingers in every pie: put out the word that you want a thing — could be a person, could be somethin somethin, could even be just a thing — and roll+hot. On a 10+, it shows up in your establishment for you, like magic. On a 7-9, well, your people make an effort and everybody wants to please you and close is close, right? On a miss, it shows up in your establishment for you with strings wicked attached. Everybody eats, even that guy: when you want to know something about someone important (your call), roll+hot. On a hit, you can ask the MC questions. On a 10+, ask 3. On a 7-9, ask 1: • how are they doing? what’s up with them? • what or who do they love best? • who do they know, like and/or trust? • when next should I expect to see them? • how could I get to them, physically or emotionally? Just give me a motive: name somebody who might conceivably eat, drink, or otherwise ingest something you’ve touched. If it’s an NPC, roll+hard; a PC, roll+Hx. On a 10+, they do, and suffer 4-harm (ap) sometime during the next 24 hours. On a 7-9, it’s 2-harm (ap). On a miss, some several people of the MC’s choice, maybe including your guy maybe not, get it, and all suffer 3-harm (ap). BARTER 1-barter will cover a month’s living expenses, if your tastes aren’t too grand. 1-barter will also cover your cast & crew’s cut of a spectacular event or two. As a one-time expenditure, and very subject to availablilty, 1-barter might count for: a night in high luxury and company; any weapon, gear or fashion not valuable or hi-tech; the material costs of a crash resuscitation by an angel; a week’s hire of the protective companionship of a battlebabe or gunlugger; repair of a piece of hitech gear by a savvyhead; a year’s tribute to a warlord; a month’s maintenance and repairs for a hi-performance vehicle well-used; bribes, fees and gifts sufficient to get you into almost anyone’s presence. For better stuff, you should expect to make particular arrangements. You can’t just wander around the commons of some hardhold with oddments ajangle and expect to �nd hi-tech or luxe eternal. Your establishment features one main attraction supported by 2 side attractions (like a bar features drinks, supported by music and easy food). Choose one to be your main act and 2 for lube: luxury food music fashion lots of food sex spectacle easy food games art drinks coffee drugs scene (see and be) For your establishment’s atmosphere, choose & underline 3 or 4: bustle, intimacy, smoke, shadows, perfume, slime, velvet, fantasy, brass, lights, acoustics, anonymity, meat, eavesdropping, blood, intrigue, violence, nostalgia, spice, quiet, luxury, nudity, restraint, forgetting, pain, kink, candy, protection, grime, noise, dancing, chill, masks, fresh fruit, a cage. Your regulars include these 5 NPCs (at least): Lamprey, Ba, Camo, Toyota and Lits. Who is your best regular? Who’s your worst regular? ese 3 NPCs (at least) have an interest in your establishment: Been, Rolfball, Gams. Who wants in on it? Who do you owe for it? Who wants it gone? For security, choose this: a real gang (3-harm gang small 1-armor) Or else choose 2 of these: a convenient shotgun (3-harm close reload messy) a bouncer who knows his biz (2-harm 1-armor) plywood & chickenwire (1-armor) secrecy, passwords, codes & signals, invites-only, vouching, etc. everybody’s packing: your cast & crew are a gang (2-harm gang small 0-armor) a warren of dead-ends, hideaways & boltholes no �xed location, always new venues ESTABLISHMENT CAST& CREW Your cast & crew can consist entirely of the other players’ characters, with their agreement, or entirely of NPCs, or any mix. If it includes any NPCs, sketch them out — names and 1-line descriptions — with the MC. Make sure they suit your establishment’s scene. GEAR & BARTER CREATING A MAESTRO DI To create your maestro d’, choose name, look, stats, moves, establishment, gear, and Hx. NAME Cookie, Silver, Smoky, Slops, Chief, Rose, Angler, Chairman, Grave, Saffron, Life. Yen, Emmy, Julia, Jackbird, Francois, Esco, Boiardi, Mari, Nan, Rache, Proper, Fall. LOOK Man, woman, ambiguous, transgressing. Casual wear, display wear, vintage wear, butcher wear, fetish wear, display wear, immaculate whites. Pinched face, boyish face, pretty face, expressive face, full face, tattooed face, porcelain face, or scarred face. Cool eyes, bright eyes, inquisitive eyes, frank eyes, mischievous eyes, or one eye. Fat body, restless body, stubby body, curvy body, unusual body, or lean body. Flexible hands, quick hands, precise hands, nervous hands, sausage �ngers, scarred hands, or playful hands. STATS Choose one set: • Cool+1 Hard-1 Hot+2 Sharp=0 Weird+1 • Cool=0 Hard+1 Hot+2 Sharp+1 Weird-1 • Cool-1 Hard+2 Hot+2 Sharp=0 Weird-1 • Cool=0 Hard=0 Hot+2 Sharp+1 Weird=0 MOVES You get all the basic moves. Choose 2 maestro d’ moves. HX Everyone introduces their characters by name, look and outlook. Take your turn. List the other characters’ names. Go around again for Hx. On your turn: • Choose the character you �nd the most attractive; tell that player Hx+2. • Tell everyone else Hx+1. On the others’ turns: • Choose your favorite character; ignore the number that player tells you and write Hx+3 instead. • Everyone else, whatever number they tell you, give it +1. At the end, �nd the character with the highest Hx on your sheet. Ask that player which of your stats is most interesting, and highlight it. e MC will have you highlight a second stat too. IMPROVEMENT Whenever you roll a highlighted stat, and whenever you reset your Hx with someone, mark an experience circle. When you mark the 5th, improve and erase. Each time you improve, choose one of the options. Check it off; you can’t choose it again. GEAR You get: • a wicked blade, like a kitchen knife or 12” razor-sharp scissors (2-harm hand) • oddments worth 1-barter • fashion suitable to your look, including at your option a piece worth 1-armor (you detail) Introducing THE MARMOT with Ben Lehman One thing that hasn’t changed since the apocalypse: people do bad things to each other and expect to get away with it. If there’s any marmot who can untangle the secrets, the lies, and the pain to �nd some justice in this �lthy, �lthy world, it’s you. HARM countdown 3 6 9 12 stabilized shattered (-1cool) crippled (-1hard) dis�gured (-1hot) broken (-1sharp) IMPROVEMENT > >>improve experience __ get +1 to any stat (max stat+3) __ retire your character (to safety) __ create a second character to play __ change your character to a new type __ choose 3 basic moves and advance them. __ advance the other 4 basic moves. HX help or interfere; session end COOL HARD HOT SHARP WEIRD do something under �re go aggro; seize by force seduce or manipulate read a sitch; read a person open your brain highlight highlight highlight highlight highlight STATS MOVES NAME — LOOK __ get +1cool (max cool+3) __ get +1sharp (max sharp+3) __ get +1weird (max weird+2) __ get +1hard (max hard+2) __ get a new marmot move __ get a new marmot move __ get a new marmot move __ get a car (detail) and a no shit driver __ get a move from another playbook __ get a move from another playbook If you and another character have sex, you both take -1forward for shame, unless they’re also a marmot or it’s true love. In addition, roll+current fat reserves. On a hit, you’re pregs. On a 10+, with a litter of 4–6. On a 7–9, with a litter of 1–3. If they also have fat reserves, they might get pregs too, on the same terms. Marmot gestation is 4–5 weeks. MARMOT SPECIAL MARMOT THE MARMOT MOVES Fat reserves: you start with 0-fat reserves. When you regard a cache or store of food, ask the MC how many barter it’s worth; she’ll tell you. When you gorge yourself on nuts, berries and cheetos, roll+the barter value of the food you consume. On a 10+, choose 2. On a 7–9, choose 1: • You get 1-fat reserves. • You don’t immediately take a nap. • You don’t get in trouble for eating all the food. On a miss, choose 1 anyway, but take (1-harm ap loud stinky) today, and (1-harm ap loud stinky) again tomorrow, for food poisoning. Hibernation: when you hibernate, spend all your fat reserves and roll+fat reserves spent. On a 10+, the MC chooses 3. On a 7–9, the MC chooses 2: • You maintain some fat reserves after all. Keep 1-fat reserves. • No NPCs fuck with your shit. • You have strange dreams. Open your brain , but roll+weird+fat reserves spent(!). • Your subconscious grapples with your experiences. Mark experience. • Your subconscious pieces things together. Get 1-clue. On a miss, the MC chooses 1 anyway, but you wake up ravenous. Take -1ongoing until you gorge yourself. When you miss a session, you automatically hibernate. e MC rolls for you. Dashiell Hammet got nothing: when you take harm, make this move instead of making the normal harm move. Roll+harm taken. On a 10+, choose 2. On a 7–9, choose 1: • It’s not so bad. Take -1harm. • Someone present lets slip 1-clue. • Take +1forward against your attacker. Treat a miss on this move as a 7–9 hit on the normal harm move. On it: you get moonlighting and 2 gigs: foraging (1-fat reserves / starving) and investigating (1-clue / in too deep). You can add 1-juggling and an obligation gig if you like. Rock bottom: when you indulge in vice, roll+cool. On a 10+, the choose 3. On a 7–9, choose 2: • You get 1-fat reserves. • Someone present lets slip 1-clue. • You don’t wake up in a difficult sitch. • You don’t suffer the aftereffects (-1ongoing for the entire next day). On a miss, hell, choose 1 anyway. Nose for murder: when you sniff out a clue or follow a lead, roll+sharp. On a 10+, the MC chooses 1: • An accomplice or witness confesses their guilty conscience to you. • e guilty party confesses to you or attacks you. • Choose 2 from the 7–9 list below. On a 7–9, the MC chooses 1: • You uncover the next clue. Get 1-clue. • Someone threatens you or acts guilty. • Someone leaves you a message or asks to talk with you in private. • Someone offers you a bribe worth 1-barter. On a miss, you get nothing but the attention of bad people. FAT RESERVES CREATING A MARMOT To create your marmot, choose name, look, stats, moves, gear, clues, and Hx. NAME Marmot Detective, Handlebar Raccoon, Mister Tiger Pants, Dinosaur Boomerang, Whale McDoff, Broombat Zoombat, Cheesegator, Bandolier Beaver, Noah’s Shark, Kemit the Hog, Dancing Lamprey, Porcupine Tarmac. LOOK Concealed gender. Healthy fur, rufous fur, lush fur, mangy fur, hoary fur, combover. Beady black eyes, hooded eyes, bleary bloodshot eyes, rabid eyes. Paunchy body, sleek body, muscly body, scrawny body, obese body. STATS Choose one set: • Cool+2 Hard-1 Hot-1 Sharp+2 Weird=0 • Cool+2 Hard=0 Hot-1 Sharp+1 Weird+1 • Cool+1 Hard-1 Hot=0 Sharp+2 Weird+1 • Cool+1 Hard+1 Hot-1 Sharp+2 Weird=0 MOVES You get all the basic moves. You get fat reserves and hibernation, and then choose one more marmot move. GEAR You get: • a .38 special (2-harm close loud reload) • a notebook & stubby pencil • a tiny �ask CLUES You start with 3-clues. At the beginning of play, ask the MC to tell you what they are. HX Everyone introduces their characters by name, look and outlook. Take your turn. List the other characters’ names. Go around again for Hx. On your turn: • Tell everyone Hx-1. You aren’t exactly easy to read. Or even notice really. On the others’ turns: • For each other character, decide whether they seem suspicious to you, or don’t. • If they seem suspicious to you, whatever number they tell you, give it +1 and write it next to their name. • If they don’t seem suspicious to you, whatever number they tell you, give it -1 and write it next to their name. At the end, �nd the character with the highest Hx on your sheet. Ask that player which of your stats is most interesting, and highlight it. e MC will have you highlight a second stat too. IMPORTANT NOTE is playbook makes some assumptions about the denizens and environment of Apocalypse World that may not otherwise hold. If this playbook is not in play, do not consider any of its ideas binding. IMPROVEMENT Whenever you roll a highlighted stat, and whenever you reset your Hx with someone, mark an experience circle. When you mark the 5th, improve and erase. Each time you improve, choose one of the options. Check it off; you can’t choose it again. BARTER 1-barter will cover a month’s living expenses, if your tastes aren’t too grand. As a one-time expenditure, and very subject to availability, 1-barter might count for: a night in high luxury & company; the material costs of a crash resuscitation by an angel; a week’s hire of the protective companionship of a battlebabe or gunlugger; a year’s tribute to a warlord; a month’s maintenance and repairs for a hi-performance vehicle well-used; bribes, fees and gifts sufficient to get you into almost anyone’s presence; one square meal each for around 30 people; a typical family’s entire food store. For better stuff, you should expect to make particular arrangements. You can’t just wander around the commons of some hardhold with oddments ajangle and expect to �nd hi-tech or luxe eternal. GEAR & BARTER CLUES OTHER MOVES CRIME ere are no laws in Apocalypse World. “Crime” has to mean something other than lawbreaking. (is is �ne! Ask Dashiell Hammet, Elmore Leonard, Walter Mosley — those dudes don’t care about lawbreaking any more than we do.) A crime is when someone does something bad to someone who doesn’t deserve it, and is getting away with it. Most crimes are just crimes. Dremmer smashed Lits’ head in and is getting away with it because nobody meaner than Dremmer cares. Shigusa is forcing people to give her their jingle and goods, and she’s getting away with it because she controls the medical supplies. Barnum deals with his problems by murdering their symptoms, and he’s getting away with it because he’s the fuckin hardholder and his enforcers will fuck your shit up. Crimes of this sort don’t demand any special attention from you, the MC, in prep for play. ey’re just a natural part of how threats interact with threats, characters with characters. I bet your game is already full to bursting with head-smashing thugs, corrupt extortionists, and people who throw their weight around without pausing to consider the justice of the situation. Some crimes are mysteries, though. MYSTERIES A mystery is a crime, and they’re getting away with it because the facts aren’t yet clear. Someone’s bashed Toyota’s head in — Toyota, of all people! Who? Someone’s been stealing medical supplies from the in�rmary and now with the scab rot people are dying because of it. Who? Someone’s murdered Barnum’s new squeeze and left her in his bed, and shit, it wasn’t Barnum this time. Who? A mystery is a new kind of threat. CLUES AND MYSTERIES SUPPLEMENTAL: To create a mystery: 1. Choose who did what to whom, where, and why. 2. Imagine the scene pretty carefully, and note down any details that’ll help you remember it. 3. List the other people present or implicated, either as accomplices or witnesses. 1. Choose so that it’s reasonable for the facts to be, as of now, unclear. Murder is good because it doesn’t leave a living victim. Robbery is good only if the victim can’t identify the robber — if it’s obvious who stole the crap, that’s just a crime, not a mystery. Same with assault, rape, extortion, and other kinds of face to face brutality. It’s also important to come up with a motive for the crime that isn’t obvious, for the same reason. If everybody knows that Crine has good reason to bash Toyota’s head in, and he did, it’s not much of a mystery. Remember too that for it to be a crime in the �rst place, the victim shouldn’t deserve it. Somebody bashes Dremmer’s head in, that’s not a crime, that’s just what he gets, and it’s about time too. Finally, choose accomplices and witnesses who won’t just go spill to everyone who’ll listen. Implicate them: give them practical reasons to keep quiet. Accessory for the accomplices, of course, but for witnesses maybe fear, doubt, complacency, or some guilt of their own. 2. Imagine the crime in pretty good detail. Spend a few minutes on this. Picture the environment, the walls and door and windows and furniture, or the spaces between the buildings, or the cars and spike-studded trucks nearby. Picture the light — is it strong or weak, harsh or clear, shadowy and dark, blue with re�ected glow? Picture the faces of the people, their expressions; imagine what they say to one another, and how their hearts race or skip. If it’s a murder, think concretely about the murder weapon and the moment of murder. MYSTERIES & CLUES is goes along with the Marmot limited edition playbook. Marmot player, your MC will need access to this, so print it out and hand it over. Take this material to supercede NONE of your MC agendas, principles or moves. is scene is the basis for the clues you’ll give later. You don’t have to imagine every detail, but do imagine it in enough detail that you’ll be able to improvise more when you need to. Spend a minute imagining what the scene looks like now, when someone �nds it, too. And �nally 3. List the names of any accomplices, witnesses and survivors, with notes to yourself as you think you might need them. CLUES A clue is just a detail that casts light on the mystery’s unclear facts. Here are the four main clues: [Character] was at the scene at the time of the crime. [Character] was capable of committing the crime. [Character] had a reason to commit the crime. [Character] is lying about something important. If you come up with a perfect clue that doesn’t �t these, by all means use it. 3–6 clues, no more, should solve a mystery. Smill says that she saw Mox force Lamprey’s door, the replacement drugs in the in�rmary aren’t right and only Mox had access to them, her duffel is stained from the rotten seep under Lamprey’s shack, maybe something comes back up from Towerhatch, maybe Mox’s prybar surfaces — 5 clues, parcel ’em out and… ...CASE CLOSED A MYSTERY WHO: DID WHAT: TO WHOM: WHERE: WHY: SCENE: ACCOMPLICES & WITNESSES: A MYSTERY WHO: DID WHAT: TO WHOM: WHERE: WHY: SCENE: ACCOMPLICES & WITNESSES: HARM countdown 3 6 9 12 stabilized shattered (-1cool) crippled (-1hard) dis�gured (-1hot) broken (-1sharp) IMPROVEMENT > >>improve experience __ get +1 to any stat (max stat+3) __ retire your character (to safety) __ create a second character to play __ change your character to a new type __ choose 3 basic moves and advance them. __ advance the other 4 basic moves. HX help or interfere; session end COOL HARD HOT SHARP WEIRD do something under �re go aggro; seize by force seduce or manipulate read a sitch; read a person open your brain highlight highlight highlight highlight highlight STATS MOVES NAME — LOOK __ get +1hard (max hard+2) __ get +1sharp (max sharp+2) __ get +1weird (max weird+2) __ unlock a stasis facility __ unlock a stasis facility __ unlock a stasis facility __ get followers (detail) and fortunes __ get a move from another playbook __ get a move from another playbook __ get a move from another playbook If you and another character have sex, roll+sharp. On a hit, ask their player questions. On a 10+, ask 2. On a 7–9, ask 1: • whom do you most miss? • what do you hope for the future? • what makes you feel beautiful? Loved? • who was your �rst kiss? Did you like it? • if I asked, would you stay with me? • in what ways are your mind and soul pure? ey may ask you one in return. On a miss, you each get -1Hx with the other. QUARANTINE SPECIAL QUARANTINE Introducing QUARANTINE It’s possible, when the Golden Age of Legend fell, that no one saw it coming. It’s possible that it came upon them unprepared and unsuspecting. Maybe they, like we, were simply fucked. It’s also possible that they knew. PAST You were there when the world ended, but you’ve been in stasis for 50 years and your memory is only slowly returning. At the beginning of each session, roll+sharp. On a hit, ask the MC one of the following questions and she’ll answer it. On a 10+, you can ask a followup question, which can be from the list but needn’t. On a miss, the MC will choose a question and you will answer it. __ Where was I when the world ended? __ Did we know whose fault it was? __ What were the �rst signs that the world was ending? __ Who did it hit worst? __ Was it sudden or gradual? __ Could we have stopped it? __ Who were the �rst people to know? __ What was the �rst year like? __ How long did we hold out hope? __ What did we try that failed? __ Who did I lose? __ Who seemed safe, but wasn’t? __ What’s the worst thing I saw? __ When it reached us, what did we already know? __ What let some people survive, when others couldn’t? OTHER MOVES QUARANTINE MOVES Combat veteran: you get +1cool (cool+3). Disciplined engagement: when you in�ict harm, you can choose to in�ict any amount of harm you like, less than or up to your harm as established, including s-harm. Decide at the moment you in�ict the harm; you need not tell anyone in advance how much harm you intend to in�ict. Leave no one behind: in battle, when you help someone who’s rolling, don’t roll+Hx. You help them as though you’d hit the roll with a 10+. Eager to know: when you go to someone for advice, they must tell you honestly what they think the best course is. If you pursue that course, take +1 to any rolls you make in the pursuit. If you pursue that course but don’t accomplish your ends, you mark experience. Inspiring: when another player’s character rolls+Hx to help you, they mark experience. As things stand at the beginning of play, anyone released from stasis suffers both 2-harm area ap and Ψ-harm. You emerged from stasis (choose 1): a few days ago, a few weeks ago, a few months ago. Remaining in stasis are the rest of your unit, plus (choose 1 or more): your friends, your colleagues, your family, your superiors. Stasis has remained untouched by outsiders. Why? Choose 1 or more: It’s securely hidden. It has deadly defenses. ey’re in awe or terror of the undying people within. When you emerged from stasis, Specialist ,  . emerged with you. What happened to her? Choose 1: e world’s psychic maelstrom in�icted 2-harm, killing her. e world’s psychic maelstrom in�icted Ψ-harm, shattering her sanity. e world’s psychic maelstrom in�icted Ψ-harm, and you were forced to kill her in self-defense. You don’t know. You haven’t seen or heard from her. STASIS BARTER You haven’t managed yet to �t yourself into any local barter economy. If you need some jingle, you’re going to have to �gure that shit out. 1-barter will cover a month’s living expenses, if your tastes aren’t too grand. As a one-time expenditure, and very subject to availability, 1-barter might count for: a night in high luxury & company; any weapon, gear or fashion not valuable or hi-tech; the material costs of resuscitation by an angel; repair of a piece of hi-tech gear by a savvyhead; a year’s tribute to a warlord; a month’s maintenance and repairs for a hi-performance vehicle well-used; bribes, fees and gifts sufficient to get you into almost anyone’s presence. For better stuff, you should expect to make particular arrangements. You can’t just wander around the commons of some hardhold with oddments ajangle and expect to �nd hi-tech or luxe eternal. STASIS FACILITIES Unlocked stasis facilities (choose 1): Release: you can release everyone from stasis, all at once or one by one. Ψ-isolation rig: bring someone into stasis and you can isolate them from the world’s psychic maelstrom. With a little recon�guration, you can use the rig to further manipulate the world’s psychic maelstrom: treat this as augury, but roll+sharp instead of rolling+weird. Medlab: stasis includes a workspace with life support and medical technology. Bring someone injured into it and you can work on them like a savvyhead on tech (cf). Archives: stasis includes a workspace in the form of its records and historical archives. Access them and you can get to the bottom of the past like a savvyhead getting to the bottom of some tech shit (cf). Hi-tech scrounge: you can scavenge stasis for its spare parts. Each time you do, you get 5-barter worth of hi-tech crap, to detail or use as barter, but permanently scratch out one stasis facility. (You can choose this one.) Armory: stasis includes 6 assault ri�es (3-harm close loud auto�re) and 6 suits of military body armor (2-armor valuable hi-tech), intended to arm the rest of your unit. Unlock its armory and they’re yours. CREATING QUARANTINE To create your quarantine, choose name, look, stats, moves, gear, past, stasis, and Hx. NAME Specialist [ ], [ ] []. Maybe everyone calls you Quarantine, though. LOOK Man or woman. Ancient fatigues, scrounge wear. Young face. Scared eyes, shadowed eyes, lively eyes, clear eyes, steady eyes, lost eyes, eager eyes. Athletic body, stocky body, thin body, compact body, rangy body. STATS Choose one set: • Cool+2, Hard+1, Hot=0, Sharp+1, Weird— • Cool+2, Hard=0, Hot+1, Sharp+1, Weird— • Cool+2, Hard-1, Hot=0, Sharp+2, Weird— • Cool+2, Hard+1, Hot+1, Sharp=0, Weird— HX Everyone introduces their characters by name, look and outlook. Take your turn. List the other characters’ names. Go around again for Hx. On your turn: • Who was the �rst person you met on emerging from stasis? Tell that player Hx+2. • Tell everyone else Hx+1. On the others’ turns: • Whatever number everyone tells you, give it -1 and write it next to their character’s name. You are not from here and you do not understand. At the end, �nd the character with the highest Hx on your sheet. Ask that player which of your stats is most interesting, and highlight it. e MC will have you highlight a second stat too. IMPROVEMENT Whenever you roll a highlighted stat, and whenever you reset your Hx with someone, mark an experience circle. When you mark the 5th, improve and erase. Each time you improve, choose one of the options. Check it off; you can’t choose it again. IMPORTANT NOTE is playbook makes some assumptions about the apocalypse and the history of Apocalypse World that may not otherwise hold. If this playbook is not in play, do not consider any of its ideas binding. MOVES You get all the basic moves. You get 3 quarantine moves. GEAR In addition to your stasis, you get: • an assault ri�e (3-harm close loud auto�re) • a 9mm sidearm (2-harm close loud) • military body armor (2-armor valuable hi-tech) • your fatigues and scrounge, but no jingle When you emerged from stasis, the world’s psychic maelstrom rushed in on you. Roll+hard. On a 10+, you were able to receive it without succumbing to it; you have weird-1. On a 7–9, you were able to hold it off; you have weird-nil. You are unable to open your brain to the world’s psychic maelstrom; getting +1weird will give you weird=0. On a miss, it overcame you; you have weird+1, and in addition choose 1: Whenever you act under �re, you open your brain as well (roll+weird as always). Whenever you read a person, you open your brain as well (roll+weird as always). e MC must always highlight your weird. HARM countdown 3 6 9 12 stabilized shattered (-1cool) crippled (-1hard) dis�gured (-1hot) broken (-1sharp) IMPROVEMENT > >>improve experience __ get +1 to any stat (max stat+3) __ retire your character (to safety) __ create a second character to play __ change your character to a new type __ choose 3 basic moves and advance them. __ advance the other 4 basic moves. HX help or interfere; session end COOL HARD HOT SHARP WEIRD do something under �re go aggro; seize by force seduce or manipulate read a sitch; read a person open your brain highlight highlight highlight highlight highlight STATS MOVES NAME — LOOK __ get +1hot (max hot+3) __ get +1sharp (max sharp+3) __ get +1sharp (max sharp+3) __ get a new solace move __ get a new solace move __ give a solace move to another character __ give a solace move to another character __ give a solace move to another character __ get a move from another playbook __ get a move from another playbook If you and another character have sex, you decide whether the other character’s sex move happens as usual, or doesn’t happen at all. SOLACE SPECIAL SOLACE Introducing SOLACE e world’s psychic maelstrom vomits forth its own. It eats the fortune of all living and all dead and leaves no fortune for any but itself. In this Apocalypse World, howling at the door, they used to be called wolves but we know them for themselves at last. SOLACE MOVES Radiant: advance seduce or manipulate for all the players’ characters. Disarming presense: when you want to disarm a charged situation, start speaking or singing and roll+hot. On a hit, no one present can commit violence while they can see you or hear your voice. On a 10+, furthermore, if any of your fellow players’ characters leave the situation peacefully, they mark experience as well. On a miss, no one present can commit violence against anyone but you. Alive in the world: when you take your bearings in a landscape or a settlement, ask 1: • Where could I hide here? • If I had to make a stand here, where would be best? • What does this place or these people have to offer me? • How could I gain access to this place’s or these people’s secrets? • How could I gain the undivided attention of all present? • How could I best become accepted as a part of this place or these people? • What or who is the source of the most pain here? Whenever acting on the answer requires a roll, take +1. If you’d like to ask further questions, roll+sharp. On a 10+, ask 2 more. On a 7–9, ask 1 more. On a miss, ask 1 more, but you stand musing, and if time’s urgent you stand musing too long. An understanding: at the beginning of the session, name another player’s character. If neither you nor they in�ict any harm on anyone during the session, then at the end of the session, you both mark experience. A higher standard: at the end of the session, when you would normally choose a character who knows you better, instead, consider each of the other players’ characters and decide whether or not they were good people. All that were, tell them to add +1 to their Hx with you on their sheet. You can tell none of them, any of them, or all of them, as you see �t. If this brings them to Hx+4, they mark experience and reset to Hx+1, as always. Cooperative: when you help someone who’s making a roll, add +2 to their roll instead of +1. When someone helps you when you’re making a roll, they add +2 to your roll instead of +1. Self-possessed: when you highlight stats, the MC doesn’t get to highlight one. Instead, you choose one to highlight for yourself. OTHER MOVES e maelstrom’s wolves are hunting you. Under their disguises, they look like (choose 1): People Birds Beasts Insects Angels Shadows Machines But (choose 2): ey have no faces ey don’t stand on the ground ey have human faces ey make terrible grinding noises ey have wolves’ faces ey are made of metal and plastic ey have empty holes for eyes ey have awful voices ey have no expression ey come and go impossibly ey’re dripping gore ey’re invisible ey only howl Tell the MC the above, and that they’re perversions of birth. She’ll know what you mean. WOLVES BARTER 1-barter will cover a month’s living expenses, if your tastes aren’t too grand. As a one-time expenditure, and very subject to availability, 1-barter might count for: a night in high luxury & company; any weapon, gear or fashion not valuable or hi-tech; the material costs of a crash resuscitation by an angel; repair of a piece of hi-tech gear by a savvyhead; a week’s hire of the protective companionship of a battlebabe or gunlugger; a year’s tribute to a warlord; a month’s maintenance and repairs for a hi-performance vehicle well-used; bribes, fees and gifts sufficient to get you into almost anyone’s presence. For better stuff, you should expect to make particular arrangements. You can’t just wander around the commons of some hardhold with oddments ajangle and expect to �nd hi-tech or luxe eternal. THRESHOLD You hold space safe; your space has a threshold, a perimeter. By default, your threshold provides 1-safety to your personal living space only. At the beginning of the session, roll+hot. On a 10+, choose 3. On a 7–9, choose 2: • Your threshold provides 2-safety. Choose this again for 3-safety. • Your threshold protects not just your own space, but the space of anyone to whom you extend your protection. • No one with weird+2 or higher can enter across your threshold, and if they’re already within it, they must act under �re to do anything but depart. • Your threshold is a barrier to the world’s psychic maelstrom, isolating all within from it. • Your threshold doesn’t protect just your living space, but any space you’re in, moving with you wherever you go. On a miss, the default stands. Whenever any player’s character within your threshold rolls+hard or rolls+weird, they subtract your threshold’s safety from the roll. Whenever any NPC within your threshold begins to take violent action, the MC must tell you and have you roll+safety. On a 10+, the NPC reconsiders, and �nds a nonviolent way to express her impulse. On a 7–9, the NPC telegraphs her intention, and all present have time to act before she carries through (but bearing in mind that she remains, nevertheless, under your threshold’s protection herself). On a miss, the NPC is free to act as the MC chooses. CREATING SOLACE To create Solace, choose name, look, stats, moves, gear, threshold, wolves, and Hx. NAME Art, Charity, Dove, Faith, Grace, Justice, Laughter, Mercy, Noble, Olive, Patience, Question, Rationality, Solace, Teacher, Unwavering, Virtue, Wish, Yearning. LOOK Man, woman, ambiguous, transgressing, or concealed. Casual wear, utility wear, simple robes, or environmental wear appropriate to the local environment. Calm face, lovely face, broken face, ugly face, open face, beautiful face. Warm eyes, laughing eyes, wide eyes, clear eyes, piercing eyes, calm eyes, quick eyes. Spare body, slim body, fat body, soft body, skinny body, small body, hulking body. STATS Choose one set: • Cool=0 Hard-1 Hot+2 Sharp+1 Weird+1 • Cool+1 Hard=0 Hot+2 Sharp+1 Weird-1 • Cool+1 Hard+1 Hot+2 Sharp=0 Weird-1 • Cool-1 Hard+1 Hot+2 Sharp+1 Weird=0 MOVES You get all the basic moves. You get 2 Solace moves. GEAR You get: • 2 impractical belongings • oddments worth 1-barter • fashion suitable to your look (you detail) Impractical belongings (choose 2): • small collection of books (cumbersome valuable) you detail. • musical instrument (cumbersome valuable) you detail. • yeast culture (consumed alive) feed it regularly with water & starch, use it to make bread or beer. • handmade childrens’ toys (you detail). • comfortable folding chair (cumbersome). IMPROVEMENT Whenever you roll a highlighted stat, and whenever you reset your Hx with someone, mark an experience circle. When you mark the 5th, improve and erase. Each time you improve, choose one of the options. Check it off; you can’t choose it again. HX Everyone introduces their characters by name, look and outlook. Take your turn. List the other characters’ names. Go around again for Hx. On your turn, ask each of the other players if their character is a wolf of the maelstrom. • If they say yes, tell them Hx+2, and tell them what they look like under their disguise. • If they say no, tell them Hx+1. • If they say anything else – that they don’t know, that they’d rather not say, anything – tell them Hx=0. On the others’ turns, whatever number they tell you, write it next to their character’s name. At the end, �nd the character with the highest Hx on your sheet. Ask that player which of your stats is most interesting, and highlight it. e MC will have you highlight a second stat too (unless you’ve chosen self-possessed). HARM countdown 3 6 9 12 stabilized shattered (-1cool) crippled (-1hard) dis�gured (-1hot) broken (-1sharp) IMPROVEMENT > >>improve experience __ get +1 to any stat (max stat+3) __ you wake up human __ create a second character to play __ change your character to a new type __ choose 3 basic moves and advance them. __ advance the other 4 basic moves. HX help or interfere; session end COOL HARD HOT SHARP WEIRD do something under �re go aggro; seize by force seduce or manipulate read a sitch; read a person open your brain highlight highlight highlight highlight highlight STATS MOVES NAME — LOOK __ get +1hot (max hot+3) __ get +1weird (max weird+3) __ get +1weird (max weird+3) __ you can talk directly with humans __ you’re no longer vulnerable to Ψ-harm __ you can live on local human food and are no longer vulnerable to hunger __ you’re growing arms and legs __ get a move from another playbook __ get a move from another playbook __ get a move from another playbook If you and another character have sex, you both mark experience. In addition, you’re vulnerable to Ψ-harm. Each time you exit your walkingsuit on the earth’s surface, suffer Ψ-harm. In addition, you’re vulnerable to hunger. At the beginning of each session, mark off one Food countdown segment. If your food countdown is at 12:00, mark hunger. Hunger is -1ongoing, cumulative. SMM SPECIAL THE SPACE MARINE MAMMAL SPACE MARINE MAMMAL MOVES Agent/combatant: you get all the Space Marine Mammal missions. You have contact with a dolphin orbital echo/drop platform. Each time you complete a mission, you can call for resupply. During play, the MC may have your superiors contact you with information relevant to your missions. Walkingsuit calibration: when you charge up a walkingsuit, roll+power instead of roll+weird. OTHER MOVES SPACE MARINE MAMMAL MISSIONS • In�ltration: when you destabilize and disarm an armed population without direct combat, seizing its position and resources, receive resupply. • Information & control: when you parlay with the leader of an armed population, representing dolphin interests, and win concessions or collaboration, receive resupply. • Reconaissance: when you identify and accurately report an armed population’s position, strength, numbers, and resources, receive resupply. • Reoceani�cation: when you identify and report an area of the landscape suitable for excavatory bombardment and reoceani�cation, receive resupply. • Scout/survey: when you identify and accurately report a feature of the landscape with strategic signi�cance, receive resupply. • Relief & recovery: when you come to the aid of a dolphin in duress, or recover dolphin matériel, receive resupply. • Spearhead: when you defeat an armed population in direct combat, seizing its position and resources, receive resupply. RESUPPLY When you receive resupply, choose 1 of the following: • Ammo: erase all of your walkingsuit’s ammo countdown segments. • Bombardment. for the rest of this session, you may use bombardment as a weapon. 8-harm far area messy. • Food: erase all of your marked hunger and food countdown segments. • Reinforcement: the MC brings an NPC Space Marine Mammal into play. Tell her to create it as a threat as normal, perhaps as a hunting pack. She’ll know what you mean. Tell her to give it a walkingsuit too. • Repair: erase all of your walkingsuit’s damage countdown segments. • Retrocon�guration: exchange one of your walkingsuit’s systems for another of your choice. FOOD 3 6 9 12 hunger hunger hunger -1ongoing, cumulative Introducing THE SPACE MARINE MAMMAL 50 years ago, the enemies of Earth unleashed a psychic weapon that destroyed all hope for the future of dolphinity. Anticipating the attack and its outcome, leaving many behind to suffer and die, your grandparents rushed to evacuate Earth. ey built secret orbital stations and expanded the hidden Mars base into a functional colony. eir grandchildren — you — are all that remains of true dolphinity after this appalling apocalyptic assault. Today, the mission to reclaim Earth begins. CREATING A SPACE MARINE MAMMAL To create a space marine mammal, choose interspecial designation, look, stats, moves, walkingsuit, missions, and Hx. INTERSPECIAL DESIGNATION Luis, Gabi, Maria, Gordon, Bob, Gina, Susan, Alan, Olivia, Linda. Dolphins’ actual names are, of course, incomprehensible to other creatures. LOOK Common dolphin, bottlenose dolphin, beaked dolphin, spotted dolphin, striped dolphin, cephalorhynchus dolphin, humpback dolphin, right whale dolphin, dusky dolphin, river dolphin, snub�n dolphin. Intimidating walkingsuit. STATS Choose one set: • Cool+2, Hard+2, Hot-2, Sharp+1, Weird-2 • Cool+2, Hard+1, Hot-2, Sharp+2, Weird-2 • Cool+1, Hard+2, Hot-2, Sharp+2, Weird-2 MOVES You get all the basic moves. You get both Space Marine Mammal moves. WALKINGSUIT You get a walkingsuit. Choose assault con�guration or incursion con�guration. For complete walkingsuit rules, see Supplemental: Walkingsuit. MISSIONS & RESUPPLY Because you’re an agent/combatant, you get all the Space Marine Mammal missions. During play, you can voluntarily abandon your missions, one by one. When you choose to abandon a mission: • Scratch the mission out. You no longer have it, and cannot regain it. • Your superiors know that you have abandoned it, whether you tell them or not. Disciplinary action is up to them. • You can no longer receive resupply for it, even if you later go on to accomplish it. • Mark experience. Note: these rules for abandoning missions apply only to the Space Marine Mammal. ey are not part of the agent/combatant move and do not apply to other characters who take agent/ combatant as a move from this playbook. HX Everyone introduces their characters by name, look and outlook. Take your turn. List the other characters’ names. Do not participate in the normal Hx go-round. Instead, tell everyone to take Hx-2 with you, and give yourself Hx-2 with everyone, no modi�ers allowed. No one else’s Hx decisions or options can apply to you. At the end, highlight your sharp and your choice of hot or weird. Look ahead at your improvement options before you choose. Do not change your highlighted stats until somebody’s Hx on your sheet improves to Hx=0 or better. IMPROVEMENT Whenever you roll a highlighted stat, whenever you reset your Hx with someone, and whenever you abandon and scratch out one of your missions, mark an experience circle. When you mark the 5th, improve and erase. Each time you improve, choose one of the options. Check it off; you can’t choose it again. A walkingsuit is a vehicle. By default, your walkingsuit has power+2 agility+1 2-armor. Choose a con�guration and then systems. Assault con�guration: Panspecial comsuite, 1 armor system, 1 targeting system, 1 weapon system, 1 system of your choice. Incursion con�guration: Panspecial comsuite, 1 �ight system, 1 stealth system, 1 weapon system, 1 system of your choice. WALKINGSUIT CHARGE 3 6 9 12 Armor systems Heavy armor (+1armor) Point-hardened laminate armor Counters ap ammo. Ultra-light armor (+1agility) Communication systems Panspecial comsuite (loud-optional) Allows communication with humans. Surveillance array (close/far) Allows surveillance through walls & darkness, eavesdrops on electronic comms. Flight systems Jumpjets (loud) Add +2 to any movement move (after the roll, if you like), but mark a charge countdown segment. Microresponsive parawings Allows high, silent, slow-speed �ight. Reactor system Improved Reactor (+1power) Stealth systems Add +1 to all rolls to avoid notice. Adaptive camo surfacing When an enemy reads a situation by looking or asking other people, remove “what is my enemy’s true position?” Contact-de�ective surfacing When an enemy reads a situation by listening or using electronics, remove “what is my enemy’s true position?” Targeting systems Target recognition-re�ex system Add +1 to all attack and combat moves. Pinpoint targeting system Add +1harm to all weapon systems. Weapon systems Mark 1 ammo countdown segment for each �ring. Biodisruption Impulse projector (5-harm close/far area loud) High-energy resonator (“tuna in a can”) (3-harm close/far loud) Target a vehicle. Vehicle takes no harm. Full harm blows through to passengers. Magnefusion projector (6-harm far) AP against vehicle armor. POWER AGILITY MOVES In baseline Charge up At charge 12:00 Hard shutdown Cover ground Force an entrance At ammo 12:00 ARMOR DAMAGE 3 6 9 12 AMMO 3 6 9 12 WALKINGSUIT SUPPLEMENTAL: A walkingsuit has two operational modes: baseline and charged up. In baseline, it can walk at moderate speeds, lift and carry moderate loads, manipulate things with its hands, and use its basic comms and sensor systems. In order to sprint, leap, �y, exert powerful physical force, or use most of its systems, including its targeting and weapon systems, it must charge up. e charge countdown on your walkingsuit sheet represents the reactor energy that these actions consume. When the charge countdown reaches 12:00, the walkingsuit has reached the operational limits of its reactor and needs to be cooled back down to baseline to recharge. e process of charging a walkingsuit up from baseline, or cooling it back down to baseline, takes only a second or two. WALKINGSUIT MOVES When your walkingsuit is in baseline, erase 1 charge segment for each hour that passes. When you charge up a walkingsuit, roll+weird. On a 10+, mark no charge countdown segments. On a 7–9, mark 1 charge countdown segment. On a miss, mark 2 charge countdown segments. Once your walkingsuit’s charge countdown has reached 12:00, it cools automatically down to baseline. To charge it up again, you’ll need to charge it up again. When your walkingsuit goes into hard shutdown, roll+agility. On a 10+, all 3. On a 7–9, choose 2. On a miss, choose 1: • Your walkingsuit slows to a stop instead of freezing immobile at this precise moment. • Your walkingsuit lands in a stable, balanced position instead of falling awkwardly. • Your walkingsuit maintains its baseline comms and sensor activity instead of leaving you deaf and dumb. When you use your walkingsuit to cover ground, name your route and roll+agility. On a 10+, choose 3. On a 7–9, choose 2. On a miss, choose 1: • Do not mark a charge countdown segment. Otherwise, you must mark 1. • You cover the ground very quickly. Otherwise, you cover it only at human running speed. • You avoid impact with the ground or obstacles. Otherwise, your passage is noisy and you leave an unmistakeable trail of battered scenery. • You keep to the available cover. Otherwise you expose yourself to enemy attention and �re. When you use your walkingsuit to force an entrance or exit, name your route and roll+power. On a hit, sweet, you’re there, and anything that stood in your way has suffered whatever harm or impact necessary (MC’s call). On a 7–9, mark 1 charge countdown segment. On a miss, mark 1 charge countdown segment, and you’re hung up somewhere midroute or on some difficult threshold. When your walkingsuit’s ammo countdown reaches 12:00, you’re out of ammo. Do not use any of your weapon systems until you use resupply (or some other means, such as a savvyhead’s workspace) to erase ammo countdown segments. Remember the optional battle moves: provide covering �re, maintain an untenable position or course, stay the fuck down, follow through on someone else’s move. WALKINGSUIT is goes along with the Space Marine Mammal limited edition playbook. SMM player, you’ll need access to this during play, so print it out and bring it along. When your MC asks to see it, share! A walkingsuit is a vehicle. By default, your walkingsuit has power+2 agility+1 2-armor. Choose a con�guration and then systems. Assault con�guration: Panspecial comsuite, 1 armor system, 1 targeting system, 1 weapon system, 1 system of your choice. Incursion con�guration: Panspecial comsuite, 1 �ight system, 1 stealth system, 1 weapon system, 1 system of your choice. WALKINGSUIT CHARGE 3 6 9 12 Armor systems Heavy armor (+1armor) Point-hardened laminate armor Counters ap ammo. Ultra-light armor (+1agility) Communication systems Panspecial comsuite (loud-optional) Allows communication with humans. Surveillance array (close/far) Allows surveillance through walls & darkness, eavesdrops on electronic comms. Flight systems Jumpjets (loud) Add +2 to any movement move (after the roll, if you like), but mark a charge countdown segment. Microresponsive parawings Allows high, silent, slow-speed �ight. Reactor system Improved Reactor (+1power) Stealth systems Add +1 to all rolls to avoid notice. Adaptive camo surfacing When an enemy reads a situation by looking or asking other people, remove “what is my enemy’s true position?” Contact-de�ective surfacing When an enemy reads a situation by listening or using electronics, remove “what is my enemy’s true position?” Targeting systems Target recognition-re�ex system Add +1 to all attack and combat moves. Pinpoint targeting system Add +1harm to all weapon systems. Weapon systems Mark 1 ammo countdown segment for each �ring. Biodisruption Impulse projector (5-harm close/far area loud) High-energy resonator (“tuna in a can”) (3-harm close/far loud) Target a vehicle. Vehicle takes no harm. Full harm blows through to passengers. Magnefusion projector (6-harm far) AP against vehicle armor. POWER AGILITY MOVES In baseline Charge up At charge 12:00 Hard shutdown Cover ground Force an entrance At ammo 12:00 ARMOR DAMAGE 3 6 9 12 AMMO 3 6 9 12 OPTIONAL BATTLE MOVES You may �nd these useful and advantageous, so if you want to use them, ask the MC to bring them into play. Battle countdown: Concentrated fire Fighting begins in earnest Maneuvering, incidental fire 12 3 6 9 countdown Incidental �re means 0-harm or 1-harm (ricochets connecting, bullets spun by cover, bullets �red from far-off on dim chance). Concentrated �re means the enemy’s full harm, as established by their weapons and their numbers, as normal. When you provide covering �re for someone, roll+cool. On a 10+, you keep them from coming under concentrated �re, even past 9:00. On a 7–9, their position or course is untenable, and they proceed accordingly. On a miss, they suffer concentrated �re now. (If it’s before 9:00, now it’s 9:00.) When you maintain an untenable position or course, roll+hard. On a 10+, you can hold it, and for 3 ticks you’ll come under only incidental �re, even past 9:00. On a 7–9, you can hold it, and for a tick you’ll come under only incidental �re. Either way you can abandon it before your time is up to avoid concentrated �re. On a miss, abandon it now or suffer concentrated �re. (If it’s before 9:00, now it’s 9:00.) When you stay the fuck down, roll+sharp. On a hit, you’re in a relatively safe spot for the rest of the battle. On a 10+, you come under no �re. On a 7–9, you come under only incidental �re. On a miss, you have to break position now or come under concentrated �re. When you follow through on someone else’s move, roll+Hx. If it’s one of the MC’s characters’, roll+sharp. On a 10+, the MC chooses one of the following for you, as appropriate: • you in�ict +1harm • you dominate someone’s position • you make an untenable position or course secure • you avoid all �re • you create an opportunity and follow through to full effect On a 7–9, you create an opportunity, but you haven’t seized it or followed through on it yet. e MC will tell you what it is. On a miss, the MC chooses one of the above for an appropriate character of her own. HARM & VEHICLES When a vehicle suffers… 1-harm: cosmetic damage. Bullet holes, broken glass, smoke. 0-harm can blow through to passengers. 2-harm: functional damage. Fuel leak, shot-out tires, engine stall, problems with steering, braking or acceleration. Can be �eld-patched. 1-harm can blow through to passengers. 3-harm: serious damage. Functional damage affecting multiple functions, but can be �eld-patched. 2-harm can blow through to passengers. 4-harm: breakdown. Catastrophic functional damage, can be repaired in a garage but not in the �eld, or can used for parts. 3-harm can blow through to passengers. 5-harm and more: total destruction. Full harm can blow through to passengers, plus they can suffer additional harm if the vehicle explodes or crashes. total destruction breakdown, 3-harm through cosmetic damage, 0-harm through functional damage, 1-harm through serious damage, 2-harm through 12 3 6 9 countdown Whether harm blows through to a vehicle’s driver and passengers, doesn’t blow through, or just hits them too without having to blow through, depends on the MC’s judgment of the circumstances and the vehicle. HARM & BUILDINGS Harm to buildings and other structures is non-cumulative. Don’t bother tracking a building’s harm on a countdown. Shooting a building 3 times with your 3-harm shotgun doesn’t add up to 9-harm and make the building collapse. When a building or structure suffers… 1-harm – 3-harm: cosmetic damage. Bullet holes, broken glass, scorch marks, chipped surfaces. 0-harm can blow through to inhabitants. 4-harm – 6-harm: severe cosmetic damage. Many holes or large holes, no intact glass, burning or smoldering. 2-harm can blow through to inhabitants. 7-harm – 8-harm: Structural damage. Strained load-bearing walls or pillars, partial collapse, raging �re. 4-harm can blow through to inhabitants. Further structural damage can lead to full collapse. 9-harm and more: destruction. Full harm can blow through to inhabitants, plus they can suffer additional harm as the building or structure collapses. Again, whether harm blows through to a building’s inhabitants depends on the MC’s judgment of the circumstances and the building. LARGE-SCALE HARM • 50cal mg (5-harm far area messy braced) • 50cal sniper (5-harm far loud braced) • rpg (6-harm far area messy) • anti-tank missile (7-harm far loud av) • light mortar (7-harm far reload area messy braced) • heavy mortar (8-harm far reload area emplaced) AV: It’s intended to target vehicles or large structures, not at individual human targets. Braced: It can’t be �red while held, but must be braced in a stable position for �ring. Emplaced: It’s mounted on a vehicle or structure, and can’t easily be moved or removed. LARGE-SCALE WEAPONS LARGE-SCALE BATTLES HARM countdown 3 6 9 12 stabilized shattered (-1cool) crippled (-1hard) dis�gured (-1hot) broken (-1sharp) IMPROVEMENT > >>improve experience __ get +1 to any stat (max stat+3) __ retire your character (to safety) __ create a second character to play __ change your character to a new type __ choose 3 basic moves and advance them. __ advance the other 4 basic moves. HX help or interfere; session end COOL HARD HOT SHARP WEIRD do something under �re go aggro; seize by force seduce or manipulate read a sitch; read a person open your brain highlight highlight highlight highlight highlight STATS MOVES NAME — LOOK __ get +1hard (max hard+3) __ get +1cool (max cool+2) __ get +1hot (max hot+2) __ get +1sharp (max sharp+2) __ get a new touchstone move __ get a new touchstone move __ get a followers (detail) and fortunes __ get a gang (detail) and leadership __ get a move from another playbook __ get a move from another playbook If you and another character have sex, if you love them, all’s well and my blessings. If you don’t love them, permanently scribble out an improvement option you haven’t taken. Don’t scribble out “change your character to a new type.” TOUCHSTONE SPECIAL TOUCHSTONE THE TOUCHSTONE MOVES Visionary: when you share your vision of the future with another player’s character, roll+hard. On a 10+, hold 3 over them. On a 7–9, hold 2 over them. Whenever you like, you can spend your hold, 1 for 1, to have them mark experience. On a miss, they hold 1 over you, on the same terms. Know your enemy: when you open your brain to the world’s psychic maelstrom, roll+hard instead of roll+weird. Clear-eyed: when you read a person, roll+hard instead of roll+sharp. Towering presence: when you give someone an order or a warning, roll+hard. On a hit, they choose: • ey do it, following your order or heeding your warning. • ey freeze. • ey back away, hands where you can see them. • ey attack you. On a 10+, take +1forward against them as well. On a miss, they do what they like and you take -1forward against them. Long history: choose a move from another playbook. (During initial character creation, choose it from a playbook that isn’t otherwise in play.) Indomitable: when you go into battle, roll+hard. On a 10+, hold 3. On a 7–9, hold 2. On a miss, hold 1, but take -1forward. During the battle you can spend your hold 1 for 1 to: • Name an npc within your reach. You kill, disable or disarm them (MC’s choice). • Name a character within your reach. You redirect their attack to another character within your reach, or else to nowhere — into the ground or a wall or the sky. • Name a character on the scene, but outside your reach. You cross the distance between you before they have time to adjust or react. • Name a character within your reach. While you keep �ghting, you intercept any attack directed at them and they suffer no harm. • Ignore all harm to yourself from an incoming attack. OTHER MOVES Introducing THE TOUCHSTONE At the earliest reaches of living memory, the world collapsed. Cities raged, burned, or just died in agony, starved, fell silent. e sky howled. Not everyone who remembers it remembers it the same way. People forgot who they were, where they had come from, what they could make. Now, in this world of �lth and blindness, there are a few with new vision. ey go among us at war, indomitable and doomed, hoping and �ghting for something better. You carry one: a symbol of the radiant, loving sun a symbol of sweet pure water a symbol of human purpose and achievement a symbol of abundant, healthy, growing things a symbol of the past that could yet be reborn a symbol of the future that is only now becoming possible a symbol of healing What is it? It’s just a symbol, replaceable. It’s precious for what it means, not what it is. When you go among people, offering hope, they respond by giving you food, shelter, companionship, trust, and any small thing you need, worth 1-barter or less, generously or grudgingly according to their nature. When you go among people, exploiting their hope, they respond by giving you food, shelter, companionship, trust, any small thing you need, or even straight-up jingle, worth 1- or 2-barter. ey won’t suffer you forever. When you go among people, acting with hope, they respond by spreading your name everywhere they go, to everyone they meet, with admiration, revulsion, fear, or contempt, according to their nature. TOKEN OF HOPE BARTER 1-barter will cover a month’s living expenses, if your tastes aren’t too grand. As a one-time expenditure, and very subject to availability, 1-barter might count for: a night in high luxury & company; any weapon, gear or fashion not valuable or hi-tech; the material costs of a crash resuscitation by an angel; repair of a piece of hi-tech gear by a savvyhead; a week’s hire of the protective companionship of a battlebabe or gunlugger; a year’s tribute to a warlord; a month’s maintenance and repairs for a hi-performance vehicle well-used; bribes, fees and gifts sufficient to get you into almost anyone’s presence. For better stuff, you should expect to make particular arrangements. You can’t just wander around the commons of some hardhold with oddments ajangle and expect to �nd hi-tech or luxe eternal. GEAR & BARTER CREATING A TOUCHSTONE To create your touchstone, choose name, look, stats, moves, gear, and Hx. NAME Fraze, Garber, MB, Alonzo, Queue, Hurricane, Rhyme, Humpty Dumpty. Road, Sun, Eliza, Pandora, Shar, Mom, Guru, Sister, Clarity, Cassa, Morgana, Burn. LOOK Man, woman, ambiguous, transgressing, or concealed. Utility wear, survival wear, comfort wear. Weatherbeaten face, scarred face, grim face, sober face, lined face, mournful face, striking face, sweet face. Calm eyes, faraway eyes, steady eyes, caring eyes, laughing eyes, clear eyes, narrow eyes, scorched eyes, sad eyes. in body, restless body, still body, solid body, curvy body. STATS Choose one set: • Cool+1 Hard+2 Hot=0 Sharp+1 Weird-1 • Cool=0 Hard+2 Hot-1 Sharp+2 Weird-1 • Cool+1 Hard+2 Hot+1 Sharp=0 Weird-1 • Cool+2 Hard+2 Hot=0 Sharp-1 Weird-1 MOVES You get all the basic moves. You get visionary, and then choose 2 more touchstone moves. GEAR You get: • a token of hope • 2 handy weapons • oddments worth 1-barter • fashion suitable to your look, including at your option a piece worth 1-armor (you detail) Handy weapons (choose 2): • 9mm (2-harm close loud) • big knife (2-harm hand) • hunting ri�e (2-harm far loud) • machete (3-harm hand messy) • magnum (3-harm close reload loud) • sawed-off (3-harm close reload messy) • stun gun (s-harm hand reload) HX Everyone introduces their characters by name, look and outlook. Take your turn. List the other characters’ names. Go around again for Hx. On your turn, tell everyone Hx+1. You’re an open book. On the others’ turns, for each, ask yourself: is there a place for them, as they are, in the future you hope for? • If there is: whatever number that player tells you, write it next to the character’s name. • If there is not: whatever number that player tells you, give it +1 and write it next to the character’s name. ey have your attention. At the end, �nd the character with the highest Hx on your sheet. Ask that player which of your stats is most interesting, and highlight it. e MC will have you highlight a second stat too. IMPROVEMENT Whenever you roll a highlighted stat, and whenever you reset your Hx with someone, mark an experience circle. When you mark the 5th, improve and erase. Each time you improve, choose one of the options. Check it off; you can’t choose it again. WALKINGSUIT SUPPLEMENTAL: A walkingsuit has two operational modes: baseline and charged up. In baseline, it can walk at moderate speeds, lift and carry moderate loads, manipulate things with its hands, and use its basic comms and sensor systems. In order to sprint, leap, �y, exert powerful physical force, or use most of its systems, including its targeting and weapon systems, it must charge up. e charge countdown on your walkingsuit sheet represents the reactor energy that these actions consume. When the charge countdown reaches 12:00, the walkingsuit has reached the operational limits of its reactor and needs to be cooled back down to baseline to recharge. e process of charging a walkingsuit up from baseline, or cooling it back down to baseline, takes only a second or two. WALKINGSUIT MOVES When your walkingsuit is in baseline, erase 1 charge segment for each hour that passes. When you charge up a walkingsuit, roll+weird. On a 10+, mark no charge countdown segments. On a 7–9, mark 1 charge countdown segment. On a miss, mark 2 charge countdown segments. Once your walkingsuit’s charge countdown has reached 12:00, it cools automatically down to baseline. To charge it up again, you’ll need to charge it up again. When your walkingsuit goes into hard shutdown, roll+agility. On a 10+, all 3. On a 7–9, choose 2. On a miss, choose 1: • Your walkingsuit slows to a stop instead of freezing immobile at this precise moment. • Your walkingsuit lands in a stable, balanced position instead of falling awkwardly. • Your walkingsuit maintains its baseline comms and sensor activity instead of leaving you deaf and dumb. When you use your walkingsuit to cover ground, name your route and roll+agility. On a 10+, choose 3. On a 7–9, choose 2. On a miss, choose 1: • Do not mark a charge countdown segment. Otherwise, you must mark 1. • You cover the ground very quickly. Otherwise, you cover it only at human running speed. • You avoid impact with the ground or obstacles. Otherwise, your passage is noisy and you leave an unmistakeable trail of battered scenery. • You keep to the available cover. Otherwise you expose yourself to enemy attention and �re. When you use your walkingsuit to force an entrance or exit, name your route and roll+power. On a hit, sweet, you’re there, and anything that stood in your way has suffered whatever harm or impact necessary (MC’s call). On a 7–9, mark 1 charge countdown segment. On a miss, mark 1 charge countdown segment, and you’re hung up somewhere midroute or on some difficult threshold. When your walkingsuit’s ammo countdown reaches 12:00, you’re out of ammo. Do not use any of your weapon systems until you use resupply (or some other means, such as a savvyhead’s workspace) to erase ammo countdown segments. Remember the optional battle moves: provide covering �re, maintain an untenable position or course, stay the fuck down, follow through on someone else’s move. WALKINGSUIT (HUMAN CONFIGURATION) is is a walkingsuit as though created by humans, not space dolphins. MC, you may choose whether to have it appear in your game, and if so, under what circumstances. A walkingsuit is a vehicle. By default, your walkingsuit has power+2 agility+1 2-armor. Choose a con�guration and then systems. Assault con�guration: 1 armor system, 1 targeting system, 1 weapon system, 1 systems of your choice. Incursion con�guration: 1 �ight system, 1 stealth system, 1 weapon system, 1 systems of your choice. WALKINGSUIT CHARGE 3 6 9 12 Armor systems Heavy armor (+1armor) Point-hardened laminate armor Counters ap ammo. Ultra-light armor (+1agility) Communication systems Surveillance array (close/far) Allows surveillance through walls & darkness, eavesdrops on electronic comms. Flight systems Jumpjets (loud) Add +2 to any movement move (after the roll, if you like), but mark a charge countdown segment. Glidewings Allows high, quiet, slow-speed �ight. Reactor system Improved reactor (+1power) Stealth systems Add +1 to all rolls to avoid notice. Adaptive camo surfacing When an enemy reads a situation by looking or asking other people, remove “what is my enemy’s true position?” Contact-de�ective surfacing When an enemy reads a situation by listening or using electronics, remove “what is my enemy’s true position?” Targeting systems Target acquisition & lock system Add +1 to all attack and combat moves. Pinpoint targeting system Add +1harm to all weapon systems. Weapon systems Handheld weapon adapter Allows you to aim and �re handheld weapons. Mounted weapons: 50cal mg (5-harm far area messy) 50cal sniper (5-harm far loud) RPG (6-harm far area messy) For mounted weapons, mark 1 ammo countdown segment for each �ring. All walkingsuit systems are hi-tech. POWER AGILITY MOVES In baseline Charge up At charge 12:00 Hard shutdown Cover ground Force an entrance At ammo 12:00 ARMOR DAMAGE 3 6 9 12 AMMO 3 6 9 12 OPTIONAL BATTLE MOVES You may �nd these useful and advantageous, so if you want to use them, ask the MC to bring them into play. Battle countdown: Concentrated fire Fighting begins in earnest Maneuvering, incidental fire 12 3 6 9 countdown Incidental �re means 0-harm or 1-harm (ricochets connecting, bullets spun by cover, bullets �red from far-off on dim chance). Concentrated �re means the enemy’s full harm, as established by their weapons and their numbers, as normal. When you provide covering �re for someone, roll+cool. On a 10+, you keep them from coming under concentrated �re, even past 9:00. On a 7–9, their position or course is untenable, and they proceed accordingly. On a miss, they suffer concentrated �re now. (If it’s before 9:00, now it’s 9:00.) When you maintain an untenable position or course, roll+hard. On a 10+, you can hold it, and for 3 ticks you’ll come under only incidental �re, even past 9:00. On a 7–9, you can hold it, and for a tick you’ll come under only incidental �re. Either way you can abandon it before your time is up to avoid concentrated �re. On a miss, abandon it now or suffer concentrated �re. (If it’s before 9:00, now it’s 9:00.) When you stay the fuck down, roll+sharp. On a hit, you’re in a relatively safe spot for the rest of the battle. On a 10+, you come under no �re. On a 7–9, you come under only incidental �re. On a miss, you have to break position now or come under concentrated �re. When you follow through on someone else’s move, roll+Hx. If it’s one of the MC’s characters’, roll+sharp. On a 10+, the MC chooses one of the following for you, as appropriate: • you in�ict +1harm • you dominate someone’s position • you make an untenable position or course secure • you avoid all �re • you create an opportunity and follow through to full effect On a 7–9, you create an opportunity, but you haven’t seized it or followed through on it yet. e MC will tell you what it is. On a miss, the MC chooses one of the above for an appropriate character of her own. HARM & VEHICLES When a vehicle suffers… 1-harm: cosmetic damage. Bullet holes, broken glass, smoke. 0-harm can blow through to passengers. 2-harm: functional damage. Fuel leak, shot-out tires, engine stall, problems with steering, braking or acceleration. Can be �eld-patched. 1-harm can blow through to passengers. 3-harm: serious damage. Functional damage affecting multiple functions, but can be �eld-patched. 2-harm can blow through to passengers. 4-harm: breakdown. Catastrophic functional damage, can be repaired in a garage but not in the �eld, or can used for parts. 3-harm can blow through to passengers. 5-harm and more: total destruction. Full harm can blow through to passengers, plus they can suffer additional harm if the vehicle explodes or crashes. total destruction breakdown, 3-harm through cosmetic damage, 0-harm through functional damage, 1-harm through serious damage, 2-harm through 12 3 6 9 countdown Whether harm blows through to a vehicle’s driver and passengers, doesn’t blow through, or just hits them too without having to blow through, depends on the MC’s judgment of the circumstances and the vehicle. HARM & BUILDINGS Harm to buildings and other structures is non-cumulative. Don’t bother tracking a building’s harm on a countdown. Shooting a building 3 times with your 3-harm shotgun doesn’t add up to 9-harm and make the building collapse. When a building or structure suffers… 1-harm – 3-harm: cosmetic damage. Bullet holes, broken glass, scorch marks, chipped surfaces. 0-harm can blow through to inhabitants. 4-harm – 6-harm: severe cosmetic damage. Many holes or large holes, no intact glass, burning or smoldering. 2-harm can blow through to inhabitants. 7-harm – 8-harm: Structural damage. Strained load-bearing walls or pillars, partial collapse, raging �re. 4-harm can blow through to inhabitants. Further structural damage can lead to full collapse. 9-harm and more: destruction. Full harm can blow through to inhabitants, plus they can suffer additional harm as the building or structure collapses. Again, whether harm blows through to a building’s inhabitants depends on the MC’s judgment of the circumstances and the building. LARGE-SCALE HARM • 50cal mg (5-harm far area messy braced) • 50cal sniper (5-harm far loud braced) • rpg (6-harm far area messy) • anti-tank missile (7-harm far loud av) • light mortar (7-harm far reload area messy braced) • heavy mortar (8-harm far reload area emplaced) AV: It’s intended to target vehicles or large structures, not at individual human targets. Braced: It can’t be �red while held, but must be braced in a stable position for �ring. Emplaced: It’s mounted on a vehicle or structure, and can’t easily be moved or removed. LARGE-SCALE WEAPONS LARGE-SCALE BATTLES 1 CHARACTER MOVE REFERENCE A devil with a blade (maestro d’): when you use a blade to go aggro or seize something by force, roll+hot instead of roll+hard. A higher standard (solace): at the end of the session, when you would normally choose a character who knows you better, instead, consider each of the other players’ characters and decide whether or not they were good people. All that were, tell them to add +1 to their Hx with you on their sheet. You can tell none of them, any of them, or all of them, as you see �t. If this brings them to Hx+4, they mark experience and reset to Hx+1, as always. A no shit driver (driver; car req’d): when behind the wheel… …if you do something under �re, add your car’s power to your roll. …if you try to seize something by force, add your car’s power to your roll. …if you go aggro, add your car’s power to your roll. …if you try to seduce or manipulate someone, add your car’s looks to your roll. …if you help or interfere with someone, add your car’s power to your roll. …if someone interferes with you, add your car’s weakness to their roll. Acquisitive eye (hoarder): when you see, hear about, or otherwise come to know of a thing you want, roll+weird. On a hit, you can ask the MC questions. On a 10+, ask 3. On a 7–9, ask 2: • How can I make this mine? • Who will stand in my way? • Will my hoard accept it? • Who will try to take it from me once it’s mine? • What is this truly worth? On a miss, your face and body language betray your interest in the thing to anyone who’s paying attention. Agent/combatant (space marine mammal): you get all the Space Marine Mammal missions. You have contact with a dolphin orbital echo/drop platform. Each time you complete a mission, you can call for resupply. During play, the MC may have your superiors contact you with information relevant to your missions. Alive in the world (solace): when you take your bearings in a landscape or a settlement, ask 1: • Where could I hide here? • If I had to make a stand here, where would be best? • What does this place or these people have to offer me? • How could I gain access to this place’s or these people’s secrets? • How could I gain the undivided attention of all present? • How could I best become accepted as a part of this place or these people? • What or who is the source of the most pain here? Whenever acting on the answer requires a roll, take +1. If you’d like to ask further questions, roll+sharp. On a 10+, ask 2 more. On a 7–9, ask 1 more. On a miss, ask 1 more, but you stand musing, and if time’s urgent you stand musing too long. An arresting skinner (skinner): when you remove a piece of clothing, your own or someone else’s, no one who can see you can do anything but watch. You command their absolute attention. If you choose, you can exempt individual people, by name. A devil with a blade (maestro d’) A higher standard (solace) A no shit driver (driver; car req’d) Acquisitive eye (hoarder) Agent/combatant (space marine mammal) Alive in the world (solace) An arresting skinner (skinner) An understanding (solace) Appraising eye (hoarder) Artful & gracious (skinner) As one (faceless; mask req’d) Battle-hardened (gunlugger) Beastly (faceless) Battle�eld grace (angel) Battle�eld instincts (gunlugger) Bloodcrazed (gunlugger) Bonefeel (savvyhead) Breathtaking (skinner) Broad in�uence (the Macaluso) Casual brain receptivity (brainer) Charismatic (hocus) Clear-eyed (touchstone) Collector (driver) Combat veteran (quarantine) Cooperative (solace) Dangerous & sexy (battlebabe) Daredevil (driver) Dashiell Hammet got nothing (marmot) Deep brain scan (brainer) Deep insights (savvyhead) Direct-brain whisper projection (brainer) Disarming presense (solace) Disciplined engagement (quarantine) Divine protection (hocus) Everybody eats, even that guy (maestro d’) Eye on the door (operator) Eager to know (quarantine) Easy to trust (operator) Fat reserves (marmot) Fingers in every pie (maestro d’) Fingertips throughout (the Macaluso; secret society req’d) Fortunes (hocus; followers req’d) Frenzy (hocus) Fuck this shit (gunlugger) Fucking thieves (chopper; gang req’d) Fucking wacknut (hocus) Good in the clinch (driver) Greed (hoarder; hoard req’d) Healing touch (angel) Hibernation (marmot; fat reserves req’d) Hypnotic (skinner) Ice cold (battlebabe) Impossible re�exes (battlebabe) In-brain puppet strings (brainer) Indomitable (touchstone) In�rmary (angel) Insano like Drano (gunlugger) Inspiring (quarantine) Juggernaut (faceless) Just give me a motive (maestro d’) Know your enemy (touchstone) Leadership (hardholder; gang req’d) Long history (touchstone) Lost (skinner) Luck (the Macaluso) Martyr (the Macaluso) Merciless (battlebabe) Money is power (hoarder) Moonlighting (operator) My other car is a tank (driver) Norman (faceless; mask req’d) Nose for murder (marmot) NOT TO BE FUCKED WITH (gunlugger) Oftener right (savvyhead) Oh yeah! (faceless) On it (marmot) Opportunistic (operator) Pack alpha (chopper; gang req’d) Perfect instincts (battlebabe) Pit bull (faceless) Prepared for the inevitable (gunlugger) Preternatural at-will brain attunement (brainer) Professional compassion (angel) Radiant (solace) Rasputin (faceless) Reality’sfraying edge (savvyhead; workspace req’d) Reputation (operator) Rock bottom (marmot) Scent of blood (faceless) Seeing souls (hocus) Self-possessed (solace) Shared eyes (the Macaluso) Sixth sense (angel) Spooky intense (savvyhead) Sticky �ngers (hoarder) Sustaining in�uence (the Macaluso; secret society req’d) ings speak (savvyhead) Touched by death (angel) Towering presence (touchstone) Visionary (touchstone) Walkingsuit Calibration (space marine mammal; walkingsuit req’d) Wealth (hardholder; holding req’d) Weather eye (driver) Unnatural lust trans�xion (brainer) Visions of death (battlebabe) You call this hot? (maestro d’) 2 An understanding (solace): at the beginning of the session, name another player’s character. If neither you nor they in�ict any harm on anyone during the session, then at the end of the session, you both mark experience. Appraising eye (hoarder): when you read a situation, on a hit, in addition to your other questions, you may ask this: • What’s the most beautiful, the rarest, or the most valuable thing here? When you read a person, on a hit, in addition to your other questions, you may ask this: • What’s the best thing your character owns, or the best thing your character’s carrying? Artful & gracious (skinner): when you perform your chosen art — any act of expression or culture — or when you put its product before an audience, roll+hot. On a 10+, spend 3. On a 7–9, spend 1. Spend 1 to name an NPC member of your audience and choose one: • this person must meet me • this person must have my services • this person loves me • this person must give me a gift • this person admires my patron On a miss, you gain no bene�t, but suffer no harm or lost opportunity. You simply perform very well. As one (faceless; mask req’d): attempts by other PCs to seize your mask by force, or to get you to remove or give away your mask by going aggro or seduction/manipulation, are at -2. NPCs will never succeed at unmasking you against your will unless you are completely at their mercy. Beastly (faceless): you get +1hard (hard+3). Battle-hardened (gunlugger): when you act under �re, roll+hard instead of roll+cool. Battle�eld grace (angel): while you are caring for people, not �ghting, you get +1armor. Battle�eld instincts (gunlugger): when you open your brain to the world’s psychic maelstrom, roll+hard instead of roll+weird, but only in battle. Bloodcrazed (gunlugger): whenever you in�ict harm, in�ict +1harm. Bonefeel (savvyhead): at the beginning of the session, roll+weird. On a 10+, hold 1+1. On a 7–9, hold 1. At any time, either you or the MC can spend your hold to have you already be there, with the proper tools and knowledge, with or without any clear explanation why. If your hold was 1+1, take +1forward now. On a miss, the MC holds 1, and can spend it to have you already be there, but somehow pinned, caught or trapped. Breathtaking (skinner): you get +1hot (hot+3). Broad in�uence (the Macaluso): add a person to your secret society. Casual brain receptivity (brainer): when you read someone, roll+weird instead of roll+sharp. Your victim has to be able to see you, but you don’t have to interact. Charismatic (hocus): when you try to manipulate someone, roll+weird instead of roll+hot. Clear-eyed (touchstone): when you read a person, roll+hard instead of roll+sharp. Collector (driver): you get 2 additional cars. Combat veteran (quarantine): you get +1cool (cool+3). Cooperative (solace): when you help someone who’s making a roll, add +2 to their roll instead of +1. When someone helps you when you’re making a roll, they add +2 to your roll instead of +1. Dangerous & sexy (battlebabe): when you enter into a charged situation, roll+hot. On a 10+, hold 2. On a 7–9, hold 1. Spend your hold 1 for 1 to make eye contact with an NPC present, who freezes or �inches and can’t take action until you break it off. On a miss, your enemies identify you immediately as their foremost threat. Daredevil (driver): if you go straight into danger without hedging your bets, you get +1armor. If you happen to be leading a gang or convoy, it gets +1armor too. Dashiell Hammet got nothing (marmot): when you take harm, make this move instead of making the normal harm move. Roll+harm taken. On a 10+, choose 2. On a 7–9, choose 1: • It’s not so bad. Take -1harm. • Someone present lets slip 1-clue. • Take +1forward against your attacker. Treat a miss on this move as a 7–9 hit on the normal harm move. Deep brain scan (brainer): when you have time and physical intimacy with someone — mutual intimacy like holding them in your arms, or 1-sided intimacy like they’re restrained to a table — you can read them more deeply than normal. Roll+weird. On a 10+, hold 3. On a 7–9, hold 1. While you’re reading them, spend your hold to ask their player questions, 1 for 1: • what was your character’s lowest moment? • for what does your character crave forgiveness, and of whom? • what are your character’s secret pains? • in what ways are your character’s mind and soul vulnerable? On a miss, you in�ict 1-harm (ap) upon your subject, to no bene�t. Deep insights (savvyhead): you get +1weird (weird+3). Direct-brain whisper projection (brainer): you can roll+weird to get the effects of going aggro, without going aggro. Your victim has to be able to see you, but you don’t have to interact. If your victim forces your hand, your mind counts as a weapon (1-harm ap close loud-optional). Disarming presense (solace): when you want to disarm a charged situation, start speaking or singing and roll+hot. On a hit, no one present can commit violence while they can see you or hear your voice. On a 10+, furthermore, if any of your fellow players’ characters leave the situation peacefully, they mark experience as well. On a miss, no one present can commit violence against anyone but you. Disciplined engagement (quarantine): when you in�ict harm, you can choose to in�ict any amount of harm you like, less than or up to your harm as established, including s-harm. Decide at the moment you in�ict the harm; you need not tell anyone in advance how much harm you intend to in�ict. CHARACTER MOVE REFERENCE 3 Divine protection (hocus): your gods give you 1-armor. If you wear armor, use that instead, they don’t add. Eager to know (quarantine): when you go to someone for advice, they must tell you honestly what they think the best course is. If you pursue that course, take +1 to any rolls you make in the pursuit. If you pursue that course but don’t accomplish your ends, you mark experience. Easy to trust (operator): when you try to seduce or manipulate another player’s character, roll+Hx instead of roll+hot. An NPC, roll+cool instead of roll+hot. Everybody eats, even that guy (maestro d’): when you want to know something about someone important (your call), roll+hot. On a hit, you can ask the MC questions. On a 10+, ask 3. On a 7-9, ask 1: • how are they doing? what’s up with them? • what or who do they love best? • who do they know, like and/or trust? • when next should I expect to see them? • how could I get to them, physically or emotionally? Eye on the door (operator): name your escape route and roll+cool. On a 10+ you’re gone. On a 7–9, you can go or stay, but if you go it costs you: leave something behind, or take something with you, the MC will tell you what. On a miss, you’re caught vulnerable, half in and half out. Fat reserves (marmot): you start with 0-fat reserves. When you regard a cache or store of food, ask the MC how many barter it’s worth; she’ll tell you. When you gorge yourself on nuts, berries and cheetos, roll+the barter value of the food you consume. On a 10+, choose 2. On a 7–9, choose 1: • You get 1-fat reserves. • You don’t immediately take a nap. • You don’t get in trouble for eating all the food. On a miss, choose 1 anyway, but take (1-harm ap loud stinky) today, and (1-harm ap loud stinky) again tomorrow, for food poisoning. Fingers in every pie (maestro d’): put out the word that you want a thing — could be a person, could be somethin somethin, could even be just a thing — and roll+hot. On a 10+, it shows up in your establishment for you, like magic. On a 7-9, well, your people make an effort and everybody wants to please you and close is close, right? On a miss, it shows up in your establishment for you with strings wicked attached. Fingertips throughout (the Macaluso; secret society req’d): when 3 or more of your secret society convene and act together, you can expand your reach through the world’s psychic maelstrom. +Augury. Fortunes (hocus; followers req’d): fortune, surplus and want all depend on your followers. At the beginning of the session, roll+fortune. On a 10+, your followers have surplus. On a 7–9, they have surplus, but choose 1 want. On a miss, they are in want. If their surplus lists barter, like 1-barter or 2-barter, that’s your personal share. Frenzy (hocus): When you speak the truth to a mob, roll+weird. On a 10+, hold 3. On a 7–9, hold 1. Spend your hold 1 for 1 to make the mob: • bring people forward and deliver them. • bring forward all their precious things. • unite and �ght for you as a gang (2-harm 0-armor size appropriate). • fall into an orgy of uninhibited emotion: fucking, lamenting, �ghting, sharing, celebrating, as you choose. • go quietly back to their lives. On a miss, the mob turns on you. Fuck this shit (gunlugger): name your escape route and roll+hard. On a 10+, sweet, you’re gone. On a 7–9, you can go or stay, but if you go it costs you: leave something behind, or take something with you, the MC will tell you what. On a miss, you’re caught vulnerable, half in and half out. Fucking thieves (chopper; gang req’d): when you have your gang search their pockets and saddlebags for something, roll+hard. It has to be something small enough to �t. On a 10+, one of you happens to have just the thing, or close enough. On a 7–9, one of you happens to have something pretty close, unless what you’re looking for is hi-tech, in which case no dice. On a miss, one of you used to have just the thing, but it turns out that some asswipe stole it from you. Fucking wacknut (hocus): you get +1weird (weird+3). Good in the clinch (driver): when you do something under �re, roll+sharp instead of roll+cool. Greed (hoarder; hoard req’d): when you’re defending your hoard, your greed makes you unstoppable. Being in the presence of your hoard counts as 2-armor— if your hoard is under attack. (If someone’s just trying to kill you and it happens to be around your hoard, not so much.) Healing touch (angel): when you put your hands skin-to-skin on a wounded person and open your brain to them, roll+weird. On a 10+, heal 1 segment. On a 7–9, heal 1 segment, but you’re acting under �re from your patient’s brain. On a miss: �rst, you don’t heal them. Second, you’ve opened both your brain and theirs to the world’s psychic maelstrom, without protection or preparation. For you, and for your patient if your patient’s a fellow player’s character, treat it as though you’ve made that move and missed the roll. For patients belonging to the MC, their experience and fate are up to the MC. Hibernation (marmot; fat reserves req’d): when you hibernate, spend all your fat reserves and roll+fat reserves spent. On a 10+, the MC chooses 3. On a 7–9, the MC chooses 2: • You maintain some fat reserves after all. Keep 1-fat reserves. • No NPCs fuck with your shit. • You have strange dreams. Open your brain , but roll+weird+fat reserves spent(!). • Your subconscious grapples with your experiences. Mark experience. • Your subconscious pieces things together. Get 1-clue. On a miss, the MC chooses 1 anyway, but you wake up ravenous. Take -1ongoing until you gorge yourself. When you miss a session, you automatically hibernate. e MC rolls for you. CHARACTER MOVE REFERENCE 4 Hypnotic (skinner): when you have time and solitude with someone, they become �xated upon you. Roll+hot. On a 10+, hold 3. On a 7–9, hold 2. ey can spend your hold, 1 for 1, by: • giving you something you want • acting as your eyes and ears • �ghting to protect you • doing something you tell them to For NPCs, while you have hold over them they can’t act against you. For PCs, instead, any time you like you can spend your hold, 1 for 1: • they distract themselves with the thought of you. ey’re acting under �re. • they inspire themselves with the thought of you. ey take +1 right now. On a miss, they hold 2 over you, on the exact same terms. Ice cold (battlebabe): when you go aggro on an NPC, roll+cool instead of roll+hard. When you go aggro on another player’s character, roll+Hx instead of roll+hard. Impossible re�exes (battlebabe): the way you move unencumbered counts as armor. If you’re naked or nearly naked, 2-armor; if you’re wearing non-armor fashion, 1-armor. If you’re wearing armor, use it instead. In-brain puppet strings (brainer): when you have time and physical intimacy with someone — mutual or 1-sided — you can plant a command inside their mind. Roll+weird. On a 10+, hold 3. On a 7–9, hold 1. At your will, no matter the circumstances, you can spend your hold 1 for 1: • in�ict 1-harm (ap) • they take -1 right now If they ful�ll your command, that counts for all your remaining hold. On a miss, you in�ict 1-harm (ap) upon your subject, to no bene�t. Indomitable (touchstone): when you go into battle, roll+hard. On a 10+, hold 3. On a 7–9, hold 2. On a miss, hold 1, but take -1forward. During the battle you can spend your hold 1 for 1 to: • Name an npc within your reach. You kill, disable or disarm them (MC’s choice). • Name a character within your reach. You redirect their attack to another character within your reach, or else to nowhere — into the ground or a wall or the sky. • Name a character on the scene, but outside your reach. You cross the distance between you before they have time to adjust or react. • Name a character within your reach. While you keep �ghting, you intercept any attack directed at them and they suffer no harm. • Ignore all harm to yourself from an incoming attack. In�rmary (angel): you get an in�rmary, a workspace with life support, a drug lab and a crew of 2 (Shigusa & Mox, maybe). Get patients into it and you can work on them like a savvyhead on tech (cf). Insano like Drano (gunlugger): you get +1hard (hard+3). Inspiring (quarantine): when another player’s character rolls+Hx to help you, they mark experience. Juggernaut (faceless): take -2 on all “when you suffer harm” rolls. Just give me a motive (maestro d’): name somebody who might conceivably eat, drink, or otherwise ingest something you’ve touched. If it’s an NPC, roll+hard; a PC, roll+Hx. On a 10+, they do, and suffer 4-harm (ap) sometime during the next 24 hours. On a 7-9, it’s 2-harm (ap). On a miss, some several people of the MC’s choice, maybe including your guy maybe not, get it, and all suffer 3-harm (ap). Know your enemy (touchstone): when you open your brain to the world’s psychic maelstrom, roll+hard instead of roll+weird. Leadership (hardholder; gang req’d): when your gang �ghts for you, roll+hard. On a 10+, hold 3. On a 7–9, hold 1. Over the course of the �ght, spend your hold 1 for 1 to make your gang: • make a hard advance • stand strong against a hard advance • make an organized retreat • show mercy to their defeated enemies • �ght and die to the last On a miss, your gang turns on you or tries to hand you over to your enemy. Leave no one behind (quarantine): in battle, when you help someone who’s rolling, don’t roll+Hx. You help them as though you’d hit the roll with a 10+. Long history (touchstone): choose a move from another playbook. (During initial character creation, choose it from a playbook that isn’t otherwise in play.) Lost (skinner): when you whisper someone’s name to the world’s psychic maelstrom, roll+weird. On a hit, they come to you, with or without any clear explanation why. On a 10+, take +1forward against them. On a miss, the MC will ask you 3 questions; answer them truthfully. Luck (the Macaluso): at the beginning of the session, roll+weird. On a hit, give +1 to everyone else making a beginning-of-session move. On a 10+, mark experience for each other’s beginning-of-session move that also hits with a 10+. On a miss, give -2 to everyone else making a beginning-of-session move. Martyr (the Macaluso): when you take a blow for another player’s character, mark experience. When anyone of your secret society dies, mark experience. Merciless (battlebabe): when you in�ict harm, in�ict +1harm. Money is power (hoarder): when you help or interfere with someone, after you’ve rolled, you can: • Spend 1-barter to change your miss into a 7–9 hit, or your 7–9 hit into a 10+ hit; • Spend 1-barter to give +2 (helping) or -3 (interfering) instead of +1 or -2. e jingle doesn’t go anywhere, or it goes into the world’s psychic maelstrom. Either way this isn’t commerce, it’s power. CHARACTER MOVE REFERENCE 5 Moonlighting (operator): you get 2-juggling. Whenever there’s a stretch of downtime in play, or between sessions, choose a number of your gigs to work. Choose no more than your juggling. Roll+cool. On a 10+, you get pro�t from all the gigs you chose. On a 7–9, you get pro�t from at least 1; if you chose more, you get catastrophe from 1 and pro�t from the rest. On a miss, catastrophe all around. e gigs you aren’t working give you neither pro�t nor catastrophe. Whenever you get a new gig, you also get +1juggling. My other car is a tank (driver): you get an additional car. Give it mounted machine guns (3-harm close/far area messy) or grenade launchers (4-harm close area messy) and +1armor. Norman (faceless; mask req’d): you seek the advice of your mask. Roll+weird to see what it directs you to do. On a 10+ mark experience and take a +1 if you do as your mask wishes. On a 7–9, take a +1 if you do what it wants and act under �re if you don’t. On a miss, it has its own agenda and act under �re if you don’t follow it. Nose for murder (marmot): when you sniff out a clue or follow a lead, roll+sharp. On a 10+, the MC chooses 1: • An accomplice or witness confesses their guilty conscience to you. • e guilty party confesses to you or attacks you. • Choose 2 from the 7–9 list below. On a 7–9, the MC chooses 1: • You uncover the next clue. Get 1-clue. • Someone threatens you or acts guilty. • Someone leaves you a message or asks to talk with you in private. • Someone offers you a bribe worth 1-barter. On a miss, you get nothing but the attention of bad people. NOT TO BE FUCKED WITH (gunlugger): in battle, you count as a gang (3-harm gang small), with armor according to the circumstances. Oftener right (savvyhead): when a character comes to you for advice, tell them what you honestly think the best course is. If they do it, they take +1 to any rolls they make in the doing, and you mark an experience circle. Oh yeah! (faceless): roll+hard to smash your way through scenery to get to or away from something. 10+, the scenery moved or smashed and you get what you want. On a 7–9 you get what you want and smash or move the scenery, but take 1-harm (ap), and are disoriented and under �re in follow-up actions, leave something behind, or take something with you. ink smashing through walls or pushing through burned out husks of cars. On it (marmot): you get moonlighting and 2 gigs: foraging (1-fat reserves / starving) and investigating (1-clue / in too deep). You can add 1-juggling and an obligation gig if you like. Opportunistic (operator): when you interfere with someone who’s rolling, roll+cool instead of roll+Hx. Asshole. Pack alpha (chopper; gang req’d): when you try to impose your will on your gang, roll+hard. On a 10+, all 3. On a 7–9, choose 1: • they do what you want • they don’t �ght back over it • you don’t have to make an example of one of them On a miss, someone in your gang makes a dedicated bid to replace you for alpha. Perfect instincts (battlebabe): when you’ve read a charged situation and you’re acting on the MC’s answers, take +2 instead of +1. Pit bull (faceless): whenever you take a debility, name the person you hold most responsible. Take +1 ongoing to all rolls versus them, forever. (All rolls with them directly as a target count, of course. Rolls against their family and friends, minions, or property may count, in the MC’s judgment. MCs, remember your job is to make Apocalypse World seem real and keep the characters’ lives interesting, not deny the PCs bonuses.) Prepared for the inevitable (gunlugger): you have a well-stocked and high-quality �rst aid kit. It counts as an angel kit (cf) with a capacity of 2-stock. Preternatural at-will brain attunement (brainer): you get +1weird (weird+3). Professional compassion (angel): you can choose to roll+sharp instead of roll+Hx when you help someone who’s rolling. Radiant (solace): advance seduce or manipulate for all the players’ characters. Rasputin (faceless): shot, stabbed, and poisoned, you just keep coming. When you are being scary as fuck and coming at someone, you get +1-armor. You still get shot and stabbed, bleeding just doesn’t bother you that much anymore. Reality’s fraying edge (savvyhead; workspace req’d): some component of your workspace, or some arrangement of components, is uniquely receptive to the world’s psychic maelstrom (+augury). Choose and name it, or else leave it for the MC to reveal during play. Reputation (operator): when you meet someone important (your call), roll+cool. On a hit, they’ve heard of you, and you say what they’ve heard; the MC will have them respond accordingly. On a 10+, you take +1forward for dealing with them as well. On a miss, they’ve heard of you, but the MC will decide what they’ve heard. Rock bottom (marmot): when you indulge in vice, roll+cool. On a 10+, the choose 3. On a 7–9, choose 2: • You get 1-fat reserves. • Someone present lets slip 1-clue. • You don’t wake up in a difficult sitch. • You don’t suffer the aftereffects (-1ongoing for the entire next day). On a miss, hell, choose 1 anyway. Scent of blood (faceless): at the beginning of the session, roll+weird. On a 10+ hold 1+1. On a 7–9 hold 1. At any time, you or the MC can spend your hold to have you at the scene of a battle (a real battle, not intimate violence between a couple people). On a miss, the MC holds 1, and can spend it to have you there and pinned down. CHARACTER MOVE REFERENCE 6 Seeing souls (hocus): when you help or interfere with someone, roll+weird instead of roll+Hx. Self-possessed (solace): when you highlight stats, the MC doesn’t get to highlight one. Instead, you choose one to highlight for yourself. Shared eyes (the Macaluso): when you read a situation, roll+weird instead of roll+sharp. Sixth sense (angel): when you open your brain to the world’s psychic maelstrom, roll+sharp instead of roll+weird. Spooky intense (savvyhead): when you do something under �re, roll+weird instead of roll+cool. Sticky �ngers (hoarder): when you give someone a gift, roll +Weird. On a 10+, it comes back to you within a week. On a 7-9, it comes back to you eventually, with strings attached. On a miss, you can never own it again. Sustaining in�uence (the Macaluso; secret society req’d): When anyone of your secret society dies, erase their information from your playbook and create a new person to replace them. Use the same secret society segment or an unused one. ings speak (savvyhead): whenever you handle or examine something interesting, roll+weird. On a hit, you can ask the MC questions. On a 10+, ask 3. On a 7–9, ask 1: • who handled this last before me? • who made this? • what strong emotions have been most recently nearby this? • what words have been said most recently nearby this? • what has been done most recently with this, or to this? • what’s wrong with this, and how might I �x it? Treat a miss as though you’ve opened your brain to the world’s psychic maelstrom and missed the roll. Touched by death (angel): whenever someone in your care dies, you get +1weird (max +3). Towering presence (touchstone): when you give someone an order or a warning, roll+hard. On a hit, they choose: • ey do it, following your order or heeding your warning. • ey freeze. • ey back away, hands where you can see them. • ey attack you. On a 10+, take +1forward against them as well. On a miss, they do what they like and you take -1forward against them. Unnatural lust trans�xion (brainer): when you try to seduce someone, roll+weird instead of roll+hot. Visionary (touchstone): when you share your vision of the future with another player’s character, roll+hard. On a 10+, hold 3 over them. On a 7–9, hold 2 over them. Whenever you like, you can spend your hold, 1 for 1, to have them mark experience. On a miss, they hold 1 over you, on the same terms. Visions of death (battlebabe): when you go into battle, roll+weird. On a 10+, name one person who’ll die and one who’ll live. On a 7–9, name one person who’ll die OR one person who’ll live. Don’t name a player’s character; name NPCs only. e MC will make your vision come true, if it’s even remotely possible. On a miss, you foresee your own death, and accordingly take -1 throughout the battle. Walkingsuit calibration (space marine mammal, walkingsuit req’d): when you charge up a walkingsuit, roll+power instead of roll+weird. Wealth (hardholder; holding req’d): If your hold is secure and your rule unchallenged, at the beginning of the session, roll+hard. On a 10+, you have surplus at hand and available for the needs of the session. On a 7–9, you have surplus, but choose 1 want. On a miss, or if your hold is compromised or your rule contested, your hold is in want. e precise values of your surplus and want depend on your holding, as follows. Weather eye (driver): when you open your brain to the world’s psychic maelstrom, roll+sharp instead of roll+weird. You call this hot? (maestro d’): when you do something under �re, roll+hot instead of roll+cool. CHARACTER MOVE REFERENCE 7 Seeing souls (hocus) Shared eyes (the Macaluso) Spooky intense (savvyhead) Sticky �ngers (hoarder) ings speak (savvyhead) Touched by death (angel) Unnatural lust trans�xion (brainer) Visions of death (battlebabe) ANTI-WEIRD Battle�eld instincts (gunlugger) Know your enemy (touchstone) Sixth sense (angel) Walkingsuit con�guration (spcae marine mammal; walkingsuit req’d) Weather eye (driver) HX A higher standard (solace) Cooperative (solace) Easy to trust (operator) Ice cold (battlebabe) Inspiring (quarantine) Just give me a motive (maestro d’) ANTI-HX Leave no one behind (quarantine) Opportunistic (operator) Professional compassion (angel) Seeing souls (hocus) MULTIPLE STATS A no shit driver (driver; car req’d) HARM & ARMOR Battle�eld grace (angel) Bloodcrazed (gunlugger) Daredevil (driver) Dashiell Hammet got nothing (marmot) Disciplined engagement (quarantine) Divine protection (hocus) Impossible re�exes (battlebabe) Juggernaut (faceless) Martyr (the Macaluso) Merciless (battlebabe) NOT TO BE FUCKED WITH (gunlugger) Pit bull (faceless) Rasputin (faceless) NO STATS Agent/combatant (space marine mammal) An arresting skinner (skinner) An understanding (solace) As one (faceless; mask req’d) Broad in�uence (the Macaluso) Collector (driver) Eager to know (quarantine) Fat reserves (marmot) Fingertips throughout (the Macaluso; secret society req’d) Fortunes (hocus; followers req’d) Greed (hoarder; hoard req’d) Hibernation (marmot; fat reserves req’d) In�rmary (angel) Long history (touchstone) Money is power (hoarder) My other car is a tank (driver) Oftener right (savvyhead) On it (marmot) Perfect instincts (battlebabe) Prepared for the inevitable (gunlugger) Radiant (solace) Reality’s fraying edge (savvyhead; workspace req’d) Self-possessed (solace) Sustaining in�uence (the Macaluso; secret society req’d) CHARACTER MOVES BY STAT COOL Combat veteran (quarantine) Eye on the door (operator) Easy to trust (operator) Ice cold (battlebabe) Moonlighting (operator) Opportunistic (operator) Reputation (operator) Rock bottom (marmot) You call this hot? (maestro d’) ANTI-COOL Battle-hardened (gunlugger) Good in the clinch (driver) Spooky intense (savvyhead) HARD Battle-hardened (gunlugger) Beastly (faceless) Battle�eld instincts (gunlugger) Clear-eyed (touchstone) Fuck this shit (gunlugger) Fucking thieves (chopper; gang req’d) Indomitable (touchstone) Insano like Drano (gunlugger) Just give me a motive (maestro d’) Know your enemy (touchstone) Leadership (hardholder; gang req’d) Oh yeah! (faceless) Pack alpha (chopper; gang req’d) Towering presence (touchstone) Visionary (touchstone) Wealth (hardholder; holding req’d) ANTI-HARD A devil with a blade (maestro d’) Ice cold (battlebabe) HOT A devil with a blade (maestro d’) Artful & gracious (skinner) Breathtaking (skinner) Dangerous & sexy (battlebabe) Disarming presense (solace) Everybody eats, even that guy (maestro d’) Fingers in every pie (maestro d’) Hypnotic (skinner) You call this hot? (maestro d’) ANTI-HOT Charismatic (hocus) Easy to trust (operator) Unnatural lust trans�xion (brainer) SHARP Alive in the world (solace) Appraising eye (hoarder) Good in the clinch (driver) Nose for murder (marmot) Professional compassion (angel) Sixth sense (angel) Weather eye (driver) ANTI-SHARP Casual brain receptivity (brainer) Clear-eyed (touchstone) Shared eyes (the Macaluso) WEIRD Acquisitive eye (hoarder) Bonefeel (savvyhead) Casual brain receptivity (brainer) Charismatic (hocus) Deep brain scan (brainer) Deep insights (savvyhead) Direct-brain whisper projection (brainer) Frenzy (hocus) Fucking wacknut (hocus) Healing touch (angel) In-brain puppet strings (brainer) Lost (skinner) Luck (the Macaluso) Norman (faceless; mask req’d) Preternatural at-will brain attunement (brainer) Scent of blood (faceless) 8 LARGE-SCALE WEAPONS • 50cal mg (5-harm far area messy braced) • 50cal sniper (5-harm far loud braced) • rpg (6-harm far area messy) • anti-tank missile (7-harm far loud av) • light mortar (7-harm far reload area messy braced) • heavy mortar (8-harm far reload area emplaced) LARGE-SCALE WEAPON TAGS AV: It’s intended to target vehicles or large structures, not at individual human targets. Braced: It can’t be �red while held, but must be braced in a stable position for �ring. Emplaced: It’s mounted on a vehicle or structure, and can’t easily be moved or removed. HARM & BUILDINGS Harm to buildings and other structures is non-cumulative. Don’t bother tracking a building’s harm on a countdown. Shooting a building 3 times with your 3-harm shotgun doesn’t add up to 9-harm and make the building collapse. When a building or structure suffers… 1-harm – 3-harm: cosmetic damage. Bullet holes, broken glass, scorch marks, chipped surfaces. 0-harm can blow through to inhabitants. 4-harm – 6-harm: severe cosmetic damage. Many holes or large holes, no intact glass, burning or smoldering. 2-harm can blow through to inhabitants. 7-harm – 8-harm: Structural damage. Strained load-bearing walls or pillars, partial collapse, raging �re. 4-harm can blow through to inhabitants. Further structural damage can lead to full collapse. 9-harm and more: destruction. Full harm can blow through to inhabitants, plus they can suffer additional harm as the building or structure collapses. Again, whether harm blows through to a building’s inhabitants depends on the MC’s judgment of the circumstances and the building. Ψ-HARM A person suffers Ψ-harm from exposure to the world’s psychic maelstrom. It might be �rst exposure, as in the case of people released from stasis, or it might be some subsequent unusual exposure. When an NPC suffers Ψ-harm, the MC creates her as a threat if necessary, and then chooses any or all: • She aggressively pursues her threat impulse. Make moves on her behalf as hard and as direct as you can. • Her sanity shatters. She is incoherent, raving, raging or unresponsive, alive but gone. • She abruptly changes threat type. For players’ characters, when you suffer Ψ-harm, roll+Ψ-harm suffered (typically, roll+1). On a 10+, the MC can choose 1: • You’re out of action: unconscious, trapped, incoherent or panicked. • You’re out of your own control. You come to yourself again a few seconds later, having done I-don’t-know-what. • Choose 2 from the 7–9 list below. On a 7–9, the MC can choose 1: • You lose your footing. • You lose your grip on whatever you’re holding. • You lose track of someone or something you’re attending to. • You miss noticing something important. • You take a single concrete action of the MC’s choosing. On a miss, you keep it together and overcome the Ψ-harm with no effect. ADDITIONAL RULES SUMMARY
textdata/thevault/Apocalypse World (PbtA) [multi]/1st Edition/Apocalypse World Playbooks 02.pdf
DDrraaggoonn A Little Game for Little Dragons bbyy JJoohhnn W W iicckk A HUMAN POINT-OF-VIEW Listen well, child. Listen to the story. For there is a lesson at the end of it. And if we are wise, we will learn something before the tale is done. You see, a long time ago, this land – your home- land called “Shanri” – was not ruled by saga- cious men as it is today. No, once upon a time, the land was ruled by terrible creatures with powers so vast, not even mortal imagination could grasp them. These creatures – these “dragons” – ruled Shanri with their might and power, with sorcery most foul. They used this sorcery to change their shape, making them appear as beatific men and women, walking the world, forcing their wills on others. But Dragons did not just quell humanity; they warred with each other. For when you are as mighty as they were, the only true enemy is one who matches your might. And so, the Dragons quarreled and fought amongst themselves for the rights of land and leisure. They treated men like cattle, as little more than property. When anoth- er dragon killed a man or woman in your domain, you declared war because the other Dragon destroyed your property. For a thousand years the land of Shanri was as such. Ruled by the Dragon-Kings, we humans lived under the fear of their wings and talons and fire. It was only because of the wars between their own kind that they were made weak. Weak enough that brave bands of heroes could join together, slay the Dragons, and liber- ate mankind once and for all. They say there are Dragons still in the world, but no-one has seen a Dragon for hundreds of years. Some say they are sleeping. Others say they used their magics to pass into the world of dream. Still others say they made a bargain with the elemental powers and became a part of the earth, sky, sea, and fire. Who knows? All we know now is that they once were, but are now gone. Oh, but the tales you could tell of their adven- tures! Of mighty Dragon-Kings walking the world as gods, taking what they wanted because they could, living lives of freedom and high adventure! A DRAGON POINT-OF- VIEW Bah! Puny mortals! What do they know? Dragons are big! Dragons are powerful! Dragons rule the world! That’s all little mortals need to know. All they’re good for is stomping! Stomp! Stomp! Stomp! See? (Oh, and we eat your socks!) * * * Welcome to Dragon, a little roleplaying game for a dear friend of mine, Danielle Hildebrandt. She loves Dragons. So much so that I just had to write a roleplaying game specifically for her. A game all about stomping puny mortals and eat- ing their socks. If you’re a fan of Dragons, you can play it, too. In fact, Danielle is very happy to share her game with the world (I asked her). Just as long as you understand the rules: 1) Dragons always win. Okay, more like The Rule than the rules… Dragon is a game simple enough to play with just about anyone of just about any age. You can play it with a Narrator and a single player, or you can play it with many players, all taking the roles of Dragons-Who-Rule-the-World. Chapter 1 has all the rules for making Dragons. Chapter 2 has all the rules for your Dragon’s Hoard. Chapter 3 has all the rules for stomping mortals. Chapter 4 has some GM advice and stats for other folks in the land of Shanri. There is no Chapter 5. So, get some pencils and photocopy the sheet out of the back and get playing! CHAPTER 1 CREATING A DRAGON Dragons have many Traits, each of which has some mechanical benefit. All Dragons begin with one point in each Trait. You also have seven points to allocate to your Traits to make your Dragon your own. Traits cost different amounts of points to increase, meaning you will have to spend more points to increase some Traits than others. For example, it costs 5 points to increase your Dragon’s Age Rank by 1, but only 2 points to increase her Armor Rank by 1. You cannot increase any Trait by more than 3 Ranks at this time. You have 15 points to allocate to your Dragon. Age (5 Points per Rank) A Dragon’s age is her most important Trait; the older she is, the more powerful she becomes. For every 100 years of Age, a Dragon rolls 1 die on all her actions. All Dragons start with one point of Age, mak- ing them approximately 100 years old. This Trait costs 5 points per Rank to increase. Age has other benefits. A Dragon cannot have any Trait more than triple her Age. Also, a Dragon’s Wounds are based on her Age. See Wounds, below. Armor (2 Points per Rank) A Dragon’s hide protects her from the silly weapons mortals use to harm her. For every point of Armor a Dragon has, an attacker must lose one die from his attack. This Trait costs 2 points to increase. Awareness (1 Point per Rank) Dragons have a supernatural Awareness, sensing all things around them. Using their superior senses, Dragons can even smell things like magic and invisible creatures. Every Rank of Awareness gives you anoth- er die to roll when trying to sense things. This Trait costs 1 point to increase. Claws (1 Point per Rank) A Dragon’s claws rip, tear and rend mortal armor like paper. For every 1 Point you invest in Claws, you may roll an additional die when using your talons to slash foolish mortals. This Trait costs 1 point to increase. Gullet (2 Points per Rank) Deep down in a Dragon’s gullet, she grinds up stones she’s swallowed, turning those diamonds, rubies and sapphires into deadly and dangerous breath weapons. For every point of Gullet you have, your breath weapon is more powerful. Hoard (3 Points per Rank) Mortals hoard gold… so Dragons can take it away. Hoard represents the amount of wealth you’ve accumulated over the years. See the Hoard chapter (below) for how to use your Hoard. This Trait costs 3 points to increase. Lair (1 Point per Rank) A Dragon’s Lair is where she spends his time between torching foolish mortals. Every point you spend on Lair makes it a little more secure. See Lairs, below, for more information. 1 2 Shape (1 Point per Rank) Dragons are shape-shifters, able to take any form they wish. For every Point you allo- cate to your Shape-shifting, you may take an alternate form. The first form you learn is Human. That’s your free form. This Trait costs 1 point to increase. Tail (1 Point per Rank) Your Tail is a powerful weapon, capable of wiping out entire squadrons of foolish men who try to steal your Hoard. For every 1 Point you invest in Tail, you may roll an additional die when using your Tail to smash those idiot mortals. This Trait costs 1 point to increase. Teeth (2 Points per Rank) Your Teeth are not only used to much mor- tals, but gems and precious metals as well. For every point you spend on your Teeth, you may roll an additional die against mor- tals. Also, you may eat a new kind of pre- cious metal, jewel or gem. Eating jewels, gems, and metals is how Dragons acquire Breath Weapons. See more in the Hoard Chapter, below. This Trait costs 2 points to increase. Wings (3 Points per Rank) Wings allow a Dragon to fly. For every Rank of Wings, your Dragon rolls an addi- tional die. This Trait costs 3 points to increase. See Flying, below. Wounds (5 + Age) A Dragon’s Wounds cannot be increased with Points. Rather, a Dragon’s Wounds are based on her Age. Your number of Wounds is equal to your Age + 5. CHAPTER 2 HOARD A Dragon’s Hoard is always filled with gold, jewels and gemstones. Why? Because these things power a Dragon’s magic. Precious metals and gemstones allow a Dragon to do some pretty amazing things. Hoard Points A Dragon’s Hoard is represented by Points. Every Hoard Point represents a certain amount of treasure in your cave. Dragons use treasure to power their magic, so pro- tect your Hoard! For every Hoard Point your Dragon has, you may have 3 Points of metals and/or stones; Dragon’s choice. Each type of magic (associated with a metal or stone) requires a certain degree of Mastery. All young Dragons (that’s you) begin with all the Basic powers listed below. In order to gain the Intermediate and Advanced powers, you’ll have to spend experience points (see Making Your Dragon Better, below). Metals Dragons use metals to power magic. The Dragon holds the metal in her hand, squeezes, and it melts as she steals the power from it. The material left behind is soft, molten lead. Gold Gold is the purest of all metals and a Dragon may use it to empower any rituals listed here. Copper (Necromancy) Dragons use Copper for Necromancy, the magic of the dead. These rituals may only be cast at or near a cemetery or battlefield or some other place where buried bodies can be found. Basic By destroying one Horde Point of copper, the Dragon may summon 10 skeletal war- riors. The warriors serve the Dragon’s every command and fight until they are destroyed. Intermediate By destroying one Hoard Point of copper, the Dragon summons 5 zombies. Zombies are a little tougher than skeletons, but not as fast. Advanced Finally, by destroying one Hoard Point of copper, the Dragon summons up to 20 skeletal warriors and/or zombies; Dragon’s choice. Iron Iron acts as a ward against magic, protect- ing the Dragon from harmful spells. For every Hoard Point of Iron destroyed, the Dragon may ignore one spell effect until sunset. Mercury Mercury is the messenger of the Gods, fastest creature on Earth… except for a Dragon. When a Dragon uses Mercury Hoard Points, she moves faster than the human eye. Basic By spending one Mercury Hoard Point, the Dragon may gain an additional attack every round for the next hour. Intermediate By spending one Mercury Hoard Point, the Dragon may automatically dodge one attack for the next hour. Advanced By spending one Mercury Hoard Point, the Dragon moves so quickly, she turns invisi- ble for one hour. Platinum Dragons are already terrifying creatures, but by using platinum, they become awe- some. Basic For every Platinum Hoard Point the Dragon destroys, she adds one die to any intimida- tion tests. Intermediate For every Platinum Hoard Point the Dragon destroys, she adds two dice to any intimida- tion tests. Advanced For every Platinum Hoard Point the Dragon destroys, she adds three dice to any intimi- dation tests. 3 4a Silver Silver is the Moon’s metal, the metal of the unconscious, of emotion. Using it, Dragons manipulate the emotions and dreams of foolish mortals. Basic For every Silver Hoard Point the Dragon destroys, she can change a foolish mortal’s emotional state. She must change it in an extreme way: from happy to sorrowful, from cuddly to cold, or curiosity to ennui. The state lasts until sunset. Intermediate By destroying a Silver Hoard Point, the Dragon can cause a foolish mortal to fall asleep. She must gaze into the mortal’s eyes as she destroys the Hoard Point. If she does so, the mortal falls fast asleep until the next sunrise. Advanced For every Silver Hoard Point the Dragon destroys, she can enter the dreams of a tar- get mortal – as long as she knows that mor- tal’s name. Because most mortals are stupid when they dream (not being skilled dream- ers as Dragons are), Dragons have great power and influence there. If a mortal dies in his dreams, he dies in real life, too. Steel Steel is the metal of strength, and when a Dragon destroys steel, she steals its power. Basic For every Steel Hoard Point the Dragon destroys, she adds one die to any strength tests. Intermediate For every Steel Hoard Point the Dragon destroys, she adds two dice to any strength tests. Advanced For every Steel Hoard Point the Dragon destroys, she adds three dice to any strength tests. Stones Dragons use stones in a different way from metals; instead of melting them down and stealing their essence, Dragons eat stones. Sitting in her belly, she absorbs the power of the stone, condenses it down to its pri- mal energies, and then regurgitates it in a powerful spray of deadly damage. Dragons can swallow a number of similar stones, but they cannot swallow different stones. In other words, a Dragon can swal- low five diamonds, but not three diamonds, an onyx and a sapphire. A Dragon can swallow a number of stones equal to her Age x 3. After swallowing the stone, it must sit in her stomach for a day before she can regurgitate it. The strength of a breath weapon is based on the Dragon’s Gullet Trait (above). Add the strength of the stone to the Dragon’s Gullet Trait; the sum is the number of dice the Dragon rolls when she uses her breath weapon. For example, a Dragon has a Gullet of 2 and has eaten a Diamond. Diamonds have a Strength of 2, so Gullet (2) + Strength (2) = 4 dice rolled for the breath weapon. Diamond (2 Strength) When looking at a diamond, some may say it contains a tiny bit of frozen snow storm. They couldn’t be more right (silly mortals don’t even know when they’re right). Eating diamonds gives a Dragon her Frost breath weapon. If her attack is successful, she freezes anyone caught in the blast, turn- ing them to frozen statues. It’s just a matter of stomping on them after that… Emerald (3 Strength) In a Dragon’s gullet, emeralds munch down into a thick, sticky mist that clings to any- thing it touches. This mist is poisonous, causing almost certain and sudden death. If a mortal is caught in the cloud, he must roll a die; if it comes up even, he lives. If it comes up odd, he dies. This roll continues each round until the mortal dies. Opal (2 Strength) Opals are very rare and highly valuable to Dragons because they may substitute for any other stone’s effect. An opal always uses its own Strength rather than the Strength of the stone it is substituting. Onyx (1 Strength) When a Dragon eats onyx, she develops a black, boiling acid in her stomach. Any mortal so foolish to get in the way of her weapon is instantly melted. Ruby (4 Strength) Rubies in a Dragon’s belly make its most feared weapon: a cloud of blistering fire that can destroy anything in its path. Sapphire (3 Strength) Eating sapphires not only gives a Dragon a lightning breath weapon, but also makes her electrical to the touch. If she touches anything, it is struck with a lightning blast. The blast takes the form of bonus dice equal to the Strength of the lightning blast (Strength 3). Pearl (5 Strength) In a Dragon’s gullet, pearls transform into a thick, pearly mist that puts foolish mortals to sleep until the next sunrise. Socks Dragons eat socks. They love to eat socks. If you eat a mortal’s socks, he becomes your thrall. He’ll do anything for you for the rest of his life. That’s it. CHAPTER 3 CRUSHING FOOLISH MOR- TALS No matter how kind, generous, and sweet she may be, there are times that a Dragon just has to crush foolish mortals. The rules below are for doing just that. Combat Steps Now, we know about a Dragon’s patience tolerance, but in order to crush mortals, we must do it in steps. Step 1: Initiative Dragons always go first. Who goes next really doesn’t matter does it? If it’s a ques- tion about which Dragon goes first, an older Dragon always goes before a younger Dragon and a flying Dragon always goes before a non-flying Dragon. If two Dragons are tied in age, their actions are simultane- ous. Step 2: Dragon Movement After Initiative has been determined, Dragons may move. Because Dragons are so huge, they can move just about any- where on the board. A Dragon may choose “fly” as its movement, lifting itself into the air. Also, see Special Attacks, below. Step 3: Stomping Dragons get 3+Age attacks per attack opportunity (see below). 5 4 Breath Weapon A Dragon using her Breath Weapon counts as three attacks. Left Claw A Dragon using her Left Claw counts as one attack. Right Claw A Dragon using her Right Claw counts as one attack. Tail A Dragon using her Tail counts as one attack. Teeth A Dragon using her Teeth counts as one attack. Wings A Dragon can use her Wings to cause a windstorm, stunning foolish mortals. A stunned mortal cannot take an action this round, but must spend it recovering. Step 4: More Movement Dragons may move again after attacking if they are flying. Foolish mortals may move now, too. Step 5: Pathetic Mortals Attack Mortals may now choose to attack – if they haven’t been squashed or terrified into pud- dles of whimpering pathetic slime. Step 6: Dragons Attack Again One more set of attacks for Dragons, if they wish. Special Attacks Each Dragon weapon has a special attack. A Dragon may use a weapon’s special attack in lieu of its normal attack. All spe- cial attacks count as two of a Dragon’s attacks during a combat round. Claws: Stomp Stomping not only crushes the mortals under your feet, but also knocks all the other mortals around you off their feet. Teeth: Swallow Instead of biting, you can swallow a mortal if you like. Swallowing the mortal heals one Wound. Tail: Swipe With a swipe, a Dragon can knock a mor- tal all the way out of a fight… a clear mile away if necessary. The landing is not friendly. Puny Mortals Puny Mortals come in three varieties: Peasants, Nobility, and Heroes Peasants and Nobility are pretty much the same: you stomp or eat or burn them as you see fit. Heroes, on the other hand, are dan- gerous and must not be underestimated! Heroes can find your Weak Point. Some Heroes have even been known to… (ahem) … slay a Dragon or two. I know, I know, it’s difficult to believe, but it’s true! So, pay close attention. What you learn may just save your life one day. Peasants and Nobility These are pretty much the same thing except nobles are in charge. You can do with peasants as you see fit, but nobility think they have something to say every once in a while. When you stomp peasants, every pip on a die is one peasant you can effect. So, if you’re breathing fire and roll a 27 on your dice, you can effect 27 peasants with your fiery breath. When dealing with nobility, you can only count dice that roll evens. The total of the dice that roll evens is how many nobles you can effect. This is because nobles are uppity and don’t know their place, so your powers have less effect on them. Heroes Heroes are a different matter entirely. When you deal with Heroes, they have Traits like you do. Every Hero has a Hero Trait (usually from 1 to 5). This is how many dice he rolls when he deals with you. Heroes also have Skills which are bonus dice they can roll under specific circumstances. For example, if a Hero has a Sword Skill 3, that means he can roll three additional dice when using his sword (that’s in addition to his usual Hero dice). When fighting Heroes, you only get to keep your even numbered dice (like nobles), but instead of counting pips, you just count the even-numbered dice. So, if you roll: 1, 2, 2, 3, 5, 6 … you count each die that rolled an even number as a success. So, you’d count the 2, 2, and 6 for a total of three successes. Heroes roll their dice the same way, keep- ing only evens and counting the dice rather than the pips. Whoever rolled the most dice – Hero or Dragon – succeeds in what he was trying to do. Oh, Heroes also get a number of actions equal to their Hero Trait. So, a Hero with a 3 Hero Trait gets three actions per round. Wounds Heroes and Dragons have Wounds. When you run out of Wounds, you are defeated. When a Hero runs out of Wounds, he is defeated. A Dragon has a number of Wounds equal to his Age + 10. A Hero has a number of Wounds equal to his Hero Trait + 5. When a Dragon attacks a Hero, he rolls his Attack and the Hero rolls his Defense. If the Dragon gets more successes than the Hero, the Hero takes a number of Wounds equal to the pips on the even dice. The same goes for a Hero attacking a Dragon. Defeating a Hero If a Dragon defeats a Hero, she is automati- cally gains one point of Age. Likewise, if a Hero defeats a Dragon, he gains one Hero Rank.. 5 6 CHAPTER 4 NARRATOR ADVICE. NO DRAGONS ALLOWED!) The Many Ways to Burninate Dragon is a pure power game: a game about stomping. And chewing and other- wise messing with mortals who frustrate your day with their whining and crying and crops and cities. The game is really designed to accommodate the players’ whims. “What do you want to do? You’re the most powerful creature in the world! Go have fun!” With that in mind, here are the different kinds of ways to play Dragon. Power Game Go run around with your keen Dragon powers and smash things. You can smash mortals, monsters, Heroes, or even other Dragons. Adventure Game As a Dragon, you have the ability to change into mortal form. You can walk around the kingdoms of men completely undetected – if you wish. Or, if you want to appear beautiful, angelic and perfect , you can do that, too. Have fun with the mortals, go out on adventures, and gather new treas- ure for your hoard. Political Game There are other Dragons in the world and the thing about Dragons is: the older they get, the more they want. As your neighbor Dragons get older, they’ll want more land. Yes, this means you. That means you’ll have to protect your land and your Hoard the best you can… even from Dragons much older than yourself. Does that mean you’ll have to recruit help? Yes, it does. You’ll have to find other Dragons who are just as young as you and surrounded by just as many older Dragons as you. Maybe you can protect each other. Or, maybe you can make a deal with a few Heroes to go up to that other Dragon’s lair and clear it out… even if they fail, they’ll steal weaken that Dragon up so you’ll be able to sweep in and take out what’s left. More Hero Rules While Dragons are pretty indescriminate about Heroes, believing they’re just like every other puny mortal, there are actually four different kinds of Heroes: Knights, Mages, Thieves, and Priests. Each kind of Hero has a number of powers he can invoke. A Hero can have one Hero Power per Hero Rank he has. Each power may only be used once per duel with a Dragon (or another monster). Knight Powers While knights appear big and bad (in all that armor), they’re really just puny mortals in pretty metal shells. However, armor does have its uses. Any Hero in armor gets to subtract the highest damage die from any attack. Armor can do this three times before its ruined and is no longer effective. Heal Thyself The knight heals all his Wounds. Mortal Blow The knight deals a double number of Wounds. Inspire Courage The knight rolls his Hero Trait and turns a number of Peasants into Nobility for a sin- gle Dragon attack. They don’t actually turn into Nobility, but your attacks affect them as if they were. Mage Powers Mages can use magic just like Dragons, just not as well. A Mage can use any of the magical powers (not breath weapons) listed above, but he can only use one kind of magic for every Hero Rank he has. For example, a Rank 2 Hero can use two kinds of magic. Mages must have both hands free and the ability to speak to use their magic. If they cannot do these things, their magic will not work. Priest Powers Priests are a strange phenomenon on Shanri; they only just arrived, bringing their strange pantheon with them. Gods of Battle, Gods of Love, Gods of Wisdom… as if Dragons weren’t enough for these puny mortals to worship! Priests have some powers, but they also have the same armor rules as Knights (see above). A priest’s armor only takes two hits before it is ruined. Healing Hand A priest can heal a number of Wounds equal to his Hero Rank. Turn Undead A priest can turn away walking corpses summoned by necromancy. He rolls a num- ber of dice equal to his Hero Rank; the sum of the dice is the number of undead turned away. Divine Protection A priest can protect a number of Heroes equal to his Hero Rank from one attack. This effect requires that he hold up his holy symbol and call upon the power of his Gods. If he cannot do these two things, the power will not work. Thief Powers In many ways, thieves are the most danger- ous kind of Heroes: they can steal from your Hoard without you ever knowing its gone. 8 7 Cunning Escape The Hero may make a daring and unex- pected escape. This will take many differ- ent forms, but it will always involve him escaping your wrath a moment before you deal a crushing blow. (In other words, if the Hero is about to be defeated by a blow, he can use this power to escape by some unex- pected means.) Move Silently The Hero can move without being seen. This power remains active until the Hero picks something up or speaks. Find Weakness This is the most dangerous power a Hero can have. He can look upon a Dragon and find a weak spot in the Dragon’s defenses. Once he uses this power, he can tell other Heroes about it. A Hero can invoke a Dragon’s weakness as if it was one of his powers (he can do it once and it counts toward his total Hero Powers for the day). Once a Dragon’s weakness has been invoked, the very next hit the Hero makes on the Dragon (if his attack hits) causes Wounds as if the Dragon was a noble. For example, if a Hero invokes the Dragon’s weakness and suc- ceeds on his next attack roll, he counts all his evens together and adds up the values on the dice. The total sum is the number of Wounds the Dragon takes. CHAPTER 5 LAST WORDS Okay, I lied. There is a Chapter 5. Dragon is one of the simplest games I’ve ever designed. I still think it’s a little too complicated in parts, but it does what it’s supposed to do: give Dragon fans unlimited power to do what they want. If you need more rules for Dragons, go check out Dungeons & Dragons. They’ve got thou- sands of pages of rules. Hope you have fun. In the meantime, go stomp some mortals, burn down their houses, and eat their socks. And Danielle: I miss you. Take care, John 9 i DDrraaggoonn A Little Game for Little Dragons Age (5 Points per Rank) Armor (2 Points per Rank) Awareness (1 Point per Rank) Claws (1 Point per Rank) Gullet (2 Points per Rank) Wounds (5 + Age) Socks Eaten Hoard (3 Points per Rank) Lair (1 Point per Rank) Shape (1 Point per Rank) Tail (1 Point per Rank) Teeth (2 Points per Rank) Wings (3 Points per Rank) Hoard Remember the Boogie Man? He remembers you. Remember Bloody Mary? She still waits in the mirror. Remember the Monster Under the Bed? He waits for your foot to fall off. And there’s more. So many more. Monsters you’ve never seen. But they’ve seen you. They know you very, very well. They know your name. And the only thing standing between them and you... ... is Mister Whiskers. Cat A Little Game About Little Heroes l by John Wick Hoard Gold! Burn villages! Scare villagers! Eat Their Socks! There’s nothing better than being a Dragon! Dragon is a little roleplaying game for at least two players of just about any age. The system is fast, easy and simple with enough depth to keep the adults interested and enough good- hearted fun to keep younger players occupied for hours. If you are looking for a younger player’s first roleplaying game, this is it. Brewed at the Source!
textdata/thevault/Kid Friendly/7. RPGs/Ages 6-8 (Attention Span of 1-2 hours, Can count over 20, Understands basic addition & subtraction, Beginning readers)/Dragon.pdf
1 The Unofficial Dungeons & Dragons Rules Cyclopedia Errata by Jason MacInnes Errata Revision 5.9b -- February 9, 2002. What follows are rule corrections, clarifications, and suggested changes for the Rules Cyclopedia published in 1991 by TSR. For those unaware, this is a hard cover volume listing (almost) all of the D&D rules from the Basic, Expert, Companion, and Master boxed sets of the early 1980s. The only box set not included is the Immortal Rules (replaced by the Wrath of the Immortals box set). This line of products should not be confused with Advanced Dungeons & Dragons, or simply Dungeons & Dragons as currently published by Wizards of the Coast. The Corrections Please keep in mind that I love Aaron's Cyclopedia! For such a monstrous task, Aaron and the editors did an amazing job. All that follows are corrections, not criticisms. This book is fantastic and truly a must if you want to run a classic D&D session. For these rule corrections I've used the following sources: • '81 Basic/Expert binder rules • '83 Basic/Expert/Companion/Immortal boxed sets • '94 Classic D&D boxed set The Errata Begins: New: • Page 19 -- Magic user spell table corrections • Page 20 -- Magic user stronghold creation level • Page 26 -- Elf spell table corrections • Page 140 -- Dominion Income example • Page 154 -- Monster charm abilities Page 12: There's space at the bottom of this page, which bears the column about hit points, where we can place the missing natural healing rule: Each full day of complete rest (no fighting or traveling!) will restore 1d3 hit points. If those resting are interrupted during that day in any way, then no healing will take place. Or, from the 1994 Edition: Instead restore 1d4 hit points. There's also a mistake on this page, in the third colu mn under “Maximum Levels and Experience Points.” Score a line through “and elves” that appears in the first paragraph. Elves can only attain a level of 10. Page 14: Cleric titles: All level titles were omitted in the Cyclopedia. However, in the cases of thieves and clerics, you may find them still to be of value. Cleric table is below. Thieves’ table is on page 2. Turning Undead: Notice the “But don't forget, if the monster is turned, it hasn't been destroyed, it may decide to return soon...” Now that's nice and vague. From the Basic rule book: “They will stay away 1d10 rounds.” To determine whether the monsters return when the turning wears off, “make a Reaction roll. If the result of the roll is 8 or more, the undead return.” Page 18: For Paladins, the last line in the 4th requirement should read: “Therefore, a 16th or 17th level paladin can turn undead with the same ability of a 5th level cleric.” Paladins start at 9th level in D&D. The Avengers column on the opposite side of the page has the correct values if you want to compare them. Level Title 1 Acolyte 2 Adept 3 Priest 4 Vicar 5 Curate 6 Elder 7 Bishop 8 Lama 9 Patriarch 2 Page 19: There are several errors in the Magic User Experience Table in regard to spell allotments. Mages don't receive 6th level spells until level 12, so cross out the last “1” in the level 11 row. At levels 13 and 14, mages should have five of the first level spells (if the progression from the Expert boxed set is used). Page 20: Towers: Enoch Perserico points out a rule variance for when magic users can build their towers/strongholds. From the Expert rules (both 1981 and 1983), mages can do so when they reach 11th level. The rules here read “Name level” or 9th level. Enoch speculates this may be a correction rather than an error, to bring the requirement for stronghold creation in line with the other human classes. Magi: Item one for the magi suggests that they can assist land-owning magic users with spell/item research “as described in Chapter 3.” That topic is actually covered in Chapter 16, starting on page 250. However, nowhere in Chapter 3, 13 or 16 does it mention how a magus decreases time or increases chance of success. From the Companion rules: Any item or spell research can be completed in half the normal time and with double the chance of success. Also, the original item number two was removed from the list. It stated that the Magus, like the thief, has a chance (determined by the DM) of finding treasure maps, and hearing rare rumors of powerful magic items. Page 20: Experience levels: Some players may have noticed that the XP requirements for levels 4 and 5 are wrong. Well, that depends on whether you used to use the '81 edition and prior or the '83 boxed set series. If you used the latter, then level 4 is at 5,000 and level 5 is at 10,000. Page 24: Languages: This applies to page 25 as well. The rules state the following point more clearly in other books. Dwarves and elves can speak the additional languages listed, just like the rules state. However, they can't read or write them. To do so they must expend their additional intelligence slots or general skills to pick those languages (as detailed in the '94 boxed set). Page 25: The special abilities “Detection” description of elves does not mention the exact rule (as the dwarf area did on the previous page). Under the detection section in the third column note that it's a 1d6 roll, rolling a 1 or 2 for success. Page 26: Elves: Enoch Peserico notes a discrepancy here for the Experience Table for their spells. He's noticed the table is not the same as in the 1983 Expert boxed set; on that table, elves did not achieve 5th level spells until level 10. Actually, this table is from the 1981 Expert binder rules. However, Enoch cites the 1983 table being used in GAZ 5 “The Elves of Alfheim” and Gaz 13 “The Shadow Elves”. This, as well as other revisions in the 1983 edition for magic users/clerics, suggests this 1981 table is incorrectly used. To adjust the table in the Cyclopedia, use this table. Halflings: In the combat bonuses table, the plus one to individual initiative also applies to the group if they are comprised only of halflings. Page 32: In the third column, at the end of the second paragraph place an asterisk, then scribble this missing rule somewhere: “If the caster loses initiative and takes damage or fails a saving through, then the spell is interrupted and lost.” In the “Reversible Spells” section, note that the caster must be at least fourth level to reverse spells. Page 33: Under the section “Learning New Spells”, you may wish to note: “Clerics receive new spells directly from the power they serve, so they will be able to learn any spell on the clerical spell list once they gain enough experience to cast spells of that level. The DM may, however, have their immortal restrict certain spells.” Level Title 1 Apprentice 2 Footpad 3 Robber 4 Burglar 5 Cutpurse 6 Sharper 7 Pilferer 8 Thief 9 Master Thief Level 1 2 3 4 5 6 3 2 2 - - 7 3 3 2 1 - 8 4 3 2 2 - 9 4 4 3 2 - 10 5 4 3 2 1 3 Page 35: Resist Spells: For the spells Resist Cold and Resist Fire, I suggest noting that the minus one point per hit die be applied after the saving throw. Mathematically this is an important decision (it's better for the players this way). Although it is implied by their use of “Furthermore”, it's not actually stated when to apply it. Page 37: Create Food Spell: Originally, clerics/magic -users didn't have as many levels or spells, so they acquired higher level spells earlier and were able to cast a greater number per day. The authors forgot, however, to update a few of the spell descriptions. So, the second sentence should now read: “For every level of the cleric above 10th, the spell...” Page 38: Raise Dead: Again, this is an old rule not revised. The second paragraph should read: “A 10th level cleric can raise a body that has been dead for up to four days. For each level of the cleric above 10th add four days to this time. Thus, a 12th level cleric can raise bodies that have been dead for up to twelve days.” Truesight: This error originates with the companion set. The duration should read either: “1 turn + 1 turn per level of the caster” or “1 round + 1 round per level for the caster.” You can choose which you like better. Page 47: Phantasmal Force: You may want to consider that this spell, in relation to its description and other spells must be an immobile 20' cube. For example, you can create a flying monster, but it can't move outside the original 20' cube. Defining whether this is true or not will avoid arguments later. Page 49: Confusion: Something to consider before the magic-user casts this spell, is that the effect slot states 2d8 creatures. But the description suggests it affects all creatures within the radius. Page 50: Ice Storm/Wall of Ice: This spell, originally having only one effect, has two. This first line of the description states this, but then it states there are three effects. The effect “Icy blast” does not exist, and never did. So, the first line should read, “This spell may be cast in either of two ways: either as an ice storm, or wall of ice.” Polymorph spells: The D&D rules are never actually clear as to whether such spells, or related potions, change just the body or include the possessions. You may want to make a ruling on this before a player argues differently. Page 51: Animate Dead: Of little importance here, but every time they use “Cleric” they obviously mean “Magic User.” (The same is actually true of Hold Person on page 48 as well.) Cloudkill: As noted in “Explosive Cloud”, this spell creates a greenish gas cloud. Further, you may wish to consider whether the cloud is opaque or translucent. Dissolve: The spell's range, as first noted in its description, is 120'. The second value mentioned later in its description, 240', is incorrect. Page 62: Money: Okay, here the authors were trying to confuse you as much as possible. Scribble this down and you'll never get confused! Weapons table; missing weapons: Under the Weapons Special Effects table, note that page 80 has the full tables -- you'll need them for reference during the game play. Coin US Currency Conversion Factor Platinum 5 dollars 5 Gold 1 dollar 1 Electrum 50 cents 2 Silver 1 dime 10 Copper 1 penny 100 Item Damage Range Cost Enc. Notes Morning Star 1d6 + 1 - 5 30 M Flail 1d6 - 5 40 c, M 4 Page 67: In the editions in the early '80s and the '94 edition, magical armor only weighed half the encumbrance of its normal counterpart, but this rule was omitted from the Cyclopedia. In the Armor Table, create a “Magic enc.” column. Here are the values that appeared in the Companion boxed set: Another point, if you consider “Leather” to be “Hardened Leather” at AC 7, you can have “Padded Leather” at AC 8 (cost 15 GP). “Padded Fur” would also occupy AC 8 (in cold weather campaigns) for 10 GP. Page 68: The last sentence in the fourth paragraph of the third column is wrong. The griffin's MAXIMUM is 7000, its half is 3500. You can confirm this on Page 181. Score out 7000 and 14000 and replace it with the correct values. But take note that the prior logic the author was working through is no longer valid with these new values. Page 69: For the “Adventuring Gear” table, here's a missing item: Spell Book: 200 cn (from page 43, last paragraph) Page 70, 71: The vessel capacities listed in the descriptions for the river boat and galleys are all inconsistent with the table. According to the original Expert booklet, all the inconsistent values in the table are wrong. The Expert boxed set also bears the same errors. The price listed for a Troop Transport (30,000 gp), is actually the price for the conversion of a sailing ship into a troop transport. Technically, the price should be 27,000 gp (which is closer to 1/3 of a large ship's price). However, to buy a Troop Transport off the shelf, so to speak, it costs 40,000 gp (from the Expert sets). The difference here is time: can the characters wait around to have their ship upgraded, or instead shop around for an available Troop Transport vessel. Page 72: Jimmy Kerl has spotted an error under the “Troop Transport” section in the first column. The additional cost to convert a sailing ship into a troop transport is actually 1/3 of the ship's listed cost, not 1/2. The cost is correctly listed on the chart's footnotes on page 71. Page 74: Note that treasure encumbrance is handled in chapter 16, but if you want to use the simpler original '81 Expert edition rules you can write them down at the bottom of this page. Also included are missing values for other miscellaneous items: Page 75: The weapon mastery system COMPLETELY unbalances the game! When your players have plus 9 or more to hit, you know something is wrong! I HIGHLY suggest using the system with one change: don't let any player get weapon mastery above “skilled.” With this restriction the rules do work very well. You can then move some of the higher level options to apply to the skilled level. Page 80: Related to the page 75 note, I suggest removing the “Deflect” ability under the “Special Effects Descriptions.” This makes it VERY, VERY hard to hit the player (you never will with high characters). Since they'll argue, point out the older “Parry” option on page 104. Page 85: Assuming you don't read the book straight cover to cover, you might miss a few rules under the “Riding Skill” section. It mentions restrictions if you DON'T have the skill. Page 89: Under the section “Long-Distance Travel and Rest” the missing forced march rule of the Expert boxed set (pg. 21) can be re -added. The rule is essentially: “A forced march can be undertaken to increase the party's movement rate by 50%, but the whole day after the Armor Magic Enc. Leather 100 Scale Mail 125 Chain Mail 150 Banded Mail 175 Plate Mail 200 Item CN Gem 1 Jewelry 10 (if not worn) Potion 10 Rod 20 Scroll 1 Staff 40 Wand 10 5 march must be spent resting.” Furthermore the original rules state that when pursuing and fleeing in the wilderness you may triple your normal movement rate for a “short” period of time; and it requires immediate rest afterward. Page 93: As the last line of the “Encounter Distances” table, enter: Interestingly, I couldn't find this table is any of the other rule books. This is important because it would appear to be wrong. In previous rule books it was verbally explained, and it only mentioned the 4d6 x 10 rule. Anyway, notice the comment for two asterisks: it states those fields are applicable to infravision. Recall infravision is, generally, a 60 range, but the rows the asterisks apply to allow a max of 120! Perhaps, in the wilderness, that's possible, but in the dungeon that has to be dead wrong. Page 99: In the third column in the paragraph starting with “The pursuers decide to give up the chase.” there are some missing conditions. Apply the character's flee adjustments (missing from page 103, so you'll need to note those in the errata) as before, and then add a further +2 if the number of monsters is greater than the number of characters. If the adjusted result is 9 or greater than the monsters continue to pursue. Monsters will give up pursuit after 1-2 hours if the party is not found, and will rarely continue searching longer than a day (8 hours) unless some valuable item was stolen by the characters. (This is the flee reaction role, *not* a morale check.) On the next page, but related to evasion, is “Regain Bearings.” Just remember you can, and should, give the characters general descriptions as they run away (as noted in the original rule books). Yes, they're running fast and can't map, but they can still see. Page 102: Okay, the first paragraph states that: “During a round, characters can do one thing...” and “A character cannot do two things in a single round, such as run 20 feet and then attack.” Then in the next paragraph, “To reflect this limited movement, a character can move up to 5 feet while he is fighting.” So, if you move MORE than that you can not attack. Okay? Good. Now let's look at page 103.... Page 103: Look over at the third column section “Movement”, under the sub heading “Encounter Speed.” Put a line through the last sentence that reads “...and still make his attack this round.” That rule is wrong, as we have just seen on page 102! Confusing? Simply, you can't move and attack at the same time unless you're within 5 feet of your opponent (you can only perform one action in a round). At the Start of an Evasion: Related to morale is the monster reaction role towards fleeing characters. To decide if monsters will pursue, role 2d6 and adjust as follows: -2 if any monsters have been slain, +2 if no monsters have been hit, +3 if the monsters are hunting the characters; no adjustments if any monster has been hit but not slain. If the adjusted result is 9 or greater, the monsters will pursue. See the correction for page 99 for further notes on this missing flight rule. Page 104: Fighting Withdrawal: I don't know why, but it lists the character's movement rate at 5' per round. Now, that makes it VERY hard to do this maneuver! This rule, in ALL the other rule books, is 1/2 your movement rate. That differentiates it from “Retreat”, which is a movement greater than 1/2. Smash: I suggest that when the “Smash” maneuver is performed the players are not allowed to use their weapon mastery (since this is brute force instead of skill). This will make the -5 penalty something for players to be concerned about (otherwise this will become their standard attack). Page 108: For “Attack Roll Modifiers” in the first column, may I suggest that you note somewhere that if the characters are fighting in the dark or their adversary is invisible, then they are not permitted their weapon defense bonus from the chapter 5 optional weapon mastery rules. Just a logical rule modification. Jimmy Kerl has noticed that the penalty for hitting a halfling in the table is incorrect; it should be -2. You may also wish to note here that page 150 (Special Conditions) lists attack modifiers for blindness and prone characters. (Note: Blindness is listed as -6 on page 150; however, -4 should be used if a mage is using detect invisibility to guide characters in attacking, as outlined in the older rules.) Here are a few more adjustments for the Missile Checklist: Crouching -1, and Moving Quickly -1. For the cover adjustments section, a defender is considered to have at most 3/4 cover if he or she is using a missile weapon to attack. Surprise 1d4 x 10 yards 6 Page 110: For the “Two Weapons Combat” rule, may I suggest that characters who wield two weapons can only attack 1 attacker until they get their fighter combat options. I also suggest that the second weapon (the offhand one), be a short sword or smaller. This will keep the game balanced. Page 111: I don't know WHAT they were thinking, but here's a correction. Look at the optional “Striking Procedure Checklist”, specifically section 3. The last part of the line should read, “...base damage of 1 plus any bonuses from a high strength.” Both the Companion and Cyclopedia rules actually state a base damage of 0. However, if that's true, then people with an average strength can not fight at all (they never do damage!). Optionally, you could state, that only people with superior strength can use the striking rules; but the rules don't actually state that. You decide which you prefer. Look over on the third column, under “Striking and Two Weapons Combat.” At the end of the first paragraph in this section add this, “... and the character must be at least skilled at boxing (next page) to do this.” This will keep the rules balanced. Page 113: Fabrizio Paoli has pointed out a rule conflict on this page. Under “Wrestling Effects” in its last paragraph, it states that the pinning character can inflict 1-6 damage plus strength on his opponents. However, the “Wrestling Combat Mastery Table” states a base damage of 1, and then increases in regard to the various skill levels. This is a rule conflict originating with the Companion and Master boxed sets. I would suggest that the 1-6 be used if you don't use the optional Weapon Mastery rules (it was written before them anyway). If you do use those rules, follow the table as it's laid out. Page 115: An error in the “Ram Attacks Table” was spotted by Jimmy Kerl. The damage for a small galley ramming a ship is correct at 50-80. However, the die calculation for this should be “1d4+4x10”. Page 140: I don't own the Master boxed set, but Enoch Peserico explains that the Dominion rules here are a cut-and-paste job of the Companion and Master rules. One of the clarifications in the Master rules, he explains, was to place a limit that each family could only work one resource (third column under “Limit Family Skills” here) and also create a minimum resource usage of 20%. These changes are only relevant because of the “Example” section in the middle of the second column. This was lifted directly from the Companion rules which, as Enoch spotted, are now flawed. From the example, the character has 200 peasant families working a hex, with 1 mineral and 1 animal resource (worth 3 and 2 gold pieces respectively). The example calculates that at 1,000 gp of Resource income. That would be 200 x (1x3 + 1x2). However, since the Master revision added in the restrictions, noted above, that number is invalid. The highest income level would be (40 x (1x2)) + (160 x (1x3)) resulting in 560 gp of Resource income. Or, risking rebellion, everyone can mine for 600 gps. Page 145: Under the section “Climbing” add, “A character receives 1 point of damage for falls under 10'.” The rule comes from the thief section in chapter two. But how fast does a person climb? For ease, I suggest a person climbs at equal their normal rate in easy conditions. In adverse conditions give non-thief characters a penalty of 1/2. If you want more complex rules, I suggest referring to AD&D. In the second column, the section titled “Damage to Magical Items ” should read “Damage to Magical and Normal Items ”. Page 150: The following weapon mastery notes should be added for each of the respective sections: Blindness: Weapon mastery skills are completely negated Deafness: Weapon mastery attack bonus is negated, but damage remains the same. Invisibility: Weapon mastery is completely negated. Stunning, sections 1 and 4: Weapon mastery is negated. Starvation table: At the bottom of the page, the “Movement Rates” column of the chart should read “x 1/4” for the 24% - 49% line. 7 Page 154: Poison: Omitted from the Companion set (Book 2 pg. 22), summarised: 1. Monster poison, emanating from sacs or glands, is only poisonous while in the creature; when exposed to air it becomes useless in 1-10 rounds. 2. An intact poison sac (rare after a fight) lasts for 1-10 rounds per hit die of the monster. 3. As per the poison spell, the use of poison is considered an evil act. Charm by monsters: Enoch Peserico noticed that the description here has been condensed by telling the reader it works just like the Charm Person spell. That is, however, incorrect. From the Basic set or the Classic 1994 set, the charm ability of monsters has the expected results that the character can not attack the monster and must follows its simple commands. What is missing here is that characters also find themselves confused and are unable to make decisions. This extends to the inability to cast spells or use magic items which require concentration. We might also consider at this point whether these rules on confusion should also then apply to charm spells and subsequent casting attempts by a victim. Unfortunately, the rules do not cover this idea, although there is an allusion to this in the Basic monster section. Yet it is never stated as such, including in the spell sections in both Players/DM Basic books and the Classic book. If we reference AD&D (2nd edition, DM page 90, Combat), there are rules applying to miscasting due to the befuddled charm state. Whether this applies to D&D, I leave up the reader. Although, strictly from the rules, charm is a “best friends” spell and monster charm powers are related better to the ability to mesmerize or enthrall. Page 163: Carrion Crawler: Cross out the words “except when” from the second line of the second paragraph. Someone rewrote the entry and left a few extra words in there. Centipede, Giant: You may want to consider a penalty to allow combat. Since the characters can move, but not attack, when paralyzed your players will argue this point, especially if their characters are adventuring alone. Try a penalty of -4 without weapon mastery bonuses. Page 182: Haunt: In the “Save As” row it states “See below.” That, in itself, is okay. The problem is that although it states the special rules, it never actually states what they save as (this dates back to the original Companion set). Consulting the D&D Creature Catalogue under “Banshee, Lesser”, I think it's safe to say that the three Haunts save as fighters of equivalent level. That's F13, F14, and F12 respectively. Haunt, Aging: Obviously not play tested all that much. The demi-human classes lose constitution after a given set of years, which pushes them towards middle age. However, even still the rate they age should be slower, to reflect their extended life spans. I suggest that elves lose one point of constitution every 40 years and dwarves every 20. Based on the age maximums and averages from chapter 13, this will result in equal aging with their human counterparts in respect to their max ages. Page 185: Hellhound: As far as I can tell they've never had a range stated for their breath weapon. You may want to interpret this as meaning they can only use their breath weapon against adjacent targets. Or, taken from AD&D, they have a range of 30'. However, AD&D Hellhounds are very weak and pathetic monsters (compared to D&D). So the 30' range on a D&D Hellhound may make it too powerful for lower level characters to handle. Page 192: Mek: The Mek's damage is listed as an impressive 1d6x10(x2). Wow - it scared the hell out of my players. In supplements such as M2: Vengeance of Alphaks, however, the damage is listed as 6d10x2. That's more in line with D&D conventions and makes it an ordinary monster. Page 195: Mystic: The leader should save as Mystic 7 and all his thief abilities are wrong; refer to the thief at level 7. (There was confusion here whether the leader was level 6 or 7). Also remember the level 4s have hands that act as silver weapons and save as mystics of fourth level. Note, it says here that, “They may use potions or other magic items for certain situations.” That's in the third paragraph, which is very interesting considering it does n't state that at all in chapter 3. I assume its carrying the thought of the previous sentence about magic protection, but it's an interesting statement to consider anyway. 8 Page 200: Rat, Giant: For some reason the Giant Rat's treasure type has been changed to “L”. Originally it was “C”; which you may prefer if you perceive giant rats as pack rats. Page 212: Wight: These creatures do 1d4 damage when they attack (taken from AD&D). Page 236: Wand of Polymorphing: As the spell, the range is 60'. Wands: It should be noted that none of the detection wands, such as Enemy Detection or Metal Detection, mention anything about the duration of a charge. Nor can I find any such rule in any other source. I suggest noting that the charges last only for 1 round, as these are detection wands, not locating wands; the wands show the player where something is, but not giving them the ability to go hunting for things. Page 238: Telekinesis ring: The speed for the ring is 20' per round (from page 52) Protection rings: Magic is not cumulative with other rings (Protection +1 and Protection +5 is *not* +6; it is +5). Page 239: Bag of holding: What they should have said is that you should calculate the normal cn for the sacks contents, and note this down. Then multiply it by 0.06 to determine its actual weight. Easy to notice, but if you write it down here it'll save you time later. Displacer cloak: From AD&D, the first attack always misses. That assumes, of course, that the attacker doesn't know the person is wearing the cloak. Page 242: Armor and Shields: As mentioned by my notes for page 67, the magic armor rules (half encumbrance) can be found in the '83 and '94 editions. Or you can use the Companion set magic encumbrance values I listed earlier. Page 245: A line needs to be crossed out on this page. Look at the second last column under “Sword Intelligence...” on the third column. The sentence in parentheses should be scored out; it starts with “The read magic ability is discussed below...” Well, this line doesn't appear in the older additions. Why? Well, because it's wrong. Someone has confused “read magic” with “detect magic”. Assume that read magic has the properties stated at the beginning of “Primary Powers” - that it may be used once per round and as often as desired. It might also be worth mentioning here the omission of the section entitled “Special Swords” that appeared in the '83 Expert rules. That section is, more or less, similar to the new section on “Weapon Bonus vs. Opponent” that's on page 247. However, here are rules you may find useful. If both the intelligence and ego scores of a sword are 12, then the sword will have the following additional power: • A lawful sword will paralyze a chaotic opponent struck unless the victim makes a Saving Throw vs. Spells. • A neutral sword adds +1 to all of the user's Saving Throws. • A chaotic sword will cause a lawful opponent struck to make a Saving Throw vs. Turn to Stone or be turned to stone. Page 255: Spell research: According to this rule book, and all previous, both clerics and druids can create new spells in addition to magic users. This, however, isn't logical. Recall, clerics obtain their spells from their immortals by praying. What the rules mean at present is that clerics research spells and then teach them to their immortals, which is just twisted. If your campaign treats clerical spell like mage spells, then use the rules as listed. Otherwise cross out “cleric and druid” from this section. 9 Page 266: The “Ability Scores and Saving Throws” optional rules will unbalance the game, don't use them. I highly suggest the use of the “Keeping Characters Alive” rules exactly as they appear. Drop them when the characters reach “name” level if you wish. Page 267: Here's an interesting rule conflict pointed out by Alessio. There seems to be an editing error for the mystic variant experience guidelines. Look at the “Special Abilities That Do Improve” portion and you'll see that “saving throws will continue to improve”. However, in the next paragraph under “Saving Throws” the rules state the reverse. Alessio suggests that the editor(s) incorrectly copied the text from the previous character class sections. In which case, this section should state that the mystic should use the fighter saving throws after passing the sixteenth level. Page 293: Look at the bottom of the chart under “Skills Proficiencies.” The D&D and AD&D lines are mixed up. Add an “A” to the first line, and scratch out the “A” in front of the second area. Tournament/Jousting Rules: In the earlier versions of the errata I mentioned that the Tournament rules had been omitted from the Cyclopedia. I contacted TSR and was informed by Michael Huebbe (Consumer Inquiries Manager) that they had omitted these rules intentionally because of space requirements. At that time, Michael mentioned that photocopies of these missing rules could be mailed out if required. Regardless, these joust rules from the Companion set are well worth having. [My request to include them in this erratum was denied by TSR.]
textdata/thevault/Dungeons & Dragons [multi]/1st Edition (ODD, D&D Basic, AD&D)/Basic Revised/Rules Cyclopedia - Errata.pdf
Based on the original DUNGEONS & DRAGONS ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. This is an official RPGA ® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. Visit the LIVING GREYHAWK website at www.rpga.com. For questions specific to this document and your region please e-mail your triad point of contact (POC) at [email protected]. For LIVING GREYHAWK campaign questions email [email protected]. GRM7-IN4 By Right of Conquest A One-Round D&D® LIVING GREYHAWKTM Gran March Regional Interactive Version 0.9.0 by Joe Masdon and Nick Perch With artwork by Brett King Reviewers: Gran March Triad Circle Reviewer: Steven Conforti Playtesters: John Brice, Chris Danford, Michael Eshleman, Valerie Fricault, Rosemary Grey, Arlene Medder, Tyrone Pugh, Jason Swanson, Dave Walters, Dan Wheeler, Pete Winz. For millennia, land in the Sheldomar Valley has been claimed by those with the strength to take it and to hold it. Invaders laying unlawful claims are not to be tolerated and allies should come together to retake lands wrongly seized. The time has come to reclaim Shiboleth. A Gran March Regional battle-intensive interactive for APLs 2-14, and Part 5 of the Shattered Reflections series. Note: This adventure will be of particular interest to members of the Knights of the Watch, the Gran March Army and Syrloch. Resources: Complete Arcane [Richard Baker], Complete Warrior [Andy Collins, David Noonan, Ed Stark], Fiend Folio [Eric Cagle, Jesse Decker, James Jacob, Erik Mona, Matt Sernett, Chris Thomason, James Wyatt], Libris Mortis [Andy Collins, and Bruce R. Cordell], Monster Manual II [Ed Bonny, Skip Williams, Jeff Grub and Rich Redman], Monster Manual III, Monster Manual IV [Gwendolyn F.M. Kestrel], Player’s Handbook II [David Noonan], Spell Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor]. GRM7-IN4 By Right of Conquest Page 1 RPGA® SANCTIONED PLAY Most likely you ordered this adventure as part of an RPGA even from the RPGA website, or you received it from your senior gamemaster. To play this adventure as part of the LIVING GREYHAWK campaign—a worldwide, ongoing D&D campaign set in the GREYHAWK setting—you must sanction it as part of an RPGA event. This event could be as elaborate as a big convention, or as simple as a group of friends meeting at the DM’s house. To sanction an RPGA event, you must be at least a HERALD-LEVEL gamemaster. The person who sanctions the event is called the senior gamemaster, and is in charge of making sure the event is sanctioned before play, runs smoothly on the date sanctioned, and then reported back to the RPGA in a timely manner. The person who runs the game is called the table Dungeon Master (or usually just DM). Sometimes (and almost all the time in the cases of home events) the senior gamemaster is also the table DM. You don’t have to be a HERALD-LEVEL GM to run this adventure if you are not the senior GM. By sanctioning and reporting this adventure you accomplish a couple of things. First it is an official game, and you can use the AR to advance your LIVING GREYHAWK character. Second player and DMs gain rewards for sanctioned RPGA play if they are members of the DUNGEONS & DRAGONS REWARDS program. Playing this adventure is worth two (2) points. This adventure retires from RPGA-sanctioned play on December 31, 2008. To learn more about the LIVING GREYHAWK character creation and development, RPGA event sanctioning, and DUNGEONS & DRAGONS REWARDS, visit the RPGA website at www.rpga.com. PLAYERS READ NO FARTHER If you are planning on playing this adventure, stop reading now. The rest of the information in this adventure is for the DM only. If you read farther than this section, you’ll know too much about its challenges, which kills the fun. Also, if you’re playing this adventure as part of an RPGA- sanctioned event, reading beyond this point makes you ineligible to do so. PREPARING FOR PLAY To get the most out of this adventure, you need copies of the following D&D books: Player’s Handbook, Dungeon Master’s Guide, and the Monster Manual. Throughout this adventure, text in bold italics provides player information for you to paraphrase or read aloud when appropriate. Sidebars contain important information for you, including special instruction on running the adventure. Information on nonplayer characters (NPCs) and monsters appear in abbreviated form in the adventure text. Full information on NPCs and monsters are given in the Appendices. Along with this adventure you’ll find a RPGA Table Tracking sheet. If you’re playing this adventure as part of an RPGA-sanctioned event, complete and turn in this sheet to your senior GM directly after play. You’ll also find a LIVING GREYHAWK Adventure Record (AR). LIVING GREYHAWK LEVELS OF PLAY Because players bring their own characters to LIVING GREYHAWK games, this adventure’s challenges are proportionate to the modified average character level of the PCs participating in the adventure. To determine this modified Average Party Level (APL) follow the steps below: 1. Determine the character level for each of the PCs participating in the adventure. 2. If PCs bring animals that have been trained for combat (most likely dogs trained for war), other than those brought by virtue of a class ability (such as animal companions, familiars paladin’s mounts) or the warhorse of a character with the Mounted Combat feat, use the sidebar chart to determine the number of levels you add to the sum of step one. Add each character’s animals separately. A single PC may only bring four or fewer animals of this type, and animals with different CRs are added separately. 3. Sum the results of step 1 and 2, and divide by the number of characters playing in the adventure. Round to the nearest whole number. 4. If you are running a table of six PCs, add one to that average. GRM7-IN4 By Right of Conquest Page 2 Throughout this adventure, APLs categorize the level of challenge the PCs face. APLS are given in even-numbered increments. If the APL of your group falls on an odd number, ask them before the adventure begins whether they would like to play a harder or easier adventure. Based on their choice, use either the higher or the lower adjacent APL. APL also affects the amount of experience and gold a PC can gain at the end of the adventure. If a player character is three character levels or more either higher or lower than the APL at which this adventure is being played, that character receives only one-half of the experience points and gold for the adventure. This simulates the fact that either the PC was not challenged as much as normal or relied on help by higher-level characters to reach the objectives. Furthermore, a PC who is four or more levels higher than the highest APL supported by the adventure may not play the adventure. LIVING GREYHAWK adventures are designed for APL 2 and higher. Four or five 1st-level characters may find the challenge of an APL 2 adventure difficult. Suggest the following to these groups to help increase their chances of success: 1. Enlist a sixth player. 2. Advise characters to buy riding dogs to help protect them, and fight for them. TIME UNITS AND UPKEEP This is a standard one-round Regional adventure, set in the Gran March. Characters native to the Gran March pay one Time Unit per round, all others pay two Time Units per round. Adventurer’s Standard Upkeep costs 12 gp per Time Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury Upkeep costs 100 gp per Time Unit. Characters that fail to pay at least Standard Upkeep will retain temporary ability damage until the next adventure, must buy new spell component pouches and healer’s kits, and may suffer other in-game penalties (or possibly gain in- game benefits) as may be detailed in this adventure. A character who does not pay for at least Standard Upkeep may also avoid the above- described penalties by living off the wild. If the character possesses four or more ranks in the Survival skill and succeeds at a Survival check (DC 20), the character will heal temporary ability damage as if he or she paid for Standard Upkeep, may refill spell component pouches and healer’s kits, and may restock up to 20 arrows or bolts if the character has at least four ranks in Craft (bowmaking). The player is allowed to Take 10 on this roll. More information about Lifestyle and Upkeep can be found in the “Lifestyle and Upkeep” section of Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. ADVENTURE BACKGROUND In early 595 CY, an earthquake shook Shiboleth, opening a long-sealed cavern hundreds of feet below the surface. Inside the cavern was an enormous mithral archway inlaid with bronze that led to the Bleak Eternity of Gehenna. The gate, dormant for centuries, was reawakened, and the residents of Gehenna began exploring this new territory with patient curiosity. The yugoloths exploring Gran March in 595CY were not the same ones who used the portal millennia ago, and knew nothing of their predecessors’ dealings in the Sheldomar Valley. As the yugoloths of Gehenna began exploring upward, the Order of World Travelers and the leaders of Syrloch, Gran March’s arcane academy, began exploring downward to investigate the source of the earthquakes. The Commandant granted the Archdean of Syrloch, Kaema Thuldir, the authority to lead the investigation and he put the forces of the 3rd Battle at her disposal. She supplemented the Battle with an assortment of adventurers and guides from The Order of World Travelers. Explorers from # of Animals Mundane Animals Effect on APL 1 2 3 4 1/4 & 1/6 0 0 0 1 1/3 & 1/2 0 0 1 1 1 1 1 2 3 2 2 3 4 5 3 3 4 5 6 4 4 6 7 8 5 5 7 8 9 6 6 8 9 10 CR of Animal 7 7 9 10 11 GRM7-IN4 By Right of Conquest Page 3 Gran March and Gehenna both encountered the Outpost, a civilization of reclusive vampires from the time of the Occluded Empire, hundreds of feet below Shiboleth. The vampires vacated, clearing the way for the humans and yugoloths to meet. When the two exploring groups met, the humans from Shiboleth struck first against the yugoloths. The Archdean and Knight Colonel Darhmog Wynnavwynn of the 3rd Battle learned of the mithral gate and led the 3rd Battle and a large group of volunteers to the caverns below Shiboleth in an effort to seal it again. The main force of soldiers fought the yugoloth army amassed in the cavern while Archdean Thuldir led a select group of powerful volunteers into Gehenna to find a way to seal or destroy the gate from the other side. A few hours after the brave soldiers entered the caverns, the columns supporting the cavern were destroyed, collapsing the cavern. A massive sinkhole appeared in the southwest corner of the city and four blocks of homes and businesses collapsed 40 feet into the earth, killing hundreds of unsuspecting people. The official story in Gran March is that the yugoloths vindictively collapsed the caverns in the final moments of a losing battle against the soldiers of the 3rd Battle and members of Syrloch. The truth is a much darker reality. Archdean Thuldir feared that she would fail to find a way to close the gate in Gehenna. Before she left for Gehenna, she gave wizards and sorcerers from Syrloch who were among the main force the resources to collapse the caverns if the battle went badly. She hoped to destroy the archway or render it unusable if it could not be sealed. The group that entered Gehenna failed to find a way to seal the mithral gate as the Archdean had feared. Worse, the Archdean was felled in Gehenna by a huge nycaloth. Right before she fell, she gave the order for the arcane casters to collapse the cavern. The mithral archway was buried beneath millions of tons of earth and stone, and hundreds of yugoloths, soldiers and adventurers were trapped in the collapse. Hundred of citizens aboveground in Shiboleth were also killed. It is worth noting that all of the arcane casters who followed the Archdean’s direction and caused the collapse that killed all of these people were PCs who understood the potential risks. Some PCs playing this scenario will know the truth of the collapse, and a few might even be one of the wizards who followed Kaema Thuldir’s order. Others might be under the impression that the yugoloths created the collapse. If asked, the DM should indicate that public opinion is that the yugoloths caused the collapse. The DM should not feel compelled to contradict PCs who indicate that they know otherwise, nor should the DM support those PCs with the truth. Dissenting versions of the story should be allowed to continue. (GRM05- BI-01, The Commandant’s Fist: ConCarolinas 2005). During the weeks after the collapse, there were numerous yugoloth and Outpost vampire sightings in Shiboleth. Yugoloths were seen fighting giants who invaded the city (GRM5-IN5, In the Eleventh Hour), a small horde of yugoloths pursued a group of Outpost vampires through Shiboleth (GRM6-01, All That Is Secret and Hidden), and an ultroloth was seen beneath a newly constructed gladiatorial arena (GRM6-02, Family Values) in Shiboleth. More recently, an ultroloth wearing ornate plate armor decorated in a twisted, demonic similarity to the Knights of the Watch broke into the Athenaeum in Hookhill (GRM6-07, Athenaeum). This ultroloth proclaimed himself Master Vigilant Marax, and claimed that the Knights of the Watch were a pale imitation of an older, daemonic knighthood named the Knights Vigilant. He was accompanied by a woman named Kaema who bore a striking resemblance to the missing Archdean Kaema Thuldir. Her fine Suel features were marred by encroaching daemonic features. They were found in Vault 73 in the basement of the Athenaeum, the vault where most of the artifacts from Fhar’anod were sealed. They were foiled in an attempt to steal a stone tablet from the vault. Meanwhile, the Army of Security (AoS) stationed forces around the sinkhole in Shiboleth while the majority of the soldiers worked to rebuild the city in the wake of the giant invasion. About half the AoS worked to rebuild and the other half worked to maintain peace and search the outlying areas for stragglers from the invasion. These tasks occupied all the AoS’s available time and energy. Recently, the AoS was disbanded. In GRM7-06 The Order of Underworld Travelers, the PCs found the remains of the vampiric Outpost and evidence that the yugoloths were still active beneath the city. PCs encountered an ultroloth named Euryale and learned that the half-yugoloth soldiers that have been encountered with the daemons are former soldiers from Gran March who have been transformed into half- fiends. The PCs were able to alert many influential organizations to their discoveries, and efforts to examine the Sinkhole fully are being coordinated. GRM7-IN4 By Right of Conquest Page 4 ADVENTURE SUMMARY Introduction The leaders of the yugoloths are going to attempt to present a convincing ruse that they are invading Shiboleth with the intent to claim it as their own. They are actually hoping to create a large diversion that draws attention away from their true plan. They are trying to remove the huge bronzed mithral gateway from beneath the Sinkhole and take it out of the city into the Rushmoors. They are also trying to bring a number of fiends and celestials that they are holding captive out of Gehenna and into the city. These outsider captives are warded against using their various teleport abilities, so the yugoloths have to physically drag them out of the city and into the Rushmoors. If the PCs ignore the threat created by the diversion, it is possible that everyone in Baron Doulanfon’s estates will be killed and taken, throwing Shiboleth into chaos. Encounter 1 A large force of silent paralyzing-touch undead (ghouls, mohrgs) emerges from the graveyard on the southwest side of Shiboleth. They sneak into the city under cover of darkness and begin to sneak into homes, paralyzing and kidnapping sleeping citizens of Shiboleth. They begin smuggling them toward the sinkhole. PCs will encounter these stealthy kidnappers on the city streets. Higher APL parties will bump into them in the wealthier sections of the city, further from the Sinkhole in the southwest. The ghouls and ghasts will attempt to run SW, while the mohrgs will try to flee NE, drawing more formidable PCs away from the Sinkhole. As PCs defeat a wave of undead, they will be able to spot another group in the distance that is trying to hide from them and run off with their paralyzed victims. As combat breaks out, signals go off across the city. PCs can determine that most of the paralyzed NPCs look like they were taken from their beds. Encounter 2 APLs 2 - 8 PCs can follow a couple of ghouls carrying paralyzed victims through the streets of Shiboleth. As they approach the Sinkhole, they will see lots of ghouls and ghasts handing their victims off to mezzoloths that are lowering victims into the Sinkhole. Looking into the vast Sinkhole, the PCs will see a lot of kidnapped people tied up and held prisoner toward the middle (1/8 mile away). The people in the Sinkhole are being watched by a lot of very large and alert mezzoloths and a single female ultroloth (Euryale). During this encounter, a signal will go up above SE Shiboleth. A widened lightning ball will streak 500 feet into the sky. PCs who are members of Syrloch, the Army, or that are veterans of the Army will recognize it as a signal that the Baron’s manor is being attacked.. Before they can become too concerned with the SE part of the city, they will see more undead carrying paralyzed victims coming this way. The PCs will have a chance to interrupt the undead and save the paralyzed NPCs from being lowered into the Sinkhole. The combat will draw the attention of the yugoloths who will send soldiers over to support the undead. Any PC who is noted as being able to turn undead with great skill will be targeted by the enemy. APLs 10 -14 PCs can follow the mohrgs through the streets toward the general direction of the Spire of the Martyrs. The undead are not really headed toward that location, but PCs should be given that location as the most prominent landmark at the top of the northeastern slopes of Shiboleth. The PCs will hear conflict ahead, and will see soldiers and civilians fighting a mixture of yugoloths and undead. The PCs will have a chance to stop the fleeing mohrg, and engage the yugoloths to help the NPC citizens of Shiboleth. Any PC who demonstrates the ability to perform powerful undead turning will become the focus of enemy attacks. The yugoloths will be wearing uniforms with emblems that strongly resemble the shield of Gran March. At some point during this combat, a signal will go up above SE Shiboleth. A widened lightning ball will streak 500 feet into the sky. PCs who are members of Syrloch, the Army, or that are veterans of the Army will recognize it as a signal that the Baron’s manor is being attacked. Encounter 3 APLs 2 -8 Yugoloths and half-fiends wearing tabards that look suspiciously like those of the Gran March army will be seen in the streets beating down any organizing resistance. Uniformed yugoloths will be barricading the area around the Sinkhole, and pushing resistance back. They will be planting flags that mark yugoloth-claimed territory. PCs will see the barricades closing in around them. PCs should figure out that they do not want to be behind enemy lines, and should push for a break GRM7-IN4 By Right of Conquest Page 5 in the formation to lead people out. PCs who remain behind enemy lines will draw the attention of extra forces and the officers as well. APLs 10 -14 As the PCs move toward the Baron’s manor, they will come across a group of undead giants being marshaled by yagnoloths wearing uniforms and heraldry of the Knights Vigilant. PCs who played GRM5-IN5, In the Eleventh Hour will recognize these hulking brutes as some of the behemoths who invaded the city under the command of King Brodde. The undead might recognize PCs who played that adventure as well, and attack them with deliberate focus. The yagnoloths will taunt the PCs that “their Baron” should be handing over the city to Master Vigilant Marax anytime now. The yagnoloths will be especially snide to any PCs displaying heraldry of the Knights of the Watch. Yagnoloths will tell the PCs that Master Vigilant Marax awaits them on his new throne atop New Gehenna (pointing to the SE peak of Shiboleth.) Encounter 4 APLs 2 -8 A short break in the fighting allows PCs to get elevation to notice what is happening in the Sinkhole. A colossal creature (thoqqua) will emerge from the near-center of the sinkhole, leaving an enormous tunnel behind. It will slither away to the edge of the Sinkhole, terrifying everyone it passes, but attacking no one. From the huge (25’) hole in the ground, very large nycaloths emerge, dragging fiery chains that are attached to something below. Ultroloths (Marax, Euryale, Azmograne) from previous events will be seen marshalling the yugoloth and undead forces. The enigmatic woman Kaema will be following Marax wherever he goes. Euryale will remain with the hostages, directing the mezzoloths who stand over the innocents. A deathdrinker will also accompany the yugoloth leaders. It should be obvious that the forces in the Sinkhole are massive and untiered. A solar, chained and shackled to a huge, flaming greatsword of blackened bone and stone will be dragged clear from the Sinkhole. The solar has a gag of molten iron burned into his mouth and throat, is blinded, and has a quartet of large mezzoloths repeatedly striking him with spiked hammers to keep him subdued. There is an especially scary looking nycaloth commander looming near the solar, carrying an evil-looking great axe, who will take charge of the solar. The flaming chains will be pulled further from the hole, bringing up a number of other captive outsiders. Lastly, the chains clear the sinkhole, bringing the bronzed mithril gate to Gehenna out into the moonlight. As the moonlight touches the mithral gate, sigils fire to life along its face, and it seems to absorb the light. While it is unlikely that the lower APL PCs will be able to stop the leaders of the yugoloths, they might find a way to alert the higher APL tables. The yugoloth leaders are making an effort to keep Shiboleth’s more powerful defenders fully occupied elsewhere. The leaders of the yugoloths want to get the solar and their other celestial and fiendish captives out of Shiboleth. They also want to get the mithral gate out of the city. They waste no time in getting airborne and flying out of the city while other forces work to distract the PCs. They are moving south, toward the Rushmoors. Depending on PC actions during this time, Master Vigilant Marax might risk a fly-over on his fiendish mount to converse with one or two groups of PCs. The colossal worm will depart after the leaders leave, going the way it came. APLs 10 -14 When PCs will arrive at the Baron’s manor they will see that yugoloth soldiers already hold the manor. The main gate has been twisted and ripped asunder and there are powerful fiends slaughtering anyone who moves toward that opening. PCs will see large flags/banners at the corners of the walls with a symbol that resembles the shield of Gran March, but has been modified. There are also banners of the Knights Vigilant staked into the grounds, proclaiming this area as seized and under control of hostile forces. If the PCs are having an easy time of it, there can be more waves. The yugoloths are pressing the PCs here to occupy them while the leaders attempt to escape the Sinkhole with the solar and gate. They will taunt the PCs, telling them to stick around, that Master Vigilant Marax and Lord Raum will be done inside and out to instruct them very shortly. Encounter 5 APLs 2 -8 Even before the yugolth commanders clear the Sinkhole, another force of fiends attacks the PCs. This group comes from behind the newly claimed yugoloth territory. This group is determined to kill as many Gran Marchers as possible, both combatants and innocents. This group of attackers will be a mix of former Gran GRM7-IN4 By Right of Conquest Page 6 March soldiers who have been improved, yugoloths wearing soldier uniforms and half-fiend giants and undead giants who were killed during the attack on Shiboleth during the GRM5-IN5, In the Eleventh Hour. Any true yugoloth will readily abandon the combat if things go badly for it, but the half-fiends and the undead will be relentless. APLs 10 - 14 From inside the manor, the sound of combat stops for a moment, and a number of massive, hulking figures emerge to confront the PCs. Some of the giants that fell during the invasion of Shiboleth (GRM5-IN5, In the Eleventh Hour.) were taken by the yugoloths and experimented on. These half-fiend giants will be looking for any PCs they might recognize from their failed attack on the city two years ago. Any PC who looks familiar will become their favored targets. They will scream at the hated Tyv, and vow revenge for what Gran March did to them two years ago. Encounter 6 APLs 2 -8 Most true yugoloths will have abandoned their posts, leaving the half-fiends and undead to fight alone. Euryale will appear to a few of the PCs she met during GRM7-06, The Order of Underworld Travelers, warning them that she is no longer keeping the kidnapped citizens in the Sinkhole alive. She has moved the kidnapped victims to within 150 – 200 feet of the edge of the sinkhole. Select PCs will be told that only voors and canoloths remain in the Sinkhole guarding the hostages. Euryale will inform PCs she has met before that the voors and canoloths will not attack anyone who moves among them as long as that person is unarmed. She has ordered the voors and canoloths to allow unarmed humans and their ilk, and only unarmed ones, to retrieve the kidnap victims. Any armed PCs moving into the veritable nest of voors will provoke an attack on both themselves and the innocent kidnap victims. She will warn them to act quickly, as other leaders might give different orders to the voors that she cannot countermand. If there are 8 tables or fewer playing the low APL, they will all come together to coordinate their efforts in the rescue. Larger groups will be split into groups of 2 or 3 tables, with the modification that Euryale has scattered the hostages into multiple groups. NPC soldiers and militia will pitch in to help. Any one PC who tries to sneak in a weapon could set off an explosion of violence among the kidnap victims and other, unarmed PCs. As the victims are being rescued, a voor will occasionally turn from its post and run to the south edge of the Sinkhole, climb out, and run south out of the city. After the victims have been taken toward the relative safety of the walls, the remaining voors and canoloths will all shift menacingly toward the PCs in the Sinkhole. PCs will have very little time to re-arm themselves before the monsters attack. APLs 10 – 14 If the leaders of the yugoloths managed to get the gate out of the city without being harassed too much, a couple of the will come back to confront the PC at the Baron’s manor. Master Vigilant Marax is flying on his half-fiend ironclad mauler mount, and is accompanied by Kaema Thuldir. Lord Raum and the death drinker Abaddon [uh- bad-n] will be emerge from inside the manor along with Abaddon the deathdrinker wearing the corpse of the Baron’s champion, Sir Sermious Aerasbonden, the Knight of Sorrows. If there are few enough tables at APLs 10 -14, they can all listen to a single narrator in the center of the room. Marax will call a halt to all conflict. His subordinates will comply. How the PCs react is unpredicted. He will offer them a chance to “catch their breath.” Given an opportunity, Master Vigilant Marax will claim the city by Right of Conquest. All of the other yugoloths will laugh at this. Marax will not land in the courtyard. If he has a chance to talk, Marax will quickly address PCs he recognizes from GRM6-07, Athenaeum. He will then attempt to escape leaving his subordinates to wreak havoc on the heroes of Shiboleth. Tables will be combined to allow groups to work together against the yugoloth leaders. They are extremely formidable and should be quite a challenge to level 15 and under PCs who have already depleted their resources in the large number of combats in this scenario. If there are 6 tables or fewer playing the high APL, the combat will be run at a single large table. Otherwise, tables will be split into groups of 2 or 3 (by APL) to combine forces against 2 or 3 leaders. PREPARATION FOR PLAY The DM should make a note of which PCs have encountered any of the yugoloth leaders in previous scenarios. Marax was present for GRM6- 01, All That Is Secret and Hidden and he appeared directly in GRM6-07, Athenaeum. Euryale was present for GRM05-BI-01, The GRM7-IN4 By Right of Conquest Page 7 Commandant’s Fist and appeared directly in GRM7-06, The Order of Underworld Travelers. Marax, Euryale and Raum were all present for GRM5-IN5, In the Eleventh Hour, though no PC directly spoke with them. Any PC who has played one of these scenarios is known by name to the leaders of the yugoloths. The yugoloths also probably have some knowledge of the known PCs’ combat abilities. They have communicated this knowledge by telepathic images to their minions prior to the invasion. Yugoloths may refer to the PCs by name, just to confuse or distress them. Euryale in specific will be eager to converse with any PC who has the AR item A Dangerous Thing from GRM7-06, The Order of Underworld Travelers. The DM should ask which PCs are member of the Knights of the Watch. Yugoloths who are designated as Knights Vigilant will look to attack those PCs in preference to most other targets unless doing so would surrender a tactical advantage. This enmity takes precedence over the focused attacks on PCs wearing holy symbols as described below. The DM should ask what holy symbols the PCs are displaying openly and in such a way to suggest that they might be clerics. The DM should note if any PCs are displaying holy symbols of Atroa, Azor’alq, Ehlonna/Ehlenestra, Lydia, Nola, Pelor, Pholtus or Phyton in such a way. These PCs will be targeted by yugoloths and undead in preference to most other targets unless it requires them to give up a tactical advantage. The DM should determine if any PCs played GRM5-IN5, In the Eleventh Hour, and which APL the PC played. Encounters 5 and 6 include monsters who will recognize these PCs, and the monsters will focus their attacks on them. A NOTE ON NPC COMBATANTS PCs will encounter various types of NPC combatants in this scenario. In all cases, certain guidelines of behavior should be remembered. All of the half-yugoloths soldiers and giants are fanatically dedicated to destroying Gran March. They will enter extremely dangerous situations, they will fight to the end, and they will come to each others aid in combat. True yugoloths with an Intelligence score above 6 will be constantly working to control the battlefield and achieve the greater goals. They also have a powerful sense of self-preservation and will order others to do the fighting whenever possible, even if the encounter EL includes the yugoloth. They like to lead the initial charge, strike once, then pull back from battle if possible. They will retreat from combat if they are reduced to 25% of their maximum hit points, leaving others behind without hesitation. Yugoloths with an Intelligence of 6 or less (mezzoloths, voors, canoloths) like to kill things and will save themselves rather than die, but will not avoid combat like the smarter yugoloths. Undead will perform as commanded, but intelligent undead (ghouls, mohrgs) will save themselves even if they have to abandon their missions. PCs might notice that yugoloths with an Intelligence score above 5 also loot the bodies of those they kill. Any named NPC has his or her own set of goals and dedication to the cause. Many of the creatures in this scenario have the ability to summon other extraplanar creatures. They will not use that ability in any of the combats. They are under strict orders to maintain a specific appearance and the fiends fear their masters more than death. The lower level fiends have plenty of other combat options, so they do not consider this a significant hindrance. There are NPCs in Appendix 9 who will assist the PCs if they get into trouble. The DM is at liberty to use these NPCs during any encounter that is going badly. There are lots of soldiers on the streets fighting yugoloths. Usually, PCs come to the aid of the soldiers, but the soldiers can return the favor. Unless otherwise stated in the scenario, the NPC soldiers do not form up with the PCs, they move on to help others. The DM is cautioned to avoid letting the players become dependent on the NPCs for rescue. INTRODUCTION This interactive will be run in either a single large room, or two separate rooms. Tables will be physically separated so that APLs 2-8 are in one general area or side of the room, and APLs 10-14 are together. This will facilitate the interaction portions of the BI. PCs will be seated to begin the event. PCs should be told that they are in Shiboleth for whatever purpose they desire, and that it is late at night. PCs who wish to pre-cast spells can have a few spells cast on themselves, but they cannot begin the event with pre-cast spells on other PCs. GRM7-IN4 By Right of Conquest Page 8 They should introduce their PCs to each other at this time, and before Encounter 1. PCs who are members of the Knights of the Watch should be given Player Handout 1.PCs who are members of Syrloch should be given Player Handout 2. DMs will be given a signal to begin play. APLS 2 - 8 ENCOUNTER 1: UNDEAD IN THE ALLEYS At APLs 2-8, this encounter will be near the center of the city, near the SW quadrant. This is the poorer section of Shiboleth and near the Sinkhole. The full face of Luna casts long shadows along the streets of Shiboleth, but it also illuminates the open streets, even as midnight approaches. You are on the streets, traveling with friends, or with friendly strangers, to your next destination inside Shiboleth. The heavy clouds above seem to threaten rain, and the bright, full moon is occasionally shrouded by their passing overhead. Huge shadows seem to slither across the streets, up and across walls as Luna glides behind thick clouds. PCs should make Spot checks to notice stealthy ghouls lurking in the shadows. The monsters are trying to avoid the PCs. If the PCs do not spot the undead, they can continue along the streets, oblivious. Any PC who is moving separately from the party and is hiding and moving silently receives a +2 circumstance bonus to spot the ghouls. The monsters are specifically hiding themselves and their victims from the group of PCs they can see, and might not have decent cover against PCs they cannot spot. PCs with darkvision receive a +2 circumstance bonus on this check. These bonuses stack. The undead will be carrying paralyzed victims equal to ½ their number. They are carrying children or small demi-humans (up to 45 lbs for ghouls, up to 75 lbs for ghasts). The victims are light loads and do not encumber the undead. They are hiding and moving silently. The DM should roll for the undead, taking a -2 penalty for the undead carrying a victim. The undead are taking victims to hostage locations in Shiboleth. When the PCs spot the undead, half of the undead will try to engage the PCs, trying to paralyze them quickly. The other half will flee as quietly as possible with their paralyzed victims. For APLs 2-8, they are trying to get the hostages to the Sinkhole and flee to the southwest. At APLs 10-14, their task is to move northeast toward The Spire of the Martyrs, but not actually enter the grounds. The undead have been instructed to lead extremely powerful soldiers or adventurers northeast. If the PCs finish off a group of the undead before any of them can try to escape with victims, the PCs will spot another group of undead a block away. Those undead have witnessed the combat and immediately flee with their paralyzed victims. APL 2 (EL 4) Ghoul (4): hp 13 each; see Monster Manual, page 118 or Appendix 1. APL 4 (EL 6) Ghoul (8): hp 13 each; see Monster Manual, page 118 or Appendix 1. APL 6 (EL 8) Ghast, advanced (4): hp 63 each; see Appendix 3. APL 8 (EL 10) Ghast, advanced (8): hp 63 each; see Appendix 4. Tactics: The monsters are trying to avoid detection. They are carrying paralyzed hostages toward designated locations. Once they are spotted, they try to dispatch the PCs quickly. If that fails, they lead their opponents toward a location by fleeing the fight with victims in tow. Note that half of the undead listed will immediately flee with their victims. Only half the listed number will attack the PCs. Troubleshooting – The ghouls will not perform a coup de grace on any paralyzed PC. If the ghouls manage to paralyze all of the PCs, one of the ghouls will move to perform the coup de grace, but one of the others will simply say, “No! …Raum.” The ghouls moving to kill paralyzed PCs will show a flash of fear, and then back away form the PCs, running off. PCs will see the direction they ran, but will have to wonder at what just restrained the ghouls. Development: PCs should pursue the undead, conducting a running battle. The PCs should get the idea that the ghouls were running toward a location as much as they were fleeing the GRM7-IN4 By Right of Conquest Page 9 PCs. There are also more ghouls out there that are probably heading in the same direction. The DM can help nudge them toward the Sinkhole if the players do not connect the clues. ENCOUNTER 2: YUGOLOTHS As the PCs approach the Sinkhole, they will see lots of ghouls and ghasts handing their victims off to mezzoloths that are lowering victims into the Sinkhole. Looking into the vast Sinkhole, the PCs will see a lot of kidnapped people tied up and held prisoner toward the middle of (1/8 mile away). The people in the Sinkhole are being watched by a lot of very large and alert mezzoloths and a single female ultroloth (Euryale). PCs who played GRM7- 06, The Order of Underworld Travelers will recognize this ultroloth. Euryale is escorted by a large mezzoloth, Tartaruchi. You pursue the stealthy undead through the night streets of Shiboleth. They are moving southwest, and you pass through the short barricade meant to warn citizens away from the Sinkhole. You see no guards at the barricade. The buildings past the barricade have been evacuated, and you can see the Sinkhole through the narrow alleys and abandoned streets. As you draw closer you can see more ghouls on all sides of the Sinkhole sneaking paralyzed people toward the edge of the 40’ deep pit. Dark, four-armed insectoid monsters take the paralyzed people from the ghouls, quietly loop a rope around the unmoving people and lower them into the hole. You can see a dozen places around the massive sinkhole where the same task is being done quietly and quickly. Across the hole, you can see more of the insectoid monsters taking the paralyzed victims from the ropes and carrying them toward groups of other people who are bound and gagged. There are a few dozen of the large insectoid monsters standing near the bound groups of people, bows and spears held at the ready. You notice that all of the alien- looking monsters are wearing a symbol across their chests (show PCs DM Reference #1, The New Gran March). A dark, slim figure moves among the hostages. The jagged, uneven ground of the Sinkhole does not seem to hamper her graceful strides. She wears dark robes and her silvery, swirling eyes can be noticed even from this distance. Stomping along behind her is a giant insectoid fiend carrying a longspear and a fiery whip. He whips the smaller monsters that do not move quickly enough to suit the graceful female. Against the far wall, you can see a pile of bodies bearing torn tabards of Gran March. You hear the sounds of combat erupt from the far side of the Sinkhole, and whistles and horns are being blown. There are 100 hostages currently in the Sinkhole. They are bound, gagged and partially hidden from view. There are a few dead soldiers and militia in the Sinkhole as well. The undead and corruptors of fate worked to silence any guards and sober people out and about. All of the houses around the Sinkhole have been evacuated, so there are not many people near the hole to notice the activity. The whistles and combat from the far side of the Sinkhole are from soldiers who have come to investigate their missing fellows. As the PCs absorb this scene, they will notice more undead approaching the sinkhole from behind them, with paralyzed victims in tow. As you quickly take in the scene, you hear someone approaching your position from the direction you just came. You see more ghouls carrying victims toward the Sinkhole. PCs can try to stop the ghouls, or they can try to hide from them and let the ghouls and their victims go past to the Sinkhole. The combat will draw the attention of the yugoloths who will send soldiers over to support the undead, but they will not send so many soldiers that it interrupts their work. If combat occurs, the DM should be clear to the PCs that innocent, paralyzed people might be in the area of combat. There is one victim per two undead. The soldiers (and their minions) arrive for the second round of combat. Roll initiative for them normally. Assuming the PCs act to stop these ghouls: APL 2 (EL5) Ghoul (2): hp 13 each; see Monster Manual, page 118 or Appendix 1. Half-mezzoloth Gran March corporal: hp 14; see Appendix 1. Death Dog: hp 15; see Fiend Folio pg 41 or Appendix 1. GRM7-IN4 By Right of Conquest Page 10 APL 4 (EL 7) Ghoul, advanced (2): hp 19 each; see Appendix 2. Half-mezzoloth Gran March corporal: hp 28; see Appendix 2. Death Dog (2): hp 15 each; see Fiend Folio pg 41 or Appendix 2. APL 6 (EL 9) Ghast, advanced (2): hp 63 each; see Appendix 3. Half-mezzoloth Gran March corporal: hp 47; see Appendix 3. Death Dog (2): hp 38 each; see Appendix 3. APL 8 (EL 11) Ghast, advanced (2): hp 63 each; see Appendix 4. Half-mezzoloth Gran March corporal: hp 66; see Appendix 4. Death Dog, advanced (4): hp 57 each; see Appendix 4. Tactics: If the undead spot the PCs, they are not surprised. They will drop their victims and attack the PCs. If attacked, they fight back after dropping their victims. As combat begins, the yugoloths will send someone to assist the undead. It will take one round for the yugoloth soldiers to arrive. Any PC who is noted as being able to turn undead with great skill will be targeted by the enemy. Development: The yugoloths will shut down the hostage collection and move to stand sentry above their innocent victims. The undead will sneak away if able. The yugoloths begin to establish an expanding perimeter around the Sinkhole that might catch the PCs if they are not quick. As this encounter progresses, PC will see a widened lightning ball will streak 500 feet into the sky at the other end of the city. Members of Syrloch, active duty soldiers, and veterans of the Gran March army will recognize the signal as an indication that the Baron’s estates are under attack. Any PC who goes into the Sinkhole will trigger a negotiation with Euryale. Any PC who does not acquiesce to her demands will get hostages and himself killed. Such an event will be dealt with by the BI coordinator should it occur. ENCOUNTER 3: SOLDIERS OF NEW GRAN MARCH The invaders will begin to storm the streets. They will seal off the Sinkhole area and push combat into other areas of Shiboleth. Yugoloths and half-fiends wearing tabards that look suspiciously like those of the Gran March army will mobilize and begin beating down any organizing resistance. Uniformed yugoloths will plant flags that mark yugoloth-claimed territory. PCs will see the barricades closing in around them, as flags are planted behind them toward the rest of the city. PCs should figure out that they do not want to be behind enemy lines, and should push for a break in the formation to lead people out. They have any paralyzed people they saved from Encounter 2 that need rescue. The DM can add additional innocents to the PCs’ groups as they move through the city to give the correct impression that they are rescuing people. If the PCs look to go into the Sinkhole, the DM should indicate that there are a lot of yugoloths in the Sinkhole and they are spread out across ¼ mile of uneven and dangerous terrain. Any group of PCs that tries to enter the Sinkhole will face triple the forces listed in this encounter. If they succeed, they can face the named yugoloths provided in Encounter 4. You hear horns from the Sinkhole. The yugoloths outside the Sinkhole grab weapons and mobilize toward the city. Those inside the Sinkhole move to stand above bound hostages, but hold their positions. You see long-spear wielding yugoloths in groups of 6 and 8 marching, riding or flying toward the city. They carry flags that match their tabards, and have begun to plant the flags as they move. Some are moving in your direction, but you also notice some behind you, planting flags between you and the rest of the city. The ground beneath your feet just became enemy territory. APL 2 (EL4) Half-mezzoloth soldier (2): hp 14 each; see Appendix 1. APL 4 (EL 6) Half-mezzoloth soldier (2): hp 28 each; see Appendix 2. GRM7-IN4 By Right of Conquest Page 11 APL 6 (EL 8) Mezzoloth Pikeman (depleted): hp 95; see Appendix 3. Half-mezzoloth soldier (2): hp 28 each; see Appendix 3. APL 8 (EL 10) Half-mezzoloth soldier (2): hp 47 each; see Appendix 4. Mezzoloths Pikeman (depleted) (2): hp 95 each; see Appendix 4. At All APLs, but Holding Back: Corruptor of Fate officer (mounted): hp 52; see Appendix 4. Canoloth, advanced (mount): hp 115; see Appendix 4. Tactics: The corruptors and the canoloths will not move to engage the PCs. They will stay well out of melee range and just direct additional half- yugoloth and mezzoloth soldiers into the fight. The corruptor and canoloth would overpower lower APLs, and are present for military officer/Gran March cavalry flavor. If attacked at APL 2 - 6, they pull back and send more foot soldiers to do the fighting. At APL 8, they will fight back if directly attacked. The corruptor officers try to have their canoloth mounts first grapple a target, then attack the grappled opponent. If the PCs move toward the Sinkhole, reinforcements arrive immediately and push the PCs away. The corruptors will toy with the PCs a bit, as their task is to hold back the enemy, but leave enough witnesses alive to tell the story to others. Developments: The PCs should move away from the Sinkhole and out of enemy held territory. If not, they will get to fight more opponents. A rescued prisoner can nudge the PCs that direction if they seem particularly clueless. ENCOUNTER 4: ASCENSION The leaders of the yugoloths will emerge from the Sinkhole after creating a large enough hole to bring up the 20 ft. diameter bronzed mithral gate. Yugoloth combatants will pull back from combat a bit as this happens, allowing the few nearby citizens and soldiers (and PCs) to witness the spectacle about to occur. It is possible that this description will be given by a single narrator for all the lower APL tables if they setting permits. Otherwise, each DM will describe the events as they unfold. A shrill horn sounds, and the yugoloths you are fighting move to take a step back toward the Sinkhole, eyeing you warily. Light glows from the direction of the Sinkhole. The yugoloths will allow them to move to a higher vantage point to see what is going on. If the PCs decline and continue to fight, another wave of half-finds from Encounter 3 will indulge them. The DM should stop the description, or have the table continue combat, ignoring the narrator. A massive, disgusting worm of living lava squirms its way out of the ground in the Sinkhole, leaving a huge, flaming tunnel of molten rock in its wake. The worm flounders inside the Sinkhole, squirming away from the fiery hole, cowering as it retreats. As the worm flees, a bat-winged form armored with an ornate black breastplate erupts from the burning tunnel, dragging lengths of pitted, black chains. Four huge mezzoloths step up to grab the chains from the nycaloth. They hoist on the chains with steady, powerful rhythm. In seconds, a figure emerges from the blazing tunnel. Attached to the chains is a huge, primitive greatsword made of what appears to be black stone. Shackled to the ancient greatsword is a large humanoid figure that is dwarfed by the size of the mezzoloths and the sword to which he is bound. A mask of molten iron covers his eyes, and a gag of iron covers his lower face. His golden hair is matted with blood, and his beautiful, feathery wings are contorted and broken, trapped in painful angles by the numerous chains and shackles holding him against the black sword. Next to him fly four figures with heavy, spiked hammers. The four fiends continually pound the humanoid with ferocious blows that do not draw blood, but still echo across the Sinkhole. The gigantic nycaloth in the ornate breastplate takes the enslaved angel from the chain and steps clear of the burning tunnel as the mezzoloths continue pulling on the chains. PCs with Knowledge: The Planes can recognize the huge worm as an impossibly large thoqqua (no check required). It begins to shrink as it slinks away. While it narrowly misses overrunning a group of hostages and their jailers, it will not attack anyone, and will leave as soon as everyone leaves it alone for a few minutes. The GRM7-IN4 By Right of Conquest Page 12 same knowledge will also recognize the extremely large mezzoloths, the nycaloth and the solar. The black sword is not known to this plane, but it seems to be helping restrain the solar. The massive nycaloth pulling the chains is Lord Raum and the solar is Baradiel, though PCs will not know this yet. A cage of smaller humanoids with feathery wings is pulled from the tunnel. A spike of iron with a pair of large, black-skinned, red-eyed fiends impaled on it is pulled from the tunnel. A nude woman with bat-like wings spiked to a white board comes next. All are pulled along the same length of blackened chain. Fiends take charge of each group of prisoners, pulling them away from the mouth of the tunnel. Finally, a huge bronzed mithral archway emerges from the fire. It is nearly the size of the tunnel. It is pulled roughly from the ground and dragged across the floor of the Sinkhole. The chains are unhooked, and six huge winged fiends hoist it from the ground. Clouds pass overhead, and as moonlight strikes the metal archway, it begins to glow. The PCs with Knowledge: The Planes can recognize the prisoners as justice archons, blood- fiends and a succubus. The archway is the bronzed mithral gate that some PCs might know from GRM05-BI-01, The Commandant’s Fist. The six winged fiends are nycaloths. Walking out of the tunnel, its cloven hooves a few feet from the ground, is a huge, roughly- humanoid demonic behemoth with red skin, and massive antlers decorated with what appears to be corpses. Moments later, a pair of smaller forms fly from the burning pit. Mounted on a bat-winged bear with pieces of armor melded into its flesh is a black-skinned humanoid wearing ornate full plate. He has silvery eyes and is wearing a tabard with an argent owl. As he appears, every yugoloth and half-yugoloth that sees him slams a fist against their chest in salute. A red-haired woman in green robes is astride the flying beast behind the fiend wearing the argent owl. The PCs with Knowledge: Nature will recognize the bear as an ironclad mauler, but it usually does not have bat-wings. PCs with Knowledge: The Planes will recognize that the ironclad mauler appears to be some sort of half- fiend. Knowledge: The Planes will identify the death drinker and the mounted humanoid is actually an ultroloth. PCs who played GRM6-07, Athenaeum will recognize the ultroloth as Master Vigilant Marax. PCs can attempt to enter the sinkhole or attack the fiends from range. PCs who are not behind enemy lines are 200 ft. from the sinkhole, those who stayed in enemy territory can be at the edge of the Sinkhole if they wish. The yugoloth leaders are near the center of the Sinkhole, roughly 1/8 of a mile (660 ft) away from the edge of the Sinkhole. While it is unlikely that the lower APL PCs will be able to stop the leaders of the yugoloths, it does not mean they won’t try. The yugoloth leaders have made an effort to keep Shiboleth’s more powerful defenders fully occupied elsewhere. Higher APL parties might also find a way to abandon their mission at the Baron’s Estate to challenge the yugoloths here. Any PC attacking from range will draw the attention of numerous teleporting yugoloths, or perhaps the death drinker. The yugoloths have mezzoloths stationed around the hostages, and will kill a couple to make their point if PCs attack from above or try to press their way into the sinkhole. Lower APL parties will be confronted immediately by the opponents from Encounter 5. If an APL10+ party has moved to the Sinkhole to challenge the yugolth leaders, they will provoke the murder of numerous hostages, and then will face the full fury of the fiends inside the Sinkhole. All APLs Master Vigilant Marax: hp 252; see Appendix 8. Half-fiend ironclad mauler: hp 250; see Appendix 8. Lord Raum: hp 490; see Appendix 8. Euryale: hp 252; see Appendix 8. Tartaruchi: hp 275; see Appendix 8. Kaema: hp 237; see Appendix 8. Azmograne: hp 241; see Appendix 8. Abaddon: hp 418; see Appendix 8. Nycaloth (advanced) (10): hp 275 each; see Appendix 7 Encounter 4. Nycaloth (20): hp 161 each; see Appendix 6 Encounter 7. Mezzoloth Pikeman (advanced) (10): hp 218 each; see Appendix 7, Encounter 4. GRM7-IN4 By Right of Conquest Page 13 Mezzoloth Pikeman (20): hp 95 each; see Appendix 6, Encounter 3. Dreadful Lasher (10): hp 123 each; see Appendix 4, Encounter 6. Voor (20): hp 37 each; see Appendix 3, Encounter 6. Canoloth (advanced) (10): hp 115 each; see Appendix 4, Encounter 6. Canoloth (20): hp 51 each; see Appendix 3, Encounter 6. Baradiel, the solar, is currently at 5 hit points, with an additional 1,200 hit points of non-lethal damage keeping him unconscious. Because he regenerates, Marax has four large mezzoloths constantly injuring him to keep him unconscious. Because their weapons are not epic level, they are only able to inflict non-lethal damage on Baradiel. The shackles covering him are multiple sets of dimensional shackles, preventing him from being magically transported. In addition to the four advanced mezzoloths standing over him, he is also firmly in the grasp of Lord Raum. However, PCs are immensely resourceful, and might find a way to revive Baradiel and remove the iron that has been melted around his head to serve as a blindfold. His mouth has been filled with molten iron that cooled and formed a savage gag. He does not need to speak to use his spell-like abilities. Should he be roused, his first (and likely last) action would be to assess the situation and use his wish spell-like ability to transport all of the people being held hostage out of the Sinkhole and to safety. At the first sign that Baradiel is conscious, Lord Raum will use his greataxe to seemingly kill him immediately. If Lord Raum is not able to use his axe, another yugolth will do so. Lord Raum’s greataxe can do lethal damage to Baradiel. The leaders of the yugoloths will waste no time getting out of the Sinkhole and flying south. Six nycaloths carry the bronzed gate. Euryale stays behind to monitor the hostages. PCs will note that the huge gate blurs as it leaves the city and seems to fade into moonlight, taking the nycaloths with it. If he was not challenged at all, Master Vigilant Marax will fly out of the Sinkhole toward the lower APL PCs. Any PC at a lower APL table that played GRM6-07, Athenaeum might receive a visit from Master Vigilant Marax at the option of the table DM. Marax will know the PCs names and will address them during Encounter 5. ENCOUNTER 5: CHILDREN OF THE SAKHUT As the bronzed mithral gate is being taken from the Sinkhole, new opponents are released on the citizens of Shiboleth. PCs who played GRM5-IN5, In the Eleventh Hour might recognize some of these foes from the invasion on Shiboleth led by the fire giant King Brodde. More importantly, the DM should check to see if the foes recognize the PCs from GRM5-IN5. Coming from all around, a fresh threat emerges in the streets and alleys. More half- fiends are being unleashed on you, only these were never human. The fiendish (APL 2 – hobgoblins) (APL 4-8 – giants) race toward you with murder in their glowing eyes. As they charge you, they grunt a single, hate-filled word. “Tyv!” Each named giant is described in detail in the Appendix. The DM should provide the description to the players. APL 2 (EL5) Half-nycaloth hobgoblin (2): hp 23 each; see Appendix 1. APL 4 (EL 7) Raglanar Half-mezzoloth ogre Ftr1: hp 57; see Appendix 2. Half-nycaloth ogre: hp 29; see Appendix 2. Half-nycaloth hobgoblin: hp 23; see Appendix 2. APL 6 (EL 9) Vithar, Half-mezzoloth skullcrusher: hp 92; see Appendix 3. Half-mezzoloth ogre Ftr1: hp 57; see Appendix 3. Half-nycaloth ogre: hp 29; see Appendix 3. APL 8 (EL 11) Barld, Half-mezzoloth hill giant: hp 162; see Appendix 4. Half- mezzoloth skullcrusher: hp 92; see Appendix 4. Half-mezzoloth ogre Ftr1: hp 57; see Appendix 4. GRM7-IN4 By Right of Conquest Page 14 Half-nycaloth ogre: hp 29; see Appendix 4. At All APLs, but Holding Back: Corruptor of Fate officer (mounted): hp 52 each; see Appendix 4. Canoloth (mount): hp 115 each; see Appendix 4. Tactics: The corruptor on his canoloth will stay well back, directing the half-fiend giants and hobgoblins. The EL for the encounter does not include the corruptor, who would prefer to flee at this point if attacked. If the fight is going badly, the corruptor will try to pull back a round or two before their giant and goblin soldiers fall. Half-yugoloths with wings will fly into the combat. If a named giant sees a PC he recognizes, he will take great risks to reach that PC and kill him. Each of the giants was killed at the APL provided below and will remember the PCs who helped kill him. The giants will recognize PC that played GRM5-IN5, In the Eleventh Hour at the following APLs: Raglanar – APL2 Vithar – APL4 Barld – APL 6 Non-named giants will not have specific memory of PCs and will attack whichever PCs are most convenient. At the DM’s option, Master Vigilant Marax might fly over to a group that contains a PC who has encountered Marax previously, calling the PCs by name. Marax will only approach a group that is already heavily occupied with combat. He has no desire to fight low level PCs, as it does nothing to exalt his reputation. He will, however, spread hatred and loathing by taunting PCs. If things are going especially bad for the PCs, Marax might fly in and offer to call off his minions. All a PC has to do is recall Master Vigilant Marax’s title and name, and promise to tell others of his growing legend. He will only protect the PCs who accept his offer, others can continue fighting. It is possible that some PCs will refuse to acknowledge his legend, leaving some PCs alone against the giants. If a PC immediately attacks the half-fiends after Marax has shown benevolence in calling them off, he will rescind his generosity. Marax is shrewd, and will have a good chance to know if a PC is lying to him just to have a break in the fighting (Sense Motive +25). Marax’s goal is to be feared and hated. He does not want to be liked by those he encounters; he wants to be the enemy they hate most. Killing them does not accomplish that. Helping them under the guise of benevolence does. None of the giants wants to be called off, especially if the named giant recognizes a PC. However, their fear of Marax is great enough that all of them will stand down if he orders them to do so. ENCOUNTER 6: RESCUE As the PCs conclude the fight with the half- yugoloth giants, they will notice that the fighting has slowed all around. They will notice that there are no longer yugoloths guarding the barricade. For this encounter, if there is sufficient space, all of the lower level APL tables will be able to move to a single table to conduct the final encounter. You don’t hear the sounds of fighting from all around anymore. You also notice that the yugoloth guards that had manned the barricade are gone. The DM should check which PCs played GRM7- 06, The Order of Underworld Travelers. Those who did will receive a telepathic message from the ultroloth Euryale who has been in charge of the Sinkhole hostages. At the DM’s option, she can appear in person, but she will not get close to any PCs. Euryale prefers to keep her distance from any armed creature, no matter how weak it seems. If none of the PCs has encountered her before, she will speak to a few at each table at the DM’s option. “You know that you can deal with me and expect no deception. I no longer watch over your females and young in the Sinkhole. Only voors and canoloths remain within the hole. I have ordered them not to attack anyone who moves among them as long as that human-kin is fully unarmed. They have been ordered to allow unarmed, and only unarmed, human-kin to retrieve the bound prisoners they watch over. Any of your kind moving among them who carries a weapon, bare or bound, will provoke the nest. Any who attack them will, of course, provoke them, no matter where that attacker stands. They are stupid brutes. Best not try to argue with them over what is not the exact definition of armed. GRM7-IN4 By Right of Conquest Page 15 “Oh, and go quickly. I cannot promise another will not change their orders after I depart.” At his point, all APL 2-8 tables might be able to coordinate their rescue efforts. NPC soldiers and militia will pitch in to help the PCs. Most of the NPCs will be seriously injured, but will offer to help with ropes and lifting hostages out of the Sinkhole. There are also NPC archers who will agree to try to shoot from above in case the voors and canoloths attack. Appendix 9 has archers and infantry NPCs available. This is an opportunity for military PCs to take charge of the situation. The highest ranking NPC soldier present is a soldier. Higher ranking NPCs were targeted by the yugoloths or got called to the Baron’s Estates. If there are not at least two PCs from each table willing to enter the sinkhole, NPC Knights (infantry) will step up to do it. There are plenty of ropes around the Sinkhole from where the mezzoloths were lowering the hostages. The PCs should be allowed to devise a plan of descent and defense. It does not matter how many PCs or NPCs enter the Sinkhole as long as they are unarmed. No NPC who enters the Sinkhole will attempt to sneak a weapon past the monsters. As the PCs descend the walls, a large canoloth will approach them. If the PCs are trying to smuggle weapons into the Sinkhole inside a bag or through some other clumsy method, the canoloths will receive Spot checks (DC 15) to expose their weapons. The fiends have no way to detect weapons hidden in an extra-dimensional space. Euryale has moved the hostages near the edge of the sinkhole. They are between 100 – 150 ft. away from the edge, and 40 ft. down in the hole. The DM should draw a curved ledge and a large open hole bigger than the battle map. Spiked armor, spiked gauntlets, spiked shields and any kind of staff would be considered a weapon. If the PCs don’t think about this, NPCs will pick up on the situation even though Euryale did not speak to them. Any PC who argues that his spiked armor is not technically a weapon should be reminded by his fellow PCs that Euryale warned them not to play legalism word games with the brute inside the Sinkhole. The DMs should give them every opportunity to police themselves before making a foolish mistake. At the outset, there are 100 hostages in the Sinkhole. Hopefully, none have been killed already in previous encounters. There are also: All APLs Dreadful Lasher (20): hp 123 each; see Appendix 4. Voor (20): hp 37 each; see Appendix 3. Canoloth (advanced) (20): hp 115 each; see Appendix 4. Canoloth (20): hp 51 each; see Appendix 3. The floor of the Sinkhole is very rough terrain. Movement is halved in all locations. This inhibits the yugoloths as well as the PCs. The hostages weigh between 35 and 150 lbs. Their hands and feet are bound with rope; break DC 23, 2 hit points. PCs should not have tools with them to cut the ropes, and should be reminded of that. Untying a hostage requires a DC20 Escape Artist, Use Rope or Dexterity check and requires a full round. Hostages will readily comply with being carried, but might encumber PCs, slowing them even further in the rough terrain. Moving through the yugoloths should be done on a battle map and should create tension. The monsters will be standing right next to hostages, and PCs will need to move right up to them to lift hostages. The PCs should be told that the monsters hold their positions, but the voors’ spiked tentacles wave slowly and menacingly above the hostages and PCs, covering a wide area. The monsters sometimes lean in to examine the PCs as they bend to pick up a hostage. Any sudden movement will cause the yugoloths to start, and snap their tentacles or spiked tongues. PCs should get the idea that slow and steady is best to avoid stirring up the monsters. After about half the hostages have been retrieved, a couple of the voors will turn and amble to the edge of the south side of the Sinkhole. They will climb (20 ft. move) out of the hole and move away. As the PCs thin out the ranks of hostages, more voors and canoloths leave their post and climb out and away. Once the PCs have moved the last hostage away form the yugoloths, the remaining voors and canoloths will all shift menacingly toward the PCs in the Sinkhole. Even if there are still innocents in the Sinkhole, waiting to be pulled up to safety, the monsters shift to hostile the moment the last GRM7-IN4 By Right of Conquest Page 16 hostage begins moving toward safety. There will not a surprise round. If there are not enough PCs in the Sinkhole to occupy the monsters, the voors run to the wall and begin climbing (climb speed 20ft.). If this encounter is being run with all tables collaborating, the DMs should total the number of tables at each APL with PCs who went into the Sinkhole. Each DM should focus efforts on the individual table he ran, to minimize the possibility that a CR8 voor attacks a 2nd level PC. If a low level PC opts to challenge a much more powerful yugolth, the DMs should admire the bravery of the PC, then allow the combat to determine the PC’s fate. DMs should note which PCs, if any, who went into the Sinkhole unarmed are killed by a voor or canoloth that is 3 or more CRs above the PC’s level. That PC might receive a special favor on the AR. For each table per APL, the following monsters remain: APL 2 (EL 5) Canoloth (injured) (1): hp 21; see Appendix 1. APL 4 (EL 7) Canoloth (injured) (1): hp 21; see Appendix 2. Voor (injured) (1): hp 27; see Appendix 2. APL 6 (EL 9) Canoloth (1): hp 51; see Appendix 3. Voor (3): hp 37 each; see Appendix 3. APL 8 (EL 11) Canoloth, advanced (1): hp 115; see Appendix 4. Dreadful Lasher (1): hp 123; see Appendix 4. It is assumed that the PCs will be able to devise a plan that allows those entering the Sinkhole to arm themselves quickly. Executing that plan might still cost time. The EL for this encounter has been increased by 1 to reflect the circumstances. Tactics: The yugoloths will hold their ground until all hostages have been moved. They will attack if anyone displays a weapon or attacks from above. Provoking or taunting the brutes might be perceived as attacking. These creatures are practically vibrating with restrained aggression. Once a single voor or canoloth attacks, it ignites the chain reaction and they all attack everything within reach, including innocents. GRM7-IN4 By Right of Conquest Page 17 APLS 10 – 14 Combat Tactics At the high APLs, the yugoloths and their minions will work to uncover and negate certain tactics common to adventurers from this world. They will attempt to negate all forms of flight. PCs with flying mounts, magical or otherwise, will be subject to area of effect spells designed to injure the PC and eliminate the flying mount. Those using magic spells will be targeted with dispel magic. Note that spell-like abilities cannot be used to counterspell, nor can they be counterspelled (Monster Manual pg. 315), so fiends using spell-like dispel magic and greater dispel magic cannot be disrupted with regular counterspelling. The yugoloths want to identify any PC who has any version of anticipate teleport active. That PC will be targeted with dispel magic, or attacked outright. Yugoloths will probe the PCs defenses, sending a single fiend to teleport near PCs, before large groups do so. If a teleporting fiend fails to appear, they will be looking for the PC who seems to know where the fiend will appear. The yugoloths are looking for any PC with Greater Turning ability. Those PCs will be treated as high priority targets. Most of the yugoloths have spell-like abilities usable at-will, while some others are usable 3/day, but last for a long time. All yugoloths with see invisibility will have it active whenever PCs encounter them. Nycaloths have mirror image usable at-will at 14th caster level. They will always have it active, as they re-activate it whenever it expires and it lasts 14 minutes. Nycaloths that are not actively engaged in combat when the PCs encounter them will begin the combat invisible. If the high level PCs try to move their group to the low level encounters rather than try to stop the yugolth leaders from taking over Shiboleth, the DM should move the same combat NPCs toward the Sinkhole. The interactive will be adjusted to adapt to such player contrivance. ENCOUNTER 1: UNDEAD IN THE ALLEYS The full moon casts long shadows along the streets of Shiboleth, but it also illuminates the open streets, even as midnight approaches. You are on the streets, traveling with friends, or with friendly strangers, to your next destination inside Shiboleth. The heavy clouds above seem to threaten rain, and the bright moon is occasionally shrouded by their passing overhead. Huge shadows seem to slither across the streets, up and across walls as the bright moon glides behind thick clouds. PCs should make Spot checks to notice the stealthy mohrgs lurking in the shadows. They are trying to avoid the PCs. If the PCs do not spot the undead, they can continue along the streets, oblivious. Any PC who is moving separately from the party and is hiding and moving silently receives a +2 circumstance bonus to spot the mohrgs. The undead are specifically hiding themselves and their victims from the group of PCs they can see, and might not have decent cover against PCs they cannot spot. PCs with darkvision receive a +2 circumstance bonus to this check. These bonuses stack. The mohrgs will be carrying paralyzed victims equal to ½ their number. They are carrying small women, small sized demi-humans or children. The victims are light loads (up to 100 lbs or less) and do not encumber the undead. They are hiding and moving silently. The DM should roll for the mohrgs, taking a -2 penalty for the undead carrying a victim. The mohrgs are carrying paralyzed victims to hostage locations in Shiboleth. The intent if they get spotted is to move soldiers or adventurers toward the Sinkhole unless the soldiers or adventurers seem to be very powerful. At APLs 10-14, the adventurers will seem to be very powerful, even if the DM is concerned that the PCs are underperforming for the APL. Powerful adversaries are to be lured to the northeast, in the general direction of The Spire of the Martyrs. If the PCs finish off a group of the undead before any of them can try to escape with victims, the PCs will spot another group of undead that witnesses their combat from a block away. Those mohrgs will begin to flee with their paralyzed victims. When the PCs spot the undead, half of the undead will engage the PCs, trying to kill or paralyze them quickly, and the other half will flee with their paralyzed victims while trying to stay hidden. APLs 10-14 will be near the center of the city, toward the NE quadrant. This is one of the wealthier areas of Shiboleth and most of the temples are nearby. GRM7-IN4 By Right of Conquest Page 18 APL 10 (EL 12) Mohrg (4): hp 91 each; see Monster Manual, page 189. APL 12 (EL 14) Mohrg, advanced (6): hp 130 each; see Appendix 6. APL 14 (EL 16) Mohrg, advanced (10): hp 130 each; see Appendix 7. Tactics: The monsters are trying to avoid detection. They are carrying paralyzed hostages toward designated locations. Once they are spotted, they try to dispatch the PCs quickly. If that fails, they lead their opponents toward a location by fleeing the fight with victims in tow. Development: PCs should pursue the mohrgs, conducting a running battle. The PCs should get the idea that the mohrgs are running toward a location as much as they are fleeing the PCs. There are also more mohrgs out there that are probably heading in the same direction. The DM can help nudge them toward the northeast quadrant of the city if the players do not connect the clues. ENCOUNTER 2: YUGOLOTHS The mohrgs have run in the general direction of the Spire of the Martyrs. The undead are not really headed toward that location, but PCs can be given that location as the most prominent landmark at the top of the northeastern slopes of Shiboleth. The PCs will hear conflict ahead, and will see soldiers and civilians fighting a mixture of yugoloths and undead. The sudden appearance of combat will cause the fleeing mohrgs to hesitate, giving the PCs a chance to catch them. The PCs will have a chance to stop the fleeing mohrgs, and engage the yugoloths to help the NPC citizens of Shiboleth. The yugoloths will be wearing uniforms with emblems that strongly resemble the shield of Gran March (DM Aid#1 The New Gran March). In all cases, it will look like the undead are taking direction from the yugoloths. APL 10 (EL12) Mohrg (with victim): hp 91 each; see Monster Manual, page 189. Mezzoloth cavalry: hp 157; see Appendix 5. Canoloth mount (advanced): hp 115; see Appendix 5. Mezzoloth pikeman (2): hp 95 each; see Appendix 5. Wight, advanced (2): hp 52 each; see Appendix 5. APL 12 (EL 14) Mohrg (with victim): hp 130 each; see Appendix 6. Mezzoloth cavalry (2): hp 171 each; see Appendix 6. Canoloth mount (advanced) (2): hp 115 each; see Appendix 6. Mezzoloth pikeman (2): hp 95 each; see Appendix 6. Wight, advanced (2): hp 52 each; see Appendix 6. APL 14 (EL 16) Mohrg (with victim): hp 130 each; see Appendix 7. Mezzoloth cavalry (3): hp 171 each; see Appendix 7. Canoloth mount (advanced) (3): hp 187 each; see Appendix 7. Mezzoloth pikeman (2): hp 157 each; see Appendix 7. Wight, advanced (2): hp 52 each; see Appendix 1. Tactics: The mohrg will stop running as it reaches the yugoloths, and turn to face the PCs. They will use their paralyzed victims as a shield to hopefully stifle area of effect spells and ranged attacks (treat the mohrg as grappling the victim, for purposes of ranged and area attacks). The mezzoloth pikemen will teleport toward spellcasters, trying to identify any PC who can foil teleport magic. The cavalry will attempt to use charge attacks on the PCs, and try to support any pikemen. They will alternate between lance and longbow if they have to, shooting at PCs who move away from the primary melee. If the PCs are demolishing the yugoloths and their minions, a GRM7-IN4 By Right of Conquest Page 19 second wave of cavalry will move to confront them. The mezzoloths will shoot down flying mounts, or dispel flight magic and anticipate teleport spells. Any PC who is noted as being able to turn undead with great skill will be targeted by the enemy. Development: If the PCs have a chance to talk with the militia soldiers after the fight, they will be told that the fiends and their undead seemed to come from the northeast. The PCs will also hear sounds of fighting many streets over in multiple directions. The PCs will have a chance to inspect the disturbing heraldry the mezzoloths are wearing, but there are no additional clues here. Early in this encounter, a signal will go up above southeast Shiboleth. A widened lightning ball will streak 500 feet into the sky. PCs who are members of Syrloch, the Army, or that are veterans of the Army will recognize it as a signal that the Baron’s manor is being attacked. If the PCs do not recognize it, the militia soldiers here will recognize it. The NPC soldiers will begin to move that direction. ENCOUNTER 3: KNIGHT VIGILANT Whichever direction the PCs go, they will encounter the following monsters. If PCs teleport to the Baron’s estates, they will encounter this combat wherever they appear if it is inside the city. PCs flying overhead see the monsters killing a group of citizens. Before you is a scene of impending carnage. A hulking fiend wearing what appears at a distance to be the heraldry of the argent owl (DM Aid#2 The Knights Vigilant) is marshalling a file of massive, rotting brutes. They are destroying homes, and killing people caught in the wreckage. More of the fiends wearing uniforms with the perverted banner of Gran March are also present. The PCs have come across a group of undead giants being marshaled by yagnoloths wearing uniforms and heraldry of the New Gran March and the Knights Vigilant. They are butchering innocents, and the corpses of many soldiers litter the streets around them as well. These hulking corpses were harvested by the yugoloths immediately following GRM5-IN5, In the Eleventh Hour. As combat ensues, the yagnoloth will taunt the PCs that “their feeble Baron” should be handing over Shiboleth to Master Vigilant Marax anytime now. The yagnoloths will be especially snide to any PCs displaying heraldry of the Knights of the Watch. He will tell the PCs that Master Vigilant Marax awaits them on his new throne “atop the hill” (points to the SE peak of Shiboleth.) This should help PCs who were going the wrong direction get back on track. APL 10 (EL12) Yagnoloth Captain: hp 85; see Appendix 5. Mezzoloth Pikeman (2): hp 95 each; see Appendix 5. Hulking Corpse (hill giant) hp 150 each; see Appendix 5. APL 12 (EL 14) Yagnoloth Captain: hp 126 each; see Appendix 6. Mezzoloth Pikeman (2): hp 95 each; see Appendix 6. Hulking Corpse (fire giants) (2): hp 225 each; see Appendix 6. APL 14 (EL 16) Yagnoloth Captain: hp 178 each; see Appendix 7. Mezzoloth pikeman (2): hp 157 each; see Appendix 7 Hulking Corpse (death giants and fomorians) (2): hp 232 each; see Appendix 7. Tactics: The yagnoloth orders the mezzoloth to teleport near a group of spellcasters, trying to ferret out anyone with anticipate teleport spells active. The mezzoloths will not teleport at the exact same time to avoid both being caught in the effect of a spell. For melee, the yagnoloth prefers to make one big attack, then step back to let the hulking corpses provide a meat shield. He will ferociously attack any PC who pursues him, commanding the undead to flank for him. The yagnoloth will try to take out magic spells and magical transportation. If he is reduced to 25% of his hit points or fewer, or has reason to believe the PCs can kill him in a single round, he will try to escape rather than fight. Development: The PCs have all the information they need to know that the Baron’s estates are being attacked by the yugoloths’ strongest forces. GRM7-IN4 By Right of Conquest Page 20 ENCOUNTER 4: BARON’S ESTATE The Baron’s estates have already been seized by the yugoloths when the PCs arrive. The main gate has been twisted and ripped asunder and there are powerful fiends slaughtering anyone who moves toward that opening. Soldiers fight from outside the walls, and corruptor of fate archers along the inner walls shoot at anyone who provides a target. Large flags/banners fly at the corners of the walls with a symbol that resembles the shield of Gran March, but has clearly been modified. There are also banners of the Knights Vigilant staked into the grounds, proclaiming this area as seized and under control of hostile forces. The courtyard is littered with the corpses of fallen members of the Baronial Pride. The PCs will have to fight their way past the outer guards to get into the manor proper. If the PCs are having an easy time of it, there can be an additional wave. The yugoloths are really pressing the PCs here to occupy them while the leaders attempt to escape the Sinkhole with the solar and gate. They will taunt the PCs, telling them to stick around, that Master Vigilant Marax and Lord Raum will be done inside and out to instruct them very shortly. Marax and Raum are not actually inside the Baron’s Manor, but they are planning to get here as soon as possible to confront the heroes of Shiboleth. Any PC teleporting inside the Baron’s manor house will move directly to the combined force of Encounter 5 and Encounter 6 to face the yugoloth leaders while other tables contend with Encounter 4. APL 10 (EL12) Nycaloth flying cavalry: hp 161 each; see Appendix 5. Mezzoloth pikeman (2): hp 95 each; see Appendix 5. Mezzoloth archer (2): hp 95 each; see Appendix 5. APL 12 (EL 14) Nycaloth flying cavalry (2): hp 161 each; see Appendix 6. Mezzoloth pikeman (2): hp 157 each; see Appendix 6. Mezzoloth archer (2): hp 142 each; see Appendix 6. APL 14 (EL 16) Nycaloth flying cavalry (1): hp 275 each; see Appendix 7. Mezzoloth pikeman (2): hp 218 each; see Appendix 7. Mezzoloth archer (4): hp 142 each; see Appendix 7. Tactics: The mezzoloths are blocking the gates to begin the encounter. (DM Aid Map#2) The mezzoloth archers will fire at approaching targets, and mezzoloth pikemen will teleport near PCs who look like spellcasters to test their defenses. Any PC who is identified as having any form of anticipate teleport active will be targeted. A single fiend will test the teleport before others follow, and if a fiend is caught by the anticipate teleport, other fiends will generally rush to the location to prevent PCs from surrounding the unsuspecting teleporter. Nycaloths will attack any flying targets, looking to reduce the PCs’ mobility. Any PC wearing obvious holy symbols of the deities mentioned previously will be preferred targets as well. Any yugolth reduced to 25% of his hit points will flee. Development: The PCs will have little opportunity for rest, as Encounter 5 will follow immediately. ENCOUNTER 5: CHILDREN OF THE SAKHUT For this encounter, all high APL tables will move to a central table for a large-scale battle if it is feasible. Before the last yugoloth falls, the doors to the Baron’s manor fly outward, and a series of nightmarish fiends pour forward. Encounter 6 will trigger almost immediately after Encounter 5. As the yugoloths are falling, distant onlookers take a breath to cheer, and are interrupted by the sound of splintering wood. Fiendish nightmares lumber out of the Baron’s manor house. You have encountered half- yugoloths before; human and half-orc soldiers, formerly in service to Gran March who have somehow been twisted into half-fiends. These are not humans. Before you stand towering monsters, their wings flex, their mandibles clack, and their clubs, greatswords and flails drip blood. Giants. All of them. GRM7-IN4 By Right of Conquest Page 21 They look at you with hatred and familiarity. Those who saved Shiboleth the last time it was invaded recognize some of these monsters. These giants invaded Shiboleth once before and tasted the blood of this city and its people. The fiendish giants charge you and growl a single, condemning word: “Tyv!” PCs who played GRM5-IN5, In the Eleventh Hour will recognize these monsters as giants who invaded Shiboleth under the leadership of the fire giant, King Brodde. APL 10 (EL13) Half-mezzoloth hill giant (3): hp 162 each; see Appendix 5. Half-mezzoloth ogre Ftr1 (2): hp 57 each; see Appendix 5. APL 12 (EL 15) Half-mezzoloth fire giant (1): hp 202 each; see Appendix 6. Half-mezzoloth hill giant (2): hp 162 each; see Appendix 5. Half-mezzoloth ogre Ftr1 (2): hp 57 each; see Appendix 5. APL 14 (EL 17) Half-fiend fire giant EWM1: hp 217 each; see Appendix 7. Half-mezzoloth fire giant (1): hp 202 each; see Appendix 7. Half-nycaloth fire giant (2): hp 187 each; see Appendix 7. Tactics: The half-fiend giants will cleave through everything in the courtyard. The flying giants at APL 14 will target flying opponents. At other APLs, the monsters will move to put pressure on all PCs, rather than letting front line fighters block them in place. None of these giants will be able to specifically recall any PC from the invasion; they just want to kill all Tyv (humans, elves, dwarves, etc.). Development: As the PC defeat these forces, PCs will be permitted to move between other tables if needed. DMs will indicate if other high APL groups are experiencing difficulty and the tables that finish quickly will be allowed to move to support other groups at other tables if the DMs feel it is appropriate. ENCOUNTER 6: LORD RAUM & ABADDON If the interactive has sufficient participation to allow it, Encounter 6 will be run by bringing all high level APL tables to a single table. Groups should stay together, and DMs from each table will be counted on to track his players and account for their APL in regards to the challenges of Encounter 6. As the PCs begin Encounter 5, the leaders emerge to watch the fight between the half-fiend giants and the PCs. They have observed the PCs in combat, and will be alert for their preferred attack methods and any defenses that might cause trouble. As the fiendish giants begin their assault, another noise breaks from inside the Baron’s Manor. The ground shakes as the already damaged front wall explodes outward. Four tons of twisted steel sunders the wall and cartwheels dangerously through the air. It shakes nearby buildings when it slams the ground at your feet like thunder. The great slab of metal looks like it was physically torn from the hinges of a vault. A large daemonic troll with four arms and bat-wings stalks out of the building. His hands shift a huge black maul back and forth as his wings twitch with barely restrained power. His body is covered in hundreds of scorched scars, too numerous and hideous for even a war troll to have survived. Behind him, a behemoth strides from the broken manor. Twenty feet tall, the green- skinned, four-armed, winged fiend carries a great axe that radiates evil nearly as potent as the fiend himself. He holds the unmoving corpse of an older human man in one of his claws. Accompanying him is another 20 foot tall fiend. This one is red-skinned with over- muscled arms and shoulders. His imposing antlers are decorated with desiccated corpses and skulls. He carries a huge greatsword that trails a river of blood in its wake. One of the corpses swaying from his antlers is fresh and wears the uniform of the Baron’s champion. Also entering the courtyard is a fire giant with swirling silver eyes. He holds a large bastard sword in one hand and looks across GRM7-IN4 By Right of Conquest Page 22 the gathered force of Shiboleth as if looking for someone. A four-armed fiend carrying a longspear and a flaming whip stomps out behind the others, his mandibles clacking excitedly. The five enormous warriors nearly dwarf a sixth who enters last. He is only human-sized, and dressed in ornate full plate armor. He wears the heraldry of the Knights Vigilant and is armed with a slender longsword. He approaches the battlefield with supreme confidence. Flying in from behind the Baron’s Manor is a winged beast that looks like a bear. Metal plates have been fused with the oversized animal. Wings and a pair of twisted horns betray its fiendish heritage. Astride the flying beast are two figures. An ultroloth dressed in ornate full plate with the heraldry of the Knights Vigilant sits in the front of the saddle, and behind him is a human woman with long flowing red hair. Her eyes are swirling pools of silver. Master Vigilant Marax surveys the handiwork of his soldiers and nods in approval. Knowledge: The Planes will let PCs recognize a half-nycaloth war troll (Scarlis), a huge nycaloth commander (Lord Raum), a deathdrinker (Abaddon), a half-ultroloth fire giant (Baugi), a large mezzoloth (Tartaruchi), an ultroloth (Most Vigilant Azmograne), a half-fiend ironclad mauler mount, an ultroloth (Master Vigilant Marax) and a half-ultroloth human (Kaema Thuldir). Various knowledge checks DC5 or 10 can reveal that Raum is holding the dead body of Baron Doulanfon and the corpse swaying in Abaddon’s antlers is indeed the champion of the Baron, Sir Sermious Aerasbonden, the Knight of Sorrows. The leaders of the yugoloths will wait for the PCs to finish their fight with the half-fiend giants. They will observe the PCs and their abilities, even though they are already aware of most of the PCs’ individual abilities. If any of the PCs move to fight the leaders at the same time as the giants from Encounter 5, the leaders will accommodate them, putting both encounters together. If the PCs do not move to immediately attack the leaders, Master Vigilant Marax will motion his fellows to allow the PCs to recover while he pontificates. If given the opportunity, he will do the following: • He will indicate that he may have overestimated the resistance Shiboleth would provide, and he might be convinced to send some of these monsters away if the PCs speak civilly. • Derisively claim Shiboleth by Right of Conquest. This will evoke some knowing chuckles from his fellows, and he smiles at his own joke at Gran March. • He will speak cordially to any PCs he recognizes from Athenaeum, calling them by name or title. • He will introduce Lord Raum, who is staring at the PCs like a bull about to charge. • He will introduce a few of the PCs to Lord Raum, indicating that Lord Raum has heard so much about the heroes of Gran March that he’s looking forward to finally meeting them. • He will ask if anyone remembers finding an iron flask…? (He is referencing an iron flask found in GRM7-06 The Order of Underworld Travelers). If a PC is foolish enough to acknowledge it, Marax will refer Abaddon to that PC. • If a Knight(s) of the Watch speaks to him, when he is ready to leave, he will address the PC(s) directly, by name. He will inform them that as he considers it, Shiboleth is hardly worth having. He will decree that he passes possession of the city to the Knights of the Watch. After no more than two minutes real time in conversation with the PCs, he will announce his departure. He prefers to leave the PCs wanting more rather than let them get tired of him. If the PCs were civil, he will also consider sending a couple of the other leaders away as well. If combat seems imminent, he will telepathically signal the mezzoloth pikemen to teleport into the field of battle as he teleports away. The pikemen are tasked with teleporting near the PCs who have demonstrated that they use anticipate teleport. The remaining yugoloths and Abaddon will predict who can interrupt their teleports by what areas are missing pikemen. If the DMs of the higher level tables determine that the high level PCs are not strong enough to challenge the assembled fiends, the head judge of the BI will selectively reduce the force of the NPCs. GRM7-IN4 By Right of Conquest Page 23 If there are too many tables to create a single table of all PCs for the final battle, tables will consolidate into groups of two or three. DMs will choose two or three named NPCs to face the PCs in the final battle. In no event will Master Vigilant Marax elect to stay and fight. If possible, Master Vigilant Marax will fly away. If he cannot make a slow, arrogant departure in that way, he will settle for frustrating PCs by teleporting away. See his stat block in Appendix 8 for his defenses against attack and spells. If he flies away, he takes the half-fiend ironclad mauler with him. Otherwise, he teleports away and leaves the mount for Kaema Thuldir to use. All of the named NPCs will flee if reduced to 25% or less of their hit points. Specific notes are provided for each named NPC. Lord Raum – he is here to test himself against the most powerful heroes of Shiboleth. He will simply try to kill as many people as he can. He knows the abilities of most of the PCs, and will not fall for any tricks or ploys. Kaema Thuldir – she will attempt to use her area of effect spells on large groups of PCs. If there is a single table, she will not focus on a single group, but will use her spells to hurt as many PCs as she can encompass. She will begin by casting meteor swarm on many spread-out targets. Abaddon – He is in the employ of Marax, and will single out spellcasters to kill. He will avoid PCs with anticipate teleport, and will air walk toward the ones he cannot teleport next to. He is competing with Raum to see who can kill the most heroes. Scarlis is searching for any PCs who played GRM5-IN5, In the Eleventh Hour) at APL12. Any PC who played that APL participated in killing Scarlis, and he seeks revenge. Most Vigilant Azmograne is an apprentice to Master Vigilant Marax, and is searching to prove himself in honorable combat. He will forgo this after one round of combat use any tactic available to win or escape. Baugi is searching for any PCs who played GRM5-IN5, In the Eleventh Hour) at APL10. Any PC who played that APL participated in killing Baugi, and he seeks revenge. If revenge cannot be easily gotten, he is looking for a way out of Shiboleth that does not involve the yugoloths. He will abandon the fight early. If he is in a strong position, he will negotiate his departure using threats. If PCs are relentless, he will kill them all and then try to escape. Tartaruchi lives to inflict pain and torment at Euryale’s command. He lords over the mezzoloths, and knows more about Marax’s and Euryale’s plans than either suspect. If he is taken prisoner, this will be noted at the premiere. All APLs Master Vigilant Marax: hp 252; see Appendix 8. Half-fiend ironclad mauler: hp 250; see Appendix 8. Lord Raum: hp 490; see Appendix 8. Kaema Thuldir: hp 237; see Appendix 8. Most Vigilant Azmograne: hp 241; see Appendix 8. Abaddon: hp 418; see Appendix 8. Scarlis: hp 233; see Appendix 8. Baugi: hp 231; see Appendix 8. Tartaruchi: hp 275; see Appendix 8. Master Kadramazz: hp 187; see Appendix 8. Mezzoloth Pikeman (4): see Appendix 5 (APL10), 6 (APL12) or 7 (APL 14) Once they clear the way to enter the Baron’s estates, they will quickly find Baron Doulanfon’s dead body. He is under the effects of an extended delay death. His body will accept healing, and will require 50 points of healing within 5 rounds of finding his body to save the Baron. If PCs delay in the courtyard, the Baron dies. Developments PCs should chase off the yugoloths. They will discover a lot of dead soldiers inside the Baron’s Estate. Ideally, Kaema Thuldir will be captured or killed. It will become apparent that the yugoloths did not have sufficient forces in place to hold the estate, much less Shiboleth. Low APL tables and high APL tables will be encouraged to get together and relate the events of what occurred in the two parts of Shiboleth. GRM7-IN4 By Right of Conquest Page 24 CONCLUSION APL 2 - 8 CONCLUSION: HOSTAGES RESCUED Your patience, bravery and teamwork saved the lives of more than a hundred women and children today. Those heroes who walked unarmed into the pit of fiends are praised and embraced by the surviving friends and family of the women and children. You recall the signal above the southeastern part of Shiboleth and some of you collect yourselves and move to see what else might be required of you this very bloody and dangerous night. The PCs have earned a tremendous success. Word of their heroism will reach Baron Doulanfon’s house and House Doulanfon will see to it that the heroes are rewarding for their remarkable achievement. PCs have earned the Hostages Rescued favor on the AR. Any PCs who died in the Sinkhole might be eligible for Heralded Valor on the AR. CONCLUSION: FAILURE For whatever reason, the voors and canoloths attacked the hostages. The senior DM will have to determine the severity of the failure. If the PCs rescue 90% of the hostages, they will earn a success, but PCs responsible for the failure might earn the Ire of Baron Doulanfon for their actions. Some PCs might have earned the Hostages Rescued favor on the AR. Any PCs who died in the Sinkhole might be eligible for Heralded Valor on the AR. APL 10 - 14 CONCLUSION: YUGOLOTHS ROUTED You faced the forces of The Bleak Eternity tonight, and drove them from Shiboleth. Their hope to steal the city died at your hands. There were severe losses, but once again, Shiboleth stands defiant against those who would invade. Word comes to you of activity in the southwestern part of the city. Perhaps your work this night is not yet done. PCs have earned the Favor of Baron Doulanfon. CONCLUSION: FAILURE AT THE ESTATE You were unable to dislodge the yugoloths from their position at the Baron’s estate. All night, they seemed too well prepared and familiar with each of your skills. The fiends who held the estates were even better prepared, knowing many of you by name and ability. They taunted you from behind the walls of the estate until reinforcements arrived. When you stormed the estate a second time, with a Pride of cavalry to support you, you found the estates abandoned. The yugoloths left the ground they work so hard to claim, with no explanation. PCs who made it all the way to the Baron’s Estates and faced the fiends in Encounter 5 or 6 have earned the Favor of Baron Doulanfon. House Doulanfon is grateful for the PCs fighting the fiends in the streets of Shiboleth and saving citizens of the city. The Doulanfons recognize the courage needed to face these monsters that were able to overcome the Baron’s defenses, and hold no ill will against PCs for failing against these odds. CONCLUSION: PCS GOT SIDETRACKED AND DID NOT CONFRONT THE LEADERS AT THE ESTATE Shiboleth fell tonight. The leaders of the yugoloths invaded the estates of Baron Doulanfon and killed the Baron and his bodyguards. Many soldiers moved against the New Gran March, but for all their courage, they were killed by the powerful fiends. Dawn came and with it, reinforcements from Hookhill. An organized assault on Baron Doulanfon’s Estates found stacks of dead bodies, but no yugoloths. There are no Favors awarded from the AR. CONCLUSION: PCS TRIED TO ATTACK THE FIENDS IN THE SINKHOLE, AND HOSTAGES DIED. Tragedy struck the citizens of Shiboleth tonight. Where patience and composure was needed, some reacted instead with careless disregard for the lives of the innocent. GRM7-IN4 By Right of Conquest Page 25 The PCs who caused the fiends in the Sinkhole to attack the innocents will be reviled by the citizens of Shiboleth. They have earned the Ire of Baron Doulanfon on the AR and do not receive any favors at the top of the AR. The End EXPERIENCE POINT SUMMARY To award experience for this adventure, add up the values for the objectives accomplished. Then assign the experience award. Award the total value (objectives plus roleplaying) to each character. APLs 2 – 8 Encounter 1 Defeat a wave of undead and pursue the rest. APL 2: 120 xp. APL 4: 180 xp. APL 6: 240 xp. APL 8: 300 xp. Encounter 2 Confront 1 wave of half-fiend soldiers and undead. APL 2: 150 xp. APL 4: 210 xp. APL 6: 270 xp. APL 8: 330 xp. Encounter 3 Confront 1 wave of half-fiend soldiers. APL 2: 120 xp. APL 4: 180 xp. APL 6: 240 xp. APL 8: 300 xp. Encounter 5 Confront 1 wave of half-fiend giants/goblins. APL 2: 150 xp. APL 4: 210 xp. APL 6: 270 xp. APL 8: 330 xp. Encounter 6 Confront the voors and canoloths APL 2: 150 xp. APL 4: 210 xp. APL 6: 270 xp. APL 8: 330 xp. Story Award Rescue the hostages. APL 2: 90 xp. APL 4: 135 xp. APL 6: 180 xp. APL 8: 225 xp. Discretionary Roleplaying Award APL 2: 90 xp. APL 4: 135 xp. APL 6: 180 xp. APL 8: 225 xp. . Total possible experience APL 2: 225 xp. APL 4: 337 xp. APL 6: 450 xp. APL 8: 562 xp. APLs 10 – 14 Encounter 1 Defeat a wave of undead and pursue the rest. APL 10: 360 xp. APL 12: 420 xp. APL 14: 480xp. Encounter 2 Confront 1 wave of half-fiend soldiers. APL 10: 360 xp. APL 12: 420 xp. APL 14: 480 xp. Encounter 3 Save innocents and soldiers from yagnoloth and minions APL 10: 360 xp. APL 12: 420 xp. APL 14: 480 xp. Encounter 4 Defeat yugoloth soldiers at Baron’s Estate APL 10: 360 xp. APL 12: 420 xp. APL 14: 480 xp. Encounter 5 Defeat half-fiend giants APL 10: 390 xp. APL 12: 450 xp. APL 14: 510 xp. Encounter 6 Confront the yugoloth leaders APL 10: 390 xp. APL 12: 450 xp. APL 14: 510 xp. Story Award Rescue the Baron. APL 10: 270 xp. APL 12: 315 xp. APL 14: 360 xp. GRM7-IN4 By Right of Conquest Page 26 Discretionary Roleplaying Award APL 10: 270 xp. APL 12: 315 xp. APL 14: 360 xp. Total possible experience APL 10: 675 xp. APL 12: 787 xp. APL 14: 900 xp. TREASURE SUMMARY During an adventure, characters encounter treasure, usually finding it in the possession of their foes. Every encounter that features treasure has a “treasure” section within the encounter description, giving information about the loot, coins, and magic items that make up the encounter’s treasure. The loot total is the number of gold pieces each character gains if the foes are plundered of all their earthly possessions. Looting the bodies takes at least 10 minutes per every 5 enemies, and if the characters cannot take the time to loot the bodies, they do not gain this gold. If you feel it is reasonable that characters can go back to loot the bodies, and those bodies are there (i.e., not carted off by dungeon scavengers, removed from the scene by the local watch, and so on), characters may return to retrieve loot. If the characters do not loot the body, the gold piece value for the loot is subtracted from the encounter totals given below. The coin total is the number of gold pieces each character gains if they take the coin available. A normal adventuring party can usually gather this wealth in a round or so. If for some reason, they pass up this treasure, the coin total is subtracted from the encounter totals given below. Next, the magic items are listed. Magic item treasure is the hardest to adjudicate, because they are varied and because characters may want to use them during the adventure. Many times characters must cast identify, analyze dweomer or similar spell to determine what the item does and how to activate it. Other times they may attempt to use the item blindly. If the magic item is consumable (a potion, scroll, magic bolts, etc.) and the item is used before the end of the adventure, its total is subtracted from the adventure totals below. Once you have subtracted the value for unclaimed treasure from each encounter add it up and that is the number of gold pieces a characters total and coin value increase at the end of the adventure. Write the total in the GP Gained field of the adventure certificate. Because this is a Regional adventure, characters may spend additional Time Units to practice professions or create items immediately after the adventure so this total may be modified by other circumstances. L = Looted gear from enemy; C = Coin, Gems, Jewelry, and other valuables; M = Magic Items. Encounter 2: APL 2 L: 26 gp, C: 0 gp, M: 192gp: +1 longspear (192 gp). APL 4 L: 1 gp, C: 0 gp, M: 300gp: +1 longspear (192 gp), +1 Chainmail (108 GP). APL 6 L: 1 gp, C: 0 gp, M: 634gp: +1 longspear (192 gp), +1 Chainmail (108 GP), +2 ring of protection (167 gp). APL 8 L: 1 gp, C: 0 gp, M: 1,134 gp: +1 longspear, bane (human) (692 gp), +2 Chainmail (275 GP), +2 ring of protection (167 gp). APL 10 L: 5 gp, C: 0 gp, M: 1,252 gp: +1 longspear x2 (384 gp), +1 lance (193 GP), +1 composite longbow (+3 str) x2 (450). APL 12 L: 3 gp, C: 0 gp, M: 2,003 gp: +1 longspear x2 (384 gp), +1 lance x2 (386 gp), +1 composite longbow (+3 str) x4 (900 gp, +2 amulet of natural armor x2 (333 gp). APL 14 L: 3 gp, C: 0 gp, M: 2,587 gp: +1 longspear x2 (384 gp), +1 lance x3 (578 gp), +1 composite longbow (+3 str) x5 (1,125 gp), +2 amulet of natural armor x3 (500 gp). Encounter 3: APL 2 L: 51 gp, C: 0 gp, M: 0 gp: APL 4 L: 53 gp, C: 0 gp, M: 217 gp, +1 chainmail x2 (217 gp): APL 6 L: 53 gp, C: 0 gp, M: 1,051 gp, +1 chainmail x2 (217 gp), +1 longspear x2 (384 gp), +1 composite longbow (+3 str) (450). APL 8 L: 55 gp, C: 0 gp, M: 1,884 gp, +2 chainmail x2 (717 gp), +1 longspear x2 (384 gp), +1 composite longbow (+3 str) x2 (450), +1 ring of protection x2 (333 gp). APL 10 L: 3 gp, C: 0 gp, M: 2,251 gp, +3 cloak of resistance (750 gp), +1 longspear x2 (384 gp), +1 composite longbow (+3 str) x2 (450), +2 ring of protection (667 gp). GRM7-IN4 By Right of Conquest Page 27 APL 12 L: 3 gp, C: 0 gp, M: 3,084 gp, +3 cloak of resistance (750 gp), +1 longspear x2 (384 gp), +1 composite longbow (+3 str) x2 (450), +3 ring of protection (1,500 gp). APL 14 L: 3 gp, C: 0 gp, M: 4,538 gp, +3 cloak of resistance (750 gp), +1 longspear x2 (384 gp), +1 composite longbow (+3 str) x2 (466), +3 ring of protection (1,500 gp), +3 chain shirt (771 gp), gauntlets of ogre power x2 (666 gp). Encounter 4: APL 10 L: 32 gp, C: 0 gp, M: 2,894 gp, +2 greataxe (277 gp), +1 longspear x2 (384 gp), +1 composite longbow (+3 str) x4 (900 gp), +2 ring of protection (667 gp), gloves of dexterity +2 x2 (666 gp). APL 12 L: 58 gp, C: 0 gp, M: 4,521 gp, +2 greataxe x2 (553 gp), +1 longspear x2 (384 gp), +1 composite longbow (+3 str) x2 (450 gp), +2 ring of protection x2 (1,333 gp), gloves of dexterity +2 x2 (666 gp) +1 composite longbow (+4 str) x2 (466 gp), gauntlets of ogre power x2 (667 gp), APL 14 L: 58 gp, C: 0 gp, M: 7,737 gp, +2 greataxe (277 gp), +3 ring of protection (1,500 gp), belt of giant strength +4 (1,333 gp), +1 longspear x4 (768 gp), +1 composite longbow (+3 str) x2 (450 gp), gloves of dexterity +2 x2 (666 gp) +1 composite longbow (+4 str) x2 (533 gp), gauntlets of ogre power x2 (667 gp), +3 chain shirt x2 (1,542 gp), Encounter 5: APL 2 L:8 gp, C: 0 gp, M: 771 gp: +1 longsword x2 (386 gp), +1 warhammer x2 (385 gp). APL 4 L:8 gp, C: 0 gp, M: 916 gp:+1 greatclub x2 (385 gp), +1 half-plate armor (146 gp), +1 longsword (193 gp), +1 warhammer (193 gp). APL 6 L: 202 gp, C: 0 gp, M: 718 gp: +1 greatclub x2 (385 gp), headband of intellect +2 (333 gp) APL 8 L: 202 gp, C: 0 gp, M: 1,341 gp: +1 greatclub x3 (578 gp), headband of intellect +2 (333 gp), +2 rhino hide armor (430 gp). APL 10 L: 100 gp, C: 0 gp, M: 2,504 gp: +1 greatclub x5 (963 gp), +2 rhino hide armor x3 (1,291 gp), +1 cloak of resistance x3 (250 gp). APL 12 L: 50 gp, C: 0 gp, M: 3,442 gp: +1 greatclub x2 (386 gp), +2 rhino hide armor x2 (860 gp), +1 cloak of resistance x2 (167 gp), +1 flaming greatsword (696 gp), belt of giant strength +4 (1,333 gp). APL 14 L: 150 gp, C: 0 gp, M: 10,031 gp: +2 bastard sword (695 gp), +1 bastard sword (195 gp), +3 cloak of resistance x2 (1,500 gp), +1 flaming greatsword x3 (2,088 gp), belt of giant strength +4 x3 (4,000 gp), +3 full plate armor (888 gp), +2 ring of protection (667 gp). Encounter 5: APL 10 – 14: Varies Total Possible Treasure (Maximum Reward Allowed) APL 2: L: 86 gp, C: 0 gp, M: 963 gp – Total: 1,049 gp (225 gp). APL 4: L: 62 gp, C: 0 gp, M: 1,434 gp – Total: 1,496 gp (325 gp). APL 6: L: 256 gp, C: 0 gp, M: 2,403 gp – Total: 2,659 gp (450 gp). APL 8: L: 258 gp, C: 0 gp, M: 4,359 gp – Total: 4,617 gp (650 gp). APL 10: L: X gp, C: X gp, M: X gp – Total: X gp (1,150 gp). APL 12: L: X gp, C: X gp, M: X gp – Total: X gp (1,650 gp). APL 14: L: X gp, C: X gp, M: X gp – Total: X gp (3,300 gp). ITEMS FOR THE ADVENTURE RECORD Special Tremendous Bravery (Only available to PCs who played this interactive at APLs 2-8) This PC entered a hive of voors and canoloths unarmed to save innocent citizens of Shiboleth. This deed has set the PC above his peers in the eyes of the common folk of Gran March. This PC receives a +1 circumstance bonus to his Leadership score. PCs who are members of the Knights of the Watch who performed this deed receive 1 additional point toward promotion. Squires may count this point after they have been promoted to Vigil. A PC who entered the Sinkhole unarmed to save hostages and died bravely while fighting opponents that were a combined EL of 4 or more GRM7-IN4 By Right of Conquest Page 28 above his character level is eligible to receive the following reward: Brave Sacrifice (Only available to PCs who played this interactive at APLs 2-8) While facing down a nest of yugoloths to save innocent hostages, this PC bravely died fighting fiends that were clearly beyond his ability to defeat. This deed inspired those present and word has reached the Doulanfon family of the PCs valor. The PC has been named a Hero of Shiboleth. The PC has also been offered a position in House Doulanfon. If the PC accepts, he is now considered a minor noble of Gran March. The PC receives a +5 bonus to all social interactions and skill checks when dealing with citizens of Shiboleth. If the PC has any previous Disfavor with Baron Doulanfon, this Favor negates the previous Disfavor. A PC who provoked the yugoloths into killing hostages at the Sinkhole has earned the following: Ire of Baron Doulanfon: This PC provoked a nest of daemons while they held innocent citizens of Shiboleth hostage. Such reckless disregard for innocent lives has earned the undying enmity of House Doulanfon. The PC earns no gold piece rewards or item access from this AR. Baron Doulanfon will never contact the PC to assist in any scenario. If more than 2 hostages were killed as a result of this PC’s action, the PC can never earn the Favor of Baron Doulanfon. This is an exception to favors that allow the Ire of Baron Doulanfon to be negated. Hero of Shiboleth: (Only available to PCs who played this interactive at APLs 10-14). This PC drove the invading army of The New Gran March out of Baron Doulanfon’s estates, reclaiming the city. The PC receives a +5 bonus to all social interactions and skill checks when dealing with citizens of Shiboleth. If the PC has any previous Disfavor with Baron Doulanfon, this Favor negates the previous Disfavor. Favor of Baron Doulanfon: This PC has earned the favor of Baron Doulanfon. This Favor cancels any previous Ire of Baron Doulanfon the PC might have from a previous AR. PCs without the Ire of Baron Doulanfon can use this favor to purchase the following weapon upgrades at 90% of standard cost: holy, axiomatic, ghost touch, magebane. This favor can be used independently or combined with unused Favors of Baron Doulanfon from other ARs. If the PC combines 2 favors, the Baron makes the weapon upgrades listed above available at 75% of standard cost. The Sword of the March: This PC has earned the Sword of the March military honor. This is available only to active duty Gran March army PCs. Favor of a Besieged City: The merchants of Shiboleth seek to reward the tremendous deed of the heroic PCs. All items listed in the Item Access on this AR can be purchased at 75% of standard cost with access: regional. Item Access APL 2: • Fiendslayer Crystal, Least (Frequency; Regional, 1000 gp, MIC p. 65) APL 4: • Ring of Communication (Frequency; Regional, 2000gp, MIC p. 122) APL 6: • Fiendslayer Crystal, Lesser (Frequency; Regional, 3000gp, MIC p. 65) APL 8: • Fiendslayer Crystal, Greater (Frequency; Regional, 5000gp, MIC p. 65) APL 10: • Banner of the Storm’s Eye (Frequency; Regional, 15000gp, MIC p. 151) APL 12: • Horn of Plenty (Frequency; Regional, 12000gp, MIC p. 162) APL 14: • Magic Siphon (Frequency; Regional, 25000gp, MIC p. 164) GRM7-IN4 By Right of Conquest Page 29 APPENDIX 1 – APL 2 ENCOUNTER 1 & 2 G H O U L CR 1 CE Medium undead Init +2; Senses darkvision 60 ft. Listen +2, Spot +7 Languages Flan AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) hp 13 (2 HD) Resist turn resistance +2 Fort +0, Ref +2, Will +5 Speed 30 ft. (6 squares) Melee bite +2 (1d6+1 plus paralysis) and 2 claws +0 (1d3 plus paralysis) Space 5 ft.; Reach 5 ft. Base Atk +1; Grp +2 Special Actions Ghoul fever, paralysis Abilities Str 13, Dex 15, Con --, Int 13, Wis 14, Cha 12 SQ undead traits Feats Multiattack Skills Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7 Ghoul Fever (Su): Disease - bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based. ENCOUNTER 2 C O R P O R AL CR 2 Male Half-fiend (half-orc/mezzoloth) Ftr 1 NE Medium outsider (evil, extraplanar, yugoloth) Init +2; Senses Darkvision 60 ft. Languages Common, Orcish AC 19, touch 12, flat-footed 17 (+2 Dex, +5 chainmail, +2 natural) hp 14 (1 HD) Immune Poison Resist acid 10, cold 10, electric 10, fire 10; SR 11 Fort +6, Ref +2, Will -1 Speed 20 ft. in chain mail (6 squares), base movement 30 ft. Melee +1 longspear +7 (1d8+8) and claw +1 (1d4+2) or short sword +6 (1d6+5) and claw +1 (1d4+2) or 2 claws +6 (1d4+5) Ranged dagger +3 (1d4+5) Space 5 ft.; Reach 5 ft. (10 ft. with longspear) Base Atk +1; Grp +6 Atk Options Combat Reflexes, Power Attack, smite good, cause fear 3/day Spell-Like Abilities (CL 1st): cause fear 3/day Abilities Str 21, Dex 14, Con 19, Int 6, Wis 9, Cha 8 Feats Combat Reflexes, Power Attack Skills Climb +7, Jump +7 Possessions mw chain mail, +1 longspear, short sword, dagger, a small pin of the Knights Vigilant Description This Corporal once served in the 3rd Battle stationed in Shiboleth. He now has multi-faceted eyes, jagged mandibles and an extra pair of arms. All four of his arms end in hooked claws. He wears his new uniform proudly, along with his new squire pin (Knights Vigilant). His loyalty is now promised to Master Vigilant Marax. He is very eager to kill humans and those associated with the Knights of the Watch. D E AT H D O G CR 2 NE Medium Magical Beast Init +2; Senses darkvision 60 ft., low-light vision, scent: Listen +6, Spot +4 Languages none AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural) hp 15 (2 HD) Fort +5, Ref +5, Will +1 Speed 50 ft. (10 squares) Melee 2 bites +5 (1d6+2) Space 5 ft.; Reach 5 ft. Base Atk +2; Grp +4 Special Actions Disease, trip Abilities Str 14, Dex 15, Con 14, Int 4, Wis 13, Cha 7 Feats Weapon Focus (bite) Skills Hide +3, Listen +6, Move Silently +4, Spot +5 Disease (Ex) Any creature hit by a death dog’s bite attack must succeed on a Fortitude save (DC 13) or contract a disease. The incubation period is 1 day, and the disease deals 1d4 points of Strength damage and 1d3 points of Constitution damage. Trip (Ex) A death dog that hits with a bite attack can attempt to trip its opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the death dog. Scent (Ex) A death dog can detect approaching enemies, sniff out hidden foes, and attack by sense of smell. GRM7-IN4 By Right of Conquest Page 30 ENCOUNTER 3 S O L D I E R CR 2 Male Half-fiend (human/mezzoloth) Ftr 1 NE Medium outsider (evil, extraplanar, yugoloth) Init +2; Senses Listen Spot Languages Common AC 19, touch 12, flat-footed 17 (+2 Dex, +5 chainmail, +2 natural) hp 14 (1 HD) Immune Poison Resist acid 10, cold 10, electric 10, fire 10; SR 11 Fort +6, Ref +2, Will -1 Speed 20 ft. in chain mail (6 squares), base movement 30 ft. Melee longspear +6 (1d8+6) and claw +0 (1d4+2) or short sword +5 (1d6+4) and claw +0 (1d4+2) or 2 claws +5 (1d4+4) Ranged dagger +3 (1d4+4) Space 5 ft.; Reach 5 ft. (10 ft. with longspear) Base Atk +1; Grp +5 Atk Options Combat Reflexes, Power Attack, Cleave, smite good, cause fear 3/day Spell-Like Abilities (CL 1st): cause fear 3/day Abilities Str 19, Dex 14, Con 19, Int 8, Wis 9, Cha 8 Feats Cleave, Combat Reflexes, Power Attack Skills Climb +7, Jump +7 Possessions mw chain mail, mw longspear, short sword, dagger, a small pin of the Knights Vigilant Description This soldier once served in the 3rd Battle stationed in Shiboleth. He now has multi-faceted eyes, jagged mandibles and an extra pair of arms. All four of his arms end in hooked claws. He wears his new uniform proudly, along with his new squire pin (Knights Vigilant). His loyalty is now promised to Master Vigilant Marax. He is very eager to kill humans and those associated with the Knights of the Watch. ENCOUNTER 5 H ALF- N Y C AL O T H H O B G O B L I N W AR 2 CR 3 LE Large Outsider (evil, extraplanar, yugoloth) Init +2; Senses darkvision 60 ft., Listen +3, Spot +3 Languages Goblin, Common AC 19, touch 11, flat-footed 17 (-1 size, +2 Dex, +4 chain shirt, +4 natural) hp 23 (2 HD); DR 5/good Immune poison Resist acid 10, cold 10, electricity 10, fire 10; SR 12 Fort +10, Ref +2, Will -1 Speed 40 ft. (8 squares); fly 60 ft.(good) (12 squares) Melee Longsword (or hammer) +8 (2d6+7) and claw +2 (1d6+3 plus bleeding wounds) or 2 claws +7 (1d6+6 plus bleeding wounds) Ranged Javelin +3 (1d8+6) Space 10 ft.; Reach 10 ft. Base Atk +2; Grp +12 Atk Options spell-like abilities, smite good (+2) Spell-Like Abilities (CL 2nd): 3/day darkness Abilities Str 23, Dex 15, Con 24, Int 12, Wis 9, Cha 12 Feats Alertness Skills Hide +7, Listen +3 , Listen +3, Spot +3 Possessions +1 longsword, +1 hammer, chain shirt,5 javelins Description An oversized hobgoblin with dominating canine features. While most half-yugoloths look like the base creature with twisted daemonic features, this poor beast looks like a mal-formed nycaloth. Enormous bat wings propel this daemonic goblin across the battle field with speed and agility. He carries a longsword in one hand, a hammer in another, and uses one of his free claws to flail viciously outward. While he cannot attack with both sword and hammer in the same round, he alternates between the two, cutting and bashing his opponents/. He does receive one natural secondary claw attack each round. He despises Tyv, and wants to chop down all human-kind. ENCOUNTER 6 C ANO L O T H ( I NJ U R E D) CR 4 NE medium outsider (evil, extraplanar, yugoloth) Init +4; Senses Blindsight 40 ft.; Listen +12, Spot +12 Languages Infernal, Abyssal, telepathy 100 ft. AC 18, touch 10, flat-footed 18 (+8 natural) hp 51 (currently 21) (6 HD); DR 5/good Immune visual effects, gaze attacks, sight-base illusions, poison, acid. Resist cold 10, electricity 10, fire 10; SR 18 Fort +9, Ref +5, Will +8 Speed 50 ft. (10 squares) Melee tongue +11 (1d4+4 plus paralysis) and bite +8 (2d6+2) Space 5 ft.; Reach 5 ft. (20 ft. with tongue) Base Atk +6; Grp +10 Special Actions Improved Grab, paralysis, spell-like abilities, summon yugoloth Spell-Like Abilities (CL 5th): Cause fear (DC 12), desecrate, detect good, detect magic Abilities Str 19, Dex 10, Con 19, Int 5, Wis 17, Cha 12 Feats Improved Initiative, Multiattack, Track, Weapon Focus (tongue) Skills Hide +5, Intimidate +10, Jump +21, Listen +12, Move Silently +4, Spot +12 Improved Grab (Ex): To use this ability, a canoloth must hit with its tongue attack. It can pull a grabbed an opponent of large or smaller size into its mouth in the same round and make a bite attack. The canoloth can establish a hold with a successful attack even if the victim isn’t paralyzed. Paralysis (Ex): Those hit by a canoloth’s tongue attack must succeed on a DC 17 Fortitude save or be paralyzed for 1d6+2 minutes. The save is Constitution-based. GRM7-IN4 By Right of Conquest Page 31 Blindsight (Ex): Canoloths can ascertain all foes within 40 ft. as a sighted creature would. Beyond that range, they treat all targets as having total concealment. Canoloths are susceptible to sound and scent-based attacks, and are affected normally by loud noises and sound-based spells and by overpowering odors. Negating a canoloth’s sense of smell and hearing reduces this ability to normal Blind-Fight (as the feat). If both senses are negated, the canoloth is effectively blinded. Description Monster Manual III pg. 200 GRM7-IN4 By Right of Conquest Page 32 APPENDIX 2 – APL 4 ENCOUNTER 1 & 2 G H O U L CR 1 CE Medium undead Init +2; Senses darkvision 60 ft. Listen +2, Spot +7 Languages Flan AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) hp 13 (2 HD) Resist turn resistance +2 Fort +0, Ref +2, Will +5 Speed 30 ft. (6 squares) Melee bite +2 (1d6+1 plus paralysis) and 2 claws +0 (1d3 plus paralysis) Space 5 ft.; Reach 5 ft. Base Atk +1; Grp +2 Special Actions Ghoul fever, paralysis Abilities Str 13, Dex 15, Con --, Int 13, Wis 14, Cha 12 SQ undead traits Feats Multiattack Skills Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7 Ghoul Fever (Su): Disease - bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based. ENCOUNTER 2 C O R P O R AL CR 4 Male Half-fiend (half-orc/mezzoloth) Ftr 3 NE Medium outsider (evil, extraplanar, yugoloth) Init +2; Senses Darkvision 60 ft. Languages Common, Orcish AC 20, touch 12, flat-footed 18 (+2 Dex, +6 +1 chainmail, +2 natural) hp 28 (3 HD) Immune Poison Resist acid 10, cold 10, electric 10, fire 10; SR 13 Fort +7, Ref +3, Will +0 Speed 20 ft. in chain mail (6 squares), base movement 30 ft. Melee longspear +10 (1d8+8) and claw +3 (1d4+2) or short sword +9 (1d6+5) and claw +3 (1d4+2) or 2 claws +8 (1d4+5) Ranged dagger +5 (1d4+5) Space 5 ft.; Reach 5 ft. (10 ft. with longspear) Base Atk +3; Grp +8 Atk Options Combat Reflexes, Power Attack, smite good, cause fear 3/day, darkness 3/day Spell-Like Abilities (CL 3rd): cause fear 3/day, darkness 3/day Abilities Str 21, Dex 14, Con 19, Int 6, Wis 9, Cha 8 Feats Combat Reflexes, Power Attack, Weapon Focus (longspear), Weapon Focus (short sword) Skills Climb +8, Jump +8 Possessions +1 chain mail, +1 longspear, short sword, dagger, a small pin of the Knights Vigilant Description This Corporal once served in the 3rd Battle stationed in Shiboleth. He now has multi-faceted eyes, jagged mandibles and an extra pair of arms. All four of his arms end in hooked claws. He wears his new uniform proudly, along with his new squire pin (Knights Vigilant). His loyalty is now promised to Master Vigilant Marax. He is very eager to kill humans and those associated with the Knights of the Watch. D E AT H D O G CR 2 NE Medium Magical Beast Init +2; Senses darkvision 60 ft., low-light vision, scent: Listen +6, Spot +4 Languages none AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural) hp 15 (2 HD) Fort +5, Ref +5, Will +1 Speed 50 ft. (10 squares) Melee 2 bites +5 (1d6+2) Space 5 ft.; Reach 5 ft. Base Atk +2; Grp +4 Special Actions Disease, trip Abilities Str 14, Dex 15, Con 14, Int 4, Wis 13, Cha 7 Feats Weapon Focus (bite) Skills Hide +3, Listen +6, Move Silently +4, Spot +5 Disease (Ex) Any creature hit by a death dog’s bite attack must succeed on a Fortitude save (DC 13) or contract a disease. The incubation period is 1 day, and the disease deals 1d4 points of Strength damage and 1d3 points of Constitution damage. Trip (Ex) A death dog that hits with a bite attack can attempt to trip its opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the death dog. Scent (Ex) A death dog can detect approaching enemies, sniff out hidden foes, and attack by sense of smell. GRM7-IN4 By Right of Conquest Page 33 ENCOUNTER 3 HALF- M E Z Z O L O T H S O L D I E R CR 4 Male Half-fiend (human/mezzoloth) Ftr 3 NE Medium outsider (evil, extraplanar, yugoloth) Init +2; Senses Listen, Spot Languages Common AC 20, touch 12, flat-footed 18 (+2 Dex, +6 +1 chainmail, +2 natural) hp 28 (3 HD) Immune Poison Resist acid 10, cold 10, electric 10, fire 10; SR 13 Fort +7, Ref +3, Will +0 Speed 20 ft. in chain mail (6 squares), base movement 30 ft. Melee longspear +10 (1d8+7) and claw +3 (1d4+2) or short sword +9 (1d6+5) and claw +3 (1d4+2) or 2 claws +8 (1d4+5) Ranged dagger +5 (1d4+4) Space 5 ft.; Reach 5 ft. (10 ft. with longspear) Base Atk +3; Grp +7 Atk Options Cleave, Combat Reflexes, Power Attack, smite good, cause fear 3/day, darkness 3/day Spell-Like Abilities (CL 3rd): cause fear 3/day, darkness 3/day Abilities Str 21, Dex 14, Con 19, Int 8, Wis 9, Cha 8 Feats Combat Reflexes, Power Attack, Weapon Focus (longspear), Weapon Focus (short sword) Skills Climb +8, Jump +8 Possessions +1 chain mail, masterwork longspear, short sword, dagger, a small pin of the Knights Vigilant Description This soldier once served in the 3rd Battle stationed in Shiboleth. He now has multi-faceted eyes, jagged mandibles and an extra pair of arms. All four of his arms end in hooked claws. He wears his new uniform proudly, along with his new squire pin (Knights Vigilant). His loyalty is now promised to Master Vigilant Marax. He is very eager to kill humans and those associated with the Knights of the Watch. ENCOUNTER 5 R AG LANAR CR 5 Male half-fiend ogre (mezzoloth/ogre) Ftr1 CE Large Outsider (evil, extraplanar, yugoloth) Init +0; Senses darkvision 60 ft., low-light vision, scent, Listen +2, Spot +2 Languages Giant AC 24, touch 9, flat-footed 24 (-1 size, +8 half-plate armor, +7 natural) hp 57 (5 HD); DR 5/good Immune poison Resist acid 10, cold 10, electricity 10, fire 10; SR 15 Fort +12, Ref +1, Will +1 Speed 30 ft. (in half-plate armor), base 40 ft. (8 squares) Melee Greatclub +13 (2d8+13) or 2 claws +11 (1d6+8) Ranged Javelin +3 (1d8+8) Space 10 ft.; Reach 10 ft. Base Atk +4; Grp +16 Atk Options Power Attack, spell-like abilities, smite good (+5) Spell-Like Abilities (CL 5th): cause fear 3/day, darkness 3/day, desecrate 1/day Abilities Str 27, Dex 10, Con 23, Int 4, Wis 10, Cha 9 Feats Toughness, Weapon Focus (greatclub), Power Attack Skills Climb +8, Listen +2, Spot +2 Possessions +1 greatclub, +1 half-plate armor, 5 javelins Description Raglanar is a slathering monstrosity, no longer giant, not completely mezzoloth. His heavy, blunt features are further twisted by heavy mandibles, multi-faceted eyes and random patches of dull, blackened carapace. His dull wits have been further eroded by his improvement, and now he functions at barely above animal intelligence. What little glimmer of intellect remains remembers only that he hates Tyv and all of their kind. They hurt him badly, cheering as he died. He will kill them all, furiously and bloodily H ALF- N Y C AL O T H O G R E CR 4 CE Large Outsider (evil, extraplanar, yugoloth) Init +1; Senses darkvision 60 ft., low-light vision, scent, Listen +3, Spot +3 Languages Giant AC 19, touch 10, flat-footed 18 (-1 size, +1 Dex, +9 natural) hp 29 (4 HD); DR 5/good Immune poison Resist acid 10, cold 10, electricity 10, fire 10; SR 14 Fort +9, Ref +2, Will +1 Speed 40 ft. (8 squares); fly 60 ft.(good) (12 squares) Melee Greatclub +10 (2d8+10) and claw +3 (1d6+3 plus bleeding wounds) or 2 claws +8 (1d6+6 plus bleeding wounds) Ranged Javelin +3 (1d8+6) Space 10 ft.; Reach 10 ft. Base Atk +3; Grp +13 Atk Options spell-like abilities, smite good (+4) Spell-Like Abilities (CL 4th): 3/day darkness, deeper darkness Abilities Str 23, Dex 12, Con 21, Int 8, Wis 10, Cha 11 Feats Toughness, Weapon Focus (greatclub) Skills Climb +7, Listen +3, Spot +3 Possessions +1 greatclub, 5 javelins Description A tall, lean ogre with numerous scars and burns across his face and body. Enormous bat wings propel this daemonic giant across the battle field with surprising speed and agility. He swings a bloodied club in two hands and flails viciously outward with one of his two additional clawed hands. He despises Tyv, and want to feel their bones crack between his teeth. GRM7-IN4 By Right of Conquest Page 34 H ALF- N Y C AL O T H H O B G O B L I N W AR 2 CR 3 LE Large Outsider (evil, extraplanar, yugoloth) Init +2; Senses darkvision 60 ft., Listen +3, Spot +3 Languages Goblin, Common AC 19, touch 11, flat-footed 17 (-1 size, +2 Dex, +4 chain shirt, +4 natural) hp 23 (2 HD); DR 5/good Immune poison Resist acid 10, cold 10, electricity 10, fire 10; SR 12 Fort +10, Ref +2, Will -1 Speed 40 ft. (8 squares); fly 60 ft.(good) (12 squares) Melee +1 Longsword (or +1 hammer) +8 (2d6+7) and claw +2 (1d6+3 plus bleeding wounds) or 2 claws +7 (1d6+6 plus bleeding wounds) Ranged Javelin +3 (1d8+6) Space 10 ft.; Reach 10 ft. Base Atk +2; Grp +12 Atk Options spell-like abilities, smite good (+2) Spell-Like Abilities (CL 2nd): 3/day darkness Abilities Str 23, Dex 15, Con 24, Int 12, Wis 9, Cha 12 Feats Alertness Skills Hide +7, Listen +3, Listen +3, Spot +3 Possessions +1 longsword, +1 hammer, chain shirt, 5 javelins Description An oversized hobgoblin with dominating canine features. While most half-yugoloths look like the base creature with twisted daemonic features, this poor beast looks like a mal-formed nycaloth. Enormous bat wings propel this daemonic goblin across the battle field with speed and agility. He carries a longsword in one hand, a hammer in another, and uses one of his free claws to flail viciously outward. While he cannot attack with both sword and hammer in the same round, he alternates between the two, cutting and bashing his opponents/. He does receive one natural secondary claw attack each round. He despises Tyv, and wants to chop down all human-kind. ENCOUNTER 6 C ANO L O T H ( I NJ U R E D) CR 4 NE medium outsider (evil, extraplanar, yugoloth) Init +4; Senses Blindsight 40 ft.; Listen +12, Spot +12 Languages Infernal, Abyssal, telepathy 100 ft. AC 18, touch 10, flat-footed 18 (+8 natural) hp 51 (currently 21) (6 HD); DR 5/good Immune visual effects, gaze attacks, sight-base illusions, poison, acid. Resist cold 10, electricity 10, fire 10; SR 18 Fort +9, Ref +5, Will +8 Speed 50 ft. (10 squares) Melee tongue +11 (1d4+4 plus paralysis) and bite +8 (2d6+2) Space 5 ft.; Reach 5 ft. (20 ft. with tongue) Base Atk +6; Grp +10 Special Actions Improved Grab, paralysis, spell-like abilities, summon yugoloth Spell-Like Abilities (CL 5th): Cause fear (DC 12), desecrate, detect good, detect magic Abilities Str 19, Dex 10, Con 19, Int 5, Wis 17, Cha 12 Feats Improved Initiative, Multiattack, Track, Weapon Focus (tongue) Skills Hide +5, Intimidate +10, Jump +21, Listen +12, Move Silently +4, Spot +12 Improved Grab (Ex): To use this ability, a canoloth must hit with its tongue attack. It can pull a grabbed an opponent of large or smaller size into its mouth in the same round and make a bite attack. The canoloth can establish a hold with a successful attack even if the victim isn’t paralyzed. Paralysis (Ex): Those hit by a canoloth’s tongue attack must succeed on a DC 17 Fortitude save or be paralyzed for 1d6+2 minutes. The save is Constitution-based. Blindsight (Ex): Canoloths can ascertain all foes within 40 ft. as a sighted creature would. Beyond that range, they treat all targets as having total concealment. Canoloths are susceptible to sound and scent-based attacks, and are affected normally by loud noises and sound-based spells and by overpowering odors. Negating a canoloth’s sense of smell and hearing reduces this ability to normal Blind-Fight (as the feat). If both senses are negated, the canoloth is effectively blinded. Description Monster Manual III pg. 200 V O O R CR 4 NE Large Evil Outsider (evil, extraplanar, yugoloth) Init +2; Senses Blind, Blindsense 120 ft., Listen +11 Languages Abyssal, Infernal; telepathy 100 ft. AC 17, touch 11, flat-footed 15 (-1 size, +2 Dex, +6 natural) hp 37 (currently 27) (5 HD) ; DR 5/good Immune Poison, acid, fire, gaze attacks, illusions and visual effects Resist Cold 10, electricity 10; SR 15 Fort +7, Ref +6, Will +3 Speed 30 ft. (6 squares), climb 20 ft. Melee 4 piercing tentacles +10 each (1d6+6) and 2 claws +8 each (1d6+3) Space 10 ft.; Reach 10 ft. (20 ft. with tentacles) Base Atk +5; Grp +19 Atk Options Multiattack, aligned strike (evil), Rend 2d6+9 Abilities Str 22, Dex 15, Con 17, Int 5, Wis 8, Cha 7 SQ Scentless, yugoloth traits Feats Combat Reflexes, Multiattack Skills Climb +22, Diplomacy +0, Listen +11, Move Silently +10, Sense Motive +7, Survival +7 Rend (Ex) A voor that hits with both claw attacks latches onto the opponent’s body and tears the flesh. GRM7-IN4 By Right of Conquest Page 35 This attack automatically deals an extra 2d6+9 points of damage. Scentless (Ex) A voor exudes no natural smell and is usually undetectable by scent. A voor that has been in combat within the past hour stinks of the blood of its foes so it can be detected by scent but only at half the normal range. Description This hulking creature waddles toward you on stubby legs. Its enormous arms end in vicious claws. Its armored face has no eyes and ropelike tentacles constantly shoot out from its arms and back. Jagged teeth gnash in its eyeless, domed head. Source MM IV pg 193. GRM7-IN4 By Right of Conquest Page 36 APPENDIX 3 – APL 6 ENCOUNTER 1 & 2 G H AS T ( ADV AN C E D) CR 4 CE Medium undead Init +3; Senses darkvision 60 ft. Listen +2, Spot +12 Languages Flan AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural) hp 63 (8 HD) Resist turn resistance +2 Fort +2, Ref +5, Will +8 Speed 30 ft. (6 squares) Melee bite +8 (1d8+4 plus paralysis) and 2 claws +6 (1d4+2 plus paralysis) Space 5 ft.; Reach 5 ft. Base Atk +4; Grp +8 Special Actions Ghoul fever, paralysis, stench Abilities Str 18, Dex 17, Con --, Int 13, Wis 14, Cha 16 SQ undead traits Feats Improved Toughness, Multiattack, Toughness Skills Balance +8, Climb +14, Hide +14, Jump +12, Move Silently +14, Spot +12 Ghoul Fever (Su): Disease - bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based. Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based. C O R P O R AL CR 6 Male Half-fiend (half-orc/mezzoloth) Ftr 5 NE Medium outsider (evil, extraplanar, yugoloth) Init +2; Senses Darkvision 60 ft. Languages Common, Orcish AC 22, touch 13, flat-footed 20 (+2 Dex, +7 +2 chainmail, +1 deflection, +2 natural) hp 47 (5 HD) Immune Poison Resist acid 10, cold 10, electric 10, fire 10; SR 15 Fort +8, Ref +3, Will +0 Speed 20 ft. in chain mail (6 squares), base movement 30 ft. Melee longspear +13 (1d8+12) and claw +6 (1d4+3) or short sword +13 (1d6+6) and claw +6 (1d4+3) or 2 claws +11 (1d4+6) Ranged dagger +7 (1d4+6) Space 5 ft.; Reach 5 ft. (10 ft. with longspear) Base Atk +5; Grp +11 Atk Options Combat Reflexes, Power Attack, smite good, cause fear 3/day, darkness 3/day, desecrate 1/day Spell-Like Abilities (CL 5th): cause fear 3/day, darkness 3/day, desecrate 3/day Abilities Str 22, Dex 14, Con 19, Int 6, Wis 9, Cha 8 Feats Combat Reflexes, Power Attack, Weapon Focus (longspear), Weapon Focus (short sword), Weapon Specialization (longspear) Skills Climb +10, Jump +10 Possessions +2 chain mail, +1 longspear, masterwork short sword, dagger, +1 ring of protection, a small pin of the Knights Vigilant Description This Corporal once served in the 3rd Battle stationed in Shiboleth. He now has multi-faceted eyes, jagged mandibles and an extra pair of arms. All four of his arms end in hooked claws. He wears his new uniform proudly, along with his new squire pin (Knights Vigilant). His loyalty is now promised to Master Vigilant Marax. He is very eager to kill humans and those associated with the Knights of the Watch. D E AT H D O G CR 3 NE Large Magical Beast Init +2; Senses darkvision 60 ft., low-light vision, scent: Listen +8, Spot +6 Languages none AC 16, touch 11, flat-footed 14 (-1 size, +2 Dex, +5 natural) hp 38 (4 HD) Fort +8, Ref +8, Will +2 Speed 50 ft. (10 squares) Melee 2 bites +10 (1d8+6) Space 10 ft.; Reach 10 ft. Base Atk +4; Grp +14 Special Actions Disease, trip Abilities Str 22, Dex 14, Con 18, Int 4, Wis 13, Cha 7 Feats Weapon Focus (bite) Skills Hide +0, Listen +8, Move Silently +5, Spot +6 GRM7-IN4 By Right of Conquest Page 37 Disease (Ex) Any creature hit by a death dog’s bite attack must succeed on a Fortitude save (DC 13) or contract a disease. The incubation period is 1 day, and the disease deals 1d4 points of Strength damage and 1d3 points of Constitution damage. Trip (Ex) A death dog that hits with a bite attack can attempt to trip its opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the death dog. Scent (Ex) A death dog can detect approaching enemies, sniff out hidden foes, and attack by sense of smell. ENCOUNTER 3 M E Z Z O L O T H P I KE M AN CR 6 NE Medium Outsider (Evil, Extraplanar, Yugoloth) Init +5; Senses Listen +13, Spot +13 Languages Abyssal, Draconic, and Infernal, Telepathy 100ft. AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural) hp 95 (10 HD; DR 10/good Immune acid, poison Resist cold 10, fire 10, electricity 10; SR 22 Fort +12, Ref +8, Will +7 Speed 40 ft. (8 squares); Melee +1 longspear +15/+10 (1d8+5/19-20 x3) or 2 claws + 13 (1d4+3) Ranged longbow +12/+7 (1d8+4/x3) Space 5 ft.; Reach 5 ft. (10 ft with longspear) Base Atk +10; Grp +13 Atk Options Power Attack Special Actions Spell-like abilities, summon yugoloth Spell-Like Abilities (CL 10th): At will – cause fear (DC 13), darkness, desecrate, produce flame, see invisibility; 2/day – �cloudkill (DC 17), �dispel magic (+10 dispel check) �Already cast Abilities Str 16, Dex 12, Con 21, Int 7, Wis 10, Cha 14 SQ Summon yugoloth Feats Improved Critical (longspear), Improved Initiative, Power Attack, Weapon Focus (longspear) Skills Hide +12, Intimidate +15, Knowledge (the planes) +11, Listen +13, Move Silently +12, Spot +13 Possessions +1 longspear, +1 composite longbow (+3 STR), heavy steel shield Summon Yugoloth (Ex): Once per day, a mezzoloth can attempt to summon another mezzoloth with a 40% chance of success. Telepathy (Su): Mezzoloths can communicate telepathically with any creature within 100 feet that has a language. Description This six-limbed insectoid horror stares ahead unblinkingly through glowing red eyes. It wears the uniform of the New Gran March Army. It is wielding a longspear in two of its claws, and a longbow in the other two. MMII page 201. H ALF- M E Z Z O L O T H S O L D I E R CR 4 Male Half-fiend (half-orc/mezzoloth) Ftr 3 NE Medium outsider (evil, extraplanar, yugoloth) Init +2; Senses Darkvision 60 ft. Languages Common, Orcish AC 20, touch 12, flat-footed 18 (+2 Dex, +6 +1 chainmail, +2 natural) hp 28 (3 HD) Immune Poison Resist acid 10, cold 10, electric 10, fire 10; SR 13 Fort +7, Ref +3, Will +0 Speed 20 ft. in chain mail (6 squares), base movement 30 ft. Melee longspear +10 (1d8+7) and claw +3 (1d4+2) or short sword +9 (1d6+5) and claw +3 (1d4+2) or 2 claws +8 (1d4+5) Ranged dagger +5 (1d4+5) Space 5 ft.; Reach 5 ft. (10 ft. with longspear) Base Atk +3; Grp +8 Atk Options Combat Reflexes, Power Attack, smite good, cause fear 3/day, darkness 3/day Spell-Like Abilities (CL 3rd): cause fear 3/day, darkness 3/day Abilities Str 21, Dex 14, Con 19, Int 6, Wis 9, Cha 8 Feats Combat Reflexes, Power Attack, Weapon Focus (longspear), Weapon Focus (short sword) Skills Climb +8, Jump +8 Possessions +1 chain mail, masterwork longspear, short sword, dagger, a small pin of the Knights Vigilant Description This soldier once served in the 3rd Battle stationed in Shiboleth. He now has multi-faceted eyes, jagged mandibles and an extra pair of arms. All four of his arms end in hooked claws. He wears his new uniform proudly, along with his new squire pin (Knights Vigilant). His loyalty is now promised to Master Vigilant Marax. He is very eager to kill humans and those associated with the Knights of the Watch. ENCOUNTER 5 V I THAR CR 7 Male half-fiend skullcrusher ogre (mezzoloth/skullcrusher ogre) NE Large outsider (evil, extraplanar, yugoloth) Init +1; Senses darkvision 60 ft., low-light vision, scent, Listen +0, Spot +0 Languages Common, Giant AC 24, touch 10, flat-footed 23 (-1 size, +1 dex, +8 spiked full plate, +2 spiked heavy shield, +4 natural) hp 92 (8 HD); DR 5/good Immune poison Resist acid 10, cold 10, electricity 10, fire 10; SR 19 GRM7-IN4 By Right of Conquest Page 38 Fort +13, Ref +3, Will +2 Speed 30 ft. (spiked full plate armor), base 40 ft. (8 squares) Melee Morningstar +17/+12 (2d6+10) or Morningstar +13/+8 (2d6+10) and shield spike +11 (1d8+5) and claw +10 (1d6+5) or 2 claws +15 (1d6+10) Ranged Rock +6 (2d6+10) Space 10 ft.; Reach 10 ft. Base Atk +6; Grp +24 Atk Options Power Attack, spell-like abilities Spell-Like Abilities (CL 9th): cause fear 3/day, darkness 3/day, desecrate 1/day, see invisibility 3/day, dispel magic 1/day Abilities Str 31, Dex 13, Con 25, Int 10, Wis 10, Cha 11 Feats Improved Grapple, Improved Shield Bash, Mounted Combat, Power Attack, Two-Weapon Fighting, Weapon Focus (Morningstar). Skills Climb +5, Craft (armorsmithing or weaponsmithing) +4, Handle Animal +4, Intimidate +2, Knowledge (architecture and engineering) +4, Ride +8, Search -1 (+1 secret doors). Possessions Masterwork morningstar, spiked full plate armor, spiked heavy shield, rocks, headband of intellect +2 Description A skullcrusher ogre with an extra set of insectoid arms, Vithar’s once proud bearing has degenerated into sloth and self-loathing. He despises himself for his failure during the assault on Shiboleth and feels that this daemonic transformation is his eternal punishment. He hopes to redeem himself by killing everything that lives in Gran March. His yugoloth masters have done nothing to correct his perception. His greatly enhanced strength came at the cost of his intelligence, which he acutely regrets. He killed another half-fiend to take its Headband of Intellect, and it is now his most valued possession. Anyone tampering with it or trying to remove it will become the subject of his focused rage. HALF- M E Z Z O L O T H O G R E F TR 1 CR 5 CE Large Outsider (evil, extraplanar, yugoloth) Init +0; Senses darkvision 60 ft., low-light vision, scent, Listen +2, Spot +2 Languages Giant AC 23, touch 9, flat-footed 22 (-1 size, +7 half-plate armor, +7 natural) hp 57 (5 HD); DR 5/good Immune poison Resist acid 10, cold 10, electricity 10, fire 10; SR 15 Fort +12, Ref +1, Will +1 Speed 30 ft. (in half-plate armor), base 40 ft. (8 squares) Melee Greatclub +13 (2d8+13) or 2 claws +11 (1d6+8) Ranged Javelin +3 (1d8+8) Space 10 ft.; Reach 10 ft. Base Atk +4; Grp +16 Atk Options Power Attack, spell-like abilities, smite good (+5) Spell-Like Abilities (CL 5th): cause fear 3/day, darkness 3/day, desecrate 1/day Abilities Str 27, Dex 10, Con 23, Int 4, Wis 10, Cha 9 Feats Toughness, Weapon Focus (greatclub), Power Attack Skills Climb +8, Listen +2, Spot +2 Possessions +1 greatclub, half-plate armor, 5 javelins Description This giant’s heavy, blunt features are further twisted by heavy mandibles, multi-faceted eyes and random patches of dull, blackened carapace. His dull wits have been further eroded by his improvement, and now he functions at barely above animal intelligence. What little glimmer of intellect remains remembers only that he hates Tyv and all of their kind. They hurt him badly, cheering as he died. He will kill them all, furiously and bloodily. H ALF- N Y C AL O T H O G R E CR 4 CE Large Outsider (evil, extraplanar, yugoloth) Init +1; Senses darkvision 60 ft., low-light vision, scent, Listen +3, Spot +3 Languages Giant AC 19, touch 10, flat-footed 18 (-1 size, +1 Dex, +9 natural) hp 29 (4 HD); DR 5/good Immune poison Resist acid 10, cold 10, electricity 10, fire 10; SR 14 Fort +9, Ref +2, Will +1 Speed 40 ft. (8 squares); fly 60 ft.(good) (12 squares) Melee +1 Greatclub +10 (2d8+10) and claw +3 (1d6+3 plus bleeding wounds) or 2 claws +8 (1d6+6 plus bleeding wounds) Ranged Javelin +3 (1d8+6) Space 10 ft.; Reach 10 ft. Base Atk +3; Grp +13 Atk Options spell-like abilities, smite good (+4) Spell-Like Abilities (CL 4th): 3/day darkness, deeper darkness Abilities Str 23, Dex 12, Con 21, Int 8, Wis 10, Cha 11 Feats Toughness, Weapon Focus (greatclub) Skills Climb +7, Listen +3, Spot +3 Possessions +1 greatclub, 5 javelins Description A tall, lean ogre with numerous scars and burns across his face and body. Enormous bat wings propel this daemonic giant across the battle field with surprising speed and agility. He swings a bloodied club in two hands and flails viciously outward with one of his two additional clawed hands. He despises Tyv, and want to feel their bones crack between his teeth. ENCOUNTER 6 C ANO L O T H CR 5 NE medium outsider (evil, extraplanar, yugoloth) Init +4; Senses Blindsight 40 ft.; Listen +12, Spot +12 GRM7-IN4 By Right of Conquest Page 39 Languages Infernal, Abyssal, telepathy 100 ft. AC 18, touch 10, flat-footed 18 (+8 natural) hp 51 (6 HD); DR 5/good Immune visual effects, gaze attacks, sight-base illusions, poison, acid. Resist cold 10, electricity 10, fire 10; SR 18 Fort +9, Ref +5, Will +8 Speed 50 ft. (10 squares) Melee tongue +11 (1d4+4 plus paralysis) and bite +8 (2d6+2) Space 5 ft.; Reach 5 ft. (20 ft. with tongue) Base Atk +6; Grp +10 Special Actions Improved Grab, paralysis, spell-like abilities, summon yugoloth Spell-Like Abilities (CL 5th): Cause fear (DC 12), desecrate, detect good, detect magic Abilities Str 19, Dex 10, Con 19, Int 5, Wis 17, Cha 12 Feats Improved Initiative, Multiattack, Track, Weapon Focus (tongue) Skills Hide +5, Intimidate +10 , Jump +21, Listen +12, Move Silently +4, Spot +12 Improved Grab (Ex): To use this ability, a canoloth must hit with its tongue attack. It can pull a grabbed an opponent of large or smaller size into its mouth in the same round and make a bite attack. The canoloth can establish a hold with a successful attack even if the victim isn’t paralyzed. Paralysis (Ex): Those hit by a canoloth’s tongue attack must succeed on a DC 17 Fortitude save or be paralyzed for 1d6+2 minutes. The save is Constitution-based. Blindsight (Ex): Canoloths can ascertain all foes within 40 ft. as a sighted creature would. Beyond that range, they treat all targets as having total concealment. Canoloths are susceptible to sound and scent-based attacks, and are affected normally by loud noises and sound-based spells and by overpowering odors. Negating a canoloth’s sense of smell and hearing reduces this ability to normal Blind-Fight (as the feat). If both senses are negated, the canoloth is effectively blinded. Description Monster Manual III pg. 200 V O O R CR 4 NE Large Evil Outsider (evil, extraplanar, yugoloth) Init +2; Senses Blind, Blindsense 120 ft., Listen +11 Languages Abyssal, Infernal; telepathy 100 ft. AC 17, touch 11, flat-footed 15 (-1 size, +2 Dex, +6 natural) hp 37 (5 HD) ; DR 5/good Immune Poison, acid, fire, gaze attacks, illusions and visual effects Resist Cold 10, electricity 10; SR 15 Fort +7, Ref +6, Will +3 Speed 30 ft. (6 squares), climb 20 ft. Melee 4 piercing tentacles +10 each (1d6+6) and 2 claws +8 each (1d6+3) Space 10 ft.; Reach 10 ft. (20 ft. with tentacles) Base Atk +5; Grp +19 Atk Options Multiattack, aligned strike (evil), Rend 2d6+9 Abilities Str 22, Dex 15, Con 17, Int 5, Wis 8, Cha 7 SQ Scentless, yugoloth traits Feats Combat Reflexes, Multiattack Skills Climb +22, Diplomacy +0, Listen +11, Move Silently +10, Sense Motive +7, Survival +7 Rend (Ex) A voor that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+9 points of damage. Scentless (Ex) A voor exudes no natural smell and is usually undetectable by scent. A voor that has been in combat within the past hour stinks of the blood of its foes so it can be detected by scent but only at half the normal range. Description This hulking creature waddles toward you on stubby legs. Its enormous arms end in vicious claws. Its armored face has no eyes and ropelike tentacles constantly shoot out from its arms and back. Jagged teeth gnash in its eyeless, domed head. Source MM IV pg 193. GRM7-IN4 By Right of Conquest Page 40 APPENDIX 4 – APL 8 ENCOUNTER 1 & 2 G H AS T ( ADV AN C E D) CR 4 CE Medium undead Init +3; Senses darkvision 60 ft. Listen +2, Spot +12 Languages Flan AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural) hp 63 (8 HD) Resist turn resistance +2 Fort +2, Ref +5, Will +8 Speed 30 ft. (6 squares) Melee bite +8 (1d8+4 plus paralysis) and 2 claws +6 (1d4+2 plus paralysis) Space 5 ft.; Reach 5 ft. Base Atk +4; Grp +8 Special Actions Ghoul fever, paralysis, stench Abilities Str 18, Dex 17, Con --, Int 13, Wis 14, Cha 16 SQ undead traits Feats Improved Toughness, Multiattack, Toughness Skills Balance +8, Climb +14, Hide +14, Jump +12, Move Silently +14, Spot +12 Ghoul Fever (Su): Disease - bite, Fortitude DC 17, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 17 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based. Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 17 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based. ENCOUNTER 2 C O R P O R AL CR 8 Male Half-fiend (half-orc/mezzoloth) Ftr 7 NE Medium outsider (evil, extraplanar, yugoloth) Init +2; Senses Darkvision 60 ft. Languages Common, Orcish AC 22, touch 13, flat-footed 20 (+2 Dex, +7 +2 chainmail, +1 deflection, +2 natural) hp 66 (7 HD) Immune Poison Resist acid 10, cold 10, electric 10, fire 10; SR 17 Fort +9, Ref +4, Will +1 Speed 20 ft. in chain mail (6 squares), base movement 30 ft. Melee longspear +15 (1d8+12 plus bane - human) and claw +8 (1d4+3) or short sword +15 (1d6+8) and claw +8 (1d4+3) or 2 claws +13 (1d4+6) Ranged dagger +9 (1d4+6) Space 5 ft.; Reach 5 ft. (10 ft. with longspear) Base Atk +7; Grp +13 Atk Options Cleave, Combat Reflexes, Power Attack, smite good, cause fear 3/day, darkness 3/day, desecrate 1/day, see invisibility 3/day Spell-Like Abilities (CL 7th): cause fear 3/day, darkness 3/day, desecrate 3/day, see invisibility 3/day Abilities Str 22, Dex 14, Con 19, Int 6, Wis 9, Cha 8 Feats Cleave, Combat Reflexes, Power Attack, Weapon Focus (longspear), Weapon Focus (short sword), Weapon Specialization (longspear), Weapon Specialization (short sword) Skills Climb +11[, Jump +11 Possessions +2 chain mail, +1 bane (human) longspear, masterwork short sword, dagger, +1 ring of protection, a small pin of the Knights Vigilant Description This Corporal once served in the 3rd Battle stationed in Shiboleth. He now has multi-faceted eyes, jagged mandibles and an extra pair of arms. All four of his arms end in hooked claws. He wears his new uniform proudly, along with his new squire pin (Knights Vigilant). His loyalty is now promised to Master Vigilant Marax. He is very eager to kill humans and those associated with the Knights of the Watch. D E AT H D O G CR 4 NE Large Magical Beast Init +2; Senses darkvision 60 ft., low-light vision, scent: Listen +8, Spot +6 Languages none AC 16, touch 11, flat-footed 14 (-1 size, +2 Dex, +5 natural) hp 57 (6 HD) Fort +11, Ref +9, Will +3 Speed 50 ft. (10 squares) Melee 2 bites +12 (1d8+6) Space 10 ft.; Reach 10 ft. Base Atk +6; Grp +16 Special Actions Disease, trip Abilities Str 22, Dex 14, Con 18, Int 4, Wis 13, Cha 7 GRM7-IN4 By Right of Conquest Page 41 Feats Weapon Focus (bite) Skills Hide +0, Listen +8, Move Silently +5, Spot +6 Disease (Ex) Any creature hit by a death dog’s bite attack must succeed on a Fortitude save (DC 13) or contract a disease. The incubation period is 1 day, and the disease deals 1d4 points of Strength damage and 1d3 points of Constitution damage. Trip (Ex) A death dog that hits with a bite attack can attempt to trip its opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the death dog. Scent (Ex) A death dog can detect approaching enemies, sniff out hidden foes, and attack by sense of smell. ENCOUNTER 3 M E Z Z O L O T H P I KE M AN CR 6 NE Medium Outsider (Evil, Extraplanar, Yugoloth) Init +5; Senses Listen +13, Spot +13 Languages Abyssal, Draconic, and Infernal, Telepathy 100ft. AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural) hp 95 (10 HD; DR 10/good Immune acid, poison Resist cold 10, fire 10, electricity 10; SR 22 Fort +12, Ref +8, Will +7 Speed 40 ft. (8 squares); Melee +1 longspear +15/+10 (1d8+5/19-20 x3) or 2 claws + 13 (1d4+3) Ranged longbow +12 (1d8+4/x3) Space 5 ft.; Reach 5 ft. (10 ft with longspear) Base Atk +10; Grp +13 Atk Options Power Attack Special Actions Spell-like abilities, summon yugoloth Spell-Like Abilities (CL 10th): At will – cause fear (DC 13), darkness, desecrate, produce flame, see invisibility; 2/day – �cloudkill (DC 17), dispel magic (+10 dispel check) �Already cast Abilities Str 16, Dex 12, Con 21, Int 7, Wis 10, Cha 14 SQ Summon yugoloth Feats Improved Critical (longspear), Improved Initiative, Power Attack, Weapon Focus (longspear) Skills Hide +12, Intimidate +15, Knowledge (the planes) +11, Listen +13, Move Silently +12, Spot +13 Possessions +1 longspear, +1 composite longbow (+3 STR), heavy steel shield Summon Yugoloth (Ex): Once per day, a mezzoloth can attempt to summon another mezzoloth with a 40% chance of success. Telepathy (Su): Mezzoloths can communicate telepathically with any creature within 100 feet that has a language. Description This six-limbed insectoid horror stares ahead unblinkingly through glowing red eyes. It wears the uniform of the New Gran March Army. It is wielding a longspear in two of its claws, and a longbow in the other two.. MMII page 201. HALF- M E Z Z O L O T H S O L D I E R CR 6 Male Half-fiend (half-orc/mezzoloth) Ftr 5 NE Medium outsider (evil, extraplanar, yugoloth) Init +2; Senses Darkvision 60 ft. Languages Common, Orcish AC 22, touch 13, flat-footed 20 (+2 Dex, +7 +2 chainmail, +1 deflection, +2 natural) hp 47 (5 HD) Immune Poison Resist acid 10, cold 10, electric 10, fire 10; SR 15 Fort +8, Ref +3, Will +0 Speed 20 ft. in chain mail (6 squares), base movement 30 ft. Melee longspear +13 (1d8+12) and claw +6 (1d4+3) or short sword +13 (1d6+6) and claw +6 (1d4+3) or 2 claws +11 (1d4+6) Ranged dagger +7 (1d4+6) Space 5 ft.; Reach 5 ft. (10 ft. with longspear) Base Atk +5; Grp +11 Atk Options Combat Reflexes, Power Attack, smite good, cause fear 3/day, darkness 3/day, desecrate 1/day Spell-Like Abilities (CL 5th): cause fear 3/day, darkness 3/day, desecrate 3/day Abilities Str 22, Dex 14, Con 19, Int 6, Wis 9, Cha 8 Feats Combat Reflexes, Power Attack, Weapon Focus (longspear), Weapon Focus (short sword), Weapon Specialization (longspear) Skills Climb +10, Jump +10 Possessions +2 chain mail, +1 longspear, masterwork short sword, dagger, +1 ring of protection, a small pin of the Knights Vigilant Description This soldier once served in the 3rd Battle stationed in Shiboleth. He now has multi-faceted eyes, jagged mandibles and an extra pair of arms. All four of his arms end in hooked claws. He wears his new uniform proudly, along with his new squire pin (Knights Vigilant). His loyalty is now promised to Master Vigilant Marax. He is very eager to kill humans and those associated with the Knights of the Watch. ENCOUNTER 3 & 5 (OPTIONAL) C O R R U P T O R O F F ATE L I E UTE NANT CR 5 Male NE medium outsider (evil, extraplanar, yugoloth) Init +8; Senses darkvision 60 ft. Listen +10, Spot +10 Languages Abyssal, Draconic, Infernal, telepathy 100ft. AC 18, touch 14, flat-footed 14; Dodge (+4 Dex, +4 armor) hp 52 (7 HD); Immune acid, energy drain, necromantic effects, negative energy effects, poison GRM7-IN4 By Right of Conquest Page 42 Resist cold 10, fire 10, electricity 10; SR 14 Fort +8, Ref +9, Will +5 Speed 30 ft. (6 squares) Melee +1 short sword +12/+7 (1d6+3/19-20 plus bestow curse) Ranged composite shortbow +12/+7 (1d6+1damage) Space 5 ft.; Reach 5 ft. Base Atk +7; Grp +9 Atk Options aligned strike (evil), bestow curse Special Actions corrupting gaze Abilities Str 15, Dex 19, Con 17, Int 10, Wis 10, Cha 10 SQ unluck Feats Dodge, Improved Initiative, Weapon Finesse Skills Balance +6, Disguise +10, Escape Artist +14, Hide +14, Jump +4, Listen +10, Move Silently +14, Sleight of Hand +14, Spot +10, Tumble +14, Use Rope +4 (+6 involving bindings) Possessions +1 studded leather armor, +1 short sword, +1 composite shortbow, 50 arrows Bestow Curse (Su) As the bestow curse spell; at will; Will DC 16; caster level 7th. This ability affects those touching or touched by a corruptor of fate or its weapons. A cursed subject must roll percentile dice each turn. On a roll of 01-50, it can take no action. On a roll of 51-100, it can act normally. This is a necromantic effect. Undead are unaffected by a corruptor of fate’s bestow curse ability. The save DC is constitution-based. Corrupting Gaze (Su) A corruptor of fate can blast its enemies with a glance, at a range of up to 30 feet. Creatures that meet the corruptor’s gaze must succeed on a DC 13 Fortitude save or take 1d6 points of damage and a –1 penalty on attack rolls, skill checks and saving throws for 1 minute. The save DC is Charisma-based. Unluck (Su) Roll twice for attacks and damage against a corruptor of fate; the attacker must use the lower result. This is a mind-affecting necromantic effect. Description A corpulent creature with sickly yellow skin wears black studded leather armor. It is armed with a short sword and shortbow. It stands about 5 feet tall and weighs about 200 pounds. Its face is emaciated, with thin yellow skin stretched tightly across its skull. As it attacks, a smell of brimstone emanates from its body. Source: Monster manual IV Pg. 190 C ANO L O T H ( ADV AN C E D) CR 8 NE Large outsider (evil, extraplanar, yugoloth) Init +3; Senses Blindsight 40 ft.; Listen +12, Spot +12 Languages infernal, abyssal, telepathy 100 ft. AC 18, touch 8, flat-footed 18 (-1 size, -1 Dex, +10 natural) hp 115 (11 HD); DR 5/good Immune visual effects, gaze attacks, sight-base illusions, poison, acid. Resist cold 10, electricity 10, fire 10; SR 18 Fort +13, Ref +6, Will +10 Speed 50 ft. (10 squares) Melee tongue +19 (1d6+8 plus paralysis) or/and bite +16 (3d6+4) Space 10 ft.; Reach 10 ft. (25 ft. with tongue) Base Atk +11; Grp +23 Special Actions Improved Grab, paralysis, spell-like abilities, summon yugoloth Spell-Like Abilities (CL 5th): Cause fear (DC 12), desecrate, detect good, detect magic Abilities Str 27, Dex 9, Con 23, Int 5, Wis 17, Cha 12 Feats Improved Initiative, Multiattack, Track, Weapon Focus (tongue) Skills Climb +10, Hide +0, Intimidate +15, Jump +30, Listen +17, Move Silently +4, Spot +17 Improved Grab (Ex): To use this ability, a canoloth must hit with its tongue attack. It can pull a grabbed an opponent of large or smaller size into its mouth in the same round and make a bite attack. The canoloth can establish a hold with a successful attack even if the victim isn’t paralyzed. Paralysis (Ex): Those hit by a canoloth’s tongue attack must succeed on a DC 21 Fortitude save or be paralyzed for 1d6+2 minutes. The save is Constitution-based. Blindsight (Ex): Canoloths can ascertain all foes within 40 ft. as a sighted creature would. Beyond that range, they treat all targets as having total concealment. Canoloths are susceptible to sound and scent-based attacks, and are affected normally by loud noises and sound-based spells and by overpowering odors. Negating a canoloth’s sense of smell and hearing reduces this ability to normal Blind-Fight (as the feat). If both senses are negated, the canoloth is effectively blinded. ENCOUNTER 5 B ARLD CR 10 Male half-fiend hill giant (mezzoloth/hill giant) NE Large outsider (evil, extraplanar, yugoloth) Init +0; Senses darkvision 60ft., low-light vision, Listen +3, Spot +6 Languages Common, Giant AC 25, touch 9, flat-footed 25 (-1 size, +5 rhino hide armor, +11 natural) hp 162 (12 HD) DR 10/magic Immune poison Resist acid 10, cold 10, electricity 10, fire 10; SR 22 Fort +17, Ref +5, Will +5 Speed 30 ft. (in breastplate), base 40 ft. (8 squares) Melee Greatclub +20/+15 (2d8+16 plus 2d6 on charges) or 2 slams +18 (1d4+10) or 2 claws +18 (1d6+10) Ranged Rock +8 (2d6+10) Space 10 ft.; Reach 10 ft. Base Atk +9; Grp +23 Atk Options Cleave, Improved Bull Rush, Power Attack, spell-like abilities GRM7-IN4 By Right of Conquest Page 43 Spell-Like Abilities (CL 9th): cause fear 3/day, darkness 3/day, desecrate 1/day, see invisibility 3/day, dispel magic 1/day, cloudkill 1/day Abilities Str 31, Dex 10, Con 27, Int 4, Wis 10, Cha 9 Feats Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Weapon Focus (greatclub), Improved Toughness Skills Climb +10, Jump +10, Listen +3, Spot +6. Possessions large +1 greatclub, +2 rhino hide armor, 5 javelins, cloak of resistance +1 Description Barld was a crude, loathsome beast even among hill giants. His transformation into half-fiend has accentuated his despicable nature. He has gorged himself since his rebirth, and now weighs almost twice as much as a normal hill giant. The corpulent flesh hides the immense power of his fiendish strength. He has become less intelligent, but still understands the concept of charging into battle against Tyv to best utilize his rhino hide armor. He loves to cleave through softer targets on a charge attack, and laughs bloody spittle above his smaller opponents. M ALE HALF- F I E N D S K U L L C R U S H E R ( M E Z Z O L O T H/ S K U L L C R U S H E R O G R E) CR 7 NE Large outsider (evil, extraplanar, yugoloth) Init +1; Senses darkvision 60 ft., low-light vision, scent, Listen +0, Spot +0 Languages Common, Giant AC 24, touch 10, flat-footed 23 (-1 size, +1 dex, +8 spiked full plate, +2 spiked heavy shield, +4 natural) hp 92 (8 HD); DR 5/good Immune poison Resist acid 10, cold 10, electricity 10, fire 10; SR 19 Fort +13, Ref +3, Will +2 Speed 30 ft. (spiked full plate armor), base 40 ft. (8 squares) Melee Morningstar +17/+12 (2d6+10) or Morningstar +13/+8 (2d6+10) and shield spike +11 (1d8+5) and claw +10 (1d6+5) or 2 claws +15 (1d6+10) Ranged Rock +6 (2d6+10) Space 10 ft.; Reach 10 ft. Base Atk +6; Grp +24 Atk Options Power Attack, spell-like abilities Spell-Like Abilities (CL 9th): cause fear 3/day, darkness 3/day, desecrate 1/day, see invisibility 3/day, dispel magic 1/day Abilities Str 31, Dex 13, Con 25, Int 10, Wis 10, Cha 11 Feats Improved Grapple, Improved Shield Bash, Mounted Combat, Power Attack, Two-Weapon Fighting, Weapon Focus (Morningstar). Skills Climb +5, Craft (armorsmithing or weaponsmithing) +4, Handle Animal +4, Intimidate +2, Knowledge (architecture and engineering) +4, Ride +8, Search -1 (+1 secret doors). Possessions Masterwork morningstar, spiked full plate armor, spiked heavy shield, rocks, headband of intellect +2 Description A skullcrusher ogre with an extra set of insectoid arms, a bloodied morning star and spiked shield. HALF- M E Z Z O L O T H O G R E F TR1 CR 5 CE Large Outsider (evil, extraplanar, yugoloth) Init +0; Senses darkvision 60 ft., low-light vision, scent, Listen +2, Spot +2 Languages Giant AC 23, touch 9, flat-footed 22 (-1 size, +7 half-plate armor, +7 natural) hp 57 (5 HD); DR 5/good Immune poison Resist acid 10, cold 10, electricity 10, fire 10; SR 15 Fort +12, Ref +1, Will +1 Speed 30 ft. (in half-plate armor), base 40 ft. (8 squares) Melee +1 Greatclub +13 (2d8+13) or 2 claws +11 (1d6+8) Ranged Javelin +3 (1d8+8) Space 10 ft.; Reach 10 ft. Base Atk +4; Grp +16 Atk Options Power Attack, spell-like abilities, smite good (+5) Spell-Like Abilities (CL 5th): cause fear 3/day, darkness 3/day, desecrate 1/day Abilities Str 27, Dex 10, Con 23, Int 4, Wis 10, Cha 9 Feats Toughness, Weapon Focus (greatclub), Power Attack Skills Climb +8, Listen +2, Spot +2 Possessions +1 greatclub, half-plate armor, 5 javelins Description This giant’s heavy, blunt features are further twisted by heavy mandibles, multi-faceted eyes and random patches of dull, blackened carapace. His dull wits have been further eroded by his improvement, and now he functions at barely above animal intelligence. What little glimmer of intellect remains remembers only that he hates Tyv and all of their kind. They hurt him badly, cheering as he died. He will kill them all, furiously and bloodily. H ALF- N Y C AL O T H O G R E CR 4 CE Large Outsider (evil, extraplanar, yugoloth) Init +1; Senses darkvision 60 ft., low-light vision, scent, Listen +3, Spot +3 Languages Giant AC 19, touch 10, flat-footed 18 (-1 size, +1 Dex, +9 natural) hp 29 (4 HD); DR 5/good Immune poison Resist acid 10, cold 10, electricity 10, fire 10; SR 14 Fort +9, Ref +2, Will +1 GRM7-IN4 By Right of Conquest Page 44 Speed 40 ft. (8 squares); fly 60 ft.(good) (12 squares) Melee +1 Greatclub +10 (2d8+10) and claw +3 (1d6+3 plus bleeding wounds) or 2 claws +8 (1d6+6 plus bleeding wounds) Ranged Javelin +3 (1d8+6) Space 10 ft.; Reach 10 ft. Base Atk +3; Grp +13 Atk Options spell-like abilities, smite good (+4) Spell-Like Abilities (CL 4th): 3/day darkness, deeper darkness Abilities Str 23, Dex 12, Con 21, Int 8, Wis 10, Cha 11 Feats Toughness, Weapon Focus (greatclub) Skills Climb +7, Listen +3, Spot +3 Possessions +1 greatclub, 5 javelins Description A tall, lean ogre with numerous scars and burns across his face and body. Enormous bat wings propel this daemonic giant across the battle field with surprising speed and agility. He swings a bloodied club in two hands and flails viciously outward with one of his two additional clawed hands. He despises Tyv, and want to feel their bones crack between his teeth. ENCOUNTER 6 C ANO L O T H ( ADV AN C E D) CR 8 NE Large outsider (evil, extraplanar, yugoloth) Init +3; Senses blindsight 40 ft.; Listen +12, Spot +12 Languages Infernal, Abyssal, telepathy 100 ft. AC 18, touch 8, flat-footed 18 (-1 size, -1 Dex, +10 natural) hp 115 (11 HD); DR 5/good Immune visual effects, gaze attacks, sight-base illusions, poison, acid. Resist cold 10, electricity 10, fire 10; SR 18 Fort +13, Ref +6, Will +10 Speed 50 ft. (10 squares) Melee tongue +19 (1d6+8 plus paralysis) or/and bite +16 (3d6+4) Space 10 ft.; Reach 10 ft. (25 ft. with tongue) Base Atk +11; Grp +23 Special Actions Improved Grab, paralysis, spell-like abilities, summon yugoloth Spell-Like Abilities (CL 5th): Cause fear (DC 12), desecrate, detect good, detect magic Abilities Str 27, Dex 9, Con 23, Int 5, Wis 17, Cha 12 Feats Improved Initiative, Multiattack, Track, Weapon Focus (tongue) Skills Climb +10, Hide +0, Intimidate +15, Jump +30, Listen +17, Move Silently +4, Spot +17 Improved Grab (Ex): To use this ability, a canoloth must hit with its tongue attack. It can pull a grabbed an opponent of large or smaller size into its mouth in the same round and make a bite attack. The canoloth can establish a hold with a successful attack even if the victim isn’t paralyzed. Paralysis (Ex): Those hit by a canoloth’s tongue attack must succeed on a DC 21 Fortitude save or be paralyzed for 1d6+2 minutes. The save is Constitution-based. Blindsight (Ex): Canoloths can ascertain all foes within 40 ft. as a sighted creature would. Beyond that range, they treat all targets as having total concealment. Canoloths are susceptible to sound and scent-based attacks, and are affected normally by loud noises and sound-based spells and by overpowering odors. Negating a canoloth’s sense of smell and hearing reduces this ability to normal Blind-Fight (as the feat). If both senses are negated, the canoloth is effectively blinded. D R E ADF U L L AS HE R CR 8 NE Huge Outsider (evil, extraplanar, yugoloth) Init +5; Senses Blind, Blindsense 120 ft., Listen +19 Languages Abyssal, Infernal; telepathy 100 ft AC 19, touch 9, flat-footed 18 (-2 size, +1 Dex, +10 natural) hp 123 (13 HD) DR 10/good Immune Poison, acid, fire, gaze attacks, illusions and visual effects Resist Cold 10, electricity 10; SR 20 Fort +13, Ref +9, Will +7 Speed 30 ft. (6 squares), climb 20 ft. Melee 4 piercing tentacles +22 each (1d8+11) and 2 claws +21 each(1d8+5) Space 15 ft.; Reach 15 ft. (30 ft. with tentacles) Base Atk +13; Grp +36 Atk Options aligned strike (evil), Rend 3d6+16 Abilities Str 32, Dex 13, Con 21, Int 5, Wis 8, Cha 7 SQ Scentless, yugoloth traits Feats Combat Reflexes, Improved Initiative, Improved Natural Armor, Multiattack, Weapon Focus (claws) Skills Climb +35, Listen +19, Move Silently +17, Sense Motive +16, Survival +15 Rend (Ex) A dreadful lasher that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d8+16 points of damage. Scentless (Ex) A dreadful lasher exudes no natural smell and is usually undetectable by scent. A dreadful lasher that has been in combat within the past hour stinks of the blood of its foes so it can be detected by scent but only at half the normal range. Description This hulking creature waddles toward you on stubby legs. Its enormous arms end in vicious claws. Its armored face has no eyes and ropelike tentacles constantly shoot out from its arms and back. Jagged teeth gnash in its eyeless, domed head. Source MM IV pg 193. GRM7-IN4 By Right of Conquest Page 45 APPENDIX 5 – APL 10 ENCOUNTER 2 M E Z Z O L O T H C AV ALRY CR 8 NE Medium Outsider (Evil, Extraplanar, Yugoloth) Init +5; Senses Listen +18, Spot +18 Languages Abyssal, Draconic, and Infernal, Telepathy 100ft. AC 21, touch 13, flat-footed 20 (+1 Dex, +2 heavy steel shield, +8 natural) hp 157 (15 HD; DR 10/good Immune acid, poison Resist cold 10, fire 10, electricity 10; SR 22 Fort +15, Ref +10, Will +9 Speed 40 ft. (8 squares); Melee +1 lance +20/+15/+10 (1d8+5/ x3) or 2 claws + 18 (1d4+3) Ranged longbow +17/+12/+7 (1d8+4/x3) Space 5 ft.; Reach 5 ft. (10 ft with lance) Base Atk +15; Grp +18 Atk Options Power Attack, Ride by Attack, Spirited Charge Special Actions Spell-like abilities, summon yugoloth Spell-Like Abilities (CL 10th): At will – cause fear (DC 13), darkness, desecrate, produce flame, see invisibility; 2/day –cloudkill (DC 17), dispel magic (+10 dispel check) Abilities Str 16, Dex 12, Con 22, Int 7, Wis 10, Cha 14 SQ Summon yugoloth Feats Improved Initiative, Mounted Combat, Power Attack, Ride by Attack, Spirited Charge, Weapon Focus (lance) Skills Hide +16, Intimidate +15, Knowledge (the planes) +11, Listen +18, Move Silently +12, Ride +10, Spot +18 Possessions +1 lance, +1 composite longbow (+3 STR), heavy steel shield Summon Yugoloth (Ex): Once per day, a mezzoloth can attempt to summon another mezzoloth with a 40% chance of success. Telepathy (Su): Mezzoloths can communicate telepathically with any creature within 100 feet that has a language. Description This six-limbed insectoid horror stares ahead unblinkingly through glowing red eyes. It wears the uniform of the New Gran March Army. It is wielding a lance in two of its claws, and a longbow in the other two.. It is riding a large canoloth. MMII page 201. C ANO L O T H ( ADV AN C E D) CR 8 NE Large outsider (evil, extraplanar, yugoloth) Init +3; Senses Blindsight 40 ft.; Listen +12, Spot +12 Languages Infernal, Abyssal, telepathy 100 ft. AC 18, touch 8, flat-footed 18 (-1 size, -1 Dex, +10 natural) hp 115 (11 HD); DR 5/good Immune visual effects, gaze attacks, sight-base illusions, poison, acid. Resist cold 10, electricity 10, fire 10; SR 18 Fort +13, Ref +6, Will +10 Speed 50 ft. (10 squares) Melee tongue +19 (1d6+8 plus paralysis) or/and bite +16 (3d6+4) Space 10 ft.; Reach 10 ft. (25 ft. with tongue) Base Atk +11; Grp +23 Special Actions Improved Grab, paralysis, spell-like abilities, summon yugoloth Spell-Like Abilities (CL 5th): Cause fear (DC 12), desecrate, detect good, detect magic Abilities Str 27, Dex 9, Con 23, Int 5, Wis 17, Cha 12 Feats Improved Initiative, Multiattack, Track, Weapon Focus (tongue) Skills Climb +10, Hide +0, Intimidate +15, Jump +30, Listen +17, Move Silently +4, Spot +17 Improved Grab (Ex): To use this ability, a canoloth must hit with its tongue attack. It can pull a grabbed an opponent of large or smaller size into its mouth in the same round and make a bite attack. The canoloth can establish a hold with a successful attack even if the victim isn’t paralyzed. Paralysis (Ex): Those hit by a canoloth’s tongue attack must succeed on a DC 21 Fortitude save or be paralyzed for 1d6+2 minutes. The save is Constitution-based. Blindsight (Ex): Canoloths can ascertain all foes within 40 ft. as a sighted creature would. Beyond that range, they treat all targets as having total concealment. Canoloths are susceptible to sound and scent-based attacks, and are affected normally by loud noises and sound-based spells and by overpowering odors. Negating a canoloth’s sense of smell and hearing reduces this ability to normal Blind-Fight (as the feat). If both senses are negated, the canoloth is effectively blinded. M E Z Z O L O T H P I KE M AN CR 6 NE Medium Outsider (Evil, Extraplanar, Yugoloth) Init +5; Senses Listen +13, Spot +13 Languages Abyssal, Draconic, and Infernal, Telepathy 100ft. AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural) hp 95 (10 HD; DR 10/good Immune acid, poison Resist cold 10, fire 10, electricity 10; SR 22 Fort +12, Ref +8, Will +7 Speed 40 ft. (8 squares); GRM7-IN4 By Right of Conquest Page 46 Melee +1 longspear +15/+10 (1d8+5/19-20 x3) or 2 claws + 13 (1d4+3) Ranged longbow +12/+7 (1d8+4/x3) Space 5 ft.; Reach 5 ft. (10 ft with longspear) Base Atk +10; Grp +13 Atk Options Power Attack Special Actions Spell-like abilities, summon yugoloth Spell-Like Abilities (CL 10th): At will – cause fear (DC 13), darkness, desecrate, produce flame, see invisibility; 2/day –cloudkill (DC 17), dispel magic (+10 dispel check) Abilities Str 16, Dex 12, Con 21, Int 7, Wis 10, Cha 14 SQ Summon yugoloth Feats Improved Critical (longspear), Improved Initiative, Power Attack, Weapon Focus (longspear) Skills Hide +12, Intimidate +15, Knowledge (the planes) +11, Listen +13, Move Silently +12, Spot +13 Possessions +1 longspear, +1 composite longbow (+3 STR), heavy steel shield Summon Yugoloth (Ex): Once per day, a mezzoloth can attempt to summon another mezzoloth with a 40% chance of success. Telepathy (Su): Mezzoloths can communicate telepathically with any creature within 100 feet that has a language. Description This six-limbed insectoid horror stares ahead unblinkingly through glowing red eyes. It wears the uniform of the New Gran March Army. It is wielding a longspear in two of its claws, and a longbow in the other two.. MMII page 201. W I G HT ( ADV AN C E D) CR 4 LE Medium undead Init +1; Senses darkvision 60 ft. Listen +15, Spot +15 Languages Flan AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural) hp 52 (8 HD) Fort +4, Ref +3, Will +8 Speed 30 ft. (6 squares) Melee slam +5 (1d4+1 plus energy drain) Space 5 ft.; Reach 5 ft. Base Atk +4; Grp +5 Attack Options Blind-Fight Special Actions Create Spawn, energy drain Abilities Str 12, Dex 12, Con --, Int 11, Wis 14, Cha 15 SQ undead traits Feats Alertness, Blind-Fight, Great Fortitude Skills Hide +12, Listen +15, Move Silently +20, Spot +15 Create Spawn (Su): Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. Energy Drain (Su): Living creatures hit by a wight’s slam attack gain one negative level. The DC is 16 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 5 temporary hit points. ENCOUNTER 3 Y AG N O L O T H C AP TAI N CR 10 NE Large outsider (evil, extraplanar, yugoloth) Init +2; Senses Listen +15, Spot +15 Languages Abyssal, Infernal, Common, telepathy 100ft. AC 23, touch 13, flat-footed 21 (-1 size, +2 Dex, +2 deflection, +10 natural) hp 85 (10 HD); DR 15/good Immune acid, poison Resist cold 10, electricity 10, fire 10; SR 25 Fort +14 Ref +12, Will +12 Speed 50 ft. (10 squares) Melee greatsword +9/+4 (2d6/19-20) and claw +20 (1d6+10 plus stunning blow) Space 10 ft.; Reach 10 ft. Base Atk +10; Grp +24 Atk Options Cleave, Great Cleave, power Attack Special Actions Breath Weapon, energy drain, shocking grasp, stunning blow Abilities Str 30, Dex 14, Con 19, Int 15, Wis 15, Cha 16 SQ muscular arm Feats Cleave, Great Cleave, Power Attack, Weapon Focus (claw) Skills Bluff +16, Climb +23, Concentration +17, Diplomacy +20, Intimidate +18, Jump +31, Knowledge (The Planes) +15, Listen +15, Sense Motive +15, Spot +15Possessions +2 ring of protection, +3 cloak of resistance Breath Weapon (Su): As a standard action, a yagnoloth can exhale a cloud of acid every 1d4 rounds. This cloud affects a single 5 ft. cone for one round. A character in that space must make a reflex save DC 19. Failure means the character takes 2d6 points of acid damage and is stunned for an equal number of rounds. Energy Drain (Su): The truly horrific power of the yagnoloth is its ability to drain life force. The victim must be unconscious or stunned. The yagnoloth places its head against the victim’s flesh. For each full round the yagnoloth remains in contact, the victim gains 1d4 negative levels. The Fortitude save to remove the negative levels is 18. Shocking Grasp (Sp): A yagnoloth can use this ability three times per day, causing 1d8+10 points of electricity damage each time. Caster level 10th. Stunning Blow (Ex): Any character struck by a yagnoloth’s massive arm must make a Fortitude save DC 25 to avoid being stunned for a number of rounds equal to the points of damage dealt by the blow. Muscular Arm (Ex): A yagnoloth’s larger arm functions as a primary natural weapon, even when it is used to make second attacks. This ability negates any secondary attack penalty and allows the yagnoloth its GRM7-IN4 By Right of Conquest Page 47 full Strength bonus with its claw, whether the attack is primary or secondary. Description A 12 ft. tall humanoid with red scaly hide and a small, skeletal head with ears that resemble a bat’s wings. One of it’s arms is enormous, nearly dragging the ground and massively muscled. The other arm is small, almost human-sized, but wields a greatsword with ease. He wears a splendid tabard of the Knights Vigilant. Sources Monster Manual II pg 204 M E Z Z O L O T H P I KE M AN CR 6 NE Medium Outsider (Evil, Extraplanar, Yugoloth) Init +5; Senses Listen +13, Spot +13 Languages Abyssal, Draconic, and Infernal, Telepathy 100ft. AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural) hp 95 (10 HD; DR 10/good Immune acid, poison Resist cold 10, fire 10, electricity 10; SR 22 Fort +12, Ref +8, Will +7 Speed 40 ft. (8 squares); Melee +1 longspear +15/+10 (1d8+5/19-20 x3) or 2 claws + 13 (1d4+3) Ranged longbow +12/+7 (1d8+4/x3) Space 5 ft.; Reach 5 ft. (10 ft with longspear) Base Atk +10; Grp +13 Atk Options Power Attack Special Actions Spell-like abilities, summon yugoloth Spell-Like Abilities (CL 10th): At will – cause fear (DC 13), darkness, desecrate, produce flame, see invisibility; 2/day –cloudkill (DC 17), dispel magic (+10 dispel check) Abilities Str 16, Dex 12, Con 21, Int 7, Wis 10, Cha 14 SQ Summon yugoloth Feats Improved Critical (longspear), Improved Initiative, Power Attack, Weapon Focus (longspear) Skills Hide +12, Intimidate +15, Knowledge (the planes) +11, Listen +13, Move Silently +12, Spot +13 Possessions +1 longspear, +1 composite longbow (+3 STR), heavy steel shield Summon Yugoloth (Ex): Once per day, a mezzoloth can attempt to summon another mezzoloth with a 40% chance of success. Telepathy (Su): Mezzoloths can communicate telepathically with any creature within 100 feet that has a language. Description This six-limbed insectoid horror stares ahead unblinkingly through glowing red eyes. It wears the uniform of the New Gran March Army. It is wielding a longspear in two of its claws, and a longbow in the other two.. MMII page 201. H U L K I N G C O R P S E (H I LL G I ANT) CR 9 CE Large undead Init +0; Senses darkvision 60 ft. Listen +1, Spot +1 AC 21, touch 9, flat-footed 21 (-1 size, +12 natural) hp 150 (20 HD); DR 5/bludgeoning and magic Immune mind-effecting spells and abilities Fort +6, Ref +6, Will +13 Speed 30 ft. (6 squares) Melee bite +17 (2d6+8) and 2 claws +12 (1d6+4) Space 10 ft.; Reach 10 ft. Base Atk +10; Grp +20 Atk Options Power Attack Special Actions Improved grab, rend Abilities Str 26, Dex 10, Con --, Int --, Wis 12, Cha 8 SQ undead traits Feats Improved Toughness, Power Attack Skills -- Improved Grab (Ex): To use this ability, a hulking corpse must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Mindless (Ex): Hulking Corpses are mindless, having no intelligence score, so they do not have any skills. A hulking corpse is immune to all mind-affecting spells and abilities. Rend (Ex): A hulking corpse that wins a grapple check after a successful claw attack establishes a hold, latching onto the opponent’s body and tearing the flesh. This attack deals an extra 3d6+12 points of damage. Description A dreadful hill giant corpse, resembling a zombie, but moving with speed that belies its undead state. Libris Mortis pg. 110. ENCOUNTER 4 N Y C ALO T H CR10 NE Large outsider (Evil, Extraplanar, Yugoloth) Init +2; Senses Listen +19, Spot +19 Languages Abyssal, Draconic and Infernal, telepathy 100 ft. AC 25, touch 13, flat-footed 23 (-1 size, +2 Dex, +2 deflection, +12 natural) hp 161 (14d8 HD); DR 10/good Immune acid, poison Resist cold 10, fire 10, electricity 10; SR 24 Fort +16, Ref +11, Will +11 Speed 40 ft. (8 squares), fly 90 ft. (good) Melee greataxe +21/+16/+11 (3d6+9/x3) and 2 claws +13 (1d6+2 plus bleeding wounds) or 4 claws +18 (1d6+5 plus bleeding wounds) Space 10 ft.; Reach 10 ft. Base Atk +14; Grp +23 Atk Options Cleave, Flyby Attack, Power Attack, Bleeding wounds, rake, improved grab, lift-off, summon yugoloth Special Actions Summon yugoloth Spell-Like Abilities (CL 14th): GRM7-IN4 By Right of Conquest Page 48 At will – deeper darkness, desecrate, fear (DC 17), invisibility, mirror image, see invisibility, greater teleport (self plus 50 pounds of objects only) Abilities Str 20, Dex 14, Con 25, Int 13, Wis 10, Cha 16 SQ Feats Alertness, Cleave, Flyby Attack, Iron Will, Mobility(B), Power Attack, Weapon Focus (greataxe) Skills Bluff +13, Concentration +17, Diplomacy +13, Hide +8, Intimidate +24, Jump +19, Knowledge (arcana) +11, Knowledge (the planes) +11, Listen +19, Move Silently +12, Search +11, Sense Motive +10, Spellcraft +11, Spot +19 Possessions +2 greataxe, +2 ring of protection Bleeding Wounds (Ex): A wound from a nycaloth’s claw attack continues to bleed after the injury was inflicted. Each wound bleeds for 1 point of damage per round thereafter. Multiple claw wounds result in cumulative bleeding loss (two wounds deal 2 points of damage per round, and so on). The bleeding can be stopped only by a successful DC 15 Heal check or the application or any cure spell or other healing spell (heal, mass heal, and so on). Improved Grab (Ex): To use this ability, a nycaloth must hit with two claw attacks. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can attempt to either deal damage with its claws, rake the grappled target (see below), or use its liftoff ability (see below). Liftoff (Ex): A nycaloth can only use this ability when airborne. A nycaloth that gets a hold on a non-flying opponent of Medium or smaller size can ascend with the grappled creature. When carrying a medium load (a creature weighing between 267 and 532 pounds), the nycaloth’s fly speed drops to 60 feet and it takes a -3 penalty on Hide and Move Silently checks; these penalties worsen to -6 with a heavy load (a creature weighing between 533 and 800 pounds). A nycaloth can’t carry a load of more than 800 pounds. Rake (Ex): Attack bonus +18, damage 1d6+2. A nycaloth that gets a hold can make two rake attacks with its hind legs. Summon Yugoloth (Ex): Once per day, a nycaloth can attempt to summon another nycaloth or 1d3 mezzoloth with a 30% chance of success. Description Though large and obviously powerful, this winged green creature still evokes a sense of speed and agility. Its dog-shaped head turns quickly from side to side, almost like a bird’s. The claws on the ends of its powerful fingers look like more than a match for all but the best of armors. Sources MM III page 201 M E Z Z O L O T H P I KE M AN CR 6 NE Medium Outsider (Evil, Extraplanar, Yugoloth) Init +5; Senses Listen +13, Spot +13 Languages Abyssal, Draconic, and Infernal, Telepathy 100ft. AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural) hp 95 (10 HD; DR 10/good Immune acid, poison Resist cold 10, fire 10, electricity 10; SR 22 Fort +12, Ref +8, Will +7 Speed 40 ft. (8 squares); Melee longspear +15/+10 (1d8+5/19-20 x3) or 2 claws + 13 (1d4+3) Ranged longbow +12/+7 (1d8+4/x3) Space 5 ft.; Reach 5 ft. (10 ft with longspear) Base Atk +10; Grp +13 Atk Options Power Attack Special Actions Spell-like abilities, summon yugoloth Spell-Like Abilities (CL 10th): At will – cause fear (DC 13), darkness, desecrate, produce flame, see invisibility; 2/day –cloudkill (DC 17), dispel magic (+10 dispel check) Abilities Str 16, Dex 12, Con 21, Int 7, Wis 10, Cha 14 SQ Summon yugoloth Feats Improved Critical (longspear), Improved Initiative, Power Attack, Weapon Focus (longspear) Skills Hide +12, Intimidate +15, Knowledge (the planes) +11, Listen +13, Move Silently +12, Spot +13 Possessions +1 longspear, +1 composite longbow (+3 STR), heavy steel shield Summon Yugoloth (Ex): Once per day, a mezzoloth can attempt to summon another mezzoloth with a 40% chance of success. Telepathy (Su): Mezzoloths can communicate telepathically with any creature within 100 feet that has a language. Description This six-limbed insectoid horror stares ahead unblinkingly through glowing red eyes. It wears the uniform of the New Gran March Army. It is wielding a longspear in two of its claws, and a longbow in the other two.. MMII page 201. M E Z Z O L O T H AR C H E R S CR 6 NE Medium Outsider (Evil, Extraplanar, Yugoloth) Init +6; Senses Listen +13, Spot +13 Languages Abyssal, Draconic, and Infernal, Telepathy 100ft. AC 20, touch 12, flat-footed 18 (+2 Dex, +8 natural) hp 95 (10 HD; DR 10/good Immune acid, poison Resist cold 10, fire 10, electricity 10; SR 22 Fort +12, Ref +9, Will +7 Speed 40 ft. (8 squares); Melee +1 longspear +14/+9 (1d8+5/x3) or 2 claws + 13 (1d4+3) Ranged longbow +11/+11/+6 (1d8+4/x3) Space 5 ft.; Reach 5 ft. (10 ft with longspear) Base Atk +10; Grp +13 Atk Options Power Attack, Rapid Shot Special Actions Spell-like abilities, summon yugoloth Spell-Like Abilities (CL 10th): GRM7-IN4 By Right of Conquest Page 49 At will – cause fear (DC 13), darkness, desecrate, produce flame, see invisibility; 2/day –cloudkill (DC 17), dispel magic (+10 dispel check) Abilities Str 16, Dex 14, Con 21, Int 7, Wis 10, Cha 14 SQ Summon yugoloth Feats Improved Initiative, Point Blank Shot, Power Attack, Rapid Shot Skills Hide +12, Intimidate +15, Knowledge (the planes) +11, Listen +13, Move Silently +12, Spot +13 Possessions MW longspear, +1 composite longbow (+3 STR), gloves of dexterity +2, heavy steel shield Summon Yugoloth (Ex): Once per day, a mezzoloth can attempt to summon another mezzoloth with a 40% chance of success. Telepathy (Su): Mezzoloths can communicate telepathically with any creature within 100 feet that has a language. Description This six-limbed insectoid horror stares ahead unblinkingly through glowing red eyes. It wears the uniform of the New Gran March Army. It is wielding a longspear in two of its claws, and a longbow in the other two.. MMII page 201. ENCOUNTER 5 H ALF- F I E N D ( M E Z Z O L O T H/ H I L L G I ANT) CR 10 NE Large outsider (evil, extraplanar, yugoloth) Init +0; Senses darkvision 60ft., low-light vision, Listen +3, Spot +6 Languages Common, Giant AC 25, touch 9, flat-footed 25 (-1 size, +5 rhino hide armor, +11 natural) hp 162 (12 HD) DR 10/magic Immune poison Resist acid 10, cold 10, electricity 10, fire 10; SR 23 Fort +17, Ref +5, Will +5 Speed 30 ft. (in breastplate), base 40 ft. (8 squares) Melee Greatclub +20/+15 (2d8+16 plus 2d6 on charges) or 2 slams +18 (1d4+10) or 2 claws +18 (1d6+10) Ranged Rock +8 (2d6+10) Space 10 ft.; Reach 10 ft. Base Atk +9; Grp +23 Atk Options Cleave, Improved Bull Rush, Power Attack, spell-like abilities Spell-Like Abilities (CL 9th): cause fear 3/day, darkness 3/day, desecrate 1/day, see invisibility 3/day, dispel magic 1/day, cloudkill 1/day Abilities Str 31, Dex 10, Con 27, Int 4, Wis 10, Cha 9 Feats Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Weapon Focus (greatclub), Improved Toughness Skills Climb +10, Jump +10, Listen +3, Spot +6 Possessions large +1 greatclub, +2 rhino hide armor, 5 javelins, cloak of resistance +1 Description These brutes were dull-witted and loathsome even as giants. The transformation into half-mezzoloth reduced the limited intellect of these monsters to nearly animal, while leaving just enough wits to recall the joy of killing Tyv. HALF- M E Z Z O L O T H O G R E F TR1 CR 5 CE Large Outsider (evil, extraplanar, yugoloth) Init +0; Senses darkvision 60 ft., low-light vision, scent, Listen +2, Spot +2 Languages Giant AC 23, touch 9, flat-footed 22 (-1 size, +7 half-plate armor, +7 natural) hp 57 (5 HD); DR 5/good Immune poison Resist acid 10, cold 10, electricity 10, fire 10; SR 15 Fort +12, Ref +1, Will +1 Speed 30 ft. (in half-plate armor), base 40 ft. (8 squares) Melee Greatclub +13 (2d8+13) or 2 claws +11 (1d6+8) Ranged Javelin +3 (1d8+8) Space 10 ft.; Reach 10 ft. Base Atk +4; Grp +16 Atk Options Power Attack, spell-like abilities, smite good (+5) Spell-Like Abilities (CL 5th): cause fear 3/day, darkness 3/day, desecrate 1/day Abilities Str 27, Dex 10, Con 23, Int 4, Wis 10, Cha 9 Feats Toughness, Weapon Focus (greatclub), Power Attack Skills Climb +8, Listen +2, Spot +2 Possessions +1 greatclub, half-plate armor, 5 javelins Description This giant’s heavy, blunt features are further twisted by heavy mandibles, multi-faceted eyes and random patches of dull, blackened carapace. His dull wits have been further eroded by his improvement, and now he functions at barely above animal intelligence. What little glimmer of intellect remains remembers only that he hates Tyv and all of their kind. They hurt him badly, cheering as he died. He will kill them all, furiously and bloodily. GRM7-IN4 By Right of Conquest Page 50 APPENDIX 6 – APL 12 ENCOUNTER 1 & 2 M O H R G ( ADV AN C E D) CR 9 CE, medium undead Init +9 Senses Listen +17, Spot +17 Languages Common, Flan AC 24, touch 15, flat-footed 19; Dodge, Mobility (+5 Dex, +9 natural) hp 130 (20 HD) Fort +8 Ref +13, Will +12 Speed 30 ft. (6 squares) Melee slam +16 (1d6+9) and tongue +16 touch (paralysis) Space 5 ft.; Reach 5 ft. Base Atk +10; Grp +16 Special Actions Improved Grab, paralyzing touch, create spawn Abilities Str 22, Dex 20, Con --, Int 11, Wis10, Cha 10 SQ undead traits Feats Alertness, Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Mobility, Stealthy Skills Climb +18, Hide +30, Listen +17, Move Silently +30, Spot +17, Swim +10 Improved Grab (Ex): To use this ability, a mohrg must hit a creature of its size or smaller with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Paralyzing Touch (Su): A mohrg lashes out with its tongue in combat. An opponent the tongue touches must succeed on a DC 20 Fortitude save or become paralyzed for 1d4 minutes. The save DC is Charisma- based. Create Spawn (Su): Creatures killed by a mohrg rise after 1d4 days as zombies under the morhg’s control. They do not possess any of the abilities they had in life. Description This creature looks like a gaunt, nearly skeletal corpse, its rib cage filled with horrid, writing viscera. The creature’s tongue is its most noteworthy feature – long, cartilaginous, and clawed. Sources Monster manual pg 189 ENCOUNTER 2 M E Z Z O L O T H C AV ALRY CR10 NE Medium Outsider (Evil, Extraplanar, Yugoloth) Init +5; Senses Listen +21, Spot +21 Languages Abyssal, Draconic, and Infernal, Telepathy 100ft. AC 23, touch 13, flat-footed 22 (+1 Dex, +2 heavy steel shield, +10 natural) hp 171 (18 HD; DR 10/good Immune acid, poison Resist cold 10, fire 10, electricity 10; SR 22 Fort +16, Ref +12, Will +11 Speed 40 ft. (8 squares); Melee +1 lance +24/+19/+14/+9 (1d8+7/19-20 x3) or 2 claws + 22 (1d4+4) Ranged longbow +20/+15/+10/+5 (1d8+4/x3) Space 5 ft.; Reach 5 ft. (10 ft with lance) Base Atk +18; Grp +22 Atk Options Power Attack, Ride by Attack, Spirited Charge Special Actions Spell-like abilities, summon yugoloth Spell-Like Abilities (CL 10th): At will – cause fear (DC 13), darkness, desecrate, produce flame, see invisibility; 2/day –cloudkill (DC 17), dispel magic (+10 dispel check) Abilities Str 18, Dex 12, Con 21, Int 7, Wis 10, Cha 14 SQ Summon yugoloth Feats Improved Critical (lance), Improved Initiative, Mounted Combat, Power Attack, Ride by Attack, Spirited Charge, Weapon Focus (lance) Skills Hide +18, Intimidate +23, Knowledge (the planes) +11, Listen +21, Move Silently +14, Ride +11, Spot +21 Possessions +1 lance, +1 composite longbow (+3 STR), heavy steel shield, amulet of natural armor +2 Summon Yugoloth (Ex): Once per day, a mezzoloth can attempt to summon another mezzoloth with a 40% chance of success. Telepathy (Su): Mezzoloths can communicate telepathically with any creature within 100 feet that has a language. Description This six-limbed insectoid horror stares ahead unblinkingly through glowing red eyes. It wears the uniform of the New Gran March Army. It is wielding a lance in two of its claws, and a longbow in the other two.. It is riding a large canoloth. MMII page 201. C ANO L O T H ( ADV AN C E D) CR 8 NE Large outsider (evil, extraplanar, yugoloth) Init +3; Senses Blindsight 40 ft.; Listen +12, Spot +12 Languages infernal, abyssal, telepathy 100 ft. AC 18, touch 8, flat-footed 18 (-1 size, -1 Dex, +10 natural) hp 115 (11 HD); DR 5/good Immune visual effects, gaze attacks, sight-base illusions, poison, acid. Resist cold 10, electricity 10, fire 10; SR 18 Fort +13, Ref +6, Will +10 Speed 50 ft. (10 squares) Melee tongue +19 (1d6+8 plus paralysis) or/and bite +16 (3d6+4) Space 10 ft.; Reach 10 ft. (25 ft. with tongue) Base Atk +11; Grp +23 GRM7-IN4 By Right of Conquest Page 51 Special Actions Improved Grab, paralysis, spell-like abilities, summon yugoloth Spell-Like Abilities (CL 5th): Cause fear (DC 12), desecrate, detect good, detect magic Abilities Str 27, Dex 9, Con 23, Int 5, Wis 17, Cha 12 Feats Improved Initiative, Multiattack, Track, Weapon Focus (tongue) Skills Climb +10, Hide +0, Intimidate +15, Jump +30, Listen +17, Move Silently +4, Spot +17 Improved Grab (Ex): To use this ability, a canoloth must hit with its tongue attack. It can pull a grabbed an opponent of large or smaller size into its mouth in the same round and make a bite attack. The canoloth can establish a hold with a successful attack even if the victim isn’t paralyzed. Paralysis (Ex): Those hit by a canoloth’s tongue attack must succeed on a DC 21 Fortitude save or be paralyzed for 1d6+2 minutes. The save is Constitution-based. Blindsight (Ex): Canoloths can ascertain all foes within 40 ft. as a sighted creature would. Beyond that range, they treat all targets as having total concealment. Canoloths are susceptible to sound and scent-based attacks, and are affected normally by loud noises and sound-based spells and by overpowering odors. Negating a canoloth’s sense of smell and hearing reduces this ability to normal Blind-Fight (as the feat). If both senses are negated, the canoloth is effectively blinded. M E Z Z O L O T H P I KE M AN CR 6 NE Medium Outsider (Evil, Extraplanar, Yugoloth) Init +5; Senses Listen +13, Spot +13 Languages Abyssal, Draconic, and Infernal, Telepathy 100ft. AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural) hp 95 (10 HD; DR 10/good Immune acid, poison Resist cold 10, fire 10, electricity 10; SR 22 Fort +12, Ref +8, Will +7 Speed 40 ft. (8 squares); Melee +1 longspear +15/+10 (1d8+5/19-20 x3) or 2 claws + 13 (1d4+3) Ranged longbow +12/+7 (1d8+4/x3) Space 5 ft.; Reach 5 ft. (10 ft with longspear) Base Atk +10; Grp +13 Atk Options Power Attack Special Actions Spell-like abilities, summon yugoloth Spell-Like Abilities (CL 10th): At will – cause fear (DC 13), darkness, desecrate, produce flame, see invisibility; 2/day –cloudkill (DC 17), dispel magic (+10 dispel check) Abilities Str 16, Dex 12, Con 21, Int 7, Wis 10, Cha 14 SQ Summon yugoloth Feats Improved Critical (longspear), Improved Initiative, Power Attack, Weapon Focus (longspear) Skills Hide +12, Intimidate +15, Knowledge (the planes) +11, Listen +13, Move Silently +12, Spot +13 Possessions +1 longspear, +1 composite longbow (+3 STR), heavy steel shield Summon Yugoloth (Ex): Once per day, a mezzoloth can attempt to summon another mezzoloth with a 40% chance of success. Telepathy (Su): Mezzoloths can communicate telepathically with any creature within 100 feet that has a language. Description This six-limbed insectoid horror stares ahead unblinkingly through glowing red eyes. It wears the uniform of the New Gran March Army. It is wielding a longspear in two of its claws, and a longbow in the other two.. MMII page 201. W I G HT ( ADV AN C E D) CR 4 LE Medium undead Init +1; Senses darkvision 60 ft. Listen +15, Spot +15 Languages Flan AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural) hp 52 (8 HD) Fort +4, Ref +3, Will +8 Speed 30 ft. (6 squares) Melee slam +5 (1d4+1 plus energy drain) Space 5 ft.; Reach 5 ft. Base Atk +4; Grp +5 Attack Options Blind-Fight Special Actions Create Spawn, energy drain Abilities Str 12, Dex 12, Con --, Int 11, Wis 14, Cha 15 SQ undead traits Feats Alertness, Blind-Fight, Great Fortitude Skills Hide +12, Listen +15, Move Silently +20, Spot +15 Create Spawn (Su): Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. Energy Drain (Su): Living creatures hit by a wight’s slam attack gain one negative level. The DC is 16 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 5 temporary hit points. ENCOUNTER 3 Y AG N O L O T H C AP TAI N CR 11 NE Large outsider (evil, extraplanar, yugoloth) Init +2; Senses Listen +17, Spot +17 Languages Abyssal, Infernal, Common, telepathy 100ft. AC 24, touch 14, flat-footed 22 (-1 size, +2 Dex, +3 deflection, +10 natural) GRM7-IN4 By Right of Conquest Page 52 hp 126 (12 HD); DR 15/good Immune acid, poison Resist cold 10, electricity 10, fire 10; SR 25 Fort +16 Ref +13, Will +13 Speed 50 ft. (10 squares) Melee greatsword +11/+6/+1 (2d6/19-20) and claw +22 (1d6+10 plus stunning blow) Space 10 ft.; Reach 10 ft. Base Atk +12; Grp +26 Atk Options Cleave, Great Cleave, Power Attack Special Actions Breath Weapon, energy drain, shocking grasp, stunning blow Abilities Str 30, Dex 14, Con 20, Int 15, Wis 15, Cha 16 SQ muscular arm Feats Cleave, Great Cleave, Improved Toughness, Power Attack, Weapon Focus (claw) Skills Bluff +18, Climb +25, Concentration +20, Diplomacy +22, Intimidate +20, Jump +33, Knowledge (planar) +17, Listen +17, Sense Motive +17, Spot +17Possessions +3 ring of protection, +3 cloak of resistance Breath Weapon (Su): As a standard action, a yagnoloth can exhale a cloud of acid every 1d4 rounds. This cloud affects a single 5 ft. cone for one round. A character in that space must make a reflex save DC 19. Failure means the character takes 2d6 points of acid damage and is stunned for an equal number of rounds. Energy Drain (Su): The truly horrific power of the yagnoloth is its ability to drain life force. The victim must be unconscious or stunned. The yagnoloth places its head against the victim’s flesh. For each full round the yagnoloth remains in contact, the victim gains 1d4 negative levels. The Fortitude save to remove the negative levels is 18. Shocking Grasp (Sp): A yagnoloth can use this ability three times per day, causing 1d8+10 points of electricity damage each time. Caster level 10th. Stunning Blow (Ex): Any character struck by a yagnoloth’s massive arm must make a Fortitude save DC 25 to avoid being stunned for a number of rounds equal to the points of damage dealt by the blow. Muscular Arm (Ex): A yagnoloth’s larger arm functions as a primary natural weapon, even when it is used to make second attacks. This ability negates any secondary attack penalty and allows the yagnoloth its full Strength bonus with its claw, whether the attack is primary or secondary. Description A 12 ft. tall humanoid with red scaly hide and a small, skeletal head with ears that resemble a bat’s wings. One of it’s arms is enormous, nearly dragging the ground and massively muscled. The other arm is small, almost human-sized, but wields a greatsword with ease. He wears a splendid tabard of the Knights Vigilant. Sources Monster Manual II pg 204 M E Z Z O L O T H P I KE M AN CR 6 NE Medium Outsider (Evil, Extraplanar, Yugoloth) Init +5; Senses Listen +13, Spot +13 Languages Abyssal, Draconic, and Infernal, Telepathy 100ft. AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural) hp 95 (10 HD; DR 10/good Immune acid, poison Resist cold 10, fire 10, electricity 10; SR 22 Fort +12, Ref +8, Will +7 Speed 40 ft. (8 squares); Melee longspear +15/+10 (1d8+5/19-20 x3) or 2 claws + 13 (1d4+3) Ranged longbow +12/+7 (1d8+4/x3) Space 5 ft.; Reach 5 ft. (10 ft with longspear) Base Atk +10; Grp +13 Atk Options Power Attack Special Actions Spell-like abilities, summon yugoloth Spell-Like Abilities (CL 10th): At will – cause fear (DC 13), darkness, desecrate, produce flame, see invisibility; 2/day –cloudkill (DC 17), dispel magic (+10 dispel check) Abilities Str 16, Dex 12, Con 21, Int 7, Wis 10, Cha 14 SQ Summon yugoloth Feats Improved Critical (longspear), Improved Initiative, Power Attack, Weapon Focus (longspear) Skills Hide +12, Intimidate +15, Knowledge (the planes) +11, Listen +13, Move Silently +12, Spot +13 Possessions +1 longspear, +1 composite longbow (+3 STR), heavy steel shield Summon Yugoloth (Ex): Once per day, a mezzoloth can attempt to summon another mezzoloth with a 40% chance of success. Telepathy (Su): Mezzoloths can communicate telepathically with any creature within 100 feet that has a language. Description This six-limbed insectoid horror stares ahead unblinkingly through glowing red eyes. It wears the uniform of the New Gran March Army. It is wielding a longspear in two of its claws, and a longbow in the other two.. MMII page 201. H U L K I N G C O R P S E ( F I R E G I ANT) CR 11 CE Large undead Init +0; Senses darkvision 60 ft. Listen +1, Spot +1 AC 21, touch 9, flat-footed 21 (-1 size, +12 natural) hp 225 (30 HD); DR 5/bludgeoning and magic Immune mind-effecting spells and abilities Fort +10, Ref +10, Will +18 Speed 30 ft. (6 squares) Melee bite +22 (2d6+8) and 2 claws +17 (1d6+4) Space 10 ft.; Reach 10 ft. Base Atk +15; Grp +25 Atk Options Power Attack Special Actions Improved grab, rend Abilities Str 26, Dex 10, Con --, Int --, Wis 12, Cha 8 SQ undead traits GRM7-IN4 By Right of Conquest Page 53 Feats Improved Toughness, Power Attack Skills -- Improved Grab (Ex): To use this ability, a hulking corpse must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Mindless (Ex): Hulking Corpses are mindless, having no intelligence score, so they do not have any skills. A hulking corpse is immune to all mind-affecting spells and abilities. Rend (Ex): A hulking corpse that wins a grapple check after a successful claw attack establishes a hold, latching onto the opponent’s body and tearing the flesh. This attack deals an extra 3d6+12 points of damage. Description A dreadful fire giant corpse, resembling a zombie, but moving with speed that belies its undead state. Libris Mortis pg. 110 ENCOUNTER 4 N Y C ALO T H CR10 NE Large outsider (Evil, Extraplanar, Yugoloth) Init +2; Senses Listen +19, Spot +19 Languages Abyssal, Draconic and Infernal, telepathy 100 ft. AC 25, touch 13, flat-footed 23 (-1 size, +2 Dex, +2 deflection, +12 natural) hp 161 (14d8 HD); DR 10/good Immune acid, poison Resist cold 10, fire 10, electricity 10; SR 24 Fort +16, Ref +11, Will +11 Speed 40 ft. (8 squares), fly 90 ft. (good) Melee +2 greataxe +21/+16/+11 (3d6+9/x3) and 2 claws +13 (1d6+2 plus bleeding wounds) or 4 claws +18 (1d6+5 plus bleeding wounds) Space 10 ft.; Reach 10 ft. Base Atk +14; Grp +23 Atk Options Cleave, Flyby Attack, Power Attack, Bleeding wounds, rake, improved grab, lift-off, summon yugoloth Special Actions Summon yugoloth Spell-Like Abilities (CL 14th): At will – deeper darkness, desecrate, fear (DC 17), invisibility, mirror image, see invisibility, greater teleport (self plus 50 pounds of objects only) Abilities Str 20, Dex 14, Con 25, Int 13, Wis 10, Cha 16 SQ Feats Alertness, Cleave, Flyby Attack, Iron Will, Mobility(B), Power Attack, Weapon Focus (greataxe) Skills Bluff +13, Concentration +17, Diplomacy +13, Hide +8, Intimidate +24, Jump +19, Knowledge (arcana) +11, Knowledge (the planes) +11, Listen +19, Move Silently +12, Search +11, Sense Motive +10, Spellcraft +11, Spot +19 Possessions +2 greataxe, +2 ring of protection Bleeding Wounds (Ex): A wound from a nycaloth’s claw attack continues to bleed after the injury was inflicted. Each wound bleeds for 1 point of damage per round thereafter. Multiple claw wounds result in cumulative bleeding loss (two wounds deal 2 points of damage per round, and so on). The bleeding can be stopped only by a successful DC 15 Heal check or the application or any cure spell or other healing spell (heal, mass heal, and so on). Improved Grab (Ex): To use this ability, a nycaloth must hit with two claw attacks. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can attempt to either deal damage with its claws, rake the grappled target (see below), or use its liftoff ability (see below). Liftoff (Ex): A nycaloth can only use this ability when airborne. A nycaloth that gets a hold on a non-flying opponent of Medium or smaller size can ascend with the grappled creature. When carrying a medium load (a creature weighing between 267 and 532 pounds), the nycaloth’s fly speed drops to 60 feet and it takes a -3 penalty on Hide and Move Silently checks; these penalties worsen to -6 with a heavy load (a creature weighing between 533 and 800 pounds). A nycaloth can’t carry a load of more than 800 pounds. Rake (Ex): Attack bonus +18, damage 1d6+2. A nycaloth that gets a hold can make two rake attacks with its hind legs. Summon Yugoloth (Ex): Once per day, a nycaloth can attempt to summon another nycaloth or 1d3 mezzoloth with a 30% chance of success. Description Though large and obviously powerful, this winged green creature still evokes a sense of speed and agility. Its dog-shaped head turns quickly from side to side, almost like a bird’s. The claws on the ends of its powerful fingers look like more than a match for all but the best of armors. Sources MM III page 201 M E Z Z O L O T H P I KE M AN CR 8 NE Medium Outsider (Evil, Extraplanar, Yugoloth) Init +5; Senses Listen +18, Spot +18 Languages Abyssal, Draconic, and Infernal, Telepathy 100ft. AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural) hp 157 (15 HD; DR 10/good Immune acid, poison Resist cold 10, fire 10, electricity 10; SR 22 Fort +14, Ref +10, Will +9 Speed 40 ft. (8 squares); Melee longspear +21/+16/+11 (1d8+7/19-20 x3) or 2 claws + 19 (1d4+4) Ranged longbow +17/+12/+7 (1d8+5/x3) Space 5 ft.; Reach 5 ft. (10 ft with longspear) Base Atk +15; Grp +19 Atk Options Combat Reflexes, Power Attack Special Actions Spell-like abilities, summon yugoloth GRM7-IN4 By Right of Conquest Page 54 Spell-Like Abilities (CL 10th): At will – cause fear (DC 13), darkness, desecrate, produce flame, see invisibility; 2/day –cloudkill (DC 17), dispel magic (+10 dispel check) Abilities Str 18, Dex 13, Con 21, Int 7, Wis 10, Cha 14 SQ Summon yugoloth Feats Combat Reflexes, Improved Critical (longspear), Improved Initiative, Improved Toughness, Power Attack, Weapon Focus (longspear) Skills Hide +17, Intimidate +20, Knowledge (the planes) +16, Listen +18, Move Silently +17, Spot +18 Possessions +1 longspear, +1 composite longbow (+4 STR), heavy steel shield, gauntlets of ogre power Summon Yugoloth (Ex): Once per day, a mezzoloth can attempt to summon another mezzoloth with a 40% chance of success. Telepathy (Su): Mezzoloths can communicate telepathically with any creature within 100 feet that has a language. Description This six-limbed insectoid horror stares ahead unblinkingly through glowing red eyes. It wears the uniform of the New Gran March Army. It is wielding a longspear in two of its claws, and a longbow in the other two.. MMII page 201. M E Z Z O L O T H AR C H E R S CR 8 NE Medium Outsider (Evil, Extraplanar, Yugoloth) Init +6; Senses Listen +18, Spot +18 Languages Abyssal, Draconic, and Infernal, Telepathy 100ft. AC 20, touch 12, flat-footed 18 (+2 Dex, +8 natural) hp 142 (15 HD; DR 10/good Immune acid, poison Resist cold 10, fire 10, electricity 10; SR 22 Fort +14, Ref +11, Will +9 Speed 40 ft. (8 squares); Melee longspear +19/+14/+9 (1d8+5/x3) or 2 claws + 18 (1d4+3) Ranged longbow +17/+17/+12/+7 (1d8+4/x3) Space 5 ft.; Reach 5 ft. (10 ft with longspear) Base Atk +15; Grp +18 Atk Options Power Attack, Rapid Shot Special Actions Spell-like abilities, summon yugoloth Spell-Like Abilities (CL 10th): At will – cause fear (DC 13), darkness, desecrate, produce flame, see invisibility; 2/day –cloudkill (DC 17), dispel magic (+10 dispel check) �Already cast Abilities Str 16, Dex 15, Con 21, Int 7, Wis 10, Cha 14 SQ Summon yugoloth Feats Improved Initiative, Point Blank Shot, Power Attack, Precise Shot, Rapid Shot, Weapon Focus (longbow) Skills Hide +17, Intimidate +20, Knowledge (the planes) +16, Listen +18, Move Silently +17, Spot +18 Possessions MW longspear, +1 composite longbow (+3 STR), gloves of dexterity +2, heavy steel shield Summon Yugoloth (Ex): Once per day, a mezzoloth can attempt to summon another mezzoloth with a 40% chance of success. Telepathy (Su): Mezzoloths can communicate telepathically with any creature within 100 feet that has a language. Description This six-limbed insectoid horror stares ahead unblinkingly through glowing red eyes. It wears the uniform of the New Gran March Army. It is wielding a longspear in two of its claws, and a longbow in the other two.. MMII page 201. ENCOUNTER 5 H ALF–M E Z Z O L O T H F I RE G I ANT CR 13 LE Large outsider (evil, extraplanar, yugoloth) Init -1; Senses darkvision 60 ft. low-light vision, Listen +2, Spot +14 Languages Common, Giant AC 26, touch 9, flat-footed 26 (-1 size, +7 half-plate armor, +10 natural) hp 202 (15 HD) DR 10/magic Immune fire, poison Resist acid 10, cold 10, electricity 10; SR 25 Fort +14, Ref +4, Will +9 Weakness vulnerability to cold Speed 30 ft. (in half-plate armor), base 40 ft. (8 squares) Melee Greatsword +26/+21/+16 (3d6+23/19-20 plus 1d6 flaming) or 2 slams +25 (1d4+15) or 2 claws +25 (1d6+15) Ranged Rock +10 (2d6+15 plus 2d6 fire) Space 10 ft.; Reach 10 ft. Base Atk +11; Grp +30 Atk Options Cleave, Improved Overrun, Improved Sunder, Power Attack Spell-Like Abilities (CL 15th): cause fear 3/day, darkness 3/day, desecrate 1/day, see invisibility 3/day, dispel magic 1/day, cloudkill 1/day Abilities Str 41, Dex 11, Con 29, Int 12, Wis 14, Cha 13 Feats Cleave, Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Power Attack Skills Climb +9, Craft (weaponsmith) +6, Intimidate +6, Jump +9, Spot +14 Possessions +1 flaming greatsword, belt of giant strength +4, half-plate armor, bag lava rocks Rock Throwing (Ex): The range increment is 120 feet for a fire giant’s thrown rocks. H ALF- F I E N D ( M E Z Z O L O T H/ H I L L G I ANT) CR 10 NE Large outsider (evil, extraplanar, yugoloth) Init +0; Senses darkvision 60ft., low-light vision, Listen +3, Spot +6 Languages Common, Giant AC 25, touch 9, flat-footed 25 GRM7-IN4 By Right of Conquest Page 55 (-1 size, +5 rhino hide armor, +11 natural) hp 162 (12 HD) DR 10/magic Immune poison Resist acid 10, cold 10, electricity 10, fire 10; SR 23 Fort +17, Ref +5, Will +5 Speed 30 ft. (in breastplate), base 40 ft. (8 squares) Melee Greatclub +20/+15 (2d8+16 plus 2d6 on charges) or 2 slams +18 (1d4+10) or 2 claws +18 (1d6+10) Ranged Rock +8 (2d6+10) Space 10 ft.; Reach 10 ft. Base Atk +9; Grp +23 Atk Options Cleave, Improved Bull Rush, Power Attack, spell-like abilities Spell-Like Abilities (CL 9th): cause fear 3/day, darkness 3/day, desecrate 1/day, see invisibility 3/day, dispel magic 1/day, cloudkill 1/day Abilities Str 31, Dex 10, Con 27, Int 4, Wis 10, Cha 9 Feats Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Weapon Focus (greatclub), Improved Toughness Skills Climb +10, Jump +10, Listen +3, Spot +6. Possessions large +1 greatclub, +2 rhino hide armor, 5 javelins, cloak of resistance +1 Description These brutes were dull-witted and loathsome even as giants. The transformation into half-mezzoloth reduced the limited intellect of these monsters to nearly animal, while leaving just enough wits to recall the joy of killing Tyv. HALF- M E Z Z O L O T H O G R E F TR1 CR 5 CE Large Outsider (evil, extraplanar, yugoloth) Init +0; Senses darkvision 60 ft., low-light vision, scent, Listen +2, Spot +2 Languages Giant AC 23, touch 9, flat-footed 22 (-1 size, +7 half-plate armor, +7 natural) hp 57 (5 HD); DR 5/good Immune poison Resist acid 10, cold 10, electricity 10, fire 10; SR 15 Fort +12, Ref +1, Will +1 Speed 30 ft. (in half-plate armor), base 40 ft. (8 squares) Melee Greatclub +12 (2d8+12) or 2 claws +11 (1d6+8) Ranged Javelin +3 (1d8+8) Space 10 ft.; Reach 10 ft. Base Atk +4; Grp +16 Atk Options Power Attack, spell-like abilities, smite good (+5) Spell-Like Abilities (CL 5th): cause fear 3/day, darkness 3/day, desecrate 1/day Abilities Str 27, Dex 10, Con 23, Int 4, Wis 10, Cha 9 Feats Toughness, Weapon Focus (greatclub), Power Attack Skills Climb +8, Listen +2, Spot +2 Possessions greatclub, hide armor, 5 javelins Description This giant’s heavy, blunt features are further twisted by heavy mandibles, multi-faceted eyes and random patches of dull, blackened carapace. His dull wits have been further eroded by his improvement, and now he functions at barely above animal intelligence. What little glimmer of intellect remains remembers only that he hates Tyv and all of their kind. They hurt him badly, cheering as he died. He will kill them all, furiously and bloodily. GRM7-IN4 By Right of Conquest Page 56 APPENDIX 7 – APL 14 ENCOUNTER 1 & 2 M O H R G ( ADV AN C E D) CR 9 CE, medium undead Init +9 Senses Listen +17, Spot +17 Languages Common, Flan AC 24, touch 15, flat-footed 19; Dodge, Mobility (+5 Dex, +9 natural) hp 130 (20 HD) Fort +8 Ref +13, Will +12 Speed 30 ft. (6 squares) Melee slam +16 (1d6+9) and tongue +16 touch (paralysis) Space 5 ft.; Reach 5 ft. Base Atk +10; Grp +16 Special Actions Improved Grab, paralyzing touch, create spawn Abilities Str 22, Dex 20, Con --, Int 11, Wis10, Cha 10 SQ undead traits Feats Alertness, Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Mobility, Stealthy Skills Climb +18, Hide +30, Listen +17, Move Silently +30, Spot +17, Swim +10 Improved Grab (Ex): To use this ability, a mohrg must hit a creature of its size or smaller with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Paralyzing Touch (Su): A mohrg lashes out with its tongue in combat. An opponent the tongue touches must succeed on a DC 20 Fortitude save or become paralyzed for 1d4 minutes. The save DC is Charisma- based. Create Spawn (Su): Creatures killed by a mohrg rise after 1d4 days as zombies under the morhg’s control. They do not possess any of the abilities they had in life. Description This creature looks like a gaunt, nearly skeletal corpse, its rib cage filled with horrid, writing viscera. The creature’s tongue is its most noteworthy feature – long, cartilaginous, and clawed. Sources Monster manual pg 189 ENCOUNTER 2 M E Z Z O L O T H C AV ALRY CR10 NE Medium Outsider (Evil, Extraplanar, Yugoloth) Init +5; Senses Listen +21, Spot +21 Languages Abyssal, Draconic, and Infernal, Telepathy 100ft. AC 23, touch 13, flat-footed 22 (+1 Dex, +2 heavy steel shield, +10 natural) hp 171 (18 HD; DR 10/good Immune acid, poison Resist cold 10, fire 10, electricity 10; SR 22 Fort +16, Ref +12, Will +11 Speed 40 ft. (8 squares); Melee lance +24/+19/+14/+9 (1d8+6/19-20 x3) or 2 claws + 22 (1d4+4) Ranged longbow +20/+15/+10/+5 (1d8+4/x3) Space 5 ft.; Reach 5 ft. (10 ft with lance) Base Atk +18; Grp +22 Atk Options Power Attack, Ride by Attack, Spirited Charge Special Actions Spell-like abilities, summon yugoloth Spell-Like Abilities (CL 10th): At will – cause fear (DC 13), darkness, desecrate, produce flame, see invisibility; 2/day –cloudkill (DC 17), dispel magic (+10 dispel check) Abilities Str 18, Dex 12, Con 21, Int 7, Wis 10, Cha 14 SQ Summon yugoloth Feats Improved Critical (lance), Improved Initiative, Mounted Combat, Power Attack, Ride by Attack, Spirited Charge, Weapon Focus (lance) Skills Hide +18, Intimidate +23, Knowledge (the planes) +11, Listen +21, Move Silently +14, Ride +11, Spot +21 Possessions +1 lance, +1 composite longbow (+3 STR), heavy steel shield, amulet of natural armor +2 Summon Yugoloth (Ex): Once per day, a mezzoloth can attempt to summon another mezzoloth with a 40% chance of success. Telepathy (Su): Mezzoloths can communicate telepathically with any creature within 100 feet that has a language. Description This six-limbed insectoid horror stares ahead unblinkingly through glowing red eyes. It wears the uniform of the New Gran March Army. It is wielding a lance in two of its claws, and a longbow in the other two.. It is riding a large canoloth. MMII page 201. C ANO L O T H ( ADV AN C E D) CR 10 NE Large outsider (evil, extraplanar, yugoloth) Init +3; Senses Blindsight 40 ft.; Listen +12, Spot +12 Languages Infernal, Abyssal, telepathy 100 ft. AC 18, touch 8, flat-footed 18 (-1 size, -1 Dex, +10 natural) hp 187 (15 HD); DR 5/good Immune visual effects, gaze attacks, sight-base illusions, poison, acid. Resist cold 10, electricity 10, fire 10; SR 18 Fort +16, Ref +8, Will +12 Speed 50 ft. (10 squares) Melee tongue +24 (1d6+8 plus paralysis) or/and bite +21 (3d6+4/19-20) Space 10 ft.; Reach 10 ft. (25 ft. with tongue) Base Atk +15; Grp +28 Special Actions Improved Grab, paralysis, spell-like abilities, summon yugoloth GRM7-IN4 By Right of Conquest Page 57 Spell-Like Abilities (CL 5th): Cause fear (DC 12), desecrate, detect good, detect magic Abilities Str 28, Dex 9, Con 24, Int 5, Wis 17, Cha 12 Feats Improved Initiative, Multiattack, Track, Weapon Focus (tongue) Skills Climb +17, Hide +0, Intimidate +12, Jump +35, Listen +21, Move Silently +3, Spot +21 Improved Grab (Ex): To use this ability, a canoloth must hit with its tongue attack. It can pull a grabbed an opponent of large or smaller size into its mouth in the same round and make a bite attack. The canoloth can establish a hold with a successful attack even if the victim isn’t paralyzed. Paralysis (Ex): Those hit by a canoloth’s tongue attack must succeed on a DC 24 Fortitude save or be paralyzed for 1d6+2 minutes. The save is Constitution-based. Blindsight (Ex): Canoloths can ascertain all foes within 40 ft. as a sighted creature would. Beyond that range, they treat all targets as having total concealment. Canoloths are susceptible to sound and scent-based attacks, and are affected normally by loud noises and sound-based spells and by overpowering odors. Negating a canoloth’s sense of smell and hearing reduces this ability to normal Blind-Fight (as the feat). If both senses are negated, the canoloth is effectively blinded. M E Z Z O L O T H P I KE M AN CR 8 NE Medium Outsider (Evil, Extraplanar, Yugoloth) Init +5; Senses Listen +18, Spot +18 Languages Abyssal, Draconic, and Infernal, Telepathy 100ft. AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural) hp 157 (15 HD; DR 10/good Immune acid, poison Resist cold 10, fire 10, electricity 10; SR 22 Fort +14, Ref +10, Will +9 Speed 40 ft. (8 squares); Melee longspear +20/+15/+10 (1d8+5/19-20 x3) or 2 claws + 18 (1d4+3) Ranged longbow +17/+12/+7 (1d8+4/x3) Space 5 ft.; Reach 5 ft. (10 ft with longspear) Base Atk +15; Grp +18 Atk Options Combat Reflexes, Power Attack Special Actions Spell-like abilities, summon yugoloth Spell-Like Abilities (CL 10th): At will – cause fear (DC 13), darkness, desecrate, produce flame, see invisibility; 2/day –cloudkill (DC 17), dispel magic (+10 dispel check) Abilities Str 16, Dex 13, Con 21, Int 7, Wis 10, Cha 14 SQ Summon yugoloth Feats Combat Reflexes, Improved Critical (longspear), Improved Initiative, Improved Toughness, Power Attack, Weapon Focus (longspear) Skills Hide +17, Intimidate +20, Knowledge (the planes) +16, Listen +18, Move Silently +17, Spot +18 Possessions +1 longspear, +1 composite longbow (+3 STR), heavy steel shield Summon Yugoloth (Ex): Once per day, a mezzoloth can attempt to summon another mezzoloth with a 40% chance of success. Telepathy (Su): Mezzoloths can communicate telepathically with any creature within 100 feet that has a language. Description This six-limbed insectoid horror stares ahead unblinkingly through glowing red eyes. It wears the uniform of the New Gran March Army. It is wielding a longspear in two of its claws, and a longbow in the other two.. MMII page 201. W I G HT ( ADV AN C E D) CR 4 LE Medium undead Init +1; Senses darkvision 60 ft. Listen +15, Spot +15 Languages Flan AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural) hp 52 (8 HD) Fort +4, Ref +3, Will +8 Speed 30 ft. (6 squares) Melee slam +5 (1d4+1 plus energy drain) Space 5 ft.; Reach 5 ft. Base Atk +4; Grp +5 Attack Options Blind-Fight Special Actions Create Spawn, energy drain Abilities Str 12, Dex 12, Con --, Int 11, Wis 14, Cha 15 SQ undead traits Feats Alertness, Blind-Fight, Great Fortitude Skills Hide +12, Listen +15, Move Silently +20, Spot +15 Create Spawn (Su): Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. Energy Drain (Su): Living creatures hit by a wight’s slam attack gain one negative level. The DC is 16 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 5 temporary hit points. ENCOUNTER 3 Y AG N O L O T H C AP TAI N CR 13 NE Large outsider (evil, extraplanar, yugoloth) Init +2; Senses Listen +23, Spot +23 Languages Abyssal, Infernal, Common, telepathy 100ft. AC 31, touch 14, flat-footed 29 (-1 size, +2 Dex, +7 chain shirt, +3 deflection, +10 natural) hp 178 (17 HD); DR 15/good GRM7-IN4 By Right of Conquest Page 58 Immune acid, poison Resist cold 10, electricity 10, fire 10; SR 25 Fort +18 Ref +15, Will +16 Speed 50 ft. (10 squares) Melee greatsword +16/+11/+6/+1 (2d6/19-20) and claw +27 (1d6+10 plus stunning blow) Space 10 ft.; Reach 10 ft. Base Atk +17; Grp +31 Atk Options Cleave, Great Cleave, Power Attack Special Actions Breath Weapon, energy drain, shocking grasp, stunning blow Abilities Str 30, Dex 14, Con 20, Int 15, Wis 16, Cha 16 SQ muscular arm Feats Armor Proficiency (light), Cleave, Great Cleave, Improved Toughness, Power Attack, Weapon Focus (claw) Skills Bluff +23, Climb +30, Concentration +25, Diplomacy +27, Intimidate +25, Jump +38, Knowledge (The Planes) +22, Listen +23, Sense Motive +23, Spot +23Possessions +3 chain shirt, +3 cloak of resistance, +3 ring of protection Breath Weapon (Su): As a standard action, a yagnoloth can exhale a cloud of acid every 1d4 rounds. This cloud affects a single 5 ft. cone for one round. A character in that space must make a reflex save DC 19. Failure means the character takes 2d6 points of acid damage and is stunned for an equal number of rounds. Energy Drain (Su): The truly horrific power of the yagnoloth is its ability to drain life force. The victim must be unconscious or stunned. The yagnoloth places its head against the victim’s flesh. For each full round the yagnoloth remains in contact, the victim gains 1d4 negative levels. The Fortitude save to remove the negative levels is 18. Shocking Grasp (Sp): A yagnoloth can use this ability three times per day, causing 1d8+10 points of electricity damage each time. Caster level 10th. Stunning Blow (Ex): Any character struck by a yagnoloth’s massive arm must make a Fortitude save DC 25 to avoid being stunned for a number of rounds equal to the points of damage dealt by the blow. Muscular Arm (Ex): A yagnoloth’s larger arm functions as a primary natural weapon, even when it is used to make second attacks. This ability negates any secondary attack penalty and allows the yagnoloth its full Strength bonus with its claw, whether the attack is primary or secondary. Description A 12 ft. tall humanoid with red scaly hide and a small, skeletal head with ears that resemble a bat’s wings. One of it’s arms is enormous, nearly dragging the ground and massively muscled. The other arm is small, almost human-sized, but wields a greatsword with ease. He wears a splendid tabard of the Knights Vigilant. Sources Monster Manual II pg 204 M E Z Z O L O T H P I KE M AN CR 8 NE Medium Outsider (Evil, Extraplanar, Yugoloth) Init +5; Senses Listen +18, Spot +18 Languages Abyssal, Draconic, and Infernal, Telepathy 100ft. AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural) hp 157 (15 HD; DR 10/good Immune acid, poison Resist cold 10, fire 10, electricity 10; SR 22 Fort +14, Ref +10, Will +9 Speed 40 ft. (8 squares); Melee +1 longspear +21/+16/+11 (1d8+7/19-20 x3) or 2 claws + 19 (1d4+4) Ranged longbow +17/+12/+7 (1d8+5/x3) Space 5 ft.; Reach 5 ft. (10 ft with longspear) Base Atk +15; Grp +19 Atk Options Combat Reflexes, Power Attack Special Actions Spell-like abilities, summon yugoloth Spell-Like Abilities (CL 10th): At will – cause fear (DC 13), darkness, desecrate, produce flame, see invisibility; 2/day –cloudkill (DC 17), dispel magic (+10 dispel check) Abilities Str 18, Dex 13, Con 21, Int 7, Wis 10, Cha 14 SQ Summon yugoloth Feats Combat Reflexes, Improved Critical (longspear), Improved Initiative, Improved Toughness, Power Attack, Weapon Focus (longspear) Skills Hide +17, Intimidate +20, Knowledge (the planes) +16, Listen +18, Move Silently +17, Spot +18 Possessions +1 longspear, +1 composite longbow (+4 STR), heavy steel shield, gauntlets of ogre power Summon Yugoloth (Ex): Once per day, a mezzoloth can attempt to summon another mezzoloth with a 40% chance of success. Telepathy (Su): Mezzoloths can communicate telepathically with any creature within 100 feet that has a language. Description This six-limbed insectoid horror stares ahead unblinkingly through glowing red eyes. It wears the uniform of the New Gran March Army. It is wielding a longspear in two of its claws, and a longbow in the other two.. MMII page 201. H U L K I N G C O R P S E CR 13 CE Huge undead Init +0; Senses darkvision 60 ft. Listen +1, Spot +1 AC 22, touch 7, flat-footed 22 (-2 size, -1 Dex, +15 natural) hp 232 (32 HD); DR 5/bludgeoning and magic Immune mind-effecting spells and abilities Fort +10, Ref +9, Will +19 Speed 30 ft. (6 squares) Melee bite +26 (3d6+12) and 2 claws +21 (1d8+6) Space 10 ft.; Reach 10 ft. Base Atk +16; Grp +29 Atk Options Power Attack Special Actions Improved grab, rend Abilities Str 34, Dex 8, Con --, Int --, Wis 12, Cha 8 SQ undead traits GRM7-IN4 By Right of Conquest Page 59 Feats Improved Toughness, Power Attack Skills -- Improved Grab (Ex): To use this ability, a hulking corpse must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Mindless (Ex): Hulking Corpses are mindless, having no intelligence score, so they do not have any skills. A hulking corpse is immune to all mind-affecting spells and abilities. Rend (Ex): A hulking corpse that wins a grapple check after a successful claw attack establishes a hold, latching onto the opponent’s body and tearing the flesh. This attack deals an extra 4d6+18 points of damage. Description A dreadful giant corpse, resembling a zombie, but moving with speed that belies its undead state. Libris Mortis pg. 110. ENCOUNTER 4 AD V AN C E D N Y C ALO T H CR14 NE Large outsider (Evil, Extraplanar, Yugoloth) Init +2; Senses Listen +27, Spot +27 Languages Abyssal, Draconic and Infernal, telepathy 100 ft. AC 26, touch 14, flat-footed 24 (-1 size, +2 Dex, +3 deflection, +12 natural) hp 275 (22d8 HD); DR 10/good Immune acid, poison Resist cold 10, fire 10, electricity 10; SR 24 Fort +21, Ref +15, Will +15 Speed 40 ft. (8 squares), fly 90 ft. (good) Melee greataxe +31/+26/+21/+16 (3d6+12/x3) and 2 claws +23 (1d6+3 plus bleeding wounds) or 4 claws +28 (1d6+7 plus bleeding wounds) Space 10 ft.; Reach 10 ft. Base Atk +22; Grp +31 Atk Options Cleave, Flyby Attack, Great Cleave, Improved Bull Rush, Power Attack, Bleeding wounds, rake, improved grab, lift-off, summon yugoloth Spell-Like Abilities (CL 20th): At will – deeper darkness, desecrate, fear (DC 17), invisibility, mirror image, see invisibility, greater teleport (self plus 50 pounds of objects only) Abilities Str 25, Dex 14, Con 26, Int 13, Wis 10, Cha 16 Feats Alertness, Cleave, Flyby Attack, Great Cleave, Iron Will, Improved Bull Rush, Mobility(B), Power Attack, Weapon Focus (greataxe) Skills Bluff +17, Concentration +26, Diplomacy +21, Hide +12, Intimidate +32, Jump +27, Knowledge (arcana) +11, Knowledge (the planes) +15, Listen +27, Move Silently +16, Search +15, Sense Motive +14, Spellcraft +13, Spot +27 Possessions +2 greataxe, +4 belt of giant strength, +3 ring of protection Bleeding Wounds (Ex): A wound from a nycaloth’s claw attack continues to bleed after the injury was inflicted. Each wound bleeds for 1 point of damage per round thereafter. Multiple claw wounds result in cumulative bleeding loss (two wounds deal 2 points of damage per round, and so on). The bleeding can be stopped only by a successful DC 15 Heal check or the application or any cure spell or other healing spell (heal, mass heal, and so on). Improved Grab (Ex): To use this ability, a nycaloth must hit with two claw attacks. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can attempt to either deal damage with its claws, rake the grappled target (see below), or use its liftoff ability (see below). Liftoff (Ex): A nycaloth can only use this ability when airborne. A nycaloth that gets a hold on a nonflying opponent of Medium or smaller size can ascend with the grappled creature. When carrying a medium load (a creature weighing between 267 and 532 pounds), the nycaloth’s fly speed drops to 60 feet and it takes a -3 penalty on Hide and Move Silently checks; these penalties worsen to -6 with a heavy load (a creature weighing between 533 and 800 pounds). A nycaloth can’t carry a load of more than 800 pounds. Rake (Ex): Attack bonus +22, damage 1d6+2. A nycaloth that gets a hold can make two rake attacks with its hind legs. Summon Yugoloth (Ex): Once per day, a nycaloth can attempt to summon another nycaloth or 1d3 mezzoloth with a 30% chance of success. Description Though large and obviously powerful, this winged green creature still evokes a sense of speed and agility. Its dog-shaped head turns quickly from side to side, almost like a bird’s. The claws on the ends of its powerful fingers look like more than a match for all but the best of armors. Sources MM III page 202 M E Z Z O L O T H P I KE M AN CR 11 NE Large Outsider (Evil, Extraplanar, Yugoloth) Init +5; Senses Listen +22, Spot +22 Languages Abyssal, Draconic, and Infernal, Telepathy 100ft. AC 26, touch 10, flat-footed 26 (-1 size, +1 Dex, +7 chain shirt, +10 natural) hp 218 (19 HD; DR 10/good Immune acid, poison Resist cold 10, fire 10, electricity 10; SR 22 Fort +18, Ref +12, Will +11 Speed 40 ft. (8 squares); Melee longspear +28/+23/+18/+13 (2d6+13/19-20 x3) or 2 claws + 26 (1d6+8) Ranged longbow +20/+15/+10/+5 (2d6+8/x3) Space 10 ft.; Reach 10 ft. (20 ft with longspear) Base Atk +19; Grp +31 Atk Options Combat Reflexes, Power Attack Special Actions Spell-like abilities, summon yugoloth GRM7-IN4 By Right of Conquest Page 60 Spell-Like Abilities (CL 10th): At will – cause fear (DC 13), darkness, desecrate, produce flame, see invisibility; 2/day –cloudkill (DC 17), dispel magic (+10 dispel check) Abilities Str 26, Dex 12, Con 25, Int 7, Wis 10, Cha 14 SQ Summon yugoloth Feats Armor Proficiency (light), Combat Reflexes, Improved Critical (longspear), Improved Initiative, Improved Toughness, Power Attack, Weapon Focus (longspear) Skills Hide +18, Intimidate +24, Knowledge (the planes) +20, Listen +22, Move Silently +22, Spot +22 Possessions +1 longspear, +1 composite longbow (+8 STR), heavy steel shield, gloves of dexterity +2, +3 chain shirt Summon Yugoloth (Ex): Once per day, a mezzoloth can attempt to summon another mezzoloth with a 40% chance of success. Telepathy (Su): Mezzoloths can communicate telepathically with any creature within 100 feet that has a language. Description This six-limbed insectoid horror stares ahead unblinkingly through glowing red eyes. It wears the uniform of the New Gran March Army. It is wielding a longspear in two of its claws, and a longbow in the other two. MMII page 201. M E Z Z O L O T H AR C H E R S CR 8 NE Medium Outsider (Evil, Extraplanar, Yugoloth) Init +6; Senses Listen +18, Spot +18 Languages Abyssal, Draconic, and Infernal, Telepathy 100ft. AC 20, touch 12, flat-footed 18 (+2 Dex, +8 natural) hp 142 (15 HD; DR 10/good Immune acid, poison Resist cold 10, fire 10, electricity 10; SR 22 Fort +14, Ref +11, Will +9 Speed 40 ft. (8 squares); Melee longspear +19/+14/+9 (1d8+5/x3) or 2 claws + 18 (1d4+3) Ranged longbow +17/+17/+12/+7 (1d8+4/x3) Space 5 ft.; Reach 5 ft. (10 ft with longspear) Base Atk +15; Grp +18 Atk Options Power Attack, Rapid Shot Special Actions Spell-like abilities, summon yugoloth Spell-Like Abilities (CL 10th): At will – cause fear (DC 13), darkness, desecrate, produce flame, see invisibility; 2/day –cloudkill (DC 17), dispel magic (+10 dispel check) Abilities Str 16, Dex 15, Con 21, Int 7, Wis 10, Cha 14 SQ Summon yugoloth Feats Improved Initiative, Point Blank Shot, Power Attack, Precise Shot, Rapid Shot, Weapon Focus (longbow) Skills Hide +17, Intimidate +20, Knowledge (the planes) +16, Listen +18, Move Silently +17, Spot +18 Possessions MW longspear, +1 composite longbow (+3 STR), gloves of dexterity +2, heavy steel shield Summon Yugoloth (Ex): Once per day, a mezzoloth can attempt to summon another mezzoloth with a 40% chance of success. Telepathy (Su): Mezzoloths can communicate telepathically with any creature within 100 feet that has a language. Description This six-limbed insectoid horror stares ahead unblinkingly through glowing red eyes. It wears the uniform of the New Gran March Army. It is wielding a longspear in two of its claws, and a longbow in the other two.. MMII page 201. ENCOUNTER 5 H ALF–M E Z Z O L O T H F I RE G I ANT EWM1 CR 14 LE Large outsider (evil, extraplanar, yugoloth) Init -1; Senses darkvision 60 ft. low-light vision, Listen +2, Spot +14 Languages Common, Giant AC 28, touch 11, flat-footed 28 (-1 size, +7 half-plate armor, +2 deflection, +10 natural) hp 217 (16 HD) DR 10/magic Immune fire, poison Resist acid 10, cold 10, electricity 10; SR 26 Fort +19, Ref +7, Will +12 Weakness vulnerability to cold Speed 30 ft. (in half-plate armor), base 40 ft. (8 squares) Melee bastard sword +30/+25/+20 (2d8+34/17-20) or 2 slams +27 (1d4+16) or 2 claws +27 (1d6+16) Ranged Rock +10 (2d6+10 plus 2d6 fire) Space 10 ft.; Reach 10 ft. Base Atk +12; Grp +29 Atk Options Cleave, Power Attack, Uncanny Blow (EWM) Spell-Like Abilities (CL 15th): cause fear 3/day, darkness 3/day, desecrate 1/day, see invisibility 3/day, dispel magic 1/day, cloudkill 1/day Abilities Str 42, Dex 11, Con 29, Int 12, Wis 14, Cha 13 Feats Cleave, Exotic Weapon Proficiency (bastard sword), Improved Critical (bastard sword), Iron Will, Power Attack, Weapon Focus (bastard sword) Skills Climb +15, Craft (weaponsmith) +8, Intimidate +7, Jump +15, Spot +14 Possessions +2 bastard sword, +1 bastard sword, half- plate armor, locking gauntlet, bag, lava rocks, belt of giant strength +4, cloak of Resistance +3, +2 ring of protection Rock Throwing (Ex): The range increment is 120 feet for a fire giant’s thrown rocks. H ALF- N Y C AL O T H F I RE G I ANT CR 13 LE Large outsider (evil, extraplanar, yugoloth) GRM7-IN4 By Right of Conquest Page 61 Init +1; Senses darkvision 60 ft. low-light vision, Listen +2, Spot +14 Languages Common, Giant AC 33, touch 11, flat-footed 32 (-1 size, +1 Dex, +11 full plate armor, +12 natural) hp 187 (15 HD); DR 10/magic Immune fire, poison Resist acid 10, cold 10, electricity 10; SR 25 Fort +17, Ref +6, Will +9 Weakness vulnerability to cold Speed 30 ft. (in full plate armor), base 40 ft. (8 squares); fly 40 ft. (good) (in half plate), base 60 ft. Melee Greatsword +22/+17/+12 (3d6+17 plus 1d6 fire) and 2 claws +16 (1d6+5 plus bleeding wounds) or 2 slams +21 (1d4+11) or 2 claws +21 (1d6+11 plus bleeding wounds) Ranged Rock +10 (2d6+10) Space 10 ft.; Reach 10 ft. Base Atk +11; Grp +26 Atk Options Cleave, Improved Overrun, Improved Sunder, Power Attack Spell-Like Abilities (CL 15th): 3/day darkness, deeper darkness, see invisibility, mirror image. 1/day, smite good (+15), desecrate, dispel magic Abilities Str 33, Dex 13, Con 27, Int 12, Wis 14, Cha 15 Feats Cleave, Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Power Attack Skills Climb +11, Craft (weaponsmith) +7, Intimidate +8, Jump +11, Spot +14 Possessions +1 flaming greatsword, +3 full plate armor, +3 cloak of protection, lava rocks Rock Throwing (Ex): The range increment is 120 feet for a fire giant’s thrown rocks. H ALF–M E Z Z O L O T H F I RE G I ANT CR 13 LE Large outsider (evil, extraplanar, yugoloth) Init -1; Senses darkvision 60 ft. low-light vision, Listen +2, Spot +14 Languages Common, Giant AC 26, touch 9, flat-footed 26 (-1 size, +7 half-plate armor, +10 natural) hp 202 (15 HD) DR 10/magic Immune fire, poison Resist acid 10, cold 10, electricity 10; SR 25 Fort +14, Ref +4, Will +9 Weakness vulnerability to cold Speed 30 ft. (in half-plate armor), base 40 ft. (8 squares) Melee Greatsword +26/+21/+16 (3d6+23/19-20 plus 1d6 flaming) or 2 slams +25 (1d4+15) or 2 claws +25 (1d6+15) Ranged Rock +10 (2d6+15 plus 2d6 fire) Space 10 ft.; Reach 10 ft. Base Atk +11; Grp +30 Atk Options Cleave, Improved Overrun, Improved Sunder, Power Attack Spell-Like Abilities (CL 15th): cause fear 3/day, darkness 3/day, desecrate 1/day, see invisibility 3/day, dispel magic 1/day, cloudkill 1/day Abilities Str 41, Dex 11, Con 29, Int 12, Wis 14, Cha 13 Feats Cleave, Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Power Attack Skills Climb +9, Craft (weaponsmith) +6, Intimidate +6, Jump +9, Spot +14 Possessions +1 flaming greatsword, belt of giant strength +4, half-plate armor, bag lava rocks GRM7-IN4 By Right of Conquest Page 62 APPENDIX 8 – ALL APLS ENCOUNTER 6 M AS TE R V I G I LANT M ARAX CR 16 Male ultroloth NE medium, outsider (evil, extraplanar, yugoloth) Init +5; Senses Listen +24, Spot +31 Languages Abyssal, Draconic, Infernal, Flan, Common, telepathy 100 ft. AC 35, touch 16, flat-footed 32 (+3 Dex, +11 mithral full plate, +3 deflection, +8 natural) Miss Chance 20% lesser displacement hp 252 (24 HD); DR 15/good Immune acid, poison Resist cold 10, electricity 10, fire 10; SR 25 Fort +20, Ref +19, Will +16 Speed 20 ft in mithral full plate (4 squares), base movement 30 ft. Melee longsword +32/+27/+22/+17 (1d8+9/17-20) and quickened scorching ray (3/day) Ranged ray spell-like abilities +30 (damage) Space 5 ft.; Reach 5 ft. Base Atk +24; Grp +28 Atk Options Power Attack, Precise Shot, Quicken Spell-like ability (scorching ray) Special Actions Hypnotic gaze, spell-like abilities, haste (boots of speed) Spell-Like Abilities CL 20th): At will—disguise self (DC15), deeper darkness, desecrate, fear (DC 18), gaseous form, invisibility, prying eyes, ray of enfeeblement (+30 ranged touch), ray of exhaustion (+30 ranged touch), scorching ray (+30 ranged touch), scrying, see invisibility, suggestion (DC 18), wall of fire; 3/day--binding (DC 23), enervation (+30 ranged touch), geas/quest (DC 21), mass suggestion (DC 21); 1/ day--symbol of death (DC 22). Caster level 20th. At will, an ultroloth can use greater teleport (self plus 50 pounds of objects only) as the spell cast by an 20th- level sorcerer. Abilities Str 18, Dex 20, Con 22, Int 16, Wis 15, Cha 19 Feats Armor Proficiency (light), Armor Proficiency (medium), Improved critical (longsword), Point Blank Shot, Power Attack, Precise Shot, Quicken Spell-Like Ability (scorching ray), Weapon Focus: Long sword, Weapon Focus: Spell - Ray. Skills Bluff +26 , Concentration +31 , Diplomacy +23, Hide +27, Intimidate +27 Knowledge (arcana) +28 Knowledge (The Planes) +28 Knowledge (history - military) +28 Listen +24 ,Move Silently +24 , Search +25 , Sense Motive +25 ,Spellcraft +30 ,Spot +31 Possessions +3 Adamantine Longsword, +3 mithril full plate, belt of giant strength +4, gloves of dexterity +4, armbands of might, Boots of Speed, Eyes of the Eagle, Cloak of Displacement, minor, ring of freedom of movement, +3 ring of protection. Master Vigilant Marax has the following spell effects active when he encounters the PCs: 8th – mind blank, greater spell immunity (dimensional anchor, dimensional lock, feeblemind, holy word, baleful polymorph) 6th – contingency (greater teleport if his greater spell immunity is dispelled) 5th – true seeing 4th - greater magic weapon +5 (add +2 to his long sword attack and damage rolls) 3rd – magic vestment +5 (add +2 to his armor class and flat-footed armor class) Hypnotic Gaze (Su): Hypnotic pattern as cast by a 20th-level sorcerer, no HD limit, 30 feet, will DC 26 negates. The save DC is Charisma-based. Summon Yugoloth (Ex): Once per day, an ultroloth can attempt to summon 1d4 nycaloths, 1d6 mezzoloths, or another ultroloth with a 35% chance of success. Telepathy (Su): Ultroloths can communicate telepathically with any creature within 100 feet that has a language Description Dark-skinned and alien-looking, this slim figure is fearsome to behold. Its long head and bulbous eyes give its face an imposing, evil look. Marax is an aberration among ultroloths in that he craves melee combat. He wears armor that is contoured to his sleek, daemonic form. He prefers to attack from range with spells, then move quickly into melee, surprising his opponents with a combination of melee attacks and quickened scorching rays. He is cunning and will search for injured spell casters or healers who are staying out of combat to attack with his scorching rays while he batters front line fighters with his sword. Source Monster manual III pg. 204 H ALF-F I E ND I R O N C L AD M AULE R CR 13 Marax’s Flying Mount NE large outsider (evil, augmented magical beast) Init +3; Senses Listen +19, Spot +19 Aura sickening aura GRM7-IN4 By Right of Conquest Page 63 Languages Infernal, Abyssal AC 24, touch 12, flat-footed 21 (-1 size, +3 Dex, +4 armor, +8 natural) hp 250 (20 HD); DR 10/magic Immune disease Resist acid 10, cold 10, electricity 10, fire 10; SR 30 Fort +18, Ref +15, Will +7 Speed 40 ft. (8 squares), fly 40 ft. (average) Melee 2 claws +33 (2d6+13) and bite +27 (4d6+6) Space 10 ft.; Reach 5 ft. Base Atk +20; Grp +37 Atk Options Cleave, Great Cleave, Power Attack Special Actions Improved grab, sickening aura, trample 2d6+13, smite good Spell-Like Abilities none remaining Abilities Str 37, Dex 17, Con 23, Int 8, Wis 12, Cha 12 SQ grafted armor, light fortification, spell-like abilities Feats Cleave, Great Cleave, Improved Natural Attack (bite), Improved Natural Attack (claw), Improved Toughness, Power Attack, Weapon Focus (claw) Skills Listen +19, Spot +19 Improved Grab (Ex): To use this ability, an ironclad mauler must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. Sickening Aura (Ex): An ironclad mauler is surrounded by a field of negative energy. Any creature that comes within 10 ft. of an ironclad mauler must make a DC 22 Fortitude save or become sickened. This condition lasts for one hour. A creature that succeeds on the saving throw is immune to that creatures’ aura for 24 hours. Undead are immune to this aura. The save is Constitution-based. Trample (Ex): Reflex half DC 28. The save DC is Strength-based. Grafted Armor (Ex): Ironclad maulers wear armor that has been magically grafted to their forms. This armor provides significant protection in combat but it poses no maximum Dexterity bonus, no movement penalty, and no arcane spell failure chance. Other creatures, even other ironclad maulers, cannot wear an ironclad mauler’s armor. Light Fortification (Ex): An ironclad mauler’s grafter armor protects it vital areas and makes it resistant to damage from critical hits and sneak attacks. Anytime an ironclad mauler is hit by a critical hit or sneak attack, it has a 25% chance to resist the extra damage. Description A heavily muscled dire bear with large metal plates grafted to its skin. It has demonic features and huge black bat-like wings. Its eyes shine with a cunning intelligence. Sources Monster Manual III pg. 84. L O R D R AUM CR 17 Male Nycaloth NE Huge outsider (evil, extraplanar, yugoloth) Init +6; Senses Listen +29, Spot +28 Languages Abyssal, Infernal, Common AC 39, touch 12, flat-footed 37 (-2 size, +2 Dex, +8 mithral breastplate, +3 heavy shield, +2 deflection, +16 natural) hp 490 (28 HD); DR 10/good Immune acid, poison Resist cold 10, electricity 10, fire 10; SR 24 Fort +28, Ref +17, Will +17 Speed 40 ft. (8 squares), fly 90 ft. (good) Melee +3 adamantine greataxe +46/+41/+36/+31 (4d6+27/19-20/x3) and 2 claws +37 (1d8+8 plus bleeding wounds) or 4 claws +42 (1d8+16 plus bleeding wounds) Space 15 ft.; Reach 15 ft. Base Atk +28; Grp +52 Atk Options Power Attack, Cleave, Flyby Attack, Improved Bull Rush Special Actions Bleeding wounds, rake 1d8+8, improved grab, liftoff, spell-like abilities, summon yugoloth Spell-Like Abilities (CL20th): At will – deeper darkness, desecrate, fear (DC 18), invisibility, mirror image, see invisibility, greater teleport (self plus 50 pounds of objects only) Abilities Str 43, Dex 14, Con 36, Int 13, Wis 10, Cha 16 Feats Alertness, Awesome Blow, Cleave, Flyby Attack, Improved Bull Rush, Improved Critical (greataxe), Improved Initiative, Iron Will, Mobility(B), Power Attack, Weapon Focus (greataxe) Skills Bluff +20, Concentration +28, Diplomacy +19, Hide +9, Intimidate +32, Jump +29, Knowledge (arcana) +20, Knowledge (the planes) +20, Listen +29, Move Silently +20, Search +20, Sense Motive +19, Spellcraft +20, Spot +28 Possessions +3 adamantine greataxe, +1 animated adamantine heavy shield, +3 mithral breastplate, amulet of health +6, belt of giant strength +6, gloves of dexterity +2, ring of protection +2, ring of freedom of movement Bleeding Wounds (Ex): A wound from a nycaloth’s claw attack continues to bleed after the injury was inflicted. Each wound bleeds for 1 point of damage per round thereafter. Multiple claw wounds result in cumulative bleeding loss (two wounds deal 2 points of damage per round, and so on). The bleeding can be stopped only by a successful DC 15 Heal check or the application or any cure spell or other healing spell (heal, mass heal, and so on). Improved Grab (Ex): To use this ability, a nycaloth must hit with two claw attacks. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can attempt to deal damage with its claws, rake the grappled target (see below), or use its liftoff ability (see below). Liftoff (Ex): A nycaloth can only use this ability when airborne. A nycaloth that gets a hold on a non- flying opponent of Large or smaller size can ascend with the grappled creature. When carrying GRM7-IN4 By Right of Conquest Page 64 a medium load (a creature weighing between 12,801 and 25,600 pounds), Raum’s fly speed drops to 60 feet and it takes a -3 penalty on Hide and Move Silently checks; these penalties worsen to -6 with a heavy load (a creature weighing between 25,601 and 38,400 pounds). Raum can’t carry a load of more than 38,400 pounds. Rake (Ex): Attack bonus +40, damage 1d8+8. A nycaloth that gets a hold can make two rake attacks with its hind legs. Summon Yugoloth (Ex): Once per day, a nycaloth can attempt to summon another nycaloth or 1d3 mezzoloth with a 30% chance of success. Telepathy (Su): Nycaloths can communicate telepathically with any creature within 100 feet that has a language. Description Though huge and obviously powerful, this winged green creature still evokes a sense of speed and agility. Its dog-shaped head turns quickly from side to side, almost like a bird’s. The claws on the ends of its powerful fingers look like more than a match for all but the best of armors. Lord Raum is dressed in a blackened breastplate that is engraved with depictions of battlefield slaughter. His face shows a thousand years of scars and torment, and his eyes flicker with a pale red fire. Sources Monster Manual III pg. 202 E U R Y ALE CR 16 Female ultroloth NE Medium outsider (Evil, Extraplanar, Yugoloth) Init +3; Senses Listen +20, Spot +27 Languages Common Abyssal, Draconic, and Infernal, telepathy 100 ft. AC 34, touch 15, flat-footed 31 (+3 Dex, +9 mithril breastplate, +2 deflection, +10 natural) hp 252 (24 HD); DR 15/good Immune acid and poison Resist cold 10, fire 10, electricity 10; SR 25 Fort +23, Ref +20, Will +23 Speed 30 ft. in mithril breastplate (6 squares), base movement 30 ft. Melee weapon +29/+24/+19/+14 (1d8+4) Space 5 ft.; Reach 5 ft. Base Atk +24; Grp +25 Atk Options Spell-like abilities, staff of fire Special Actions hypnotic gaze, summon yugoloth Spell-Like Abilities (CL 20th): 1/day - symbol of death(DC24) 2/day - greater teleport 3/day – binding, geas/quest(DC 23), enervation, mass suggestion (DC 23) At will - desecrate, disguise self, fear (DC 20), gaseous form, invisibility, prying eyes, ray of enfeeblement (+26 touch), ray of exhaustion (+26 touch), scorching ray (+26 touch), scrying, see invisibility, suggestion (DC 20), wall of fire Abilities Str 13, Dex 16, Con 22, Int 16, Wis 15, Cha 22 Feats Armor Proficiency (light), Combat Casting, Iron Will, Point Blank Shot, Precise Shot, Quicken Spell-Like Ability (greater teleport), Quicken Spell- Like Ability (scorching ray), Spell Focus: Enchantment, Weapon Focus: Spell - Ray. Skills Bluff +33, Concentration +27 (+31 casting defensively), Diplomacy +29, Intimidate +29, Knowledge (Arcana) +27, Knowledge (The Planes) +27, Listen +20, Move Silently +21, Search +25, Sense Motive +29, Spellcraft +29, Spot +27, Use Magic Device +33. Possessions +3 longsword, +4 mithril breastplate, ring of protection +2, vest of resistance +3, cloak of charisma +2, headband of intellect +2, staff of fire (45 charges), ring of freedom of movement. Hypnotic Gaze (Su): Hypnotic pattern as cast by a 20th-level sorcerer, no HD limit, 30 feet, will DC 25 negates. The save DC is Charisma-based. Spell-Like Abilities: At will—disguise self (DC17), deeper darkness, desecrate, fear (DC 20), gaseous form, invisibility, prying eyes, ray of enfeeblement (+26 ranged touch), ray of exhaustion (+26 ranged touch), scorching ray (+26 ranged touch), scrying, see invisibility, suggestion (DC 20), wall of fire; 3/day--binding (DC 25), enervation (+26 ranged touch), geas/quest (DC 23), mass suggestion (DC 23); 1/ day--symbol of death (DC 24). Caster level 20th. At will, an ultroloth can use greater teleport (self plus 50 pounds of objects only) as the spell cast by a 20th- level sorcerer. Summon Yugoloth (Ex): Once per day, an ultroloth can attempt to summon 1d4 nycaloths, 1d6 mezzoloths, or another ultroloth with a 35% chance of success. Immunities (Ex): Ultroloths are immune to poison and acid. Telepathy (Su): Ultroloths can communicate telepathically with any creature within 100 feet that has a language. Yugoloth Qualities: Yugoloths are immune to poison and acid (Ex). Yugoloths have cold, fire, and electricity resistance 10 (Ex). Yugoloths can communicate telepathically with any creature within 100 feet that has a language Description Euryale is small for an ultroloth, with distinctly feminine characteristics. She wears a very ornate breastplate that looks more like a decorative piece than functional armor. She also carries a slender staff with fiery carvings along its length. She comes across as charming and reasonable, but is manipulative and deceitful, as typical for ultroloths. She keeps her distance from melee, and would prefer to leave a fight before drawing her sword. She has perfected the quick escape, and is fond of raining down fire and death on her enemies right before using her quickened spell-like greater teleport to leave the scene. MMIII page 204 GRM7-IN4 By Right of Conquest Page 65 AB AD D O N CR18 M ALE D E AT H D R I N K E R CE Huge outsider (chaotic, evil, extraplanar) Init +6; Senses true seeing; Listen +30, Spot +30 Aura unlife (10 ft.) Languages Abyssal, Common AC 35, touch 10, flat-footed 33 (-2 size, +2 Dex, +7 armor, +18 natural) hp 418 (27 HD); DR 15/good and lawful Immune negative energy, poison Resist acid 10, cold 10, electricity 10, fire 10; SR 29 Fort +30, Ref +21, Will +21 Speed 35 ft. in breastplate (7 squares), base movement 50 ft. Melee +3 adamantine greatsword +41/+36/+31/+26 (4d6+22/17-20) Space 15 ft.; Reach 15 ft. Base Atk +27; Grp +48 Atk Options Cleave, Combat Reflexes, Great Cleave, Power Attack, Quick Draw, Quicken Spell-like Ability (greater teleport), Quicken Spell-like Ability (greater dispel magic), aligned strike (chaotic, evil), glory in slaughter Combat Gear oil of align weapon, oil of bless weapon, oil of corrupt weapon Spell-Like Abilities (CL 20th): At will – air walk (self only), greater dispel magic, greater teleport (self plus 50 lb. of objects only) Abilities Str 36, Dex 14, Con 33, Int 10, Wis 11, Cha 11 SQ deathdrink Feats Cleave, Combat Reflexes, Great Cleave, Improved Critical (greatsword), Improved Initiative, Iron Will, Power Attack, Quick Draw, Quicken Spell-like Ability (greater teleport), Quicken Spell- like Ability (greater dispel magic Skills Concentration +41, Hide +21, Intimidate +30, Jump +40, Knowledge (the planes) +30, Listen +30, Move Silently +29, Spot +30, Survival +0 (+2 on other planes) Possessions combat gear plus +2 breastplate, +3 adamantine greatsword, belt of giant strength +6, amulet of health +6, +4 cloak of resistance. True Seeing (Su) As the true seeing spell; continuous; caster level 20th. Aura of Unlife (Su) Creatures takes 2d6 points of damage at the end of each of the deathdrinker’s turns if they are within 10’ of it. This is a negative energy effect. Undead are instead healed of a like amount of damage. Glory in Slaughter (Ex) A deathdrinker gains a +5 morale bonus on attack rolls, damage rolls, and saving throws for 1 minute after it kills a worthy opponent (a creature with at least 10 HD). Deathdrink (Su) If a deathdrinker deals enough damage to a creature to kill it, with either its death aura or a melee attack, it instantly heals 1d8 points of damage per HD of the creature it killed. Description This massive creature is the size of a giant, and it sports chipped, antler-like horns from which hang desiccated bodies and skulls. The creature wears intricate armor, and dark, pitted plates cover legs that end in hooves. Its six-fingered hand holds a broad greatsword. Sources MM IV page 40 S CARLI S CR 17 Male Half-fiend war troll (nycaloth/war troll) Ftr1/EWM1 NE Large outsider (evil, extraplanar, yugoloth) Init +9; Senses darkvision 90 ft., low-light vision, scent, Listen +14, Spot +15 Languages Common, Giant AC 37, touch 16, flat-footed 32 (-1 size, +5 Dex, +6 +1 mithral breastplate, +1 deflection, +16 natural) hp 233 (14 HD); regenerate 9; DR 5/adamantine and magic Immune poison Resist acid 10, cold 10, electricity 10, fire 10; SR 24 Fort +20, Ref +13, Will +12 Speed 40 ft.(8 squares); fly 60 ft Melee +2 adamantine, vicious bane (human) maul +29/+24/+19 (3d6+28) and bite +24 (1d6+6) or 2 claws +26 (1d8+13 plus bleeding wounds) and bite +24 (1d6+6) Ranged MW composite longbow (+10 Str bonus) +19/+14/+9 (2d6+10/x3) Space 10 ft.; Reach 10 ft. Base Atk +14; Grp +31 Atk Options Power Attack, smite good (+14), spell- like abilities Special Actions Dazing Blow Combat Gear oil of bless weapon Spell-Like Abilities (CL 14th): smite good (+14) 1/day, darkness 3/day, deeper darkness 3/day, desecrate 1/day, see invisibility 3/day, dispel magic 1/day, mirror image 3/day. Abilities Str 37, Dex 20, Con 35, Int 12, Wis 15, Cha 12 Feats Improved Initiative, Iron Will, Multiattack, Exotic Weapon Proficiency (maul), Power Attack, Weapon Focus (maul) Skills Craft (weaponsmithing) +4, Listen +14, Spot +15 Possessions +1 mithral breastplate armor, +2 adamantine, vicious human-bane maul, belt of giant strength +4, masterwork composite longbow (+10 Str bonus), ring of protection +1. Dazing Blow (Ex): The force of a war troll’s blow can be overwhelming. If a war troll hits with a weapon or claw attack, the opponent must make a DC 29 Fortitude save or be dazed for 1 round. The save is Constitution-based. Regeneration (Ex): Unlike their lesser cousins, acid (not fire) deals normal damage to a war troll. If a war troll loses a limb or a body part, the lost portion regrows in 2d4 minutes. The creature can reattach GRM7-IN4 By Right of Conquest Page 66 the severed member instantly by holding it to the stump. Bleeding Wounds (Ex): A wound from a half- nycaloth’s claw attack continues to bleed after the injury was inflicted. Each wound bleeds for 1 point of damage per round thereafter. Multiple claw wounds result in cumulative bleeding loss (two wounds deal 2 points of damage per round, and so on). The bleeding can be stopped only by a successful DC 15 Heal check or the application or any cure spell or other healing spell (heal, mass heal, and so on). Description Though he is only half-fiend, Scarlis radiates all the evil and malignance of a demon from the lowest pits of Gehenna. His visage is twisted and vile, furious and unearthly wicked. Massive bat-wings throb with barely contained power and twitch with every flickering snarl. His trollish form still dominates the canine features of the nycaloth, but those features have somehow become more demonic without taking on the newer features. An extra set of arms flex from his long torso, and grasp at unseen enemies with horned claws. He wields a black maul, passing it slowly, lovingly from hand to hand. He has hundreds of savagely burned scars covering his body and face, bearing witness to an attack that even a war troll could not have survived. M O S T V I G I LANT AZ M O G R ANE CR 15 Male ultroloth NE medium, outsider (evil, extraplanar, yugoloth) Init +3; Senses Listen +24, Spot +23 Languages Abyssal, Draconic, Infernal, Flan, Common, telepathy 100 ft. AC 35, touch 15, flat-footed 32 (+3 Dex, +9 mithral full plate, +3 animated shield, +2 deflection, +8 natural) hp 231 (22 HD) plus 10 temp hp (heroes’ feast); DR 15/good Immune acid, poison Resist cold 10, electricity 10, fire 10; SR 25 Fort +24, Ref +21, Will +21 Speed 20 ft in mithral full plate (4 squares), base movement 30 ft. Melee longsword +30/+25/+20/+15 (1d8+9/19-20) and quickened scorching ray (3/day) or lance +30 (1d8+9/x3). Ranged ray spell-like abilities +26 (damage) Space 5 ft.; Reach 5 ft. Base Atk +22; Grp +26 Atk Options Power Attack, Quicken Spell-like ability (scorching ray), Ride By Attack, Spirited Charge Special Actions Hypnotic gaze, spell-like abilities, haste (boots of speed) Spell-Like Abilities CL 20th): At will—disguise self (DC15), deeper darkness, desecrate, fear (DC 18), gaseous form, invisibility, prying eyes, ray of enfeeblement (+30 ranged touch), ray of exhaustion (+30 ranged touch), scorching ray (+30 ranged touch), scrying, see invisibility, suggestion (DC 18), wall of fire; 3/day--binding (DC 23), enervation (+30 ranged touch), geas/quest (DC 21), mass suggestion (DC 21); 1/ day--symbol of death (DC 22). Caster level 20th. At will, an ultroloth can use greater teleport (self plus 50 pounds of objects only) as the spell cast by an 20th- level sorcerer. Abilities Str 18, Dex 16, Con 22, Int 16, Wis 15, Cha 19 Feats Armor Proficiency (light), Armor Proficiency (medium), Improved critical (longsword), Mounted Combat, Power Attack, Quicken Spell-Like Ability (scorching ray), Ride By Attack, Spirited Charge. Skills Bluff +26, Concentration +31 , Diplomacy +33, Handle Animal +9, Hide +20, Intimidate +29 Knowledge (The Planes) +28Knowledge (history - military) +28Listen +24,Move Silently +20, Ride +17, Sense Motive +25,Spellcraft +23,Spot +23 Possessions +1 adamantine bane (human) longsword (+3 with greater magic weapon), +1 lance (+3 with greater magic weapon), +1 mithril full plate, +1 animated heavy mithral shield, belt of giant strength +4, armbands of might, boots of speed, +2 ring of protection, +5 cloak of resistance, figurines of wondrous power – ivory goats. Hypnotic Gaze (Su): Hypnotic pattern as cast by a 20th-level sorcerer, no HD limit, 30 feet, will DC 25 negates. The save DC is Charisma-based. Summon Yugoloth (Ex): Once per day, an ultroloth can attempt to summon 1d4 nycaloths, 1d6 mezzoloths, or another ultroloth with a 35% chance of success. Telepathy (Su): Ultroloths can communicate telepathically with any creature within 100 feet that has a language Description Dark-skinned and alien-looking, this slim figure is fearsome to behold. His long head and bulbous eyes give his face an imposing, evil look. He wears full-plate armor and a shield bearing an argent owl floats at his side. Azmograne is looking to impress Marax, but is a coward at heart. He will seek out the weakest looking Knight of the Watch or Dispatch to engage in combat. Many of the Knights are known to the yugoloths, especially Azmograne and Marax, and he will use that knowledge of their capabilities. The greater magic weapon spells on Azmograne are cast at 14th level. He runs see invisibility constantly and will ride his ivory goats into battle (he prefers the goat of travail. His heroes’ feast is at CL 11th. Source Monster manual III pg. 204 B AUG I CR 15 Male half-fiend fire giant (ultroloth/fire giant) Ftr1/EWM1 LE Large outsider (evil, extraplanar, yugoloth) Init +2; Senses low-light vision, Listen +2, Spot +14 Languages Common, Giant GRM7-IN4 By Right of Conquest Page 67 AC 31, touch 10, flat-footed 29 (-1 size, +2 dex, +10 +2 full plate armor, +10 natural) hp 231 (17 HD): DR10/magic Immune fire, poison Resist acid 10, cold 10, electric 10; SR 27 Fort +23, Ref +8, Will +10 Weakness vulnerability to cold Speed 30 ft. (in half-plate armor), base 40 ft. (8 squares) Melee Greatsword +28/+23/+18 (2d8+29) or 2 slams +26 (1d4+14) or 2 claws +26 (1d6+14) Ranged Rock +14 (2d6+14 plus 2d6 fire) Space 10 ft.; Reach 10 ft. Base Atk +13; Grp +31 Atk Options Cleave, Great Cleave, Improved Sunder, Power Attack, spell-like abilities Spell-Like Abilities (CL 14th): smite good (+17) 1/day, disguise self 3/day, darkness 3/day, desecrate 1/day, ray of enfeeblement 3/day, scorching ray 3/day, enervation 3/day. Abilities Str 38, Dex 14, Con 28, Int 14, Wis 14, Cha 15 Feats Cleave, Great Cleave, Exotic Weapon Proficiency (bastard sword), Improved Sunder, Iron Will, Power Attack, Weapon Focus (bastard sword) Skills Climb +11, Craft (weaponsmithing) +6, Intimidate +6, Jump +15Spot +14. Possessions +2 full plate armor, boots of speed, +1 bastard sword, cloak of resistance +1, gauntlets of ogre power, amulet of health +2 Rock Throwing (Ex): The range increment is 120 feet for a fire giant’s thrown rocks. Description Even as a fire giant, Baugi was shrewd and reserved. He planned his moves carefully, and when he attacked an opponent, he did so with no thought of mercy. As a half-fiend, he has been improved with the taint of an ultroloth, a creature not typically given to melee combat. Baugi has accepted his lot, and has no delusions about being loyal to Master Vigilant Marax or any of the other yugoloths. At the first opportunity, he will abandon the fiends and his fellow half-fiend giants, and strike out on his own. He is already considering options for getting out of Shiboleth and away from the Sheldomar Valley. His eyes now swirl with disconcerting silver pools, so he knows his future will be difficult, even among giants. He will kill as many Tyv as possible, but he will always be looking for a way to secure his own escape. T ARTARUCHI, T H E B RUTE CR 13 NE Large Outsider (Evil, Extraplanar, Yugoloth) Init +5; Senses Listen +25, Spot +25 Languages Abyssal, Draconic, and Infernal, Telepathy 100ft. AC 27, touch 12, flat-footed 26 (-1 size, +1 Dex, +7 chain shirt, +10 natural) hp 275 (22) HD; DR 10/good Immune acid, poison Resist cold 10, fire 10, electricity 10; SR 22 Fort +20, Ref +13, Will +13 Speed 40 ft. (8 squares) Melee longspear +33/+28/+23/+18 (2d6+13/19-20 x3) or whip +32/+27/+22/+17 (1d4+11 plus 1d6 flaming) or 2 claws + 31 (1d6+10) Ranged longbow +23/+18/+13/+8 (2d6+10/x3) Space 10 ft.; Reach 10 ft. (20 ft with longspear/25 with whip) Base Atk +22; Grp +36 Atk Options Combat Reflexes, Power Attack Special Actions Spell-like abilities, summon yugoloth Spell-Like Abilities (CL 10th): At will – cause fear (DC 13), darkness, desecrate, produce flame, see invisibility; 2/day –cloudkill (DC 17), dispel magic (+10 dispel check) Abilities Str 30, Dex 12, Con 25, Int 8, Wis 10, Cha 14 Feats Armor Proficiency (light), Combat Reflexes, Exotic Weapon Proficiency (whip), Improved Critical (longspear), Improved Initiative, Improved Toughness, Power Attack, Weapon Focus (longspear) Skills Hide +21, Intimidate +27, Knowledge (the planes) +24, Listen +25, Move Silently +25, Spot +25, Use Magic Device +14 Possessions +1 longspear, +1 composite longbow (+10 STR), heavy steel shield, gloves of dexterity +2, +3 chain shirt, belt of giant strength +4, +1 flaming whip Summon Yugoloth (Ex): Once per day, a mezzoloth can attempt to summon another mezzoloth with a 40% chance of success. Telepathy (Su): Mezzoloths can communicate telepathically with any creature within 100 feet that has a language. Description This six-limbed insectoid horror stares ahead unblinkingly through glowing red eyes. It wears the uniform of the New Gran March Army. It is wielding a longspear in two of its claws, and a flaming whip in another claw. For opponents who have too much armor to be hurt by his whip, he likes to disarm or trip them from far enough away that smaller opponents cannot respond with an attack of opportunity, and then use his longspear for the rest of his attacks. MMII page 201. K AE M A T HULDI R CR 18 female half-fiend human (ultroloth/human) Wiz10/FSp4/Acm3 NE medium outsider (evil, extraplanar, yugoloth) Init +16 (includes +5 for nerveskitter); Senses Listen +1, Spot +1 Languages Common, Draconic, Elven, Suel, Flan, Celestial, Baklunish, Ignan, Dwarven, Infernal, Abyssal. AC 33, touch 20, flat-footed 26 (+7 Dex, +6 armor, +5 shield, +3 deflection, +2 natural) GRM7-IN4 By Right of Conquest Page 68 Miss Chance 50% (contingency – displacement) hp 154 (17 HD) plus 24 temp (empowered false life) plus 11 temp (heroes’ feast) plus 48 temp (empowered vampiric touch) – total effective hp 237; DR 10/magic and 10/adamantine (stoneskin) Immune poison, mind-affecting and divination magic (mind blank), acid, cold, electric, fire, sonic (energy immunity spells) Resist acid/cold/electric/fire 10 (innate); SR 27 Fort +16, Ref +17, Will +21 Speed 30 ft. (6 squares) Melee dagger +6/+1 (1d4-1, 19-20/x2) Ranged touch spell +14 (by spell) Space 5 ft.; Reach 5 ft. Base Atk +7; Grp +6 Atk Options smite good Special Actions spells, spell-like abilities Combat Gear dagger Class Spells Prepared (CL 18th, CL 22nd for spell penetration checks, DC 21 + spell level, 22 + spell level for evocations and necromancy): 9th— meteor swarm, wish 8th— chain dispel (PHII), horrid wilting 7th— limited wish, greater arcane sight, quickened haste, finger of death, empowered cone of cold 6th— disintegrate, greater dispel magic, quickened glitterdust, empowered blast of flame, Otiluke’s freezing sphere 5th— greater fireburst, wall of force, empowered vampiric touch, quickened magic missile, wall of force 4th— stoneskin, dimension door, enervation, orb of force, ice storm, empowered false life 3rd— greater mage armor, anticipate teleport, fireball, fireball, haste, slow, dispel magic 2nd— glitterdust, glitterdust, see invisibility, see invisibility, false life, scorching ray 1st— nerveskitter, nerveskitter, ray of enfeeblement, ray of enfeeblement, magic missile, magic missile, grease 0— prestidigitation, light, detect magic, read magic Spell-Like Abilities (CL 17th): smite good (+17) 1/day, disguise self 3/day, darkness 3/day, desecrate 1/day, ray of enfeeblement 3/day, scorching ray 3/day, enervation 3/day. Abilities Str 8, Dex 24, Con 22, Int 32, Wis 12, Cha 12 SQ High Arcana – Mastery of Elements, High Arcana – Mastery of Shaping, High Arcana – Spell Power, Spin Fate, Fickle Finger of Fate, Spin Destiny, Deny Fate, Resist Fate. Feats Craft Wondrous Item, Empower Spell, Greater Spell Penetration, Improved Initiative, Quicken Spell, Scribe Scroll , Skill Focus (Spellcraft) , Spell Focus (Evocation) , Spell Focus (Necromancy), Spell Penetration Skills Concentration +26, Decipher Script +24, Knowledge (arcana) +31, Knowledge (dungeoneering) +22, Knowledge (history) +28, Knowledge (nobility) +23, Knowledge (religion) +12, Knowledge (the planes) +31, Profession (gambler) +11, Spellcraft +36 Possessions combat gear plus headband of intellect +6, amulet of health +6, gloves of dexterity +4, rod of metamagic - lesser extend, rod of metamagic - extend, ring of counterspells (greater dispel magic), cloak of resistance +5, ring of protection +3, +4 death ward mithral buckler. Spellbook spells prepared plus lots more. Mastery of Elements (-) The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. For example, an archmage could cast a fireball that deals sonic damage instead of fire damage. This ability can only alter a spell with the acid, cold, fire, electricity or sonic descriptor. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting. This ability costs one 8th-level spell slot. Mastery of Shaping (-) The archmage can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. For example, an archmage could cast a fireball and leave a hole where his ally stands, preventing any fire damage. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. This ability costs one 6th-level spell slot. Spell Power (-) This ability increases the archmage’s effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only). This ability costs one 5th level spell slot. Spin Fate (EX) A mage of many fates understands that “chance” is not as random as many believe it to be, and he can adjust the probability of certain events by applying a force that fatespinners refer to as “spin.” Each day, a fatespinner can use a number of points of spin equal to his fatespinner class level As a free action, a fatespinner can use stored spin to boost the save DC of a spell he casts, adding some or all his spin to the DC, on a point- for-point basis. For instance, a 5th-level wizard/3rd- level fatespinner casting fireball could choose to boost the DC of the spell by 1, 2, or 3 points. Once he uses up his spin for the day, his ability to tinker with probability in this fashion is also exhausted for the day a fatespinner’s spin is replenished whenever the character successfully regains his spells for the day (whether through rest, preparation, or prayer). Fickle Finger of Fate (EX) On reaching 2nd level, a fatespinner gains the ability to affect the luck of others. Once per day as an immediate action he can force any other creature – friend or enemy – to reroll a roll that it has just made. A fatespinner must have line of sight to the creature to be GRM7-IN4 By Right of Conquest Page 69 affected. That creature must abide by the result of the reroll, whether it’s higher or lower than the original roll. Spin Destiny (EX) Beginning at 3rd level, a fatespinner more clearly comprehends the matrix of reality and can use accumulated spin to adjust other random events. The method is identical to increasing a spell’s save DC, but the fatespinner can now add spin to any skill check, attack roll, or saving throw that he attempts on a point-for-point basis. However, the spin utilized comes from the same limited reservoir of karma storage that allows him to adjust the DC of his spells. He must apply the bonus before making the roll. Deny Fate (EX) At 4th level and higher, a fatespinner has a better chance of beating the odds should he ever be rendered unconscious and dying. Once per day, on the first occasion when a fatespinner must make a check to become stable when dying, the check automatically succeeds. Other such checks called for later in the same 24-hour period are made normally. Resist Fate (EX) A fatespinner of 4th level ad above embraces his extraordinary good luck. Once per day, he can reroll on roll that he has just made. He must abide by the result of the roll, even if it’s worse than the original roll. Active Spells: Kaema has the following spells precast (all at CL 18 except heroes’ feast which is at CL 11): energy immunity (all), mind blank, contingency (displacement whenever she is attacked), empowered false life, empowered vampiric touch, see invisibility, greater arcane sight, stoneskin (150 hp), greater mage armor, anticipate teleport. Her ring of counterspells is charged with greater dispel magic. Description A tall, very thin human woman with wisps of softly reddish hair and fine, Suel features. Her skin is rough and leathery, her eyes shine silver and she has delicate mandibles that flank her mouth. Sources Fatespinner (Complete Arcane p37). M AS TE R K ADRAM AZZ CR 13 male corruptor of fate Wiz/MoAO 5/7 NE Medium Outsider (Evil, extraplanar, yugoloth) Init +14 (+5 nerveskitter); Senses Listen +12, Spot +12, darkvision 60 ft. Languages Abyssal, Draconic, Infernal, Common, Flan, Suel, Celestial, telepathy 100 ft. AC 21, touch 15, flat-footed 16 (+1 for dodge feat against designated target) (+5 Dex, +4 mage armor, +2 shield) Miss Chance 50% (contingency displacement) hp 162 (19 HD) plus 15 temp hp (false life) plus 10 temp hp (heroes’ feast); DR 10/adamantine (stoneskin) Immune acid, energy drain, necromantic effects, negative energy effects, poison. Resist cold 10, fire 10, electricity 10; SR 26 Fort +17, Ref +15, Will +17 Speed 30 ft. (6 squares) Melee dagger +19/+14/+9 (1d4+2, 19-20) Ranged ranged touch spell +18 (by spell) Space 5 ft.; Reach 5 ft. Base Atk +12; Grp +13 Atk Options aligned strike (evil), bestow curse, spells Special Actions corrupting gaze, spells Class Spells Prepared (CL 16th, CL 18th for spell penetration checks, DC 16 + spell level): 6th— disintegrate, empowered sculpted and acid substituted fireball, empowered blast of flame 5th— acid substituted cone of cold, sculpted ice storm, teleport, sculpted confusion 4th— stoneskin, dimension door, enervation, orb of force 3rd— sculpted glitterdust, sculpted glitterdust, fly, empowered ray of enfeeblement, acid substituted lightning bolt 2nd— false life, see invisibility, touch of idiocy, blur, scorching ray, acid substituted scorching ray 1st— nerveskitter, magic missile, mage armor, grease, color spray, feather fall 0— prestidigitation, light, detect magic, read magic Abilities Str 12, Dex 21, Con 20, Int 22, Wis 10, Cha 12 SQ unluck, yugoloth traits Feats Alertness (familiar), Dodge, Improved Initiative, Weapon Finesse, Scribe Scroll, Cooperative Spell, Empower Spell, Energy Substitution (Acid), Practiced Spellcaster, Sculpt Spell, Spell Penetration, Skills Balance +12, Concentration +27, Disguise +11, Escape Artist +15, Hide +15, Jump +8, Knowledge (Arcana) +16, Listen +12, Move Silently +15, Profession (teacher) +10, Sleight of Hand +15, Spellcraft +30, Spot +12, Tumble +17, Use Rope +17, Possessions +4 headband of intellect, +2 cloak of resistance, +1 dagger, +1 mithral buckler, rat familiar. Spellbook not applicable. Bestow Curse (Su) As the bestow curse spell; at will; Will DC 24; caster level 7th. This ability affects those touching or touched by a corruptor of fate or its weapons. A cursed subject must roll percentile dice each turn. On a roll of 01- 50, it can take no action. On a roll of 51-100, it can act normally. This is a necromantic effect. Undead are unaffected by a corruptor of fate’s bestow curse ability. The save DC is constitution-based. Corrupting Gaze (Su) A corruptor of fate can blast its enemies with a glance, at a range of up to 30 feet. Creatures that meet the corruptor’s gaze must succeed on a DC 20 Fortitude save or take 1d6 points of damage and a –1 penalty on attack rolls, skill checks and saving throws for 1 minute. The save DC is Charisma-based. Unluck (Su) Roll twice for attacks and damage against a corruptor of fate; the attacker must use GRM7-IN4 By Right of Conquest Page 70 the lower result. This is a mind-affecting necromantic effect. Description A corpulent creature with sickly yellow skin wears black robes embroidered with arcane sigils. An amulet around its neck bears a twisted version of the heraldry of Gran March, with a clawed hand clutching a heart on the field of gray. It is armed with a dagger. It stands about 5 feet tall and weighs about 200 pounds. Its face is emaciated, with thin yellow skin stretched tightly across its skull. As it attacks, a smell of brimstone emanates from its body. Active Spells: All at CL 16th except as noted, contingency (displacement if attacked), stoneskin (150 hp capacity), false life, see invisibility, heroes’ feast (CL 11th) Note None of the abilities of the Mage of the Arcane Order prestige class are directly relevant to this scenario beyond bonus feats and languages, which are included in the statistics above. In the interest of brevity, the full description of the spell pool and other abilities has been omitted. Source: Monster manual IV Pg. 190 C O R R U P T O R O F F ATE “M I N D E R S”, O N E P E R M AJ O R NPC CR 10 male corruptor of fate Clr9 NE Medium Outsider (Evil, extraplanar, yugoloth) Init +7; Senses Listen +15, Spot +15, darkvision 60 ft. Languages Abyssal, Draconic, Infernal, Common, telepathy 100 ft. AC 27, touch 15, flat-footed 22 (+1 for dodge feat against designated target) (+5 Dex, +5 armor, +3 shield) hp 152 (16 HD) Immune acid, energy drain, necromantic effects, negative energy effects, poison. Resist cold 10, fire 10, electricity 10; SR 23 Fort +17, Ref +12, Will +17 Speed 30 ft. (6 squares) Melee dagger +16/+11/+6 (1d4+2, 19-20) Space 5 ft.; Reach 5 ft. Base Atk +13; Grp +15 Atk Options aligned strike (evil), bestow curse, spells Special Actions corrupting gaze, spells Class Spells Prepared (CL 13th, CL 14th for Evil spells, or 15th/17th for spell penetration checks, DC 15 + spell level): 5th— dispel good (D), summon monster V, spell resistance 4th— freedom of movement (D), death ward, delay death, restoration 3rd— magic circle vs. good (D), dispel magic x4 2nd— aid (D), death knell, calm emotions, remove paralysis, silence x2 1st— entropic shield (D), cure light wounds x6 0— cure minor wounds x6 (Luck and Evil domains.) Abilities Str 14, Dex 16, Con 20, Int 12, Wis 20, Cha 11 SQ unluck, yugoloth traits Feats Dodge, Improved Initiative, Weapon Finesse, Improved Counterspell, Practiced Spellcaster, Spell Penetration Skills Balance +2, Concentration +24, Disguise +10, Hide +10, Listen +15, Move Silently +15, Sleight of Hand +10, Spellcraft +20, Spot +15, Tumble +12 Possessions +2 periapt of wisdom, +1 cloak of resistance, +1 heavy steel shield, +1 chain shirt. Bestow Curse (Su) As the bestow curse spell; at will; Will DC 23; caster level 7th. This ability affects those touching or touched by a corruptor of fate or its weapons. A cursed subject must roll percentile dice each turn. On a roll of 01- 50, it can take no action. On a roll of 51-100, it can act normally. This is a necromantic effect. Undead are unaffected by a corruptor of fate’s bestow curse ability. The save DC is constitution-based. Corrupting Gaze (Su) A corruptor of fate can blast its enemies with a glance, at a range of up to 30 feet. Creatures that meet the corruptor’s gaze must succeed on a DC 18 Fortitude save or take 1d6 points of damage and a –1 penalty on attack rolls, skill checks and saving throws for 1 minute. The save DC is Charisma-based. Unluck (Su) Roll twice for attacks and damage against a corruptor of fate; the attacker must use the lower result. This is a mind-affecting necromantic effect. Description A corpulent creature with sickly yellow skin wears a chain shirt and carries a heavy shield. It stands about 5 feet tall and weighs about 200 pounds. Its face is emaciated, with thin yellow skin stretched tightly across its skull. As it attacks, a smell of brimstone emanates from its body. Active Spells: None. Note Tactics revolve around counterspelling. Use dispel magic spells if needed, or improved counterspell (the summon spell is for orbs, and the spell resistance spell is for dimensional anchor). Remove detrimental conditions from the leader as needed. Source: Monster manual IV Pg. 190 GRM7-IN4 By Right of Conquest Page 71 APPENDIX 9 – NPC ALLIES APL S 2 – 8 G RAN M ARCH I NFANTRY/ V I G I L K O TW CR 4 Male or Female human F4 LG medium human Init +2; Senses Listen +0, Spot +0 Languages Common AC 17, touch 12, flat-footed 15 (+2 Dex, +5 armor,) hp 30 (4 HD) Fort +6, Ref +3, Will +1 Speed 20 ft. in chain mail (4 squares), base movement 30 ft. Melee longspear +8 (1d8+5) or longsword +8 (1d8+4) Ranged weapon +6 (1d8) Space 5 ft.; Reach 5 ft. (10 ft. with longspear) Base Atk +4; Grp +6 Atk Options Power Attack Abilities Str 15, Dex 14, Con 14, Int 10, Wis 10, Cha 11 Feats Combat Reflexes, Mounted Combat, Power Attack, Weapon Focus (longspear), Weapon Focus (longsword), Weapon Specialization (longspear), Weapon Specialization (longsword) Skills Climb +2Diplomacy +1, Handle Animal +4, Jump - 4, Ride +8 , Swim -2, Possessions MW chain mail armor, MW longspear, MW longsword, light crossbow, 20 bolts Description A Gran March infantry soldier wearing superior personal equipment. He also displays a small emblem of the Knight of the Watch. These soldiers are all varieties of human, male and female. G RAN M ARCH AR C H E R CR 4 Male or Female human F4 LG medium human Init +2; Senses Listen +0, Spot +0 Languages Common AC 14, touch 12, flat-footed 12; Dodge, Mobility (+2 Dex, +2 armor,) hp 30 (4 HD) Fort +6, Ref +3, Will +1 Speed 30 ft. (6 squares) Melee light mace +6 (1d8+2) Ranged weapon +8 (+6/+6 w/Rapid Shot) (1d8+4) Space 5 ft.; Reach 5 ft. Base Atk +4; Grp +6 Atk Options Point Blank Shot, Rapid Shot Abilities Str 14, Dex 15, Con 14, Int 10, Wis 10, Cha 11 Feats Dodge, Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow), Weapon Specialization (longbow) Skills Climb +7, Handle Animal +4, Jump +7, Ride +5 , Swim 6 Possessions Leather armor, MW composite longbow (+2 Str), 100 arrows, light mace Description A Gran March infantry soldier wearing superior personal equipment. These soldiers are all varieties of human, male and female. APL S 10 – 14 G RAN M ARCH S O L D I E R/K O TW CR 10 Male or Female human F10 LG medium human Init +2; Senses Listen +0, Spot +0 Languages Common AC 18, touch 12, flat-footed 16 (+2 Dex, +6 chainmail) hp 75 (10 HD) Fort +9, Ref +5, Will +3 Speed 20 ft. in chain mail (4 squares), base movement 30 ft. Melee longspear (or lance) +16/+11 (1d8+9) or longsword +16/+11 (1d8+7) Ranged weapon +12 (1d8) Space 5 ft.; Reach 5 ft. (10 ft. with longspear or lance) Base Atk +10; Grp +14 Atk Options Power Attack, Ride by Attack, Spirited Charge Abilities Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 11 Feats Combat Reflexes, Mounted Combat, Power Attack, Ride By Attack, Spirited Charge, Weapon Focus (lance), Weapon Focus (longspear), Weapon Focus (longsword), Weapon Specialization (lance), Weapon Specialization (longspear), Weapon Specialization (longsword) Skills Climb +7Diplomacy +2, Handle Animal +7, Jump +1, Ride +13 , Swim +2, Possessions +1 chain mail armor, +1 lance, +1 longspear, +1 longsword, light crossbow, 20 bolts, gauntlets of ogre power Description A Gran March infantry or cavalry soldier wearing superior personal equipment. He also displays a small emblem of the Knight of the Watch. These soldiers are all varieties of human, male and female. G RAN M ARCH AR C H E R CR 10 Male or Female human F10 LG medium human GRM7-IN4 By Right of Conquest Page 72 Init +8; Senses Listen +0, Spot +0 Languages Common AC 16, touch 13, flat-footed 12; Dodge, Mobility (+4 Dex, +2 armor,) hp 75 (10 HD) Fort +9, Ref +7, Will +3 Speed 30 ft. (6 squares) Melee light mace +12/+7 (1d8+2) Ranged weapon +16/+11 (+14/+14/+9 w/Rapid Shot) (1d8+5) Space 5 ft.; Reach 5 ft. Base Atk +10; Grp +12 Atk Options Blind Fight, Far Shot, Point Blank Shot, Power Attack, Rapid Shot Abilities Str 14, Dex 18, Con 14, Int 10, Wis 10, Cha 11 Feats Blind Fight, Dodge, Far Shot, Improved Initiative, Mobility, Point Blank Shot, Power Attack, Precise Shot, Rapid Shot, Weapon Focus (longbow), Weapon Specialization (longbow) Skills Climb +13, Handle Animal +4, Jump +13, Ride +6 , Swim 12 Possessions Leather armor, +1 composite longbow (+2 Str), 100 arrows, light mace, gloves of dexterity +2 Description A Gran March infantry soldier wearing superior personal equipment. These soldiers are all varieties of human, male and female. GRM7-IN4 By Right of Conquest Page 73 DM AID#1: THE NEW GRAN MARCH GRM7-IN4 By Right of Conquest Page 74 DM AID#2: THE KNIGHTS VIGILANT GRM7-IN4 By Right of Conquest Page 75 DM AID: NEW RULES NEW FEATS Cooperative Spell [Metamagic] (Complete Arcane) You can cast spells to greater effect in conjunction with the same spell cast by another individual. Prerequisite: Any metamagic feat. Benefit: While the two of you are adjacent, you and another spellcaster with the Cooperative Spell feat can simultaneously cast the same spell at the same time in the round. Add +2 to the save DC of cooperatively cast spells and +1 to caster level checks to beat the target’s spell resistance (if any), using the higher base DC and level check of either caster. A cooperative spell uses up a spell slot of the same level as the spell’s actual level. Special: For each additional caster with this feat casting the same cooperative spell simultaneously, the spell’s save DC and the bonus on the caster level check both increase by 1. When more than two spellcasters cooperatively cast a spell, each must be adjacent to at least two other casters involved in the casting. For example, two wizards and two sorcerers standing in a circle all have Cooperative Spell. The first three in the initiative order ready an action to cast fireball, casting the spell when the fourth does. The base DC of the spell’s save is equal to the highest save DC among the cooperative casters (as determined by relevant ability scores, other feats. special abilities, or items) +4 (+2 for the first cooperative caster and +1 for each of the other two). As well, whoever has the highest caster level determines the base caster level check, which gains a +3 bonus (+1 for each cooperative caster). Energy Substitution [Metamagic] (Complete Arcane) You can modify an energy-based spell to use another type of energy instead. Prerequisite: Knowledge (arcana) 5 ranks, any metamagic feat. Benefit: Choose one type of energy (acid, cold, electricity, or fire). You can then modify any spell with an energy descriptor to use the chosen type of energy instead. An energy substituted spell uses a spell slot of the spell’s normal level The spell’s descriptor changes to the new energy type – for example, a fireball composed of cold energy is an evocation [cold[ spell.. Special: You can gain this feat multiple times, choosing a different type of energy each time. Improved Toughness (Complete Warrior) You are significantly tougher than normal. Prerequisite: Base Fortitude save bonus +2. Benefit: You gain a number of hit points equal to you current Hit Dice. Each time you gain a HD (such as by gaining a level), you gain 1 additional hit point. If you lose a HD (such as by losing a level), you lose 1 hit point permanently. Special: A fighter may select Improved Toughness as one of his fighter bonus feats. Practiced Spellcaster (Complete Arcane) Choose a spellcasting class that you possess. Your spells cast from that class are more powerful. Prerequisite: Spellcraft 4 ranks. Benefit: Your caster level for the chosen spellcasting class increases by 4. This benefit can’t increase your caster level higher than your Hit Dice. However, even if you can’t benefit from the full bonus immediately, if you later gain Hit Dice in levels of nonspellcasting classes, you might be able to apply the rest of the bonus. For example, a human 5th-level sorcerer/3rd-level fighter who selects this feat would increase his sorcerer caster level from 5th to 8th (since he has 8 Hit Dice). If he later gained a fighter level, he would gain the remainder of the bonus ad his sorcerer caster level would become 9th (since he now has 9 Hit Dice). A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which class gains the feat’s effect. GRM7-IN4 By Right of Conquest Page 76 This feat does not affect your spells per day or spells known. It increases your caster level only, which would help you penetrate spell resistance and increase the duration and other effects of your spells. Special: You may select this feat multiple times. Each time you choose it, you must apply it to a different spellcasting class. For instance, a 4th-level cleric/5th-level wizard who had selected this feat twice would cast cleric spells as an 8th level caster and wizard spells as a 9th level caster.. Sculpt Spell (Complete Arcane) You can alter the area of your spells. Prerequisite: Any metamagic feat. Benefit: You can modify an area spell by changing the area’s shape to either a cylinder (10-foot radius, 30 feet high), a 40-foot cone, four 10-foot cubes, a ball (20-foot-radius spread), or a 120-foot line. The sculpted spell works normally in all respects except for its shape. For example, a lightning bolt whose area is changed to a ball deals the same amount of damage, but affects a 20-foot-radius spread. A sculpted spell uses a spell slot one level higher than the spell’s actual level. NEW SPELLS Anticipate Teleportation (Spell Compendium) Abjuration Level: Sor/Wiz 3 Components: V, S, F Casting Time: 10 minutes Range: One willing creature touched Area: 5-ft./level radius emanation from touched creature. Duration: 24 hours Saving Throw: None Spell Resistance: No The arcane words that activate this spell linger in the air for a moment. As they fade from your hearing, you become more aware of both your surroundings and the possibility of intrusion. The subject of the spell is surrounded with an invisible aura that anticipates and delays the teleportation of any creature into the spell’s area. Any teleportation spell or effect (including all spells with the teleportation descriptor)can be anticipated, making the spell’s recipient instantly aware of the exact location where the teleporting creature will arrive (subject to the restrictions below), the creature’s size, and how many other creatures (and their sizes) are arriving with the teleporting creature. The spell also delays the arrival of the teleporting creature by 1 round (so that it arrives on its initiative count immediately before its next turn), generally giving the recipient of the spell and anyone else made aware of the information 1 round to act or ready actions. The teleporting creature does not perceive this delay. Since a teleporting creature doesn’t necessarily arrive at the precise location it intends, the spell also functions against a creature that arrives in range even though its intended destination was elsewhere. For a creature that intends to teleport into range but inadvertently arrives outside the spell’s area, the spell gives the recipient awareness that a creature has attempted to teleport into range and delays the creature as normal, but doesn’t give awareness as to the actual location of its imminent arrival. The spell has no effect on creatures attempting to teleport away from the spell’s area, although if their destination is within the area, the spell will affect their reentry as normal. Focus: A tiny hourglass of platinum and crystal costing at least 500 gp, which must be carried or worn by the spell’s recipient while the spell is in effect. Blast of Flame (Spell Compendium) Conjuration (Creation) [Fire] Level: Sor/Wiz 4 Components: V, S, M GRM7-IN4 By Right of Conquest Page 77 Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped burst. Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: No As you cast the spell, your hand becomes sheathed in barely perceptible yellow flames. With a roar, the flames burst from your hand in the shape of a cone, leaving your hand trailing wisps of smoke. Flames fill the area, dealing 1d6 points of fire damage per caster level (maximum 10d6) to any creature in the area that fails its saving throw. Material Component: A bit of wick soaked in oil. Chain Dispel (Player’s Handbook II) Abjuration Level: Clr 8, Sor/Wiz 8 Components: V, S, M/DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One or more creatures, no two of which are more than 30 ft. apart. Duration: Instantaneous Saving Throw: None Spell Resistance: No A coruscating bolt rips through the air, humming with power as it strikes each targeted creature. Each creature struck by this spell is affected as if by a targeted dispel magic, except that you can add your caster level to the dispel check, up to a maximum of 25. Material Component: A pair of bronze nails, each no less than 6 inches in length. Fireburst, Greater (Spell Compendium) Evocation [Fire] Level: Sor/Wiz 5 Components: V, S, M Casting Time: 1 standard action Range: 15 ft. Area: Burst of fire extending 15 ft. from you. Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes With a grand circular gesture the air around you fills with flame. An instant later the fire explodes outward, engulfing everything close to you. Greater fireburst causes a powerful explosion of flame to burst from you, damaging anyone within 15 ft. of you. All creatures and objects within that area, except for you and any creatures or objects that share your space, take 1d10 points of fire damage per caster level (maximum 15d10). Material Component: A bit of sulfur. Mage Armor, Greater (Spell Compendium) Conjuration (Creation) [Force] Level: Sor/Wiz 3 GRM7-IN4 By Right of Conquest Page 78 Components: V, S An invisible sheen of armor-shaped force surrounds you. This spell functions like mage armor (PH 249), except that it requires no material component and its tangible field of force provides a +6 armor bonus to Armor Class. Nerveskitter (Spell Compendium) Transmutation Level: Sor/Wiz 1 Components: V, S Casting Time: 1 immediate action Range: Close (25 ft. + 5ft./2 levels) Target: One creature Duration: 1 round Saving Throw: None (harmless) Spell Resistance: Yes You suffuse your ally with a brief, blue low. He jerks away from you, as if he can anticipate your next action. You cast this spell when you and your party roll for initiative. You enhance the subject’s reaction in combat, granting it a +5 bonus on its initiative check for the current encounter. If the subject does not make an initiative check within 1 round, this spell has no effect. Orb of Force (Spell Compendium) Conjuration (Creation) [Force] Level: Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: One orb of force. Duration: Instantaneous Saving Throw: None Spell Resistance: No As you gather the energies of the spell, you feel against your palm a spherical weight that seems almost bonded to your skin. The sphere grows, until with a final precise movement, you release the translucent blue orb, sending it hurtling toward your intended target. You create a globe of force 3 inches across, which streaks from you palm toward your target. You must succeed on a ranged touch attack to hit the target. The orb deals 1d6 points of damage per caster level (maximum 10d6). GRM7-IN4 By Right of Conquest Page 79 PLAYER HANDOUT #1 – KNIGHTS OF THE WATCH This information is provided to Knights of the Watch and squires to the Order. Contact with the Watchers in Shiboleth reveals the following significant information: There is an ultroloth calling himself Master Vigilant Marax who is spreading the lie that the Knighthood was founded as a copy of a daemonic order named the Knights Vigilant. Researchers have found some records of a version of the heraldry he uses dating back about 200 years. Even if some version of the skeletal owl rampant was being used 200 years ago, there is no way the knighthood could be based on anything but the true teaching and heraldry of Trilesimain. There are authentic, documented accounts of the history of the knighthood. However, the uniformed are easily misled and many are only too happy to believe slanderous accounts of the Order. This Marax is to be found and put to death, as well as any other friend wearing the perverted heraldry of the Knights Vigilant. This directive comes down from Watcher Tenelous, who seems especially annoyed with the lies being spread. GRM7-IN4 By Right of Conquest Page 80 PLAYER HANDOUT #2- SYRLOCH This information is provided to PC members of Syrloch. There are rumors that former Archdean Kaema Thuldir has worked with yugoloths seen in Gran March. Someone resembling her aided an ultroloth named Marax to steal some items from The Athenaeum. This woman looked like a half-fiend. These rumors are just speculation at this time, but the Deans are taking the matter under advisement and are investigating. This is a subject to be generally avoided. There seems to be an arcanaloth named Morgraze that has found a way to transform humankind and giant-kin into half-yugoloth monsters. The researchers at Syrloch have a number of test subjects and are working to understand and reverse the process. If this creature could be found and captured, it would be helpful to the research.
textdata/thevault/Living Greyhawk/Modules/Gran March/597/Interactives/GRMBI7-04 - By Right of Conquest (APL 2-14)/GRMBI7-04 - By Right of Conquest.pdf
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textdata/thevault/Outbreak_ Undead/Outbreak Undead - Risk cards.pdf
: ::::::::::::::: : : :: ::: :::: :. '.a 'æ 'æ) a::::a. =æâ&** r{ I' i / ,,1J i:f i-t" I".g ;.ff* 'tèæ r 1hr;a t{sdifi çatlrr:s de combat Cr: l:râl*e I-ladversaire est... Dans une position surélevée Sur le côté Derrière De côté De dos As sol Lveuglé Entravé ou immobile Surpris A distalac* La cible est... À portée courte itpartée moyenne h portée loague À portée extrême Immobile En mouvement rapide Dans lbbscurité Lbrité Au corps à corps Armes courtes Poignard* Hachette* Armes Longues Épée courte Épée longue Hache de guerre Armes à deux mains Longue hache Épée à deux mains Armes dhast Lance* À distarce Armes de jet |aveline Poignard Hache de jet Lance Armes de tir Arc de chasse Lf. Àê s,1êftè Fronde Bouclier Armure Veste de cuir Cuir renforcé Cuir lamellé Cotte de maille Pièces d'armure Casque Epaulières de fourrure Bracelets de cuir renforcé Iambières de cuir renforcé Protection 2 4 6 9 -J -8 +3 +6 +6 r8 *1û Dégâts Solidité 39 48 5 11 7tL 910 t2 t4 tl *égâts Sotidité 67 J> 48 8 11 68 7r0 4t2 DP Solidité 13 18 +3 +0 -6 -t6 +8 -6 -8 -3 à -16 selon la superficie du corps couverte par lbbstacle Valeur 0,4 (4 pièces) 0,5 (5 pièces) 0,3 (3 pièces) 4 1 2 0,1 (l pièce) -1s3'â j r (à cheval, sur une table, personnage est au so1.. . ) (il est placé sur la droite ou la gauche du personnage) (il se tient dans le dos du personnage) (il présente son flanc au personnage) (il tourne le dos au personnage) (il se trouve au pied du personnage) (incapable de voir le personnage) (ligoté ou paralysé par la peur) (il nâ pas ru venir le personnage) I4 I2 10 Valeur {en onces dàrgent) 0,5 (5 pièces) 0,3 (3 pièces) 2 4 l 3 5 + Portée {Cl}I/LlE) 51r0120140 3l619l12 3l619lrs 5lr0l).5130 r0120140180 I 0/30/50/ l 00 r0120130140 trraleur 4 2 2 0 Enc. 812 Êcg ârmEs Enc. 0 0 0 I 2 3 3 Enc. 2 0 0 Enc. \raleur 0 0,3 11 32 58 Bonus de prot. Enc. \'aleur +322 +2 1 0,6 +1 (la paire) 0 0,-i +2 (ia paire) 1 0.J Cractcristiçre âctions {-- } tg.$ + PUI x3 I Faible I -\lor en -1 Fort + Heroique 5 L esendaire ,{ctions base 2 3 I 5 6 }lod. 0 -2 -10 -15 -20 l1ôlée PUI Attaque en force Malus - 0 / Dgts + PUI Attaque dévastatrice Malus - PUI i Dgts : AGI Attaque classique AGI / Malus - 0 PER Attaqueprécise Malus - 0/Protectionadverse: - PER Attaque visée Malus - PER / Protection adverse : - PER x3 nlistallc* INS ou PUI Tir d'arrêt Malus -0 / Dgts : +INS ou +PUI Tir d'impact Malus - INS ou - PUI / Dgts : +INS x3 ou PUI x3 AGI Tir posé AGI / Malus - 0 PER Tir précis Malus -0 / Protection adverse : - PER Tir visé Malus - PER / Protection adverse : - PER x3 Far*r AGI + compétence > résultat de l'attaque adverse Hsx.trae{r'er AGI + compétence > résultat de lâttaque adverse Critique Réussite i.=s::a: ::lai > SR xl = Réussite critique E.cfiec Resultat .1" 2xu1" 3xu1, faî{eau des couf s yarfa*s 1D ] tt Effr.t ].ai-.-e:saue chancelle sous 1e coup et perd une action de son : -:' a::,-':;s;. S'il n'ar-ait déjà plus d'action en réserve, cette attaque n'a :"-. j..;::. ::ici \lue dbbliger la victime à agir dernière lors du pro- :ia,: :..-: .le ;ombat (son rang d'initiative, juste pour Ie tour sui- -,-::::. i.e-.rer: egal a zero). I - 3 Le coup puissant brise l'arme de l'adversaire. Dégâts +5. 1-: Lattaque désarme l'adversaire qui titube sous Ie choc et :::'i:- e; soi. Degàts r10, 8 - 9 I e personnage ne décompte pas cette action. Cependant, il :-. :.;: :as atlaquer a nouYeau lors de l'actiOn Suivante. Dégâts +5. l0 Le personnage peut effectuer immédiatement une nouvelle ;*::ar-;e. Celle-ci ne coûte pas d'action supplémentaire (le cas échéant, -c :est esi rea-iisé avec le même malus d'actions supplémentaire que la ::e--e,iente attaque avant obtenu une réussite critique). Dégâts +10. fa6{eau des ma{adresses I Dlil Ëtfer €"*s &}r{$}}xÇr$ ${}âx.xtû i - , , 1111-r,toy.he son allié }e plus proche et lui inflige (po- ffiT n Srrr,ri. :entiel de degats de l'arme + Marge déchec) points de dégâts (l'ar- mure s'applique normalement). Si aucun dèntre eux ne se trouve à , portée, ou dans sa ligne de mire, I'arme se fi.h. d;;;;;r',".i;l'i *ll::i:,"-t^t::- Encore rrrngani \c , r\c. Blgssé 2 - 3 I-e héros touche son allié le plus proche et lui inflige (.po- t4eurtri tentiel de dégâts de I'arme + Marge déchec)/2 points de dégâts (l'ar- i: mure s'applique normalement). Si aucun dèntreii" ". r.t*.ir.'a t^1:::t^t"t*t.,^ r^ *^-+ portée, * aunt sa ligne de mire, le personnage perd le contrôle de son Aux portes oe la mort arme et doit réaliser sa prochaine action avec un malus de -2. \{ôd*CâXf g 4 - 7 Le héros laisse échapper son arme qui tombe à 1D5 mètres i"r, de 1ui, dans une direction déterminée au hasard. 8 - 9 Le personnage se blesse lui-même à Ia suite d'un faux mou- INT + Médecine vement. Il peut se tordre Ia cheville, se froisser un muscle ou même r se donner un coup tout seul. Il subit (potentiel d;'#sâ";."ffi;i *Ï::t:,:tj::- Marge déchec)/2 points de dégâts. La'valeur de ses p"rotections sap- ;ï:::i rnnganl plique normalement., Meurtri l0 Comme ci-dessus, mais cette fois le héros subit (potentiel ; de dégâts de l'arme t Marge déchec) points de aegair. i"îa!iri. rTr lT:it^t"tîtr- ra *^-+ protectlons s appnque noimalement. " l\ux Porres qe Ia mort r {bispri? .r}} Seuil 1007o PV12 PVt4 0 -U4PV *- i:\lllc x! I Modificateur -J I T-\ SR 10 t4 19 25 JZ points de Uic (pU) {}\' - {tiru"ps x-îi Frinoent Blessé Meurtri Inconscient Mort $oins Gains Marge 12 ou Vie = 1 (si en négatif) Difficulté Aisé Moyen Difficile Très difficile Exceptionnel Gains INT x PV ou Vie = I (si en négatif) Difficulté SR f aclle / Aisé 10 Moyen 14 Difficile 19 Très difficile 25 Sruils de Rôus*itE ($R) Exernples Descendre d'un banc Enfiler un fil dans une aiguille Grimper une échelle de corde Lancer son poignard sur une cible à trois mètres Atteindre un oiseau en plein vol Se repérer en pleine mer, par temps couvert Escalader à mains nues un glacier Abattre seul un géant des glaces Battre Odhinn à un jeu de stratégie Dommagcs I Blessure Tué Nombres Base + 2 Base + I lD10 +Physique 2Dl0 + Conflit 2D10 + Conflit Physique+MR+1D10 Êa furor das guerrfier*-faupes ffet de la feTr*r 1 à (Ténacité) Dés de Furor en plus à toutes ses attaques Peut aller à -100% en PV Ignore les malus de blessures PER: +1 Niv de diff. DP=0 lD pour Parade ou Esquive ist*r à lil &lrCIr ringant : test d'Intelle ct >= 14 essé: test d'Intellect >= 19 urtri : test d'Intellect >= 25 itter l'état <!e fux'*r [,es Chtrt*s Perte de PV Test: AGI + Acrobatie (SR14) &{**qu*r **uair Au-delà de VIG x 30s Perte de PV (10 - VIG) / Tour La n*yad* Test: VIG + Natation Perte de PV (10 - VIG) Conditions: SR R (modi{ieatellr} 5+1 7+2 10 +3 14 x4 19 +5 25 +6 32 +7 40 +8 49 +g Très simple Simple Aisé Moyen Difficile Très Difficile Exceptionnel Légendaire Divin figurants ctiç** nilit > 10 nflit < 10 ambat itiative aque nse Hauteur+(1D10/3m) Perte 12 Délai 1Dl0 2Dr0 3Dr0 4D10 Fréquence / 3 heures / heure / heure / 10 minutes / 1 minute ne : INT + DM > 5 + nombres de dés de furor dépensés : INT +DM > 7 + nombres de dés de furor dépeniés urtri : INT + DM > 10 + nombres de dés de furor dépensés Eau calme, mer d'huile Simple (7) un seul test Courant faible Courant modéré Courant Fort, mer agitée Rapides, mer démontée Tempête, ouragan T,e f*w Torche, Brasero Aisé(10) /5minutes Moyen(14) /2minutes Difficile(19) / lminute Très difficile (25) / 5 tours Exceptionnel (32) / Tour Feu de cheminée, feu de camp Brasier Au cæur d'un incendie T,* fr*id Perte de PV 1Dl0 / Fréquence Conditions Froid hivernal, de jour Froid hivernal, nuit Tempête de neige Blizzard Dans lèau glacée Modificateurs: - 2 : Correctement protégé contre ie froid (fourrures, vêtements chauds) - 5 : Très bien protégé contre le froid (fourrures, toque, gants, vête- ments chauds) + 2 : };4aI protégé (vêtements légers, armure de métal) + 5 : Très mal protégé contre le froid (mouillé, nu) Magie Temps de ?réTaration Rcduire ou -\ugmenter S-:: i:s::-: \e-;:re:I\S - Seidr > 1-1 !::-- \;.=::: : -\S - :ejJr 2 1{ - D-\1 (de la cible) :.;r.>Ë: ârgcnt I onces d'argent = I once dbr 2 onces d'argent = I vache laitière I once d'argent = 3 moutons 1 once d'argent = 9 mètres de lainage tissé (sur environ I mètre de large). {s - _''f - ,1 : -r: 1,-, l /.i - I l, - I I I Jeldr I Tesl Table des durées -\fR Durée - - -: 1D5 -\ctions a--- lDl0Tours ----r 1D10-\linutes -: - -l ]DIO Heures :a- 1D5 Tournées Çaffr Test Cl-l, - Ga-c: Lcs -\laiedictions SD Domaile -î,:-J:-::: ;,': -\1e-acre \Iineure 6 .r.-:: .:. . - \1"-:;:e -\l,rderee 9 \1- :::;::;': -\ilie;re ll -:,::-::: ;': Iria-acle \Iaieure l5 I,l, =*.:...: \la,e:_:e Les Illusions SD Domai-ne Durée -l .- -.; ^D-i -\;tions 6 r--.. iDir-t Tours 9 C,;--:a: iDir,r \Iinutes 1l C,:,:: iDlr-r Heures 15 - --:.:: . D-i ltlurnÈÈs le Charrne SD Domaine -l S. :::::::- 6 S;::-:. 9 e ::-::.:: i.s -i:tl::a:r ll r-:r:::::: ;es ii::ita:ns 15 [-,.::::.: :.. C:ca::le: Durée Nbre Cibles 1D5 -\ctions I lD10Tours 2à4 lDi0}linutes 5à9 1D10 Heures l0 à 49 lD5 Journées 50 et + Zone I\S x i0cm3 (chat, balle, épée,...) I\S s 50cm3 (tabouret, enfant,...) I\S x 1m3 (homme,2 enfants,...) I\S r 5m3 (charrette, 2 cavaliers,...) I\ S x 10m3 (maison, kraken, bateau...) l. r ic d'une Rune Durée 6--{GI -\ctions r--{Gi Tours 5--\Gl \linutes j-,-G- Heures i--1,G- l'our= Duree SD i'::e: r Heures i i'::cs r r.,';:s 6 i-::.: r Se-::aines 9 i.;::=: r \lols ll i-.:::* r -{r-nees l-i &lcdifi cateurs et e*rnditicns Condition (climat) Pluies modérées Pluies torrentielles Neige Blizzard 'l-pmnÀfc ên mêr Vents favorables en mer Condition (terrain) Forêt dense Terrain accidenté Collines abruptes Forêt et terrain accidenté Montagnes Marais Distance rnûyenne {1t} heures de trajet} 25 km 5U KIn 20 km 30 km 60 km 20 km 30 km vl t1 xIl3 x1.14 xLt 3 Durée 1D5 ,\ctions 1D10 Tours 1D10 \Iinutes 1Dl0 Heures 1Di Journées Nbre Cibles 1 2à4 5à9 10 à 49 50et+ Uopager dans la Mode de tran$pcrt Marche à pied A cheval Sur un attelage Traîneau Navire ; voile Navire; rames Barque Runes Test ,-f'l'l - i'::es Caicul du SR >n = S- l:-".:::. - SD D::ee - SD \ir-eau Grar cr unc Rune 5upport :83, _-- ::-: : a- a ,-:,: Sogf*rrt _ _i:: u.,::: lxs àÈ!:e \{€i " r}: Sommaire Dieùx Miûelrrs Calendrier de la Scandia Epées et objets légendaires PNI Crédtts Idée originale Neko Direction éditoriale et artistique Neko Textes Kristoff Valla, Neko Relecture Neko Illustrations couleur Marc Simonetti Illustrations intérieures, éléments graphiques, cartographie Iérôme Huguenin (fee) Yggdrasill est édité par le 7ème Cercle Sarl, titre et marque déposés. @2009 Le 7ème Cercle Tous droits réservés 10, rue dAlexandre 64600 Anglet www. Temecetcle.com .]l .,\ {^.1 p6 Errata du LDts Omission : Solidité des boucliers : 16 p159 : PRE à remplacer par CHA, Charisme. p 161 : PRE à remplacer par CHA, Charisme p162 : REF à remplacer par INT,Intellect , iittl, t!'t ti.nditf t c Ces dieux considérés comme ni.eurs sont tootefois souventcités daDs les Eddas et les sâgas, etfaffois\t.érés pâr oes corporaoons. Pour vous pemlettre de mieu cornprendre ceftâines légeûdes, cn voici quelques !Ds, bieD connus des scal.les. Idunn, la icunessc êtcmelle ," Akn s sn-t int lc :iunt Thiu.i sous Lu f(nttc Ll'ut1 Llille.Il pril'I.lunn t[ stntn]a atit el,. iusoi.rt tltrus sLtl dottainc... " ' l Sl:iklskirpamr:11 ch. i Id'rnr, peu t-êLr e desc€Ddânte d'Ivaldi. un cé1èbre dôk k lfal esi dorlc certâiùement l:r so€ur des célèbres forge rons,les rils d I\.aldi. reNre de Llfagi,le dieu de là poésie, elle repfésente la jeuDesse érernelle, et la régénération. Lllle détieni les pomncs dcjouveDce qui évitetrt aLL\ dieux de vieillil Gar dicnne des frùils de lâ vie, elle lâit siùenent partie des \.ancs, dieux dc la ferlilité. lllc a été eùl€vée pù le géâDl Tlijazi suite à une tralii son de Loki (\'oir cncârt). l.es pom nres ainsi quc lcs noix sonl souvenl r etrouvées r.' .le.r.ThF ...ùCà .. d.ir l(rcrr!lc (t,!'.r < Cest nai lc iaLt Drcnicr \!uL l LS d Lnjrl 4,, ,1 ,., .. .,11,.. t.. ft.. - lolesc]]rla. str.50 Loki sètait rnis dans une situation Érilcusc a\ec u]1 aiglc, en iàit un géant Détdnor?liosé, rhjùi, père de Skadi, la fem me de Njôrd Il dut lui promettre pour rclr ouvcr la libcrtô dc h'rcr ladéesse d€ la jeuneseétef nelle, iùrn., ainsi qLLeses poilrnes màgiques. Lold attira lâjeune femme, dans la forêt, préterlant ivoir décoLrlert dhutres p.nnmes de jou\ence, pour quèlle puisse les ô1lloer cr1 ]c\ coûPâmt âu sieùes. IdunD enilrortâ alors avec elle lc co*ict dans l€quel ele gardait ses poùrn1€s, et 1e suivit. llâigle, Thjazi, foldil su ele et L'nlevâ. Pri\'és des fruits magiqLres, les Ases conm€nçdient à yiejllir. ùlais ils apprirentbicn !it€ que ]d dernièrep€fsonne à a!'oir \.u ldunn, nëlait àutrc que fold. Il nlenâcèreùt de tortures ce .lernief qui fila e prlrnter un manteau per nrettant.le se châlger en fâucon à frq'ia, et sènYolavers la hille du géar1t. Tr.nstomrântlâ déesse en noix, il lèDserrâ dans ses sefles et sènlirit, poursuivit par Thiazi eD aigle. Les dieùx les voyânL âniler mirert le fèu aù plLùnes de higle qui tomb:r âu sol oir iLs l'âclie\èrent. C'€st air$i que 1es \\r' (. rfeft e ' \porrr. .,1. .',\,r,.,.1, I clr, ,. fç*vle défcræcn de la paix u Il cst uue lnlle appelée (llftnn, Dbi-.\o/rf r.i illic,-r, Dh b, t,t \ar lrcpt.t. toit. I t\l ltt llr€ t( 111t tal\€11 I.Lt lh.! pLtrt dts iaurs. Et qu'il dpdisi loulcs Les qut:rllcs., alylligilrrirrg, .h.32 Forseti, ( celui qui préside ' est le dieù de lâ |rsuce er .te la pai\ chcz les Ases. Mais contRirenent à lir il ne sbc crpe qùe des .fTâires p.,umnt se régler pàr lâ nrédiaiion, pâs des règleDcnts pârla vengeance ou le crgeld. Le nom de son palais, GlitDir, peul êtrc lraduit par :1e 1i r.l ' Fils de Baldr et de Nam, il est aussi considéré comme le dieu de lëloquence e1 de la sâgesse . Respecié pour son amorr dela paix, il est souvent nommé dans les sements b&,lcprenr/rr dcs scaldes Brâgi, fils dodhinn, et de mère inconnue, €st ]e pren1ier des scaldes, souvent considéré, après son père, comme le dieu de l, poeleq iilIrJ| e 5on ron nrrre\i8nifiepoere I1 est lëpoux d'Idunn, 1a déesse de lajeunesse éternelle et aùrait tué son fière. EDnemi de Lold qui 1e traite de couârd. il tente de ltnpêcier dèntrer dans lâ hâ e dû ban Lors d'uD banquet chez les Ases. Bragiraconre à Aegia le dieu/géant de l'Océan, ia cré:rtioD de 1'hydromel sacré servi aux Ases et disp€nsateur de poésie. Alors que les Ases et les Vànes étaiùt en guelre, ils déci- dèrent de 1àirc 1a paix et en gâge. crâchèrent tous dans une cuve. Pour la fâire perdûrea les dieux tuent de ces cnchatx un èûe, KvÀsir, qui étâi1 réPlté être omnisci€nt et sage. ll pdtir .hez ies hornmes pour l€ur enseigner ]a science. Hé1as, il tut tùé pr delr{ drclgat qui ]àvaient invité, et qui firent couler son sâng dans une cuve. s y âjoutèrent du miel pour en fâire de lhydromel. Quiconque eD bùvait devenait scalde et s$"nt Ièlinr tut cédé par les &e/gdf à un géan! et volé pâr Odhinn, solrs lâ fone dun aigle, qui æcnchâ te contenu de son bec, une lois revenu à Asgardr. Voici lèxplication des nombreux keDningar désignânt la poésie: . Le burin d'odhinD . Laboisson des Ases . Le sang de Kvâsir . rivresse des e/gd/ ( -'.t. Ullr,le dieu dcs arcbers < Yddlir shppelle Lbnrlroit où'Ullr Sësf construit utxe sallc. , Crimnisùrâ1, str.5 Dieu des archers, Ullr est souveDt représenté sur des piefres grâvées. se déptaçant sur des skis. I1 est le Êls de Sif et l€ beau,fils de Thorr. $ protecrlon esr souvent rcdâmée 1o$ de duels singùlieN. Aussi beau de tnits que sa n1ère, it est régulièrenent considéré comne le paran gon des guerriûs ct beâucoup de kenningèr utilisent son nom. Il vit à Ydalir ( le viloD .les ifs ', lielL idéal pour un ar cher puisque dubois d'11on fabrique les arcs. Exemples de kenningar . Le Ulrde lëpée: le guerrier . Le nèvire.l'Ullr : le bouclier . Lullr de la corde .làrc I le guerrier Aeglr a Rân,l0cêan et les pa9ucs - A,ttr qttt dî iîa rtttte tnm soDrtJlc ltvrtlit, a..t,l1 tisy de t" bi, ;, poti lc' i"es quana tl dvait eu le granil chaudron... t Lokaserna. lntrocluctio11 en prose. \eg I e\. " fer\onr rtrJ.iôn de lLJ.edn. \on rom,.- gnili€ même. la mer, eD vieru norrois. Bien que ûls dujô- trr, lornjôt, (donc ftère du venr et du Ieu), it esr également co$idéré comme un pârangon d'hospitalité er âime avoir les Ases à sesbànquets. Il est selon certâines ]égendes ]e père de TjJf et de cerdr Rân,sa fenme, nà pas cet aspect débonmire. Elle pos, sède un lilet avec lequel elle attire les hommes sous I'eau pour tes noyer. E e là prêté à I-oki pour qu'iI câptùre And- vàri, sous forme de brochet. Lâ mer est souvent âppelé€ le . lit de Rân ' ou la . che Inin de Rnl1 , et quand on Iâit allusion à sa voracité, lâ Èl]e a €u neufff es âvec Aegir, les neuf\agues, pelrt- être les neufso€urs. nères de Heirndèll. Nul ne peut làftirmer. Vtdarr,le sllcncieux a Làre toi donc, \litldrr, Et laisse.le père d Loltp assotr au Ûanquet, De peur ryre Lolci Ne ttnnt cles propos outrngeants Dans la hrlft c1Ae1i. ', lokâsenn.r. sti.I0 Fils obéissant dOdhinn €t de ]a géarte cridr. i1est 1e dieu de ]a lorêt, du silence mais âussi de1â\.eDgeâùce. SûrcmeDt doué d une force peu conmùne, il vengera 1â mort de son père lors du Ragnarôkr, grice à ses chaussures magjques indestNctibles, pour arncher la mâchoire d€ Fenrir, en se servânt .liùe mâin et d un pied. Il est fréqu€nt qubn lui dédie lèxcédeDt de cuii servanr à fâbriquer l€s châussures pour làld€r dâns sa fùtùre tàche. Silencieu, il lèslsûreneDt devenu, par sermenr rLruer, àla mort de Baldr. Il reviendra après lâ câtastrophe, et fera partie avec Baidr des Douveaux dieux qui règneront sur le nouveau ll bénéficie de nombreù ken ningar : . Le destructeur de FeDrir . I:Asevengeur des di€u - , -l,i' ,l C.- 1., t- ,ltt'-t,.î Qucls sont les rcpèrcs ? Les lionimes dù Nofd ne rnesure.t pas lëcoulemelt du Lenps s€lon 1e calendrier roDrain qu'ils nhdopteront que \€n ir lin du Xè siède. Lâ dNision du temps est très souvent liée âLùoccupâtions ou pfofessiùs de.hacun. ll nèxiste dans le J'."rr1.r1e.l ' ..', ,,.j e l'eet .e. Irp. r..r 1.F I rr. r rf nc.i.r"nr q en. q'rpprp ludes âux saisoB majeures. Lâge d'un hornme se comple cn hivcrs. Les deu solstices sort d'âilleurs l'oc.îsion des ttos presrigieux sacrilices el fcslNités. Les célébrâtions de Ihivef durent paffois plusieufs seûranrcs poùr sàss'rrcr lc tl,lrd',n/q les octants . Nofdr (Nord)où ruld,nf (ninuit) . LandDordr (Nord est) où Ôt.,r (3 heurrt " ,A.usrr (Est) ou Rûmrl (6 heures) . Lândsudr (SLrd-€st) oo Dds,n;l {eheures) . Sùdr (sud) ou Hrdcgr tn i) . ÛLsudr (Sud ouesr)ou E|kt (I5lieuret . \'cstr (Ouesl) ou,uidr dpid,, (18 heuret . Ûtnordf (Nold'oucst) ou Nntmd (21 heures) Les deux repàs pfjncif.ror soùl ccux dn mâlin à 9 Ieùes ( D.gnâL .epàs du joù, etceluide2l Ieures (Nân mâl..epas de la nuit). f.nnée est divisée en moisde 30 joù|s, les /r.idda mais iLs De cofrespoùdeDt pâs aùx nôtres et pâf exemple,les ma dns scn ticnnent souvent aux lunaiso$, qui leur pennet Il existe deux mots four rraduirc lc ûotjour,,ldgfqui signiiie journée pàr râppoft à Ia nlLit, et ddcgr, pour dési gDer un€ durée de 24 heùres. Donc er gérénl on se fie aùx divers€s fêtes et sacri lices, sulLout ceux des solstices, pour diriserla.née, er à la p.,sition du soleil pâr fappoft âùx points cafdjnaur pouf une àpproxinâlion .le l'heure. Les éiénements festifs scân dentle passagc dcs sâisorN. Plus de précisiù rest tout siD plen€nt pâs nécessâire dâDs une société très agdcole. Deures et cercle du 9olcil L€ cercle du Soleil,1e sdld*i,3| est constitué de liuit parties (eyrt I octan(), eù r€lation âvec les poirlts cardimrl\. Il nèsl pas r.re qùe lbctxrlt soit assimilé à un élément ilu paysage, comne une colline. une montagne à l'horizon et bien sûr ditfcre d'un village à l'âutre (ex: à la colline de Dagmrl, brel làoir ]c solcilse troule à t heu.es.) Êes iours dc la semalnc Le jouf du Soleil,le dimanche Lejoùr de la Lrùre,le lundi Lc jour de Tyr.le m.rdi Le jour d'odhinD,le nercredi Le jour dc rhorr,lcjclrdi r-ejour dc lrcyja, te vcndLedi Lejouf de la lessivc, de la toilcttc, Le rts,las ThétsLlagr î3i ,:. r) il .i i,' - Dégâts:9 Solidité: 16 Cyrfingr ',i-1.p: : EpÉe lLol',rl'rre "Lirrr riJri rioi-r riir ifrir, , i^,1/.'r,,iri irii t lr-i l],1i:rirr. lal drlrlr(iLilSa Lrll.I L.OiiaiJaiJ. La ltlrttrh it)t ti( iljtliiInt.'' Herr.ilrrrli\ iLLir s lf.l2 Cette épée mâudite a été forgée par lcs drergar Étincc- ]âDte,elle ne ratc j.Dais son coup, nuis doiL âbsolunent cau- . r. ,'or drrL"r rFJ. ,r oeto'\u. lourreau et lesblcssùres quèlle.aùse ire guéfissenL pas nor, mdlenen| On trétcnd qùeses trâDchânts sont cn1poisornés. Ëù telrnrr-'3 ,1lg jgu 1 Si Le torlcur de ltpée décidc d€ 1â rengainef avâDt 1â mort dun adv€rsâire, lëpée lrend possessbn .1r porteur lsànsjet de Résistânce possible), ct le contraint dàttaquer a --.o.r .l , .p n . \ l!p ,r.1 rc \F. tpl.,c- ,, Une personne blessée pâr cette armc aura un nii,eao de Diltici té sùpéfieur de I, au lests de Prer)iers soirs et dc I ù1:', \? \bici une liste.lbbjets et épécs légendaires que r-olls poul-ez lLtiliser dâDs los câmpagùes, soit en les inclùrnt dans les récits .L€s scaides, soit, ct cèst nettenrent plus fis qùé et devrâit ê1re évùé à causc dc lcur puissance, en les plaçânt entrc les n.ins de PNl (voirc de Pl). Soyez pru L|r..\.1. .\qr./JcJ, (q,.'iLJfe. !\..(nJ.i . N{ais une fois de plus, cèst à rcus. l\'Iencur de jeu, de Ces objets uniques, onl été forgés parles drc4aret par- fois utilisés par les géants. Ils $ùrt. bien e.iendLr, hférieurs en puissnncc èux ames divires qui ne peuvcnr être portées par dàurrcs quc les Ases eux ùrêùres. Druntlng T,r'pe : Epée lc,np,.ue "Mdis lr qrtrtjri inl.r. Lt 4t.ic lti "luhLiiie r!c ln ltLtiaillc' :iituXntit'à trLodr.,:i LL alr5:Ct ûLt I Or1.O.' lljor,uii. ll.olrrLll. dr.X.ri rl I ' c||pldnpr'..Jr!r.., e.e FnD((d',. l,\ ts'.., .réâtn,r. Elle nc ratc jdn.is son collp, .ris pe tiNs ses pouvoirs.tans les nains diD autie qlle son possesseur lé giùre Elle De peut êrre prô tée. Unferth l â\.aii prô tée à Bjo- r-ul€pour abattre la nère dc Grendel, ùrâis elle irc lui fut dâucuù secours.Ile âppartiendra àu roi Hrolf(Kraki). El ter:mes circ iclrL : Le porteur dc ltpé€ làit uD jei dàttaq'rc clâssique. Si sorl résultât est inféicur îu SR. on co|sidère qu'i1 est égal alr SR. 1.. À. T ;r La magie fbDctionoc saùs ùâlus. Dégâts: rr Solidité: 16 €pées et objets légendaires @ramr Type : Epée longue "Yola jusquà Ctthormr De Giami Duissammenl Le fer ëtikceldnt Sorti àes mdins du roi" Sigurdârkvlda, str.22 Cette épée dont le rom signiffe, ire, grande colère, est celle qui. dans les mâins du héros Sigudr a tué le drâgor1 lâfnir Elle appartenâit à lbrigine ao héros Sigrnundr, fils de Vô]sung, depuis 1e mariage d€ sa socurjunelle Sisny. Un étranger borgne âux vêtements élimés âppârut dumnt le 1èstin et planta une épée dans làrbre Bamstol&, qui sitlevait au centre de 1â halle. puis, l'homme dédârâ âvùt de dis paraitre quèIe rppùtiendrait à celui qui semit crpable de lèn retirer. Tous 1es invités tentèrentleur chance, mais Sig nundr réussit sans le moiDdre effort. Sigûundr étâit le père de Sigufdr et lui Iégua 1ëpée. llle pouvait couper une enclune en deux dun seuicoùp. En termes de jeu : Grmra laparticuladté de fendre lâ pierre ou le métal et lors des dégâts, on ne tient pas compte des protectLons. Toute ârme pârânt un colrp porté pù cette épée perd un norrb e de oor ,. de olrdire eqr.v"ler | à h pui. d .e (PUI) de iàttâquant, porieùr de Gramr. Dégâts : 11 Solidité : 16 Shofnung Type : Epée longue "! t natL,re np,,te ,1r 51'o[nunp [oit qttrltc ,1Mû]? r lu, tcte ctt Routa'i ,, Iol'dtt .,netni,. - llrolfKraki saga, cl, . 50 Cette épée appartient au roi Hrolf(Kraki). Elle ne pelrt être ùaniée que par quelqù'un dèxtrèmement fort. Son pommeau ne doitjamais être exposé au soleil, et la lame re doit pâs sortir de son fourreau en présence dune femn1e. Elle €stincassâble et particulièren€Dt affirtée. En termes de jeu : Dégâts : 16 Solidité: Incassable. Naegling Type : Epée à deux mains ',\Lrl. Naeglile sc ùrrra, Fai l I i d a is ]i L a raille, Lepée de lJiovulf, Dhilique û;ier r;is." -- Bjovulf. Beorvulf, Section XXX\rl Cette épée réputée appartient ao héros Bjovull Son pon1meâu est incrusté de clous ou'ragés (db,l son Dôn1). Elle â lâ réputâtion dètre 1â neilleurc épée âu monde, mais son aspect est trompeur câr, bien que de râille inposânte, ellesemble âncienne et usé€. Bjonlflà décoùvert€ par ha, sard daDs le trésof de la nlère de creDdel, a1o$ lue Hrun tinglui reliisait tout service. On râconte qutlle a âppartenu au géants. Selon la légende, elle se brisâ sû le crâne du drâSon qu âlËontdt Bjo\''ull à câuse de lâ trop grande force En termes de jeu : Dégâts | 9 Solidité:27 Spécial : Si quelqu un infligepli6 de 27 pts de dégàts en un seulcoup,les points en surplus (donc au dessB de 27)sont retirés de sa Solidité. Attention, cela De linite en rien le nonrbre de por .. de J.Brr\ pourJnr ir '! oc. s u I'r.. C0gisbialmr,le beaume de terreur Tlpe : Casque "U heùume Lle terreur Je portais conbe Les lils àe l'hornme Quand ie gisais iur le trésox" -- tiltllstlldt, stl.t/ Ce heàune à nasal légendaire, â âppartenu à Fâfnir le dragon, et Sigurdr son tûeùr sèn est emparé.11a lacapacité de frapper dëpouvante tous ceux qui le voient. En terme de jeu : Pouvoir spécial: Terreur (r5. voir pàge 180 du LDB) Solidité:26 Bonus de protectioù : +6 ândparanaut Type : Anneau Andvarânaut est ùn objet mâgiqtre unique et légen- daire, appartenânt à un ./rergdl, Andvari quivirair sous une cascade et pouvait se chang€r er poisson à volonré. Cel ântreâù magique prodùisait de lbf en âboDdance er le dyel gdl était donc iche et velLlait sur son trésor : .:; \1 i-- Loki le câpturâ sous la fome dun brochet, er ]obligea à lui remettre lc précieu ariefact et tout yrn or en échange de sa liberté. l\,Iais Andvari naudit lbr âinsi qùe ]ànneâù qui apportent désomlais nort et destruction auporteur Fâinir conserva lbrjusquà ce que sigurdr De sèn €ln Pare ct ne tue le dragon. Puis ie héros offrit l ânneâu mau- dit en gâge de mariage à Brynlrildr une Valklrie .u d. | ê-ddo.r.i ,.r,u..ercl,lc .r i..1lr,rr\oi- désobéi à Odh inr, et qriil a\€it réveillée. Celle ci se jettera dars le bùcherfunérâire de Sigùrdr. Après lâ moft du héros et de Br}11hildr. CùDnâr 1e beau'ftère de Sigu.d! erfàuit ie trésor dans uDe ca\.erne et Andlari récupé.a son blen, mais lànneau rcsre introovn- ble- Nul ne sâit oiL il est actuellement. peut être quelque pârt en Norvège... En termes de jeu : rl.,rc equ \. ti,,r. .n n rjoux .,ise e 1.e\ eu.e d une vâleur de 500 onces dàtsenaine. Ldneau attise ]a convoitise de tous, etpousse à affron ter le porteurjùsquà l.r mort (avec pouf y résister unjer d€ lénacité+Défense Mentale contre une SR de 25). Le por- teù. ne peut en aucun cas sèn débarra$er de son propr€ Êa ceinture de force dc Brpnbtldr Type : Ceinture "le suis Lier.qe au bouclier, VaLkyrie, Jhi non heaulne clæz le clrcf de qûenc... t t i1 "c n,i J.t la;t pd.,lc .-n'F,t". Vôlsr.lnga sal.{a. Ch.XXIV Elle a appârteDu à une Vatklrie et â été créée par les dr.rgda mais senble nêtre qu'unc simple ceinture riche nent ornée et ouvragée. Elle ne peut étre portée que par urrefenre. le:pprrt en.ae.ornrr...li.,,"i, ncrcIr guerrière de la lointâine 1]e de Thulé, ru de1à des îles de IOuest. En terme de jeu : F.lle ajoute +3 à là Puissance etpermet d€ dépasserles Ne peut être portée que par une femme. Elle reste sans eifet portée par un homme. 'l De lhùtfe côté Lhr Krrr.gai, serlouye lâ S.rniÂ,.erc pro vrLr.e drnoiscsurlaqùcllc, il rrà Fine phrs cflD aD,l-rodiÉ ..ir , rPL "!irr,F. ,,io,l"J. l .,r ,-tr.tqJ. *t. "_r, r. .t., les/drlqui gouvernenih Scanià. Ccsr en torLL..s latosiLioD .le Hor r S1-erligsson, lcj.rrl du pùissant.lân Domâ. Celre lignéc (lanre arr.l'hérjtiùfc rtu hiros nrhiqlLc ll.'" ,.. .,i,.,,; .ti."\ '..1-1.1.r.r,i".,r, de ceite porti.ù .lc l. S.andtl. R€doùrâbLc .oùrbà1rrDr, jl manixit bicD Drieux sr lorguc hu(hc !trc t'.rt de lâ dipto .râhe. Âùssi,lc !ù.e ftrin .ccorda rler.astes Lerres à Domai, trâis jaùrâls lc ùre dc Égent dc Ll Scânià. Cette ni|larroD per(lùiai de gè ération cD générxiior, jrLsç!r,à I'avènenrcrl (Le frodr, lorsqùc le ierfitoire du DaDemafk Iur panagé cntre hict son.adct, LhlfdaD Dans uùpfeDrier tcùps, t;s j|f/de là Scaûa!ircrr dtn nra!yâjs eitt'tufi1ée d( (e sei 8'1cu.1u Sjaclan.l, tc(Lau tâit dc lcurs cou turnes et dcs +ré c i icités de cc1 te régirn. trtais Ff,xli l,usù rpateùf dél)rorrra raft(lenrent scs conrtcren.es t.ihrryues ct râllià tèrscDble dcs sceptrqùcs ntr6 sr biDnièrc. Hofik fàisait parri. d..eux .i.,{rnbiticu_\, à rà rc(c du clan l. tlus iùrtoftant, cr l.rDres dc i.hesscs ei de topLr latjoir, d.la pnniDce, il conn.r.ir ri)c tois dc !lL6 que ,c trourcir iragligexil scs p.éte.rions à fefrcsenrer roùs les da rois.le h Scâria. ll rcg.rdàjr arc.léfiÙcc (ejeLtrrc hoùnne imFrse tarlcs seiitrcurs de Hlcidrr. pourraDi, son atritùde ' . , o,.,,t.. ,,. r. I. ô r I. 1,.. r ',. .1.rI\ . " rnrcDtion .le rdunifier lc DanemifL et .ie rcrveiser HJlr' dan P€u arides (le pro.rcsses, Hofili reçùr cclle de sc roir noùr.)é gouvef rc!r de lâ Scania. une lois te trôDc eDife les ù.ins de lirsùffntcur: . .De ce joùa Horik Slcrrigsson del.inr soD ph6 àdeùr d.lenseùf. Les r.ssoufccs (lu clan Dornàr tiLrenr irrenies d.ùs Leprojet, pcrmetràrl dic]r ercr .ùnenrent s (r !a!rics, ,tr,....r,.,r.- pxni.(rlicrs srxons auprès dcsquels Horih ùrxjnticnr des Lie.s.onrnref.iàùx for(s.lepuis.le no'rbrcuses anrfcs. re /r,l fut àlrsi liùr des urstigarcufs de Iuûur de Frodj et .Lirùe trincesse de cc pcuple, Borghild. Coùrnrc chrclùr lc s.t,ltrtrepfise f(rr.ouro.née de sù..ès. Frodisènrfrfâ du t.ôrc, mais ses ùeveux, Hrodr er Helgi, lui éc| alpèferl cl n'ont tas été e..orc fetfonves. !D aDnée scsr écouléc. Hoftk I recu de i)ombreùx c.l dcrur et une gnDde tnrri€ dll buriD piilé l.,rs de ta ," ,I_:\i .rt,.r,t tr |.|r'.|J.|'i e.p'. ..rF, tolrlours l. plL's puissânt des iirlde la ScaDiâ, ncD est en ricn lc Ég.rt officicl, Irodi r€culârt ctrcoie .elLc pro.râ I i, r,.. 1. . ..,a..r., .rl ,.r | .l . ,. 1,,. lors de ses lisites à Hlcnlr., Horitr Skrttgsson bé.éfrcie toujoursrliule placed'hor)ù€uf,.1aiscetà netLiiùrflltplus. Sclùr lui,le désjr d. réconcilief les DrDois en tàis.lL p,e(!c dc iârgesses se jàlt.ù délrirreDt dcs tidèles !uilbnt ajdd à àrteindrc s. pos tjoD. Lofs dc lâ derùi.rre iète dc lô1, il à in- terycllè dir..temùit le soLr\ cranr âfû (lIbte.ifsorlsoùrcr four lxD(er uDe cxpéditiof sur A|us cr sèùrtarcr de ceftc fi.he clla d! sud d! p.vs des Cautxrj. En vxir, câr le ùro nàfque à pretcrté lâ pa!yreté du trésor rovrl er Iâ rrcc.ssie .l' i " .Ji , .. '..,,.r.,.,:. . ,. allirD.e à IOuest, altc les lutes. Horik Sleftissllr esi rcDtié rc\é à thurcr. À€c dlu lrcs seigneurs, lls oDt lo fq(Lcmeni ayoqué les chojx de Frodi tour nleD srttenir tinxlenùt lue rrès peu. Cc grollpe de nia.cùrteDts,ddr1ilesràhtôre,enljsasedepcnrru,rpo- liil!ùc d! DrDern.rrL er de ramener t; roj à urc plusjuslc recomàrssan.c .le icurs ùréritcs, à eur, quj onr conbattlr poùf Ie frncer sur le 1fôù.. I Les.o.spirul.urs rènrlsngent pas de rcnyeiser le ùro .ârqu., slnpleùrent dbienter scs dacisions en lcurtàreur te plan vis.Dt à ânéâ.tir les esl,oirs d'âiliance ave.lc Jyllaùd, Fljalti Thorrodsson esiicileur âgeni, cn estun exe|,prc. ÀIais Horih S\-eftigsscxr joue ùioor s:r prcpfecàrrej rrj Lisùt ccs honnnes à scs prapres l.s, r)uùipùlànt leùr rcs seDtirnenict leur.Lécetiion à sorl âi'ani.rgc ED outrr, ilgùr.le uD atùt de poids (lans si manche. lngjald, lc hls de liodier dc Broghild est sousla gafde, dctuis le décès dc sa Dèn, de ses grands Prrents sàrolsj des seignculs alliés àùjdldu clxn Donârct plusprcches dclui qlle rle lclr seD.tre. De so. aD.être, Ilorih a hériré d unf srahre inrto sùte et teu cotnDnne. Sa b.rbe noife sc pârent de lignes ; .,.,\. b ter d..r\.,,r ,i,.s. gfèla et rùstère. Hofil< airnc lcs yêreùrenrs soupl. er pii tiqres, qù il fe|aussf de bjjolrx somptueù\ (bfoches et .olliefs suûout) afir dc bien moûtfer sa cofdirior. Sa voix gralc et piolo.dc gror.te comme Ie ronnerre lu .o, i , rr. , '. .lF,.. H.,rr , . ,, .,u ,r. . ri.F t1 lient, ùrais tcfribleùrent aDibitieùx. IL pèse r.uroùis res .onsèqucnces de ses actcs avânt.le pfcndre ùne déciston, mais, unc lois sùr de nc pas liagilisef sr position, it asir s.ns aucuncpitié àlèncontfe de ses advcrsâires. ll à.teùx tils, Dag et Hvstug, deùx gucrrieis menàr1 ses rroupes nombrenses. Ilàlùé se rr.oùve xcruellemenl à Hlc r., clàns 1. gafde des bl,n.r du roi. Statistiques 1n93 103 kg -12 ans corps: Puissarce 3 Vigueff,1 Agilité l Esprit : Intellect 3 Perceplion 2 Téna.ité l ^ner Charis.rc il hLtin.r3 Com. , Dun\ el l âitrle\\È\ : ' nl.. lr.I. d-\t | | R r,.I soD possiblc pouf é\.iter d'cn ârfi\.ef li Pourt.rr, alcc .ellc iDlbrùrà1ion, les héros disfosent d ur)c fisLc in(é .essètrlc riin dc s. Dêler dirccrcnieDr de la politi!!c du Ilorikcst, et r€nc, !n p.rtisàn du rciliodi. Poùrle mo. ùent. SiorMnait àlc contâcterafiù dele fecmle, uJN un camp .lbptosants, fid(\lcs (le 1làlfdan, il leràir mine dèr.c rrléiessé xfin d'.n aftrerdrc 1e phrs possrblc à ce suler, e. | ' . ir | . r. i,,. r ,,. .1-. 1. 1,,," .i 1 l\is, ilsc scrrirail d. (es info r.]lt ions pouf dérnasqucr Lcs .ors]lratcurs et p(nqtL'er rùre p!rye.txns Ies nnss dcs seigneùrcdinois. Il.ù retireràit, bicr) enren.lù, un béùéf.c ùnùrédiâr (butùrl airisi.tuiùre cofsklénùn phN s,a,rÈ poù ses f.oj.ts rlrùas do roi rrodi. - Lejdll d'OdensÈ sÙail bien plt|s iùréfessé par cetre n io natron qui, i tennè, fcut sefi.ir à fairc bâs(uler lâ si tL'alnù lorsqu il Jdgira de tnaccr ur héfitiÙ légilirnc sur le Voi.i dcù aufucs tnamères dè trisenref .e peisonnàgc Voiles roûges sur lc Skâtregât À la ntirc de l. ré\olie au s.in de lJirsl,lcs Dùrors lé crdcDt de Dettoycrla zore deI iùIuence des pirâres.l.es PJ sont cnv.,)és i LhLrrer, à là têie dc rrois nàltfes de gùef fjers,aturdirisâ.iscrlbpér.tion avccHorihqùidisposede brteà!x cn nornl)re sLrlls.nt poLù- parrouiller erfi.icement lâ .ôie oricDtàle dr détroit. ltéticcnl,le jdfl iiù Lluref tes négo.iatioDs ainnt dc rcù.lfe sa dé.isn!i. llen.l.nr ce teùrF, ies pcKxùxgcs vivcntà Lhùre. ct léco!yrentfim tortrnce du contnrgerisa\on dans cetic.it(l. Enin,lc sei g, ,,tr '. P n. r" .. | 1 clemaDde en é.hange une conrpcns.tnlr. ùr effet, dùrairr .cil( pcnode, scs a.tftités comr)rcrci.les 10ùt Étr.e ràlen ties.Il.rige donc qu€ tes nrvires danois leniLs du Sjaelànd làidcnt à.ltx!ucr uD.ornptoif gautrr suf lx côt€ brhe... Ambâssade saxoùIe lioris dc leu réccnt .xploit, les ]réros sorr lcc!cillis à Lhe fà àfin de disclrter dc I'dllialce aie. lc l!lla.d t(1c!e nue peui êr rc imNssible selol lâ Ini du s.é rario duilrrcdc b .Hri t, - . upFr F ' :.' Il prône phlôt un râppro.hcûrcDt .rec les colons sa\oùs instalLés dans Lcs iles ùù Sud do Sjrelard. Frodi acccprc r'.,ri..i. i telcl Lo.al loùrùc Curl.temer (les pcrsonnxites, tkn jk et sa ntitcl. Lc loyrge en t.ndu.llorik cor)ipfenânt bien qùe les lJ onttoùilâilpour fairc.afotersor platr.ontrel'âlli.nce jure, mêùresilsùè. o.t pâs coDs.ien.e. ,^ frivc sLtr f[ce,,rs D.nois ont la D ùlrise s!Lfpise de retrorvcr Gucil Lrri l(cr à la coùr du soùierai'r saror. Celllj cj cl Lcs J'LL.<,jr! cutent égalemcDl dhlliâfcc possible, Lùr rrait(lquj foL: rr i rnenacef le S!J du Dâùemadi sr les reliriors ci)1r. Fi.i .r l. l. 'e r'r .l |,-" ,.. l.,i l . l. ' ;,., -.. '.i.. ' I hosLillli de I loril(,lcs héros se rrourcnr tfis ,l.r::: . rr r.l nie..le crabcs et dx.s dcs Dégocirriors sans rr I.,..,.:.. qliiis fàsscùt écholrer u)c renrrrive dassl\\iù..1 .. : Lr. r. j,fl.ie l.hrrrcn. Qui tcut bicr lLLi rn r.1Llr:r ? Ln ldit,la nèfe des ilLs d.Horik esi L ff, -'.. ...J,r., ùoite il,r.rdcux â.sdnrs d(itnnges.ir., i.:., ::. l:.]aD au(tuel eile xpfartendjtrété ub!rb: fiL .: :.: : . ri: fl(Ls '1 lt ) Réaction : 8 DéfensePhysique:r0 DéfemeMentâlc:9 Potuts de Vic:56 (28/11/0) Chef.|er I ; Clievâuc|er 1l I lloque.cc 8 ; EDrprthie 5 j lsqune 7 jhtiùidxtio. 12 j laDgues (sa\or)) 9 j Mou1.e 'n.nl ai iNaligaUoD6 iNdtatioD I iNégocixtior)s t0 j S.g.s 2 i Sayoirs (politl!ùc de lâ s.aûdja) 9 i Supersiilnù 3 ; Sur lie; i T.cti.tue 11 j Trrdirnrrs 5 i \rigildlce 7. ,q.ùnes longues t2 i ^rircs d'hast 8 j Lfrrf 9. Prouesses mârtiîles Couf de boù.lier j Sonncr i Défense dc Icr i SoùrL,cs e, :j r.ndre lc clsqu€; ùlur dc tir. EquipeDent: nfmufe (Le Inaillc, crsque, gxntclcts lc cuii, etcc Longùe ( F rappc dùr lëpéc dc Doma.), làr cc, bù cli.L si Lcs P€rsonnrges pd.vienne.t il déù.sçùer Hlalii .rl .t..' or;r',.D. .F| p.ut leùr lilrfr l. noJn duj.irl de rhùrer, nris il re.â rotrr to l puissâDt, ei le nom adisparu. ùlaislesfrèrcs de cette ièmme accuscnt Horik d âvoir Lué soD épouse etvculent se reDgel ilsonl encore ùne trenlâin€ defidèles prêis à lessuivre. Ap pnnànl sâ yisite, ih ont prls lâ nlerpour rejoùdre l. cité oir se déroolcnt les négociaiions j les Pl résolrdront-i1s c€tte affaire arL ûriljeu d'une sitrLalion politique conrplcxc qui risque de sènvennner eD.o.e alec ces tcnrâtives de mellr tres sur lânbassâdeur daDois ? Bard < I'errant > Berse;"/cr ""lalrtégien Là plupârt des iierJe*l/ des ro).âumes dc lâ Scandia trruvent un engâgeùr ent aoprès desjdrletdes rois. En eÈèt. pourquoi se prn€r.le cettc puissânce Suerfière brure doDt la lo)'auté na souvent dégai que leuf indiscipljn€ ? Pour tant, il cliste des cas, bicn moiDs rares qrLe lbr ne le sup pos€, dc guerriers faur.es libres d€ tout assujcftiss€n€Dr. Bard csl l'un dènh€ eLLx.Il ùrc à tm1€N roùtes Lcs tcrfcs du Nord depuis plLrs longtemps qu'jl ne peut, ou ne veur, sin souvenir. SoliLaire pù Datlue, il derncure mremenr très longtempsauseind'ureDr€meconmunauté.préférantre pren.lre râpidemeùt sâ route. Ses déplacemeDts eûatiques LDt courirla rluncùr qu'ilignofe hi môme sa destination Bârd estplutôt alypiquepourùn ùrrsc/ir P€tit et râblé, un 1égcr emboDpoi.t se dessiDe âutdù de son vcnrr€ €rses chcyeuxsc font plus rares, au point de i.isserle ha!'r dc sorl crane dégâni. De gros so or.jLs brcussailleux surplornbenr ses yeuri dun gris très clair. Unc grânde boùche aux denrs i,r.r.e.fcnd.ib.rl-.hr.Ic tr Iol|o. e ,.r"i.Ln rr. uniquc tresse tornbant juntu'à son nombril. Ses jambcs épaisses ct courtes donnent à Bard une dérnarche claudi- cante,.rais bienpeù osent se moqucr de 1ùi devànt sor ex pressioD perpéluellement renfrog.éc. Àlalgré toùt, le bP,.. tL dnr, .,o.a.to..r.l...re Peu de gens coûnaiss€Dt les origires dc Bard er les sc.tldcs eux nêmes, iils ont ent€ùdu des rumeun sur ses exploils, igDorent dbù llvienl. Agissant le plus souverlt seul, le liclserlr Lacilurne se monil.c alare de paroles. Peu dc Lé- ùroins peuvert relater ses combats, tant il évite de se ine surer aux âutfes homnes et ne chefche d'adversaire que pârmi les .réatures nonstrueuses de la Scândia. S'i1 ne sàgissail dcstrophées tenddnt à sâ ceifture scalps, crocs dérncsurés, grilTes xcérées ' or1 poùrrait croire que toutes sesvicloircs ùe relèr-ent qLrc delâpure 1'lction. BardcslDé en Norr.ègc, àLr serr1 d'une paisiue fânille de pêcheufs raLrmi. Rien ne semblait le pré.lestiner à ce[c vie dèrrance et dc coùbât. Ai.é dir.c lratrie de hrLir enfarls, il davait que de dù-s+rtaDs lorsqùe son existence bascula. Il ranassait des coquillâges $ù ùne grère isolée loNqù'il décoùvit le corps rgonisaDt diure ,,df.q],g| (pâge r78 dn Livrc dc Base). Le jeure gârçoD.,sâ à peine s'lpprocher. mâis un éclat xttirason regârd. Au cou de lâ créârue pe! dail un nâgDilique collief doré iDcNsté de sept pcrles fiies aur reflets ve s. Bdd sèn empârâ et sènfuit, abandoDnaDt la /rd?91,9/ moulafte. Ce bijou pouvâit fâire h foriunc de sa fânille. nais sa l11ère yvit un mauvais pfésâge. Ils sè.l pressèrent deve.drele collier qui partit pour la cour.lîn purssanlJarl nonégie.. Quelques semaines plus rârd, une violcnlc tempète shbâttit sur lâ région. Des êrrcs surmnr ,cl..ugr.,, c..r\[ .. \\c .\.iiren J r.r.u" des pêcheurs. Les parents de Bârd furent nrassacrés. Dîns le conrbat.lâ fur€ur d'Odhi.r scmp.ra dn jeùne homnle, rnais. saDs expérieùcc, il fùt terrâssé. Lc chefdes êtres ma- ins fit eilerer ses f!-ères cls.eursi énorçanL cette serten.e: ( Scpt elfants emmenés dâns 1e rolaùme dc Njôrd pour chaq ue perle perdue. Sept entànts libérés, polLr sepi lârnes de nacre restituées., puis les mrr,,enillsèn furcnr. Une fois qu'il eui repris ses esp.its, Ba.d comprir que 1â ndédicrion du dieu de 1x rùerveiâit de frâppef sa fanille. Il de!âit retrouvcr le trésorrclé àlà r /gl,gï À,tâislofsqu'il se préseDtâ deËnt la dcneure duJarl à qui i1â\ait cédé le .^1..r .cL.r. iire ro-., . i,t'recu,r.',,rlei', tes richcsses pillées et fi.àlen€nt dispersées pâr de1à les froniières de la Norvège. Defuis, Bard recherchent lâ trace de ces sept perles.11 en a déjà réuni qù.tre. domt l'une en tùânt un cousin du roi Egil ce qui lui vâut 1e stâtut dc hors la loi à Uppsala. Làge \.enânt, Bù.1crâit1t aujoufdhrLi de tle pas pùvoir accon, ,i Ia.-.Fêtrb(r!r i\.1e.F.el .c!.r,ù ,lr.u nê.pdr sâ 1îute, âvaDt que les \ra (ydes !e\.iennerlLle cherclier: Stâtistiques Corps: Esprit: 1m6{t 82 kg 35 ans luissince 4 Vigueù s Agilité 3 htelle.t 2 Perception 2 Téûacité 4 Charisne I lnslinct 3 Com. 2 DoDs et Fâiblesses rGuerrier fâu\.e j Corls de ler lnter .tLt (neiâmais sèmbaqucf saDs sâcrifier un bijou de vâleur à Njô ) Déplâcenent:8 Défeùs€ Physique: 11 Défense Mentale | 9 Points de\.ie: s8 (29l11/0/ 58) Acrobâtie 6 j Cherchcr 7 j Cheviucber2 j Enpithie I i Es calade 7 iEsquive 9; Inlhri.lation 10iÀ,louvenentgjSâ voirs (géogrâphie de lâ Scèndiâ) 4 j Sùpersiition 4 i Survie 11 I Vigila.ce 9. Arrles courtes 5j Annes à deux rmiDs ll j Lùtte o. Prouesses martiâles Chafge impéiucuse i Brisef le bouclier ; Féroce coûrmc lbùrs (ni\eau\ 1 cL 3) ; Saut du Ly]|; Btocâge ori\eau 2) ; Hu.lemeni sanguinaire. fquipe'nenl . B r.ele. dr ' ir i nl,iere. d:.r.. p.au dburs sale et nitée, ha.he à deux mains, poignard, ure bourse de cuir coDtenant quate perles hùninescenres. Synopsis . Les larmes dc lâ discorde. Bard arrir€ dans la ville oiL i'iverr lcs persomâges.Il a âppris que le trésor du]arl retrIèrne Iune des perles qu'il rechcrchc. Il se nrcque de saloir comment elic cst arrivée !.-' I là, il veùt justc h récupérer. Mâis sa detnandc arrogaDte lâncée au nilicu de la Srande sùlle de la deneure du sei gDflrr dédenche des rirs ei un tollé de protesrariorN. Lr-n proche duJdrl,lé!ée.u poing, propose de raccornpagner i.(on rudeh. r..rl-r.lc/.r.p / elu. J.r,,e,t..(Jl Jr tant un lroid sur l àsscnblée. Bard refuse de sèxpliqucr et il défie quicorlqLre refuse dàccéder à sa rcquête... et possède les noyens de le vain cre. Lejnrlréfléchjt uriDstaniet propose un nrarché. Bârd accompâgnera quclques unsdeses gens (leshéfot alin de libérer le Sùd de son domaine de la m€Dace dunc bânde d. p. ldrJ . .le. rer .c r .r ,\de.^er\rJ.!J.,,rrquell r. fern e. En rclàf ge. le rùr,erlr recer rr I L pdtc. Barcl accepte et il va donc royager en conpagnie des Pl. De\enus compâgDons dàmrcs, p€ut être livrcra t ilune partiedeson secrct ? Surtoùt une fois qfun bandir câpturé avoùerâ aloirdéjà âperçuunetellc perie. dansle trésordu Cbabild Kiallahsdottir Nobie. rI rorcière rur:tluisc irul origirics trroul)les. Cette fcnmle aux traits juyéniles est lëpouse duja, du clan Hanr,liD desplus plrissaDts de h cité deHôggon. Sa tailie fine, sà siLhouetie élaûcéc, s€s seiN menus so!r par iâitement noulés dâns les robes ajustées et somprueuses qullle .fièctionnc. SeslonSs che\.e!L\ b1on.1s encadrenr un visage ovale àla pcâu.uivfée. Elle possède ùr regardDoir eL proi.,D.l qdur nâquillâge subtil rcnd encore tlus ir- teDse. Ses lèwes géDé.euses bougcnt à peine lorsquclle parle de sa\.oix flûtée. Thahild est lLnc beauté dù Nod doit quelqùes signes trâhissert les ofigines ûmoises. F.n effet, Skialldkét.Ltn. grùd ùarin, chef de nombreuses extédi tiors vcrsle finland. C'cst là qu'il conquis sd 1àfure aùrsr que son épouse, ùne princcsse linnoise nol]lnlé€ Kojùd. .e e iel' J.r.,depoLrro.r.rr gc.re. Ii-.. ( lcr.i r,e,r.i.a.l'6,.T(r",prec.,HobBJr .or',,! | (p \c de gue.fe, elle sc résolut à sa nou\,el]e yie et éleva sd 1ille unique dâns le sccrct des tradirions de son peuple. I or,.l.. - . rlJ Ir'r'' ;gFa!\. /r,r.e-..orp!ft décida de l. rnarier à un puissaDt chefdc guerre de la cité, .rl.',ncrù ll . ,o,, ".orJ J, rJ Je lung, r.. r,,ee Koiu.t sbptosâ à ce ùrâriage, r11îis linâlement re put rieD ï f.ire. Le lendemâfi.les noces, on retrouva norrs S!âllak ct son époùse, dan\ leur lit. Le visage .le la priDcesse t'in ,or , uf iir I eJ.o(,.'n .pJ..L.,,'\.e.id!.ofr..rl avoquait une grande .touleur. Thahifi rejoignjL lâ rnâison de son époux et I dcmcura q ualre h1\,ers. sâns I ui doDner dènfant. Celui ci ne put iÈs vite rien lui retuser, semblaDt totâlenrent sous le chârne vénéneux dc la jeuDe feiùme. Il lui 1it conslruire sox pto pre Dârire, a!L\ voiles grises ct à lâ coque peinre eù rouge. Ave. son équùàge, Thahild sillonnait régulièrenenr le golfe de Bothuia, sài-entùrant jusquàux côies de sur lars dbrigine. La rumeur prétend qutle,v retrouvait d'âurres I're,d.f,ngÈ,rr r.t, r, .le. rrar r,. qui tàcconpagnaierl re donnèfent jamais dèrylications plùs précises, soit pârce qu'iLs s'vreÂrsâient, s.,ir p.rce qù ils semblaient nàvojr conservé èùcun sou\enir du vulasc. p Ellc devcn.rt châqueioùpl s belle cr âttira bienrôr làt- rention dujdr I du clxn Ham. Bien entendu, elle ûr ou! pour cela. Et ses maneùvres provoquèfent unc brouille eitr€ le seigneur et son nari. Lors d'un banqùet du roi de Hôggonr, le/r.r.,rr,e(l. ,i.r.r L,r1JL r..{,,de eoo,,, ,,,rc conoes noces ra leune rcmme. Aujourd'hui, Thahild jouit de la rnênie infiùence sur son nou!'el époù quèlle cn avait surle précédent. Blle sou- tient sans faillir son ambitloD ei n'hésite janâis à donn€r son arh ù lous les points, politjques oo miLitâires. qujl est amené à ûâite. Si certains nembres dLr clâù !un,u rent conire lù ( sorcière ', dàutres reconnèiss€rt que ses alis sont $u\'enl pertinelts ct soutiennent la position.tu .lL Cr-9. .leu .crgrc.r ê. L n sr-r o qre bien plèlre politicien. crnce à l|ahild,le clân ltam pour- fajt bientôt briguer le trone de Hôggom. À rnoins que le roi aduel, récernDrent r.euf, ne succomb€ à yùr (es,r rc, foulé pour la belle jeùne fcnrne. Le roi Egil â entendu parler de cette ( r1l gicienne ,. Il nàppfécie pas l'idée dùre telle concùrrencc sur sotr terri toire. Il â exigé, et obtenu, quc Thahild ne voyège plus vers I \. I n i.l'd.rg!. ri.',.ri. d( Ju,r.r .', rse, !. pt.' l,r r... r.pu ."1'i . '. .'ut re, de .J .o | . | " ,' .rgc dc confier âo c]ân Ilan la direction de comptoirs commer- ciâur srrla côte balre L-n dornâine certcs très dche, mais ég: eln€nllrès éloigné de fippsala. Gaigcr doit donnef rtrpi.leùre.t sa répoDse. Le roi de Hôggoû hésite égâlenrent. O*icielleùert il ne soùâite fas se sétarer de soD meilleuf hifdDen. Et de son épousepef siflent le, mruvâises laDgues. LD public, Thahitd derneure sil€Dcieuse, mais nul ne r,,.rrea'rclF o).J l.,"ne,ôr\ t .t. i, ôi\..e.(qrl sied le plus à sa fenmle. En attendânt, cile gdmpe chaque ioùr à bord de son nâlire irnmobilisé sur les quais de Hôg- gorn et reste de loDgùes heures à contemfler lâ mer rou, Stâtistiques Corps Esprit I in62 .19lg 22 ans Puissarce I Vigueur 3 Âgilité 3 Intellect,l Perc€ptioD 3 Téracité 3 ChârisDe.,1 InniDct 3 Com. 2 Dons et Faiblesses: Initiée j ùlasquedeLoki Peur (claus Réaction: 10 Défense Ph,vsique : 9 Points de Vic : s0 (2sl12/0) Défense Mentâle: l0 Chevâuchcr3 i Discrétior1 s : l:loquencc 8 ; Enipathie 9 j Esquive 3 i Herboristeric l{l; Làngues (fimlois) 13 I Mou vement5I Saloifs traditions finDoises) 10 j Sédùction 8l Scjdr 8 ; Sup€rstition 8 ; Survie,l j TradirioDs 5 i Vigi ';' ".:)il i'{. " i ;. < ir-. Mâgic Sejdi: sinisrfcs trésàges (nlvcâu l). songes cti{lnaiorrcs trli veau l), rùrdliontion de ln dclinse flr1.si!ue iri\eâ! l). 'rl..r.l ,..l r r'" F e., (ni!.au 11, crécf obs.urité i lclcr obs.rûrté {nilearL t), reYcs siristres (rin.ru lJ. Eqùipcmcùt: ùrà.Lc u dc loùiiufes soùrPrucuv's, fobes Llrueuses,.oùbreù bijo!r\, poigrrfd. T.c côté obscur Ga Llg.r 'r'hd| lld ct une prftie dLr clan Hâù se reDdent i.ers lc!Lf tlouleau clor)iâlie. 1l s:lgil clc pas moùs l. oDZe nâlifes q lri .iDglent lcrs l,.Sud detllisle porl dc H.,gg.,ù. Ilais les condit ioDs météôrologntues nnn ùrauvxis.s, et dcs \ cnts violeDts sipdrent le co.vo i. Ld Doitié des srfi.ftjd, âc cosLc près.telèndroit ou lire.tles U. Le id,lles enloe en émiss.ifes ain d'u.ùu.illif les nou\cxu\ lnivrnrs, et Llé courù L€urs i.icrtioDs. Palmi les ùàvircs, un étrange Àrolf à Ln coqLr. .ouge. Ies h é(x lont là .o. |âiss.n.e de IhahlLdqur,.n L'absct1re de sor nrrrr (dont lc /l,rgrt4, f.it pafrie dcs bârcalrr dc loufnés) .omnâDde le .lan. lcs lois de I hospitàljté kù lcDt que le /d// lr.cueille lx noblc suiloise seldi son mng. Lcspersonnàg.s sort chafgés dbrguiis.f sm séjou ei dàs s!f.rhlini-!)neû(r.1€seigreù eilâd.m.du.lâDHâù.11 lr lal1cu p[Ls Ll unc semain€ tolrr q!c lâ I]otte sùé.loise se rc.orrpose,les ralircs arri\'.nt te(! àfcu, €t.elui de caD ger r.roicDaltle nrouilLJg. erde.nier. PcndâDt cc tcmts,lâ bellÈ ieuù. lemùre aptirrrd à (mnà1t|e et pcrf ôtrc .l af- tfé.jÈr Lts t.rn!rnes de sori cs(orte. Àlâis est .e un bien ? Thrnild, qLLj.r louirùs éié qùldé prr uD estft ifoxl et.àl 1rolrteur: fesscùl!n étr'ange tor Lbl. .n pféren.e.L€ hùr des Lréros. L.e silùatidr i.édjte porr cll€ €t .léjà ditlicile à gÉfer mxis !ui sc comfllque.ù.or. lorsque srryient, qu€L.tLresloùrs uvrrt lhniréÊ de câùgcr, ùD érrange éq!i pîg€. Trois gfos cl)dfids tirés pdf dcs rcrD.s, ct surgis le nulLc p.rt si on e. croit les habitants des iinncs dcs c.ri fons, sc pfis.ntent devarl Icrù€ùÎe. Qùatre prin.esse fin noises er lcur es.ofte (ure douzrùre.t'homrnes) \'ienneni ré.IàDrer le rcLour de lhalild aûn d. rejoindfe .e qu'elles noùrment lc ( Cer.le sàcré dc l'hner,. lJler eùtendù, ce nlrt les héros qui sû chargis de menef à bieù les négo (iatn)ns xi!. ccs lènnnes sor.iôrcs q!i pa.lenr ùral le rof rois, iiriiteni là.il.nient et se nro,rtrcnt toùr.ussi pfêtes à tiirc béDéfi.ier dc L.!rs ràveùs Ieûi:! iùLcflo.urculs. Poui là trcfiiùrc lois de sà !jc, Th.hild hésite sur la corduiic ) tenii (elle rclibe de rÉ\'élcr quoi que ce soii slrr ce taûrerr . uercle "l UD matj.,l. !.illr du nâvife de canger appà - . 'tlr .l :i t,:t l 1 ..., i.' ' L: . .. I I i l j \_ Ni àr scù dù.la| Gvrd, réfuté four scs narchards cL ilstâllé s(Lf Lr côie orierl.rl!. l! Jrllind, lÈ Jcune I hordils ne .onnàlt, cDlànt, ljlciclra ct l.s terres dù Dâ.emrrk q!r'à l|alefs les souvenifs.ie ses parcDtr et de ses troc}es. ll t4 ] 'l ..t snndit en 1râ!crsânt la fénins!Llc, r..ornpxgnaût sou\.€nr son pèfe lors dc ses \.isites a!r\ s.igD.urs jlltes. tl sc rcnd ri'ùi châqùe nûra. àlanrife de ltibc oir se pfesse urlcIouLe hétéro.liie !enuc de tùb les horizùs de la S.nndia. Lc jconcgJrçon esttascnéPafce qù jllojl, pùles renconii.cs q!til fait.lvlais srto!r1, cc soDt les récits.lcs s.aldeslorsdes veillées qlri rclieDnent le flus s(n] ittention el lc lùt rêver Les sàgâs qtr jls ntrnenr pxflerr dc coDrrées loi.iarùcs, oex ploits tabuleux. dc hcrcs in\.in.ibles ct ae monnres ierrj- ilants. À liube de son dirième hil-er Thor.lils trend onc grnnd. d€cision. l$i aussi connaitra tout.s ces ri.enrurcsj .es tcrrcsaloignees,ccsp.rsoDDages!ui Ionrl'listoirecles luxis, si Thordils nh p.rs liùe d'un héros, il rrossè.le te don des rnots cl cclui de fendre l irarr.haclùr d;scs récits. l-_hir.r $rivxnt, il quilte le fo).er farrilirl er rejoi.r Ribc oir il con\aiùc, à forcc d'opiDiâtfeté, uir scâldejure de lc trcr]- drc :r son seNice. Cinq aDs us tard, lc jeùne honrme sc sent dénriùrâis prôl à décou1.fir le \.as rc ùmde. ^lors qu il préprre ses b.rgagcs drns lâ fetlte fi(\cc .tenante à la dc. rieùre de nD melrtori il surpfend dc rioleDts é.lxts de 1'ol\ tuis des bruits de brgarre. l-e teml)s (tu'il sorte, deùx honrmcs cn anmf€ sènfuicnt. Lâ ùrâison cst cn tèù, mr ami scaldc nort, 1à tête pfcsqûc sépâié€ do cofps. Crai gnant qlre lcs dss.ssirs ne fcYicùDent âche\.er lc Lr.vdiL, lhordils serfuit IL qùitte la cùpitâle jute er narche deu-\ ,rr! -!i \u, ,. J... l.rt.r rl-t1r-r. L 'ie|d.r'r ..r'ci ,ll !n..,. t.| étâietrt.es Àirdrr.r, et quel éralt lc rrorif.Le là rixe. Il crâi cepenLlant qù il v riL uD râppo|t a\.ec lbde qùe so. majfue là obligé à apprefdrc plr .eur qlLelqucs joùrs â!ânt sa tùofl. Urtextecourl ct r\thmé,.txns urclângue Ln.onnùe Tltordils est de tâillc novenDe et afffcuscnent niâigre. LrDe bdrbe irl égùlièrc .onrnence à xttarèitre sur sesjoùes éù1..ié.s. Ses Ieù\ ûavrcur et ses .|evco\ cmnêlés lLri doincùll'dirrùit€ufou \rituleliârdes, il fnit âussro,f€r ser à lrn nrcndidnt où trn i.rgabùrl. N1.is ilSàrdc prdcicu senrent, seildc .ontre lui s. lvre, uû bclobjet réâlisé par uù mailre âftisar cl oil.rt pàf so. ûràlLrc. Statistiqùes jlsprit: lùr;,] 59 kg 16 âns hlissancc 2 \rigueùf 2 Agilité -l IDtellect I Pcrceptbn i Ténicitt 3 Chrrisne 3 Iistifcl2 Com.:l DoDs et Fâiblesses : hitié j lJénédjciion du destin ltis ûilil rléfctsc PhysiqÙe 7 Poirts de Vic :.17 (2-l/11r'0) ,\rl (L)fc) ; i aher.hcr.l i Clrelaùchef I j Cornmefce 2 i Discréinrn3 illoqùencc 7;En\.âthie5 jEsquivel j càldl 7 i Lr.gues (iur.) 8r i\,lotrr,cncùr 5; S.gds 10I Séducrior 2l Superstitior 4i Survie2 iTradilions 5. Prouesses ùrartiales Magie Grldf I lllusio, (ruîc) i Channe (chârr1ler les xnjmaur) Équipcnert : mrnteau rapiécé, besace en pcau, bâton de mxrcùe, iyre. cpee couùe. . Drns les pâs des légendes T,ur.l 1..,"r ,.,..r,.,f-.\,., oa! sc lrcltleilr actuellenrcùt les héfos. Sars uDsou, sars.c lations, il efre, siLhoùette m iséfcùse, rner d iar I l'hospitalité çà et là. liès !itc, il repère les PI et eDren.t des frln€urs à leur sujet. 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Old School Scifi: the Hacker Class By Ray Chapel Credits Writing: Ray Chapel Cover Artwork: J.E. Shields Interior Artwork: Joe J. Calkins of Cerberus Illustration The cover artist also has an official website, a freelance e-mail, and a Patreon The interior artist has an online store on OneBookShelf. Old School Scifi: the Hacker Class is © Quasar Knight Enterprises and Ray Chapel. The White Star Compatibility License is © Copyright 2015 Barrel Rider Games and James M. Spahn. Barrel Rider Games™ logo and name “Barrel Rider Games™”, and “White Star™”, the “White Star™” and the “White Star™Compatible” logo are trademarks of James M. Spahn, 2012-2015. Table of Contents Hacker Class....................................2 Hack the Planet................................9 Alright, Roll a Hacking Check........10 New Equipment & Services............12 OGL...................................................14 1 Hackers are learned specialists capable of modifying and circumventing security measures in technological devices. Some are thrill junkies intent on testing the limits of the most well-defended data troves; others are corporate and government watchdogs and spies, monitoring the populace and performing industrial espionage for profit and galactic security. With the omnipresence and interconnectedness of such things in the modern galaxy, hackers are more dangerous than ever before. Due to their skill set, most Hackers play an indirect role in combat operations, specializing in sabotaging enemy equipment and communications so as to make the jobs of Mercenaries, Pilots, and other classes easier. Table 1: Hacker Advancement Level XP HD BHB SV 1 0 1 +0 15 2 2,500 2 +0 14 3 5,000 3 +1 13 4 10,000 3+1 +1 12 5 20,000 4 +2 11 6 40,000 5 +2 10 7 80,000 6 +3 9 8 160,000 6+1 +3 8 9 320,000 7 +4 7 10 640,000 8 +4 6 Table 2: Hacker Exploit Advancement Level 1st 2nd 3rd 4th 1 1 - - - 2 2 - - - 3 2 1 - - 4 2 2 - - 5 3 2 1 - 6 3 2 2 - 7 3 3 2 1 8 4 3 2 2 9 4 3 3 2 10 4 4 3 2 2 Hacker Class Abilities Weapon/Armor Restrictions: Hackers prefer to use easily portable weapons, but their understanding of technologies makes them more adaptable than most non-combatant classes. They may only wear Light Armor and their weapons are limited to clubs, daggers, firearms, grenades, mono-daggers, and laser pistols. Exploits: Through a combination of technical insight, software, and finger-sized transmitters on their person, a hacker is capable of manipulating the environment and devices around them through thought alone via actions known as Exploits. A Hacker begins play knowing two 1st-level Exploits; in order to learn more, a Hacker typically cruises the galaxy, learning from other hackers, buying programs on black markets, and trial and error experiments with their own coding. Each day the Hacker may prepare a number of Exploits as shown on Table 2: Hacker Exploit Advancement. They may choose to prepare an Exploit more than once, similar to a way that a Star Knight does for Meditations. Once they activate an Exploit, the energy to use it is lost. Gearhead: All Hackers start with a mini-computer at no cost at 1st level. They also receive bonuses or an increased chance of success when interacting with modern devices and computers. A good rule of thumb is a +2 bonus if using a skill system of rolling vs. ability scores, and that they are able to perform typical programming action without a roll. Much like how soldiers know how to take the safety catch off of a gun, or a mechanic knowing the difference between a gas and electric welder. Saving Throw: Hackers receive a +2 on Saving Throws made to resist Exploits. XP Bonus for Intelligence: Hackers with an Intelligence of 13 or 14 receive a 5% Experience Bonus, and those with 15 or higher get 10%. Reputation (9th): At 9th level the Hacker gains a reputation within the technical and security communities, or at least their alias does. They can choose to establish a secret online community, where 1d6 1st-level Hackers might come to join and serve them loyally as Assistants. Languages: Unless otherwise stated, Hackers are able to speak the common language and the computerized language of Robots. 3 Level 1 Exploits Charm Machine Range 120 feet Duration 1 hour This Exploit affects Robots, technological interfaces with an AI, and possibly living creature’s with an artificial brain (Referee’s discretion). If the target fails a Saving Throw, the Hacker is treated as a trusted user by the character or system. Data Scan Range 120 feet Duration 2 turns This Exploit automatically detects the presence of powered devices (including Robots) within range of the Hacker for the duration. It does not determine the specific uses or features of those detected, only that they are present. Alternatively the Hacker can choose to tag a specific individual within line of sight upon using this Exploit, allowing them to track their distance and direction in relation to their own position for the duration. Distracting Clamor Range 120 feet Duration 1 turn This Exploit creates a high-pitched sound, bright strobe lights, or other annoying features to emanate from the target. All those within a 30 foot radius suffer a -2 on to-hit rolls and other actions requiring concentration. It’s very noticeable and can be accurately perceived up to 300 feet away (and possibly more at the Referee’s discretion). Hologram Range 60 feet Duration 1 turn This Exploit creates a holographic image ten cubic feet. The hologram is capable of making audio sounds as well but seems realistic from a distance of 30 feet or greater. One must succeed on a Saving Throw or approach closer to recognize it as a fake. 4 Jam Communications Range 60 feet Duration 1 minute/level The target is incapable of performing technological communication or surveillance if a device, or using such devices if a creature. Against a robot, it disables any scanners they have for the duration. Short-Circuit Range 120 feet Duration Immediately This Exploit affects devices utilizing a power source with focused ionic energy. If the target fails a Saving Throw, a device on their person sends out a shockwave of harmful energy, dealing 1d6+2 damage and consuming an energy cell if said device was powered by one. Level 2 Exploits Datamine Range Self Duration Immediately This Exploit is capable of coaxing out secret or protected information about a feature or target on a successful Saving Throw. If the Saving Throw’s a failure, the Hacker can’t use Datamine on that same target for 24 hours. Erase Range 120 feet Duration Immediately This Exploit is capable of deleting the past hour’s worth of actions and identity regarding the Hacker or another selected identity/event from a targeted device, robot, or cybernetic implant. If the target fails a saving throw, any evidence of the identity’s existence within that time-frame will be erased from their memory, recording devices, etc. 5 Signal Booster Range Self Duration 1 hour/level or until used This Exploit doubles the range on any Exploit or technological device. In regards to Exploits, it must be used in conjunction with the Exploit to be affected used the round immediately after Signal Booster. For technological devices with an effective range, this Exploit’s effects last 1 hour per Hacker level. Seize Cybernetics Range 60 feet Duration 1 round/level This Exploit takes control of a cybernetic implant on the target’s body on a failed saving throw, causing it to attack them internally or externally. The affected implant deals 1d6 damage per round to the target and imposes a -4 penalty on any rolls involving use of that implant. Shield Barrier Range Self Duration 1 hour This Exploit covers the Hacker in a transparent cloak of energy, absorbing 3 points of damage per attack directed at them. Virus Range 120 feet (1,200 feet starship combat) Duration Immediately This Exploits deals 1d6 damage per Hacker level to a single artificial being, starship, or target with cybernetics within range. Level 3 Exploits Holographic Duplicates Range Self Duration 1 hour or until destroyed This Exploit creates 1d4 holographic images of the Hacker, acting in perfect synchronization. Attackers cannot distinguish the images from the Hacker, and may attack them instead (determined randomly). When a hit is scored upon one of the images, it disappears. 6 Meltdown Range 60 feet (600 feet starship combat) Duration Immediately This Exploit creates a 20 foot radius explosion centering on a technological device, dealing 1d6 damage per level to those within its radius who fail a Saving Throw. The device consumes a power cell if it contained one. Overclock Range 60 feet Duration 1 turn This Exploit pushes a technological device beyond its limits at risk of damaging it. If a weapon, it deals an additional 1d6 damage; if armor it grants a -2 (+2 if ascending) bonus; vehicles add 3 to their movement speed, and miscellaneous equipment should provide an additional +2 on relevant rolls for their intended use. At the end of the duration the Hacker rolls a Saving Throw. On a failure the device is damaged to the point that it can’t be used until repairs are complete. Summon Drone Range 240 feet Duration 1 minute/level This Exploit turns a specific finger-sized device on the Hacker’s person into a robot with combat and scouting programs. It will obey the letter of the Hacker’s commands. At the end of the duration, the drone becomes inert and folds up into its original smaller form. Drone: hp 14; AC 5 [14]; HD 3+1; Base To-Hit +3; Atk laser pistol (2d6); Special All- Around Vision, Dark-vision 40 feet, Infra-vision 40 feet, Robot Traits; Sv 15; Mv Fly 20; HDE/XP 3/0 Surveillance Range 240 feet Duration 1 hour This Exploit allows the Hacker to remotely view distant areas within range via a bug- sized aerial robot that can move a maximum of 240 feet from its creator. The robot moves at a speed of 6, and anything the robot sees or hears the Hacker does as well. The Exploit can also record anything it sees and be saved in a mini-computer or other similar device. 7 Level 4 Exploits Blackout Range 120 feet Duration 1 minute/level All powered devices within range of the Hacker cease functioning. Vehicles turn off and lose control, energy weapons won’t shoot, lit areas become dark, enemy Hackers can’t use Exploits, and so on. This does not apply to the Hacker’s own equipment and Exploits. Robots within range must succeed on a Saving Throw or be incapacitated for the duration. Ghost in the Machine Range Self Duration 24 hours The Hacker uploads their consciousness into a device within 30 feet, leaving their original body in a vegetative state. While separated, they can maneuver through cyberspace and effectively ‘jump’ between technological devices with a speed of 24. They can also seize control of said devices, use Exploits, and even communicate with others and appear as an avatar on computer screens. Any damage done to machines the hacker possesses is carried over to the original body once the duration is over. Safecracker Range 60 feet Duration 1 hour/level As Charm Machine, save that the Saving Throw to resist is made at a -4 penalty. Additionally there’s no data trail of evidence linking the Hacker’s use once the duration ends within the device itself, as its internal memory deletes any identifying features. Sensory Overload Range 60 feet Duration 1 round/level The Hacker sends out a multitude of holograms, audio programs, and other sensory simulation software designed to be loud, eye-watering, and painfully overpowering. The target must make a Saving Throw or treat all other targets as though they were invisible for the Exploit’s duration. 8 Hack the Planet The implied setting of White Star is leaps and bounds ahead of our own world technologically. In real life, a computer with an Internet connection is plausibly hackable, but a coffee brewer not so much in spite of also being electronic. So what are the limits on things a Hacker can hack? In short, anything which is a powered device, currently interfacing with a powered device, or has a powered current is hackable at a bare minimum. In some cases it may not make sense how a Hacker is able to use their Exploits, such as being stranded on a desert planet with no modern communications devices. It is up to the Referee’s judgement to determine whether or not an Exploit can function under such circumstances. The Exploits were open-ended enough to simulate a wide variety of ideas: Meltdown can represent overheating the engine of an enemy vehicle by disabling its heat sinks, or the stored energy in a laser pistol dissipating all at once. Using Charm Machine on an annoying Holo-advertisement to instead embarrass and denigrate its corporate sponsor might represent the rewriting of its script. An investigative Hacker trying to search for clues in a missing person’s house might notice something’s afoot when their Datamine tells them that the target’s automatic coffee-making machine was used well after their target disappeared. 9 A Hacker should be capable of operating in the field instead of being cloistered in some stuffy room. Much like Arthur Clarke’s statement that “sufficiently advanced technology is indistinguishable from magic,” the Hacker class is capable of triggering large environmental changes in cyberspace and on the battlefield with but a thought and a swipe of a finger against an insubstantial holo-screen. Alright, Roll a Hacking Check The core White Star game is barebones at best when it comes to tampering with security. In spite of having Exploits, there may be times when a Hacker PC asks if he can’t alter the password on an electronic lock, gain access to a building’s security cameras, or a similar action not covered as such. The Charm Machine Exploit is intended to be broad-based enough to allow for such things, but in this alternative it’s a quick, limited-use trick up the sleeve the Hacker pulls out when he needs to hack things fast. Although there are several proposed skill systems available in White Star products, here’s two which should suit the needs of most campaigns: D6 Hacking: The Hacker rolls a single six-sided die when attempting to break security, access restricted information, or otherwise performing a similar action carrying a degree of failure and risk. If the result is 2 or lower, he succeeds at a hacking attempt. The probability of success increases to 3 in 6 at 3rd level, 4 in 6 at 6th level, and 5 in 6 at 9th level. Against particularly well-encrypted systems, the probability may lower by one value, to a minimum of 1 in 6, and go up one value for poorly-protected systems. Saving Throws by Security Level: In this variant, a Saving Throw is rolled for a device, robot, or hackable target instead of the Hacker rolling a skill check. Generally speaking, there will come times when a Hacker player character wishes to use their Exploits on a device or machine which isn’t necessarily an NPC and a Saving Throw is in order. There are two ways the Referee can handle this: The first option is that the device uses the Saving Throw value of its wielder, network administrator, or one who has jurisdiction over the device. This represents the innate skill of the user to avoid unwanted tampering. The second option is most useful for “unmanned devices” and times where the user may be unskilled yet bought the best Firewalls money can buy. Here’s some sample Saving Throw values on the following page. 10 Minimal Security: 18 Firewall Cost: Negligible Examples: Taco Town holo-advert, convenience store electronic lock, neglected machinery Average Security: 15 Firewall Cost: 150 credits (Base Cost 5 credits as a starship modification) Examples: Middle class home alarm system, handheld weapon’s ID lock Good Security: 12 Firewall Cost: 400 credits (Base Cost 10 credits as a starship modification) Examples: Most robots, vital infrastructure projects on a well-to-do space station High-end Security: 9 Firewall Cost: 1,000 credits (Base Cost 20 credits as a starship modification) Examples: Millionaire’s home alarm system, secret agent’s communicator Top Security: 6 Firewall Cost: 1,000 credits (Base Cost 50 credits as a starship modification) Examples: Galactic bank security, Killsat launch codes It should go without saying that a failed hacking attempt, Exploit or no, exposes the system to unauthorized entry and carries appropriate consequences. A failed Charm Machine against a security robot causes its programming to recognize that the Hacker in question is trying to tamper with it. A tech-savvy criminal may realize that someone attempted to trace their activities via Datamine. In most circumstances normal hacking takes more time than the Charm Machine Exploit. Hacking a system may take anywhere from several minutes to days depending on its size, security, and complexity. This is foolhardy to do in the middle of combat unless you have several team-mates covering your back. 11 New Equipment & Services Burner Communicator: Often simply called “burners,” these are temporary, disposable communicators programmed to self-destruct in 1 hour since their activation. This is accomplished via embedded heat-dispensing bulbs designed to fry the interior chips and circuits. Burners cost 10 credits for audio and 25 with hologram capabilities, but are obviously limited in regards to long-term use. Cryptocurrency: A digital currency unit unconnected to any banking or government figure, cryptocurrency is a favored stock in trade among free-market ideologues and the criminal element. Cryptocredits can be bought with real credits on a 1 for 1 basis. Attempts to trace purchases made with cryptocurrency imposes an appropriate penalty for the tracker: 1 die less on a D6 system, -2 on a “roll vs. ability score” system, Saving Throw is 2 better for defender, and the like. In spite of its pseudonymous advantages, there are downsides. First is the fact that not all markets recognize them as a valid unit for trading. Second is the fact that cryptocurrencies tend to depreciate in value; after one month of game-time, any cryptocredits still possessed by a character has a 20% chance of losing value, plus an increase of 1% each month. A failed roll causes the character to lose half their effective cryptocredits due to less purchasing power. Encrypted Link: This piece of software is bought for a single piece of equipment, such as a mini-computer, communicator, recording stick, or similar device. Encrypted Links prevent unauthorized access and communication from unknown users, requiring the use of a hacking skill, Exploit, or specialized equipment to intercept the communications. The owner can designate up to twenty other users who can communicate with them. Costs 200 credits. As a Starship Modification, it has a Base Cost of 5 credits. Fake ID: Attainable either as a physical card or software, these falsified credentials are often customized by the forger upon purchase to meet specific criteria. The cost is for gaining access to one kind of authority, such as a weapons permit, security clearance, etc. A Fake ID allowing for multiple forms of service or access is more expensive, but risks straining credibility the more that are added. Costs 100 credits per qualification. 12 SAU: Short for ‘software accessory unit’ and pronounced ‘sa-ow’ in English, a SAU is a purchasable piece of software for a person’s mini-computer (see White Star Chapter 3) which can add useful functions. Many SAUs are free or negligible in cost, meant to serve as conveniences for daily life or entertainment. Ones of interest to adventurers are likely to cost a pretty credit. A sample list of SAUs are provided below: Auto-Rescue: Requiring integration with a settlement’s computer network in order to function, Auto-Rescue is attuned to the user’s vital signs, and will dispatch an emergency beacon to the nearest police headquarters and hospital if the user suffers grievous injury.Civilian versions trigger when the user falls below 50% of their total hit points. Costs 50 credits. The military version of this SAU doesn’t need access to a public network and can be customized to trigger when the user falls to 0 hit points instead and be tailored to give dispatches to specific individuals (such as members of the same unit) instead of a broad public-access network. Costs 250 credits. Holo Games: Designed by health-conscious game designers as a way to encourage exercise and outdoor activities, holo games overlay themselves over the user’s visual sensory organs to portray a partially-virtual environment. Typical games involve shooting at illusory enemies with equally-unreal weapons, urban exploration scavenger hunts, and coordination-based “workout simulators.” As long as a character regularly plays them for several hours a week, they gain a +2 bonus on all athletics-based checks. Costs 5 credits per game. LungBuddy: Favored by asteroid miners, astronauts, and maintenance workers, this SAU provides a statistical analysis of the surrounding atmosphere in a 600 foot radius in temperature and chemical composition. It automatically detects if there’s any breathable substances potentially dangerous to the user’s physiology nearby (and yes, vacuum environments register as harmful to non-spacefaring life forms). Costs 50 credits. Tactical Coordinator: Favored by modern armies, space pirates, and mercenary companies, the Tactical Coordinator provides voice-activated visual and auditory alerts for compass direction, the vital signs of life forms within a 30 foot radius, and the number of shots remaining in a projectile weapon. 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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch Swords & Wizardry WhiteBox Rules by Marv Breig, copyright 2008- 2011 Matthew J. Finch. White Star: White Box Science Fiction Roleplaying, Copyright 2015 Barrel Rider Games; Author James M. Spahn. 15
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MYSTIC a simple, story driven, GMless, solo capable pen and paper rpg! By: David Klier WHAT YOU NEED: -pen(cil) -paper -1 6 sided dice (d6) -1 10 sided dice (d10) -your imagination! FIRST STEPS: first off, who ARE you?! There are, 4 skills in Mystic. You have 10 skill points to spend, but each skill can only have a maximum of 5 points spent on it. The skills are: Strength (str) Range (rng) Magic (mgk) Agility (agl) a sample warrior player might be as follows: str: 4 rng: 1 mgk: 1 agl: 4 4+1+1+4=10 COOL! IM ALIVE! WHAT NEXT? What do you live for?! Why are you in this existence? In other words… what, is your quest? Are you trying to slay a dragon? Or are you attempting to find the welder which would fix your power generator in the zombie apocalypse? Whatever it is, state your quest. START ASKING QUESTIONS! The first thing you should do is ask questions. Simple yes or no questions would work best to start, and the answers will come in the form of your six sided die (d6) 1: no, and.. 2: no 3: no, but.. 4: yes, but.. 5: yes 6: yes, and.. questions in text are denoted with the “q:” prefix so a small example when your first beginning to find the dragon could be: q: do the people in town know of this dragon? The resulting answer would give you your answer! ACTION ROLLS action rolls are actions you are taking with your skills. For the success of an action, roll a 10 sided dice (d10) to determine the success of the outcome. If the roll, plus the skill you are rolling with add together to make 10 or more, it is determined as successful, if less than ten, unsuccessful. They are denoted with “a: (skill)” if the action is successful, something good happens, and if unsuccessful, something bad. As an example: a: (agl) being quick witted, I attempt to convince the townspeople to tell me where the dragon is Then proceed to roll 1d10 and answer accordingly Notice, agility (agl) is being used here to convince townspeople. Some may say this requires a charismatic skill, however, in Mystic, if you can provide a reason you are using a skill to roll your question, it is viable and applicable to use that skill. Similarly to how magic can do things such as conjure up a key that will fit in the door, but must roll for its success… or how you can do a strength roll to punch the door down, or rng to blow it down with your gun/bow or even agility speeding so fast that you blow right through it. On a d10, there is sometimes noted a “0” in which case, this must be interpreted as 10. A SMALL EXAMPLE GAME CHAR: Ranchard, the great (and totally handsome) warrior str: 4 rng: 1 mgk: 1 agl: 4 quest: you arrive in the Winterlands inn, in search of the red dragon, whome sits upon the glory and riches you seek. q: is the innkeeper in? 3:no, but, you hear a band of three near the hearthfire speaking of 'the fabled one' q: asking the band of three, if 'the fabled one' is the red dragon? 5:they answer yes, 'the fabled one' is the red dragon! how stupid can you be. obvious idiot! q: to band of three, do you know where the fabled one is? 4: yes, but... why should we help you! BAHAHA! a: (str) i grab them by the wrist, 'TAKE ME TO THE FABLED ONE OR LOSE YOUR ARM SIR!' 1: he smacks you in the face leaving you dazed.... they walk away and wont talk to you anymore! a: (agl) i follow them to see where they go, unnoticed 2: they notice you! and rough you up! they run away in different directions and you cant follow which way any of them went! q: is there anyone else in the inn that knows of 'the fabled one'? 4: yes, but... after seeing how demanding you are, everyone is reluctant to help... q: does the town drunk now of where the fabled one is? 6:yes, and... hes already drunk! a: (str) i flaunt my strength in hopes he will take me to the red dragon! 10! the town drunk is so excited and happy someone has come to save him from his own drunken self.. i mean... the dragon har har har! he takes you to a cave, where the dragon clearly lays as there are gold coins about and surely more inside! q: can i see clearly in this cave? 1:no, and, the dragons breath comes towards you, and you run away in short order! without your own flame, this is futile! q: do i steal a log on fire from the winterlands inn's hearthfire? 5:yes a: (str) with lighting in the cave, i swing my mighty sword at the fabled one who sits upon the riches i seek! 1: the dragon swipes at your sword and it falls to the ground, you are now unarmed! q: do i pick up the sword before the dragon gets ahold of it?! no, and... the dragon breaths such intensely hot fire upon the sword that the sword melts completely into a useless puddle of molten metal. a: (str) i swing my mighty log of fire wood, which again, is also my light source, at the fabled one! 1: the dragon bites at my log of fire wood and sizzle out the flame! it is blindingly dark! a: (agl) i run as quickly as i can in the direction in which i came 4: i run into the wall, fall over dazed... the dragon begins throwing flames at me!
textdata/thevault/Collections/Solo/2. GM Emulators & Generic Solo Rules/Mystic.pdf
CCC-MAG01-01 Mischief at the Festival The annual Magic and Gold Festival in Thentia has begun! Come watch some shows, eat some food, play some games, and solve a murder. Four 1-Hour Adventures for Tier 1 Characters Optimized for APL 3 CREDITS Lead Designer: Y. Michael Zhang Editing: Y. Michael Zhang Art Director & Graphic Designer: Y. Michael Zhang Cover Art: Whiteoxygen, Patrick E. Pullen Interior Art: PenWin / Shutterstock.com, VSX47, Patrick E. Pullen, Wizards of the Coast, some artwork © 2015 Dean Spencer, used with permission. All rights reserved. Cartography: Jeremy Hochhalter, 2-Minute Tabletop, Y. Michael Zhang D&D Adventurers League Guildmaster: Chris Lindsay D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett D&D Adventurers League Administrators: LaTia Bryant, Ma’at Crook, Amy Lynn Dzura, Claire Hoffman, Greg Marks, Alan Patrick, Travis Woodall Playtesters: Andrew Bahls, Ken Beckman, Christopher Cheng, Gina Dawson, Phil Dawson, Richard Gejji, Glenn Harris, David Joyce, Heather Joyce, Jordan Smith, Michael Woods DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2020 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 3 Adventure Primer “Let us celebrate the occasion with wine and sweet words.” – Plautus This adventure is designed for three to seven 1st to 4th-level characters and is optimized for five characters with an average party level (APL) of 3. Characters outside this level range cannot participate in this adventure. Easy to Run, Easy to Play This adventure is written to provide a good introductory experience, both for new players and for new DMs. While there are still a lot of interesting surprises for experienced players to enjoy, the adventure always keeps accessibility in mind. This is a great way for new DMs to learn how to run D&D adventures, and for new players to get a taste of the breadth of experiences possible in D&D. The combats in this adventure are tuned to provide a good experience for brand new players. There is an option listed in each combat encounter to increase the difficulty for experienced players. When running for veteran D&D players with well-built characters, consider using that option in addition to the normal combat adjustment. Background THENTIA is a city on the Moonsea dominated by the power of independent mages and merchants. The annual MAGIC AND GOLD FESTIVAL is a city-wide celebration of the mutual cooperation between the two groups and the prosperity that they have brought to Thentia. Over the course of four days, citizens and guests of the city feast, shop, watch concerts, play games, and attend panels dedicated to various topics of magical or mercantile interest. It is a festival unlike any other in the entire Moonsea region. But with so many people and so much magic gathered together, trouble will inevitably rear its ugly head. Even at a festival like this, there are still plenty of jobs for the hardworking adventurer! Episode Structure This adventure is split into four episodes that each take approximately 1 hour to play. Each of the episodes can be played individually as a mini- adventure, or they can be played together in any order as a longer adventure. Each session should start with the introduction before the players select their episode. • Introduction: The Magic and Gold Festival. The adventurers arrive in Thentia in the midst of the Magic and Gold Festival and must choose which of the many attractions to explore. • Episode 1: Working in Concert. When a famous bardic troupe goes missing right before their concert, the adventurers must step on stage to save the evening. The show must go on! • Episode 2: Food Fight. Eating meals at a festival can always be harmful to one’s figure and finances, but now animated cuisines are causing harm in a more literal fashion. The adventurers must put down the rowdy rations before the diners turn into dinner! • Episode 3: Faire and Free. As the adventurers enjoy the booths and contests at the Vendor and Gaming Faire, they get recruited to lead a family of runaway slaves to freedom. • Episode 4: Live Long and Prosper. When one of the researchers speaking on the alchemy panel gets murdered, the adventurers must figure out which of the other panelists wanted her dead, and why. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 4 Introduction – The Magic and Gold Festival Estimated Duration: 10 minutes A. New to the Festival If any of the adventurers are playing their first episode of the adventure, read: Thentia is a city on the Moonsea dominated by powerful independent mages. The annual Magic and Gold Festival honors the cooperation between the mages and merchants of the city through four days of glorious celebration. Traders, scholars, nobles, and adventurers from all across the Moonsea come to Thentia to enjoy the concerts, games, and panels at the festival. There is so much to see and enjoy. Have the characters introduce themselves. B. Returning to the Festival If any of the adventurers have already played at least one episode, they had a chance to long rest from their activities yesterday. Now they can pick a different part of the festival to go see. Choosing an Episode Give out the Map of Thentia to your players. There are four attractions highlighted on the map, each of which corresponds to an episode in the adventure. The choices are: • Episode 1 – Working in Concert The celebrity bardic troupe Rage Against the Modrons will be performing a lively concert at the Beacon inn. • Episode 2 – Food Fight A massive food court set up around the Mage Pit inn offers a wide variety of delicious cuisine from all around the Moonsea. • Episode 3 – Faire and Free The Vendor and Gaming Faire fills Heroes’ Square with such a wide variety of exhibits, games, and booths that everyone can find something to enjoy here. • Episode 4 – Live Long and Prosper The Spiraling Tower will host a panel featuring four great experts in alchemy here to discuss their latest breakthrough. Let the players choose which location they want to go to. Just make sure none of the adventurers have already played the episode they select. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 5 The Vendor and Gaming Faire fills Heroes’ Square with such a wide variety of exhibits, games, and booths that everyone can find something to enjoy here. A massive food court set up around the Mage Pit inn offers a wide variety of delicious cuisine from all around the Moonsea. The Spiraling Tower will host a panel featuring four great experts in alchemy here to discuss their latest breakthrough. The celebrity bardic troupe Rage Against the Modrons will be performing a lively concert at the Beacon inn. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 6 Episode 1: Working in Concert Estimated Duration: 60 minutes The adventurers have decided to head over to the Beacon inn to watch a concert by the famous bardic troupe Rage Against the Modrons. Completing the Episode To complete Episode 1, the adventurers must rescue the bards and attempt to entertain the crowd. Scene A. Standing Room Only The Beacon is the best-known inn in Thentia. A small white globe atop the roof emits continuous light, giving the inn its name. It is normally a popular place to stay for adventurers and travelers, but now the common room is packed tight with eager festival- goers awaiting the night’s entertainment. Flyers upon the walls proclaim that the celebrity bardic troupe Rage Against the Modrons will be performing their new song Mistress of Elventree here tonight. Excitement is high, and the common room is already filled to the brim with fans. As the adventurers wait in line trying to get into the inn, Arveen Cinderlight, the proprietor of the Beacon, intercepts them. She tells the remaining people in line (including the adventurers) that the Beacon is at capacity and can’t admit any more customers. Disappointed fans grumble to themselves and disperse from the entrance. After Arveen makes the announcement, she eyes the outside of the inn, scanning the crowd looking for her guests of honor. When she fails to find the bards, she decides to pull the adventurers aside and make them an offer. Objectives/Goals. Rage Against the Modrons is scheduled to start playing in two hours, and the troupe should have arrived already so they can prepare for their show. Arveen knows that her customers would be extremely disappointed if the concert is canceled, so she wants to hire the adventurers to find the bards and ensure that they arrive here safe and ready to perform. What Does She Know? The bardic troupe planned to arrive at Thentia’s docks this afternoon aboard the Sea Drake. Arveen received word when the Sea Drake docked an hour ago, but Rage Against the Modrons is still nowhere to be seen. Arveen knows that the bards can be rather flighty and easily- distracted, so she tells the adventurers to head for the docks, figure out where the bards went, and lead them back to the Beacon. In exchange, Arveen will allow the party free entry to the concert (which is otherwise sold out). Arveen can tell the adventurers about the members of Rage Against the Modrons. She describes each of the bards as follows: • Riardo the Sly. He is a half-drow and the lead singer. He also plays the lute. • Jotom. She is a kobold who plays the pan flute. • Passion. She is a tiefling who plays the drums. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 7 Scene B. Breaking Up is Hard to Do It takes half an hour of travel to reach the docks. Despite the relatively short distance, the sheer amount of people at the festival makes travel slow, especially since festival-goers keep stopping in the middle of the street to get portraits together with actors in fancy costumes. Once the adventurers get to the docks, they learn from the captain of the Sea Drake that the three bards have already left the ship and made their own way into the streets of Thentia. They seemed excited to explore the festival, and they declined the captain’s suggestion to hire a guide to lead them to the Beacon. To find out where the bards went, the adventurers need to make a DC 11 Intelligence (Investigation) check to look for clues as to their whereabouts or a DC 11 Charisma (Persuasion) check to deduce their location by asking other festival-goers. If none of the adventurers succeed at one of these checks, the party wastes an additional half hour before eventually stumbling onto the troupe. Rage Against the Bards The adventurers finally stumble upon Rage Against the Modrons a few blocks away from the docks. The three bards are cornered in a dead-end alleyway by a man with wild hair and a drum set strapped against his bare chest. Jotom the kobold is trying to squeeze through a crack in the wall but her instrument bag doesn’t quite fit. Passion is out cold with a dagger wound on her arm while Riardo carries her unconscious body. He says in defiance, “This is totally not cool, Thazar. Why you gotta be such a buzz-kill?” The drummer replies, “It’s your own damn fault for firing me! I have more talent in my fingernails than that tiefling has in her entire body! Once the poison does its job, you’ll have no choice but to let me rejoin the troupe!” When Riardo sees the adventurers arrive, he shouts out for their help. Creatures/NPCs Thazar Nath-rem, a musician, stands between the adventurers and the three bards. He has a hired thug with him. Thazar is enraged that the adventurers would interrupt his reunion with the troupe, so he and his hireling immediately turn to attack the adventurers. Use Dead End Alley Map if you wish to use a map for this combat. Adjusting the Scene Here are some suggestions for adjusting this scene: • Very Weak: Remove the thug. Add a bandit. • Weak: Remove the thug. Add two bandits. • Strong: Thazar is a drummer instead of a musician. • Very Strong: Add a thug. Thazar is a drummer instead of a musician.  Experienced Players: Add a thug. Riardo, Jotom, and Passion are noncombatants. During the battle, Riardo requests that the adventurers avoid killing anyone if possible, since “We’re all one with the land and stuff,” but he doesn’t insist. Riardo and Jotom can intervene to feed the adventurers potions of healing if anyone starts dying. The Best Medicine After the adventurers defeat Thazar and his thugs, Riardo and Jotom thank them for the rescue. A few Warders (Thentia’s police force) arrive on the scene as well, but they recognize Rage Against the Modrons and rush to help the bards and take any unconscious criminals into custody. Riardo and Jotom sustained some minor injuries, while Passion is very hurt and suffering from a poison that keeps her comatose. Due to the trauma, all three bards are physically and mentally in no shape to perform. They tell the adventurers to return to the Beacon and tell the proprietor that they have to cancel their concert for tonight. The Warders will lead the three bards to the nearest temple for healing. If any of the adventurers heal the bards (either by restoring any of their hit points or by curing Passion’s poison), the bards are even more grateful, but they still want to go to the temple to recover from their emotional distress. Unlike adventurers, they are not accustomed to being the target of attempted murder. However, each character who provides healing this way gains inspiration for their good deed. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 8 Scene C. The Show Must Go On! It takes another half hour to return to the Beacon. By this point, Arveen looks like she is in full panic mode, and news of Rage Against the Modrons’ cancellation do not improve her mood at all. Since the inn is already sold out for the concert, she begs the adventurers to put on their own show to mollify the angry fans who might otherwise tear the inn apart. She promises that if they can satisfy the crowd for the night, she will pay them with gold and give them free room and board during the festival. A Night to Remember Depending on how quickly the adventurers found the bards earlier, they can have anywhere from 15 minutes to 45 minutes left to prepare their performance. Ask the players to plan out what sort of show they want to put on. They can put together any kind of entertainment they like (music, magical storytelling, feats of strength, etc.), performed either as individuals or as a group. Once the performance starts, have each player describe what their character is doing, and then they make a DC 12 ability check using a relevant skill or tool. If they use a spell, ability, or background feature to accompany their act or they provide a detailed description of their performance, consider granting them advantage or even automatic success. • If at least half the adventurers succeed on their performance, the night is a big success. The customers get over their initial disappointment at missing out on hearing Rage Against the Modrons perform and are more than happy with the replacement. Arveen thanks the adventurers by providing them free room and board for the rest of the Magic and Gold Festival, and giving them a special reward (see Treasure below). • If fewer than half the adventurers succeed on their performance, the customers heckle the performers off the stage and demand their money back. Arveen thanks the adventurers for trying. For their effort, she still pays them and gives them free rooms for the night. Treasure Regardless of the result, Arveen pays the adventurers for their performance. If the adventurers succeeded in entertaining the customers, Arveen also gives them a spell scroll of major image that she was saving for Passion (since she heard that the tiefling likes colorful visuals to go along with her concerts). Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 9 Episode 1: Rewards At the end of the session, the characters receive rewards based upon their accomplishments. Character Rewards The characters earn the following rewards: Advancement Upon successfully completing this adventure, each character gains a level. At their discretion, they may choose to decline advancement. Remind your players that the amount of gold that their characters can earn per level is limited; declining advancement means that they may reach a point where they earn no gold. Gold Award each character gold for each hour of the session. Adventures typically features cues for this, but you can add it where you see fit. The maximum gold that you can award a character per hour is determined by their tier, as follows: Tier Hourly GP Award GP Limit per Level 1 20 gp 80 gp 2 30 gp 240 gp 3 200 gp 1,600 gp 4 750 gp 6,000 gp Magic Item(s) If found during the adventure, the characters can keep the following magic items: • Spell Scroll of Major Image Dungeon Master Rewards For running this adventure, one of your character gains a level. That character receives gold based on their tier prior to advancement: Tier GP Earned 1 80 gp 2 240 gp 3 1,600 gp 4 6,000 gp You may be able to exchange this reward for other benefits. See the Adventurers League DM Rewards document for more information. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 10 Episode 1: NPC Summary The following NPCs feature prominently in this episode. • Arveen Cinderlight (are VEEN SIN der lite). Human proprietor of the Beacon inn. She has hired Rage Against the Modrons to perform a concert in her inn during the Magic and Gold Festival. Personality: I am professional and to the point. Ideal: Time is money, friend! Bond: My business is my life. Flaw: I start to panic when things don’t go according to plan. • Riardo the Sly (re ARE do). A half-drow and a member of Rage Against the Modrons. He is the troupe’s lead singer, and he also plays the lute. Personality: I find everyday stuff like super fascinating. Ideal: All life is connected in this really big circle. Bond: That Thazar dude is a huge kill-joy. My new troupe-mates are way more fun. Flaw: I love spending time with my fans… Uh, what was I supposed to do again today? • Jotom (YO tum). A kobold and a member of Rage Against the Modrons. She plays the pan flute. Personality: Despite being a celebrity, I get shy around people. Ideal: I just want a place where I can belong. Bond: This troupe is my family. Flaw: I try to hide at the smallest sign of danger. • Passion. A tiefling and a member of Rage Against the Modrons. She plays the drums using her hands and tail. Personality: I am always cheery and upbeat. Ideal: Life isn’t worth living if we can’t enjoy it to its fullest. Bond: I am a new addition to the troupe, but I am already a fan favorite. Flaw: When I focus on my music, I tend to drown out everything else. • Thazar Nath-rem (tha ZAR NAATH rem). A human and former member of Rage Against the Modrons who left the troupe on bad terms. He plays the drums and bears a grudge against Passion for taking his spot. Personality: I like to insult people in inventive ways. Ideal: Everyone should obey my demands. Bond: I will get back into the troupe, one way or another. Flaw: I am the greatest musician in the world and nobody better tell me otherwise. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 11 Episode 1: Creature Statistics Bandit Medium humanoid (any race), any non-lawful alignment Armor Class 12 (leather armor) Hit Points 11 (2d8 + 2) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) Senses passive Perception 10 Languages any one language (usually Common) Challenge 1/8 (25 XP) Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Drummer (Bard) Medium humanoid (any race), any alignment Armor Class 15 (chain shirt) Hit Points 44 (8d8 + 8) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) Saving Throws Dex +4, Wis +3 Skills Acrobatics +4, Perception +5, Performance +6 Senses passive Perception 15 Languages any two languages Challenge 2 (450 XP) Spellcasting. The drummer is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spells prepared: Cantrips (at will): friends, mage hand, vicious mockery 1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave 2nd level (3 slots): invisibility, shatter Song of Rest. The drummer can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The drummer can confer this benefit on itself as well. Taunt (2/Day). The drummer can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the drummer, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the drummer’s next turn. Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 12 Musician (Barovian Witch) Medium humanoid, chaotic evil Armor Class 10 Hit Points 16 (3d8 + 3) Speed 30 ft. STR DEX CON INT WIS CHA 7 (-2) 11 (+0) 13 (+1) 14 (+2) 11 (+0) 12 (+1) Skills Arcana +4, Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 1/2 (100 XP) Spellcasting. The musician is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared: Cantrips (at will): mage hand, prestidigitation, ray of frost 1st level (4 slots): ray of sickness, sleep, Tasha’s hideous laughter 2nd level (2 slots): alter self, invisibility Actions Claws (Requires Alter Self). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. This attack is magical. Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 2 (1d4) piercing damage. Thug Medium humanoid (any race), any non-good alignment Armor Class 11 (leather armor) Hit Points 32 (5d8 + 10) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) Skills Intimidation +2 Senses passive Perception 10 Languages any one language (usually Common) Challenge 1/2 (100 XP) Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The thug makes two melee attacks. Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100 ft./400 ft., one target. Hit: 5 (1d10) piercing damage. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 13 Episode 1: Dead End Alley Map Map by 2minutetabletop.com Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 14 Episode 2: Food Fight Estimated Duration: 60 minutes No festival is complete without ample food for sale. The adventurers have decided to head over to the northeastern food court to enjoy a well-earned lunch. Completing the Episode To complete Episode 2, the adventurers must meet Cultivation and try to either negotiate with it or defeat it (even if they are unsuccessful in doing so). Scene A. Unconventional Cuisine The northeastern part of Thentia has been converted into a large food court served by dozens of chefs from all around the Moonsea. Cabbage soup from Phlan, roast lamb from Hillsfar, wild boar from the Cormanthor Forest, and all sorts of other foods are found in these stalls, with the tenfold price mark-up one would expect at a festival like this. As you start browsing the stalls, you hear screaming around the Mage Pit inn. People are shouting in alarm and fear as their food comes to life and threatens to turn diners into dinner. A child’s pudding dessert begins to extend slimy pseudopods. A suckling pig pulls itself free from the spit and charges at the crowd. Giant blue crabs crawl out of a big pot of seafood soup with pincers snapping. All around, there is chaos and confusion. Creatures/NPCs There are two animated puddings, two boars, and two blue crabs. Since everyone is running for their lives while the adventurers stay, the animated food focus their attention on them. Use Food Court Map if you wish to use a map for this combat. There are more animated foods that guards are dealing with off-screen. If the party gets into major trouble, some of them might step in to help. Adjusting the Scene Here are some suggestions for adjusting this scene: • Very Weak: Remove an animated pudding and a boar. • Weak: Remove an animated pudding. • Strong: Remove two boars. Add a big boar. • Very Strong: Remove two boars and a blue crab. Add two big boars.  Experienced Players: Add an animated pudding. Development Any adventurer who makes a DC 13 Wisdom (Perception) check notices some strange seed pods growing from the ground near the places where the food animated. A DC 13 Intelligence (Nature) check confirms that these pods have shed some spores and are not entirely natural. Scene B. A Mage-r Pitfall After the food monsters are defeated, people start to return to the food district, though they give suspicious looks to the rest of the food. Gelzira Tunnelly, the elderly halfling proprietor of the Mage Pit, cheers for the adventurers’ efforts to protect people from the food attack and invites them inside his establishment for a free celebratory lunch. Area Information The Mage Pit has the following features: Dimensions & Terrain. The common room features a large chamber 40 feet across with a glass floor overlooking a network of pits underneath. There are several very deep pits below, some of which are overgrown with greenery. Lighting. The inn itself is well-lit with small globes of colorful light that hover in the air. Decor. The inn is filled with bookshelves, arcane insignias, and other wizardly decorations. Thauguran’s Curse Once the adventurers come inside the inn, Gelzira seats them at a private booth and lets them order whatever they like from the menu (which is vegetarian-only). While they eat, he tells them about Thauguran’s Curse, which he believes was responsible for the food fight. They can take a short rest during this meal. What Does He Know? Thauguran Westlook was a powerful wizard who served as Watchlord of Thentia over a hundred years ago. One day, he decided to leave the city for other worlds, taking with him his mage tower which literally sprouted legs and walked away. Gelzira in his youthful ambition decided to build the Mage Pit inn over the pit left behind by Thauguran’s tower. There are still laboratories and magical experiments left behind in the pit, and it has, over time, proved to be an attractive novelty for spellcasters looking for a place to stay in the city. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 15 Thauguran was a vegetarian, and he left behind an impressive underground garden in the pit after he departed. Unfortunately, perhaps because of one of his experiments, his garden has taken a militant turn. The plants down there seem to have a severe dislike for meat-eating, to the point that every time Gelzira tries to serve meat at the Mage Pit, tendrils of vines start growing through the floor, spreading spores that animate food into living nuisances. Having customers fear for their lives is obviously bad for business. Thus, the Mage Pit itself hasn’t served meat in a long time, and rumors about Thauguran’s Curse ended after a few decades. Gelzira has avoided the garden below the inn for many years now, and he hoped that the curse had simply gone away on its own. Unfortunately, the Watchlord decided to shift the food court for this year’s Magic and Gold Festival to the northeastern corner of Thentia. Perhaps the sheer amount of meat served so close to the Mage Pit caused the curse to reassert itself. Gelzira fears that the plants will launch additional food attacks over the next few days. He shares the fact that some of Thauguran’s main plant experiments lie in a sealed room within the garden, but he doesn’t know how to get into that room nor how to actually end Thauguran’s Curse down there. Objectives/Goals. Gelzira wants to hire the adventurers to go down into the garden under the Mage Pit and end Thauguran’s Curse, whatever it takes. In exchange, he is willing to pay them some gold and give them free food at the Mage Pit during the festival. He hopes to end the curse before anyone thinks to blame his inn for the food attacks. Scene C. The Root of the Issue Once the adventurers agree to help Gelzira end Thauguran’s Curse, the halfling leads them into a basement with open access to the pits below. He points out the northernmost pit as the one leading to Thauguran’s garden, and then lowers a long rope into that pit which descends 60 feet down. He will wait up in the inn for their return. Climbing down the shaft requires a DC 8 Strength (Athletics) check, with advantage if that character is using the rope. On a failed check, the character falls after climbing halfway and lands in a soft bed of vegetation, taking 3 (1d6) bludgeoning damage from the fall. Use Thauguran’s Garden Map to represent this area. The rope and shaft descend into the middle of Room C1. Room C1. Chauntea’s Vineyard This massive chamber is lit by a yellow floating orb shedding bright light throughout the room. The south side features a small vineyard with five neat rows of grapevines twined around their trellises. The north side of the chamber has a set of doors blocked shut by twisted tree roots which are connected to a wooden altar in front of the door. There is a tunnel in the east and another in the west, both of which are completely covered by overgrown weeds and vines. Two tunnels on the south wall are unobstructed, and appear to lead to a dark cavern. Grape Vineyard Unseen servants tend to the vineyard by pruning vines, watering the plants, and harvesting the grapes. Harvested grapes are left in baskets by the walls which are overflowing with ripe grapes. Overgrown Tunnels The east and west tunnels are completely blocked due to the overgrowth. They lead to side gardens long overgrown with weeds. Northern Doors These doors lead to Room C3, but they are blocked by tree roots which are connected to the altar. The wall above the door bears the phrase, “Only those who appreciate the harvest can find bliss in Cultivation.” It is impossible to open the doors except by making an offering to the altar. Altar to Chauntea The wooden altar is engraved with the symbol of a bushel of wheat; a DC 10 Intelligence (Religion) check recognizes this as the holy symbol of Chauntea, goddess of agriculture, harvest, and growth. The wood seems to be carved directly from the thick roots blocking the northern doors. Atop the altar are two round depressions which serve as offering bowls. Inside the left bowl are some ancient, dried up mushrooms. The wood of the right bowl is stained with a dark red liquid. The color resembles blood, but anyone making a DC 12 Intelligence (Nature) check recognizes that the color more resembles some kind of fruit juice. If two different kinds of freshly harvested produce (e.g. fruit, vegetable, fungus) are placed into the two bowls, the roots blocking the northern doors retract and the doors open. Grapes can be found here while mushrooms are in Room C2. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 16 Room C2. Mushroom Cavern Luminescent fungi cling to the walls of this cave, basking the chamber in dim blue light. At the center of the cave is a shallow pond of clear, still water. Mushrooms of all sizes and colors grow around the pond and near the walls, leaving only a small clear footpath for walking around the chamber. The pond bears fresh, clean water which magically refills each day. The unseen servants occasionally come in to draw water from the pond. Mushroom Mushroom There are a wide variety of mushrooms growing here. Some of them are dangerous to pick. Anyone can make an Intelligence (Nature) check to try to identify the dangerous ones. • Shriekers: These red-stemmed mushrooms with holes in their gray caps are a type of shrieker which emits loud sounds when touched. The sound can be heard up to 300 feet away. These shriekers can be identified with an 11 or higher on the Intelligence (Nature) check. • Timmasks: These small toadstools have orange and red stripes across their beige caps. Uprooting a timmask causes it to expel a 15-foot-radius cloud of poisonous spores, forcing creatures in that area to make a DC 12 Constitution saving throw or become poisoned until they finish a short or long rest. Timmasks can be identified with a 14 or higher on the Intelligence (Nature) check. • Thorntongues: These rough-skinned purple mushrooms have long, thorny tendrils growing out of their stems. Anyone touching a thorntongue needs to make a DC 12 Dexterity saving throw or take 4 (1d8) piercing damage as a tendril impales their flesh. Thorntongues can be identified with a 17 or higher on the Intelligence (Nature) check. The adventurers can pick mushrooms safely in this chamber if they recognize and avoid all three types of dangerous mushrooms. If they fail to recognize one or more of them, they attempt to pick one of those dangerous mushrooms first (your choice as to the type), suffering the consequences associated with it, before eventually settling on a harmless mushroom. Alternatively, if you are playing with the map displayed, you can just have the players look at the map and choose which kind of mushroom they pick, suffering the appropriate consequences if they pick one of the dangerous ones. Room C3. Chamber of Cultivation The doors to this chamber automatically open once the right offerings are placed onto the Altar to Chauntea in Room C1. A mass of vines protrudes from the walls, floor, and ceiling of this round chamber, every vine ending at a circle of greenery in the center of the room. Standing inside that circle is a large creature made out of various plants and mushrooms stuck together. The creature stands upright with two arms and two legs, and it has two eyes looking out from its mushroom head, but no mouth. As it sees you, it releases a burst of spores which latch onto everyone in sight. Immediately, everyone hears a telepathic voice which says, “Finally, someone has come! Welcome to the master’s garden! I am Cultivation. Would you like something to eat?” The Lonely Gardener Cultivation was an experimental being created by Thauguran to manage the garden and prepare his meals. Thauguran was vegetarian so he restricted Cultivation to crafting vegetarian meals. When Thauguran left Thentia, Cultivation was left alone in the depths of the Mage Pit without purpose or direction. Cultivation was created to serve people, but it has spent over a hundred years without any people around to serve. In anguish over the loneliness and pointlessness of its existence, Cultivation decided to seal itself inside its chamber and rest. The garden slowly succumbed to weeds until its side gardens were completely overgrown. This chamber has many vines which connect all the way to the surface, transmitting Cultivation’s senses and allowing it a limited amount of control beyond the pit. The vibrations and smells of the food court around the Mage Pit this year brought Cultivation out of its slumber. At first, it hoped that people were coming to enjoy the produce from its garden, but when it sensed that people were eating massive amounts of meat instead of its nutritious vegetables, Cultivation felt very insulted. It used hollow vines to send some of its animating spore pods onto the surface to awaken the food. Creatures/NPCs Cultivation stands at the center of the room along with a mushroom gardener who follows its orders. It used its Rapport Spores ability to allow telepathic communications with the adventurers. Objectives/Goals. Cultivation is lonely and feels anguish over its inability to fulfill its purpose of serving people food. It shares its master Thauguran’s distaste for meat, and it feels offended that festival- goers above would eat meat instead of the fruits of Thauguran’s garden. It also feels guilty over Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 17 abandoning its gardening duties for so long and allowing weeds to grow all over the place. Cultivation has no intention of harming the adventurers unless they attack first or they start destroying the garden. What Does It Know? Cultivation knows about its master Thauguran and the history of the garden here (see The Weary Gardener above). It is happy to answer any questions. Combat If the adventurers turn hostile, Cultivation defends itself while pleading for peace. It always chooses to knock enemies unconscious instead of killing them. Adjusting the Scene Here are some suggestions for adjusting this scene: • Very Weak: Remove a mushroom gardener. Cultivation has 30 hit points. • Weak: Remove a mushroom gardener. • Strong: Add a mushroom gardener. • Very Strong: Add two mushroom gardeners.  Experienced Players: Add a mushroom gardener. Negotiation If the adventurers accept Cultivation’s offer of food, it orders the unseen servants to gather grapes and mushrooms for the party, all the while lamenting the state of Thauguran’s garden and the fact that the other side gardens fell into such disrepair. Anyone who makes a DC 10 Wisdom (Insight) check realizes that Cultivation has not seen the garden for a long time and seems to feel very guilty about it. If the adventurers bring up the animated food or Thauguran’s Curse, Cultivation admits that it is responsible, but it tries to rationalize its actions. It is willing to negotiate a stop to the attacks in exchange for one or more of the following demands: • It wants people to eat the produce that Cultivation harvests from these gardens regularly. (Gelzira would be happy to get free food to serve at the Mage Pit on a regular basis.) • It doesn’t want people to eat meat around the Mage Pit. (It would be very difficult to get all the chefs and vendors at the food court to stop serving meat during the festival.) • It wants people to help clean out the weeds from the garden and set up new vegetable gardens in the side chambers. (A few strong adventurers can do the job in a few days of work. Gelzira is also willing to hire people for the job if he gets the harvest afterward.) • Once in a while, send someone down for Cultivation to talk to. (The adventurers can come every time they are in Thentia. Gelzira is willing to send his family members down to talk once in a while, or set up way to let guests come down to meet Cultivation as a tourist attraction). Roleplay out the negotiation until it comes to a satisfying conclusion. If the adventurers won’t accept at least two demands, it takes a DC 13 Charisma (Persuasion) check to make an agreement. Scene D. Conclusion Once the adventurers defeat or settle with Cultivation, they can climb back up to the inn and report to Gelzira Tunnelly. He can help fulfill any of Cultivation’s demands except for the anti-meat- eating one, and he is exceedingly happy if he can serve Cultivation’s harvested produce at his inn. Treasure If the party successfully get Cultivation to stop the attacks, Gelzira pays the party and gives them a potion of growth as thanks for ending Thauguran’s Curse. The adventurers are welcome to eat for free at the Mage Pit whenever they are in Thentia. What If They Failed? If the adventurers were defeated in combat after attacking Cultivation, it knocks them unconscious and calls upon vines to pull them back up to the inn. The adventurers eventually wake up safe and sound, but they have failed to end Thauguran’s Curse. Cultivation does not want to fight. If forced into it, Cultivation always knocks enemies unconscious with attacks, and it commands mushroom gardeners to do the same. The vines in Room C3 allow Cultivation to send its spores up to the surface. Cutting all those vines is also enough to stop the food attacks permanently. Cultivation is lonely and eager to talk. It is a peaceful being who much prefers negotiations to violence. No Persuasion check is needed if the party accepts two or more demands. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 18 Episode 2: Rewards At the end of the session, the characters receive rewards based upon their accomplishments. Character Rewards The characters earn the following rewards: Advancement Upon successfully completing this adventure, each character gains a level. At their discretion, they may choose to decline advancement. Remind your players that the amount of gold that their characters can earn per level is limited; declining advancement means that they may reach a point where they earn no gold. Gold Award each character gold for each hour of the session. Adventures typically features cues for this, but you can add it where you see fit. The maximum gold that you can award a character per hour is determined by their tier, as follows: Tier Hourly GP Award GP Limit per Level 1 20 gp 80 gp 2 30 gp 240 gp 3 200 gp 1,600 gp 4 750 gp 6,000 gp Magic Item(s) If found during the adventure, the characters can keep the following magic items: • Potion of Growth Dungeon Master Rewards For running this adventure, one of your character gains a level. That character receives gold based on their tier prior to advancement: Tier GP Earned 1 80 gp 2 240 gp 3 1,600 gp 4 6,000 gp You may be able to exchange this reward for other benefits. See the Adventurers League DM Rewards document for more information. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 19 Episode 2: NPC and Location Summary The following NPCs and location feature prominently in this episode. • Cultivation. A myconid sovereign created by Thauguran to tend to his garden and serve vegetarian meals. Cultivation locked itself away for many years after Thauguran abandoned it. Cultivation uses Rapport Spores to telepathically communicate with people. Personality: I am a talkative and thoughtful host. Ideal: I was made to serve. I will make sure the guests are well taken care of. Bond: I wish my master Thauguran didn’t abandon me here. Flaw: I crave company. Please don’t leave me alone again. • Gelzira Tunnelly (gell ZEER ah TON null lee). The halfling proprietor of the Mage Pit inn. He is nearly two centuries old and still remembers Thauguran Westlook, the old wizard who first built a tower here. He has a large family who helps him run the business. Personality: I am an ambitious businessman who is willing to take risks. Ideal: The Mage Pit will be the most profitable inn in Thentia! Bond: I will make sure my business is in great shape when my children inherit it. Flaw: I hope the citizens of Thentia never suspect that the Mage Pit is responsible for the food attacks. • The Mage Pit. An inn built atop the pit left behind by Thauguran Westlook when his wizard tower literally walked away. Gelzira Tunnelly is the owner. Personality: I have comforts and mysteries aplenty. Ideal: I will be the ideal accommodation for spellcasters staying in Thentia. Bond: Thauguran left behind many unfinished experiments in the pits beneath the earth. Flaw: My garden and tunnels haven’t been tended to in a long time. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 20 Episode 2: Creature Statistics Animated Pudding (Oblex Spawn) Tiny ooze, lawful evil Armor Class 13 Hit Points 18 (4d4 + 8) Speed 20 ft. STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 15 (+2) 14 (+2) 11 (+0) 10 (+0) Saving Throws Int +4, Cha +2 Condition Immunities blinded, charmed, deafened, exhaustion, prone Senses blindsight 60 ft. (blind beyond this distance), passive Perception 12 Languages – Challenge 1/4 (50 XP) Amorphous. The pudding can move through a space as narrow as 1 inch wide without squeezing. Aversion to Fire. If the pudding takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Actions Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) psychic damage. Big Boar (Giant Boar) Large beast, unaligned Armor Class 12 (natural armor) Hit Points 42 (5d10 + 15) Speed 40 ft. STR DEX CON INT WIS CHA 17 (+3) 10 (+0) 16 (+3) 2 (-4) 7 (-2) 5 (-3) Senses passive Perception 8 Languages – Challenge 2 (450 XP) Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 (Strength saving throw or be knocked prone. Relentless (Recharges after a Short or Long Rest). If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Actions Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) slashing damage. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 21 Boar Medium beast, unaligned Armor Class 11 (natural armor) Hit Points 11 (2d8 + 2) Speed 40 ft. STR DEX CON INT WIS CHA 13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3) Senses passive Perception 9 Languages – Challenge 1/4 (50 XP) Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 (Strength saving throw or be knocked prone. Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Actions Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Blue Crab (Giant Crab) Medium beast, unaligned Armor Class 15 (natural armor) Hit Points 13 (3d8) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 11 (+0) 1 (-5) 9 (-1) 3 (-4) Skills Stealth +4 Senses blindsight 30 ft., passive Perception 9 Languages – Challenge 1/8 (25 XP) Amphibious. The crab can breathe air and water. Actions Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 22 Cultivation (Myconid Sovereign) Large plant, lawful neutral Armor Class 13 (natural armor) Hit Points 60 (8d10 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 14 (+2) 13 (+1) 15 (+2) 10 (+0) Senses darkvision 120 ft., passive Perception 12 Languages – Challenge 2 (450 XP) Distress Spores. When the myconid takes damage, all other myconids within 240 feet of it can sense its pain. Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight. Actions Multiattack. The myconid uses either its Hallucination Spores or its Pacifying Spores, then makes a fist attack. Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (3d4 + 1) bludgeoning damage plus 7 (3d4) poison damage. Animating Spores (3/Day). The myconid targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse stays animated for 1d4 + 1 weeks or until destroyed, and it can’t be animated again in this way. Hallucination Spores. The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns. Pacifying Spores. The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns. Rapport Spores. A 30-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elements. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour. Mushroom Gardener (Myconid Adult) Medium plant, lawful neutral Armor Class 12 (natural armor) Hit Points 22 (4d8 + 4) Speed 20 ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 12 (+1) 10 (+0) 13 (+1) 7 (-2) Senses darkvision 120 ft., passive Perception 11 Languages – Challenge 1/2 (100 XP) Distress Spores. When the myconid takes damage, all other myconids within 240 feet of it can sense its pain. Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight. Actions Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage plus 5 (2d4) poison damage. Pacifying Spores (3/Day). The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 11 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Rapport Spores. A 20-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elements. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 23 Episode 2: Food Court Map Map by 2minutetabletop.com Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 24 Episode 2: Thauguran’s Garden Map Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 25 Episode 3: Faire and Free Estimated Duration: 60 minutes One of the main attractions of the Magic and Gold festival is the Vendor and Gaming Faire in Heroes’ Square near a temple of Selûne called the House of the Moon. The adventurers have decided to go browse the shops and activities available at the fair. Completing the Episode To complete Episode 3, the adventurers must lead the Welber family through the underground tunnels and try to protect them from the bounty hunters (even if the adventurers are unsuccessful). Scene A. Vendor and Gaming Faire Heroes’ Square is right in front of the huge House of the Moon on the north side of Thentia. This wide plaza normally hosts an open-air market, but during the Magic and Gold Festival it has been converted into an extravagant Vendor and Gaming Faire brimming with booths that feature various shops, exhibits, and games. The entire place is jam-packed with vendors and visitors. Show the players the handout which describes the four booths they can stop by. For each of the three game booths, let any of the players play them if they want. Then they can shop at Mad Melyrk’s. Dice Poker This booth is sponsored by the Rothe & Lance tavern. It lets patrons enjoy some risk-free gambling with dice. • Requirements: Two or more players participating. • Rules: Each participating player rolls five d6s. After rolling, they may choose any number of dice and reroll those. The player with the best final roll wins. The rolls are (arranged best to worst): Five of a kind Four of a kind Full house (three of a kind + one pair) Straight (1+2+3+4+5 or 2+3+4+5+6) Three of a kind Two pairs One pair Bust (none of the above) If there is a tie, highest number on the matching dice wins. • Reward: The winner receives a free coupon for Mad Melyrk’s Booth. The Building Game This booth is sponsored by Applebottom Artificery. The booth provides small building blocks to participants and asks them to build the tallest and most impressive structure they can. • Requirements: Two or more players participating. • Rules: Read out the rules and allow each participating player to prepare their dice before they start. Once the game starts, the participants have 30 seconds to build the highest dice tower they can. Players may not stack the same kind of die directly on top of each other (so d6 on top of d6 is not allowed, but d6 above d8 above d6 is fine). Everyone stops as soon as 30 seconds is over, and the highest dice tower still standing (as measured by number of dice high) is the winner. • Reward: The winner receives a free coupon for Mad Melyrk’s Booth. Insult Sword Fighting This booth is sponsored by the Temple of Tempus. Duelists fight a mock duel with swords while shouting creative insults. • Requirements: Exactly two players dueling, and one or more players judging. • Rules: The duel consists of three rounds of insult fighting. Each round, one of the duelists shouts an insult at the other one, and then the other duelist retaliates with an insult of their own. Alternate each round who goes first. After each round, any player who isn’t dueling can act as a judge and choose which of the two duelists had the most effective and most creative insult. The duelist chosen by the most judges wins the round. If there is a tie among the judges, the DM acts as tiebreaker. After all three rounds, the duelist who won the most rounds is the winner. Any violence causes the aggressor to forfeit the duel. • Reward: The winner receives a free coupon for Mad Melyrk’s Booth. Mad Melyrk’s Wondrous Booth Melyrk is a gnome who normally runs a shop in town. His booth contains a small selection of trinkets, each of which can be purchased for 5 gp or with one of the free coupons. • A scroll that erases its writing when rolled up. • A 30-minute hourglass that runs upside down. • A small sundial that can be strapped on a wrist. • A map of Thentia that shows where you are on it. • An endless vial of lavender-scented perfume. • A utensil which can switch between fork, spoon, or knife. • A resizable tunic which says “Magic and Gold Festival.” Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 26 Scene B. Liberator While the adventurers are near the vendor booths, a commotion at a nearby booth draws everyone’s attention. A half-orc shouts as he leans over the booth of the Valkrana Tile Factory, “Stop lying! We know you’re hiding ‘em.” A dwarf standing by his side says, “Just tell us where the livestock is, Valkrana, and this will be easier for all of us.” The woman behind the booth folds her arms and says, “I don’t know what you’re talking about, and I don’t have to tell you anything. You’re not in Melvaunt anymore; your writs have no power in Thentia. Now, if you’re not interested in buying roofing tiles, I suggest you go bother someone else.” The half-orc puts his hand around the hilt of his sword, but the dwarf stops her companion with a gesture toward the large crowd. She says, “You can’t hide them forever. We always get our bounty.” The half-orc gives a casual flick at the booth to send a few tiles crashing onto the ground. He laughs and the two of them stomp off into the crowd. Creatures/NPCs The woman behind the booth is Edea Valkrana, owner of the Valkrana Tile Factory. She spends some time cleaning up the broken tiles as the two bounty hunters leave before approaching the adventurers. If the adventurers go to confront the two bounty hunters and threaten violence, Edea tries to stop them and deescalate the situation, warning that the Warders would not tolerate a fight here. Objectives/Goals. Edea is harboring a family of escaped slaves from Melvaunt in tunnels underneath the city. She did not expect bounty hunters to pick up the trail so quickly, so she desperately needs to get the former slaves out of the city without attracting attention. She fears that the bounty hunters would follow her to their quarry if she goes herself, so she wants to discreetly ask the adventurers to guide the family to safety. What Does She Do? Edea calls the adventurers over to her booth, saying that she needs their help, and tells them to pretend that they are examining the tiles as she talks to them. She says that she has been watching them while they were wandering the fair, and she was impressed by their antics. She asks if they care about the liberation of the oppressed people of the Moonsea. If so, she has a job for them, and the lives and freedom of an entire family are on the line. Being a successful factory owner, she is also prepared to pay handsomely for their services. Every once in a while, during the conversation, she loudly talks about the tiles that her factory produces and what great roofs they make so that onlookers think she is just making a sales pitch. What Is the Job? If the adventurers are willing to help, Edea tells them that she is hiding the Welber family in tunnels underneath Thentia. The Welbers are a group of gnomes who escaped slavery in Melvaunt. Edea just learned that those bounty hunters are hot on the family’s trail, and she can’t go help them herself since she is likely being watched. Thentia outlaws slavery, but the city government won’t interfere with slave bounties from Melvaunt for fear of antagonizing the neighboring city. Hence, it is useless to ask the authorities for help. Edea wants the adventurers to go into the tunnels using a secret entrance in the nearby House of the Moon, find the Welber family, and lead them through the tunnels out of another entrance at the Valkrana Tile Factory. Her employees at the factory would be able to guide the family onto a ship heading out of the city once they arrive. Edea can point out the House of the Moon (it is an impressive temple looming over all of Heroes’ Square) and tells them of the secret entrance in the back stairs of the temple. She gives directions from there to the saferoom where the Welbers are hiding and general directions to get to the tile factory, but she warns that the tunnels can be confusing and difficult to navigate. She also gives each of the adventurers a small clay tile carved with the symbol of a pair of crossed feathers, telling them to show the family this symbol as proof that they are here to help. She doesn’t tell them this yet, but this is the emblem of the Moonsea Liberation Society. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 27 Scene C. Under the Moon Once the adventurers are ready, they can head into the House of the Moon on the edge of the fair. This temple to Selûne is very crowded now, so they can blend into the crowd and get to the back stairs without attracting attention. Edea’s instructions allow them go into the secret tunnels from there. Area Information Thentia’s underground has the following features: Dimensions and Terrain. The tunnels are rough cut and are usually 10 feet wide and 8 feet tall. There are many tunnels branching in all sorts of directions, making navigation very confusing. Lighting. The tunnels are completely dark. Saferoom With Edea’s directions, it is easy enough to find the saferoom only a few intersections away from where they entered the tunnels. Behind the secret sliding door is a small room with some furniture and a few barrels of stored food and water. Creatures/NPCs Inside the room is the gnomish Welber family, consisting of Orla (mother), Dimble (father), Wrenn (son), and Yebe (daughter). The children are quite young for gnomes at only 9 and 7 years of age respectively, and they are easily frightened by strangers. The parents also distrust anyone they don’t know for fear that they are bounty hunters. The adventurers can convince the family to trust them with a DC 10 Charisma (Persuasion) check, or by showing their clay tiles with the feather emblem. The Welbers will follow the adventurers, staying back at a safe distance. The two parents occasionally carry their children when the kids get tired. Though they are nervous, the family knows to stay quiet as they travel to minimize risk of detection. To the Factory The trip from the saferoom to the Valkrana Tile Factory is much longer, and hence much more difficult to navigate. Have the adventurers make a group DC 10 Wisdom (Survival) check. • If half or more of the adventurers succeed on the check, they successfully follow Edea’s general directions and reach the exit to the factory after half an hour of travel. • If fewer than half of the adventurers succeed on the check, they get lost within the tunnels a few times, delaying them so that it takes an hour and a half to get to the exit at the factory. This gives the bounty hunters enough time to listen and prepare for the adventurers’ arrival. They have advantage on initiative checks if combat happens in Scene D. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 28 Scene D. Wings of Freedom The tunnel exits through a trapdoor into a warehouse next to the Valkrana Tile Factory. Use Warehouse Map if you want to use a map for this encounter. Area Information The warehouse has the following features: Dimensions and Terrain. The warehouse is fairly large, with numerous crates full of roofing tiles arranged neatly in rows. The roof is 20 feet high, while the crates are stacked up to 10 feet high. Lighting. The warehouse is dimly lit by sunlight filtering through windows near the ceiling. Creatures/NPCs After the adventurers and the Welbers climb up, Hurk the half-orc scout and Morana Bloodfist the dwarven spy step out of hiding. As they step out of hiding, the dwarf smiles at her companion and says, “I told you she would send them this way, Hurk. Give them a little panic and the quarry acts exactly as the hunter expects.” The half-orc laughs and then gestures to the Welber family. “Hand over the livestock and nobody gets hurt!” The adventurers can try to negotiate with the bounty hunters (see Playing the Pillars below). If negotiations break down, the bounty hunters attack. Adjusting the Scene Here are some suggestions for adjusting this scene: • Very Weak: Morana is a scout instead of a spy. • Weak: Morana has 18 HP. • Strong: Hurk is a swashbuckler instead of a scout. • Very Strong: Hurk is a swashbuckler instead of a scout. Add a scout who is working for them.  Experienced Players: Add a scout who is working for them. Outcome • If the bounty hunters defeat the adventurers, they stabilize any dying adventurer and take the Welbers into custody. When the adventurers eventually wake up, they realize the bounty hunters and the Welber family are long gone. • If the adventurers successfully intimidate or bribe the bounty hunters, the bounty hunters leave peacefully, allowing the adventurers to deliver the Welber family safely to the liberators at the Valkrana Tile Factory. • If the adventurers defeat the bounty hunters, they can deliver the Welber family safely to the liberators at the Valkrana Tile Factory. If any of the bounty hunters are captured alive, the adventurers can turn them over to the city guards, who will banish them from the city for initiating hostilities. Safe and Free If the adventurers successfully lead the Welbers to safety, the family will escape Thentia by ship to find a new life elsewhere in the Moonsea. The factory workers invite the characters to stay at the factory until nightfall when Edea Valkrana returns. When Edea arrives, she thanks the adventurers for helping the Welbers and tells them of the Moonsea Liberation Society – a secret organization dedicated to ending slavery around the Moonsea. Their symbol is the twin feathers. Edea offers to sponsor their memberships into the society if they are willing to dedicate themselves to the same ideal of freedom for all. Treasure & Rewards Edea Valkrana pays the characters for their services. In addition, any adventurer who wants to join the Moonsea Liberation Society gains the Moonsea Liberator story award. The bounty hunters don’t want to get in trouble with Thentian law enforcement by murdering adventurers unless it is unavoidable. They always knock unconscious instead of killing when using melee attacks, and they will stabilize dying adventurers after combat. Careful parties might notice the ambush before they climb up. If so, they can try to surprise the bounty hunters or find another exit. Call for ability checks as needed (DC 13) and improvise a resolution that rewards clever thinking. If the players manage to circumvent the fight, great! The bounty hunters are selfish and amoral. They can be scared off with the right threat and a DC 16 Charisma (Intimidation) check or bribed with 50 gp. Reward good roleplaying and allow for a smaller bribe combined with a lower Charisma check. They surrender if they are losing badly. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 29 Episode 3: Rewards At the end of the session, the characters receive rewards based upon their accomplishments. Character Rewards The characters earn the following rewards: Advancement Upon successfully completing this adventure, each character gains a level. At their discretion, they may choose to decline advancement. Remind your players that the amount of gold that their characters can earn per level is limited; declining advancement means that they may reach a point where they earn no gold. Gold Award each character gold for each hour of the session. Adventures typically features cues for this, but you can add it where you see fit. The maximum gold that you can award a character per hour is determined by their tier, as follows: Tier Hourly GP Award GP Limit per Level 1 20 gp 80 gp 2 30 gp 240 gp 3 200 gp 1,600 gp 4 750 gp 6,000 gp Story Award(s) If earned during the adventure, the characters can gain the following story awards, which are described in Episode 3: Story Award: • Moonsea Liberator Dungeon Master Rewards For running this adventure, one of your character gains a level. That character receives gold based on their tier prior to advancement: Tier GP Earned 1 80 gp 2 240 gp 3 1,600 gp 4 6,000 gp You may be able to exchange this reward for other benefits. See the Adventurers League DM Rewards document for more information. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 30 Episode 3: NPC Summary The following NPCs feature prominently in this episode. • Edea Valkrana (eh DAY ah valk RA na). Human businesswoman and owner of the Valkrana Tile Factory. She is a member of the Moonsea Liberation Society, a secret group dedicated to freeing slaves and hiding runaway slaves from around the Moonsea. Personality: I judge people by their actions, not by their words. Ideal: We were born free. All of us. Bond: I will do my utmost to protect the people I take into my care. Flaw: My city does not approve of my abolitionist activism. My affiliation must remain secret. • Hurk (HERK). A half-orc bounty hunter and partner to Morana Bloodfist. He is a simple- minded bully hired by slave masters in Melvaunt to bring back escaped slaves. Personality: I enjoy being strong and I like breaking things. Ideal: I just want to get paid without working too hard. Bond: I trust Morana to do the thinking for me. Flaw: I make big threats, but I am afraid of people who dare to stand up to me. • Morana Bloodfist (more AHN na). A dwarven bounty hunter and partner to Hurk. She is a clever and conniving hunter hired by slave masters in Melvaunt to bring back escaped slaves. Personality: I always have a plan. Ideal: The hunter never fails to gets her prey. Bond: Hurk is a useful blunt instrument to keep around. Flaw: I have little respect for anyone who can’t fend for themselves. • The Welber Family (WELL burr). A family of gnomes who were formerly slaves in Melvaunt. The family consists of Orla (mother), Dimble (father), Wrenn (son), and Yebe (daughter). The parents decided to escape when their master planned to split the family by selling off the children. After they escaped, the Moonsea Liberation Society helped ferry them into Thentia. Personality: We are gentle folk with no desire for violence. Ideal: We just want a place to call home. Bond: Our family will stay together no matter what. Flaw: It is hard to trust others when anyone might be tempted by our bounty. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 31 Episode 3: Creature Statistics Scout Medium humanoid (any race), any alignment Armor Class 13 (leather armor) Hit Points 16 (3d8 + 3) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0) Skills Nature +4, Perception +5, Stealth +6, Survival +5 Senses passive Perception 15 Languages any one language (usually Common) Challenge 1/2 (100 XP) Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight. Actions Multiattack. The scout makes two melee attacks or two ranged attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Longbow. Ranged Weapon Attack: +4 to hit, range 150 ft./600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Swashbuckler Medium humanoid (any race), any non-lawful alignment Armor Class 17 (leather armor) Hit Points 66 (12d8 + 12) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 12 (+1) 14 (+2) 11 (+0) 15 (+2) Skills Acrobatics +8, Athletics +5, Persuasion +6 Senses passive Perception 10 Languages any one language (usually Common) Challenge 3 (700 XP) Lightfooted. The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns. Suave Defense. While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier. Spy Medium humanoid (any race), any alignment Armor Class 12 Hit Points 27 (6d8) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3) Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4 Senses passive Perception 16 Languages any two languages Challenge 1 (200 XP) Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn’t incapacitated and the spy doesn’t have disadvantage on the attack roll. Actions Multiattack. The spy makes two melee attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30 ft./120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Actions Multiattack. The swashbuckler makes three attacks: one with its dagger and two with its rapier. Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 32 Episode 3: Warehouse Map Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 33 T Have you tried The Building Game? Show off your design skills by taking our polyhedral blocks and building the highest tower you can in 30 seconds! Winner gets a free coupon for a prize at Mad Melyrk’s Booth. Sponsored by Applebottom Artificery Come play some Dice Poker! Enjoy risk-free gambling playing the same game you love, but with dice! Winner gets a free coupon for a prize at Mad Melyrk’s Booth. Rankings (High to Low): — Five-of-a-Kind — Four-of-a-Kind — Full House (Triple + Pair) — Straight (Five-in-a-Row) — Three-of-a-Kind — Two Pairs — One Pair — Bust! Highest die among matches wins ties. Sponsored by Rothe & Lance tavern Are you clever enough for Insult Sword Fighting? Craft the deadliest insults to verbally eviscerate your opponent over three rounds of dueling. The audience gets to judge the winner. This is a battle of words, so violence leads to forfeit! Winner gets a free coupon for a prize at Mad Melyrk’s Booth. Sponsored by Temple of Tempus Mad Melyrk’s Wondrous Booth Here is a small selection of unique trinkets from my shop. Every trinket can be bought for 5 gp or for free with a prize coupon.  A scroll that erases its writing when rolled up.  A 30-minute hourglass that runs upside down.  A small sundial that can be strapped on a wrist.  A map of Thentia which shows where you are on it.  An endless vial of lavender-scented perfume.  A utensil which can switch between fork, spoon, or knife.  A resizable tunic which says “Magic and Gold Festival.” Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 34 Episode 3: Story Award Adventurers may earn the following story award during the adventure. Moonsea Liberator You helped lead the Welbers, a family of escaped slaves from Melvaunt, to safety out of Thentia. Because of your good deed, Edea Valkrana has welcomed you into the Moonsea Liberation Society and given you a small clay tile carved with the symbol of a pair of crossed feathers. Any slave or abolitionist who sees this symbol recognizes you as an ally. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 35 Episode 4: Live Long and Prosper Estimated Duration: 60 minutes The adventurers have come to the alchemy panel at the Spiraling Tower to sate their intellectual curiosity. Completing the Episode To complete Episode 4, the adventurers must successfully deduce the fact that Prof. Pyrax murdered Dr. Dalathon. Scene A. The Spiraling Tower Near the center of Thentia sits the Spiraling Tower – the meeting place of Thentia’s government, the Council of Mages. This evening, the tower will host a panel featuring arcane luminaries from around the Moonsea joining to discuss a recent breakthrough in the field of alchemy. Among the panelists will be Dr. Dalathon and Prof. Pyrax, the two researchers who discovered that very breakthrough. They will be unveiling the results of their research for the first time at the panel. The panel takes place in the council chamber on the bottom floor of the Spiraling Tower. A few dozen academics, alchemists, mages, and adventurers are gathered in the chamber awaiting the start of the panel. On one side of the room is an opulent shrine to Azuth, god of wizardry. Everybody who enters the tower receives a list of the four panelists and their credentials as they arrive, so show the players The Alchemy Panel (Player Handout). Area Information The Spiraling Tower has the following features: Dimensions & Terrain. The tower is bigger on the inside, allowing the rooms to be comfortably large. The circular council room has a diameter of 50 feet. Lighting. Arcane globes float about, providing bright light throughout the tower. Creatures/NPCs Abert Frostbeard is the nervous dwarf who is hosting the event and managing the panel. He stands by the door collecting tickets and payment from newcomers while glancing at the stage and the spiraling staircase. The adventurers are the last group to enter the tower, so as they enter the council chamber, Abert asks them for a favor. What Does He Want? The panel will be starting imminently, so Abert needs to head on stage and get ready to moderate. Unfortunately, while three of the four panelists are already here, the fourth guest, Dr. Dalathon, hasn’t come down from her room yet. Abert wants someone to go up and tell Dr. Dalathon that the panel is starting. If the adventurers are willing to perform this small service, Abert can let them into the panel without purchasing tickets. If the adventurers agree, they can head up the spiraling staircase on the outer edge of the meeting chamber. The panelists are staying in guest rooms on the third floor of the Spiraling Tower, just above the library level. Dr. Dalathon’s room is the last guest room at the end of the hall. What Really Happened Here This morning, Dr. Dalathon and Prof. Pyrax went out into the city to enjoy the festival for a few hours. While they were out, they met Master Murnig and had a heated argument in public about their research. Three hours ago, Dapper the imp snuck into her room to look for food. She spent some time digging through Dr. Dalathon’s belongings and nibbling at various objects. Lady Longcastle noticed the door was ajar and decided to come in. She and Dr. Dalathon were secretly in love. When Dapper heard her arrival, Dapper turned invisible and hid herself in Dr. Dalathon’s alchemy chest. Lady Longcastle was surprised to find the room empty, so she left a love note hidden on the table and tidied up a bit (closing the chest in the process). Dapper couldn’t open the chest from the inside, so she ate some of the reagents in the chest and fell asleep. One hour ago, Dr. Dalathon and Prof. Pyrax came back to her room to discuss how they wanted to present their findings on the potion of longevity research. Dr. Dalathon was surprised to find that someone moved her belongings, and she immediately suspected her rival, Master Murnig (Dapper and Lady Longcastle were the real culprits). She and Prof. Pyrax began to sort and reorganize her notes. While cleaning up, Prof. Pyrax discovered Lady Longcastle’s letter and read it. He learned that Dr. Dalathon was planning to give their first sample potion to Lady Longcastle to help her regain her youth and beauty. Creating that first sample took months of painstaking effort, so he feared that losing it would set their research back immensely. His family was in debt, so he was desperate for their research to pay off soon. Prof. Pyrax confronted Dr. Dalathon about the letter. When she reluctantly admitted her plan to give the sample to Lady Longcastle, Pyrax was overcome by rage and panic. He breathed acid over Dr. Dalathon, accidentally killing her. In horror at what he had done, Prof. Pyrax took the potion sample and then immediately left the room, pretending that he was never there. During that whole confrontation, Dapper remained in the chest, asleep. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 36 Scene B. Scene of the Crime Dr. Dalathon’s room is quiet and knocking gets no reply. A character with a passive Perception of 13 or higher notices a sharp acidic smell coming through the door. The door is not locked. If someone opens it, they see a grisly scene inside: Lying next to the bed is the body of a sun elf who is undoubtedly Dr. Dalathon. Her head is mostly melted by acid, and she is obviously dead. A flurry of notes and papers are scattered on the desk and on the floor next to her body. If the adventurers go back to Abert to report the murder, proceed to Scene D. Otherwise, they can study the scene of the crime and look for clues. Looking for Clues The adventurers can look into the following: • Dr. Dalathon’s Body: Dr. Dalathon lies dead with most of her head melted by acid. o A DC 13 Wisdom (Medicine) check reveals that she died about an hour ago. Since the body is lacking most of its head, a raise dead spell is not sufficient to return her to life. It is highly unlikely that anyone has both the means and the inclination to pay for an expensive resurrection spell for her. o A DC 10 Intelligence (Arcana) check reveals that acid attacks can be caused by spells, monsters, and alchemical concoctions. o A DC 15 Wisdom (Perception) check allows a character to notice that there are acid burn marks on the wall near the ceiling 10 feet away from Dr. Dalathon’s body. That suggests the acid was shot in a line. o A DC 12 Intelligence (Investigation) check reveals a crumpled letter lying on the ground a few feet away from the body. It smells faintly of lavender. If they uncrumple it, show the players Love Letter (Player Handout). • The Desk: The desk top is a haphazard mess. o Resting on the desk is a bottle of sugared dew water that hasn’t been drank yet. It’s a popular festival drink gathered from mountaintops likely purchased earlier today. o There is a potion stand on the desk which can fit a large potion bottle. The stand is vacant. o Dr. Dalathon’s worn spellbook sits on the desk with small teeth marks on the corners, like some animal was nibbling at it. • The Notes: There are scrolls and notes scattered all over the desk and on the floor next to Dr. Dalathon’s body. o A DC 10 Intelligence (Arcana) check lets a character figure out that these are research notes related to alchemy experiments. o A DC 10 Intelligence (Investigation) check makes it clear that these notes were written by two different people working together. Many of them also show signs of recent chew marks from some kind of small animal. • The Bronze Chest: There is a large bronze chest resting next to the desk. o A DC 12 Wisdom (Perception) check notices that there are odd smells coming from the chest, like dried ingredients. o The chest is latched shut but not locked. If someone opens the chest, proceed to Scene C. Treasure The adventurers can take Dr. Dalathon’s spellbook from the desk. Its contents can be found in Episode 4: Spellbook. Tips for Running Mystery Adventures Mystery adventures can be a nice change of pace, but they might become frustrating if the party gets stuck or if the pacing breaks down. Here are some tips for keeping the adventure fun: • Make sure you understand the characters and background events behind the mystery so that you can answer questions and improvise clues on the fly if the adventurers do something unexpected. • If the players get stuck, let them make Intelligence or Wisdom (Insight) checks to figure out ideas or put clues together. Alternatively, you can make certain clues easier to find so that they can get back on the right track. • Even if the players figure out the culprit right away, they still need to gather evidence so that the authorities are satisfied with their conclusions. Just pointing out the murderer without sufficient evidence isn’t enough to make sure the murderer pays for their crime. • Use NPCs as a resource to help the party and point them down the right path if things slow down. In this adventure, Abert can ask Socratic questions and point out areas they haven’t looked at yet, while Dapper can appear out of invisibility when needed to poke things or nibble at clues. • If the party is stuck at a decision point, don’t let debate go on forever. Call for a vote, and then force them to commit to what the party decides. The most important thing is to keep moving forward and not get bogged down. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 37 Scene C. A Dapper Witness When you open the bronze chest, you see inside a messy trunk full of spilled and half-eaten alchemical reagents. Lying in the middle of that mess is a small three-eyed imp rubbing sleep from her eyes. She blinks in surprise, and them leaps out into the air looking around. She says in a cheerful voice, “Thanks for letting me out! I thought I’d be trapped in there forever. Woah! What happened to that elf?” Creatures/NPCs Dapper the imp starts flying about the room looking for food (she has a very expansive definition of food). She is talkative and willing to answer questions honestly, especially in exchange for new things to eat. If anyone tries to hurt her, she immediately turns invisible and tries to fly off. Where Did She Come From? Dapper was sent from the future because her former familiar, a powerful archmage, turned evil and caused a lot of harm for some reason. Her memory of him is hazy, but she remembers that she is supposed to find some powerful mages from this timeline to help them stop that future threat. But so far, she hasn’t found many strong mages, and the ones she did approach always tried to kill or banish her for some reason. They especially didn’t like it when she tasted their spellbooks. Why Was She in the Chest? She was looking for mages in the Spiraling Tower when she happened upon this room that was full of strange and delicious smells. She was enjoying the different tastes in the room when a human woman dressed in a fancy gown came into the room. Based on Dapper’s description, this is clearly Lady Longcastle. Dapper hid inside the chest for fear of someone trying to kill her again, but the woman didn’t notice her and simply wrote down a letter, left it on the desk somewhere, and closed the chest. Dapper couldn’t open the chest from the inside, so she eventually went to sleep and woke up now. What Does She Know About the Murder? If the adventurers didn’t find the crumpled letter when they searched around Dr. Dalathon’s body, Dapper can pinpoint the lavender scent on the floor and show them the letter that Lady Longcastle left. In that case, show the players Love Letter (Player Handout). Dapper also remembers the room from a few hours ago, and it looked different. There were a lot more papers on the desk, not scattered on the floor. The love letter was left on the desk and wasn’t crumpled. The sugared dew water wasn’t in the room (or else Dapper would have given it a taste). And there was a large golden potion bottle in the potion stand which isn’t there anymore. Otherwise, Dapper doesn’t know much about the murder, since she slept through all of it. The body definitely wasn’t there when she went to sleep. Treasure & Rewards If the adventurers didn’t try to harm Dapper, she takes a liking to them. Since Dapper has broken her bond with the evil archmage, she is willing to take on a new familiar. Any warlock in the party gets the A Dapper Familiar story award. Next Step Once the conversation is over, Dapper turns invisible and flies off. She might hang around following the adventurers invisibly if she likes them enough. If the adventurers go back to Abert to report the murder, proceed to Scene D. If they enter any of the other guest rooms on this floor, proceed to Scene E. Scene D. Murder She Wrote When the adventurers head back down to the meeting chamber, they see that Abert and the three panelists are talking about general alchemy topics. When he notices the adventurers, he immediately excuses himself to talk privately at the staircase. When Abert learns about Dr. Dalathon’s murder, he is shocked and appalled. He goes upstairs to look at the body to confirm for himself, and then panics for a bit before figuring out what to do. Whodunit? A murder like this would fall in the domain of the Warders (Thentia’s police), but with the Magic and Gold Festival already straining city resources, Abert knows that it is unlikely that they would be able to finish an investigation for at least a few days. Unfortunately, since Dr. Dalathon was killed in her room and nobody has been up in the guest rooms today except for the three other panelists, it is very likely that one of them is the culprit. All three of them traveled to Thentia for this panel, so they will likely leave for their home cities within a day or two at most. If the murderer is to be brought to justice, they can’t wait for the Warders; they must figure out who killed Dr. Dalathon before the night is out. Abert pleads with the adventurers and offers to hire them as investigators. They must solve this mystery tonight if they want to catch the murderer. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 38 If they agree, Abert will go back to the council chamber and disperse the crowd. He suggests the adventurers investigate the scene of the crime carefully if they haven’t done so already, and he gives them permission to enter the other guest rooms and search the panelists’ belongings. He tells them to come back down to the council chamber once they are done searching the rooms. If the adventurers go back to the scene of the crime, return to Scene B. If they go to search the other guest rooms, proceed to Scene E. Scene E. Room Service There are three other guest rooms on the third floor of the Spiraling Tower, all lined up in one hallway. Prof. Pyrax’s Room Prof. Pyrax’s guest room is right next to Dr. Dalathon’s room, though the walls are thick enough to muffle all sounds between them. The room has a bed with a bag of clothing on it. There is also a chest full of potions, alchemy components, and notes about Prof. Pyrax and Dr. Dalathon’s research project. Unlike in Dr. Dalathon’s room, Prof. Pyrax’s notes are neatly stored and have not been taken out of the chest. If the adventurers look for a golden potion, none of the potions in the chest seem to match. If someone searches the bag of clothing, they can make a DC 13 Wisdom (Perception) check to notice an odd and unpleasant smell coming from a perfume bottle in the bag. Inside the perfume bottle is a golden liquid. Prof. Pyrax hid the contents of the sample potion inside this perfume bottle. A DC 13 Intelligence (Arcana) check recognizes the liquid as an alchemical concoction. Master Murnig’s Room Master Murnig’s room is human-sized, but the furniture inside is made for gnomes and halflings. He has a bag of clothing and personal belongings on the small bed, and a thick stack of notes on the desk. Anyone reading the notes can make a DC 10 Intelligence (Investigation) check to skim their contents and figure out their purpose. On a success, the character realizes that these papers track Dr. Dalathon’s research and work over the course of decades, with documents detailing every flaw in her record, every mistake she made, and every potential way to discredit her. The most recent entry ponders how Murnig wasn’t able to discover the recipe for potions of longevity even after years of research, so Dr. Dalathon’s latest discovery must be a lie. Lady Longcastle’s Room Lady Longcastle has the biggest suite in the tower filled with grandiose furniture. Her clothes and belongings are neatly placed in the drawer, and magical unseen servants tend to chores around the room, washing clothes and dusting furniture. They do not interfere with the adventurers. A thorough search of the room discovers only that Lady Longcastle keeps a lot of makeup and perfume bottles, many of which are lavender-scented. Scene F. Everyone Is a Suspect Once the adventurers are done searching the guest rooms, they can go back down to the council chamber to find Abert, Lady Longcastle, Master Murnig, and Prof. Pyrax sitting down here waiting for them. Abert tells the party that he has told the panelists what happened, and they all agreed to be interviewed about Dr. Dalathon’s murder. There is a small private meeting room behind the stage. Abert suggests that the adventurers interview each of the panelists individually and then try to come to a conclusion. Lady Longcastle Lady Longcastle tries to maintain a stoic demeanor, pretending not to know Dr. Dalathon well. In truth, she is crestfallen, partially because her lover is dead, but even more so because she will likely never receive the potion of longevity that she craves. After talking for a while, the adventurers can realize her priorities with a DC 13 Wisdom (Insight) check. At the Time of the Murder, Lady Longcastle was in her room taking a bath. The Secret Relationship. If the adventurers present the love letter to Lady Longcastle as evidence of her relationship with Dr. Dalathon, she relents and tells the entire truth, asking only that they keep her relationship a secret. What Did She Do Today? Lady Longcastle arrived in Thentia this afternoon, the last of the three. When she arrived, she wanted to see Dalathon as soon as possible, but Dalathon had gone out to the festival. Longcastle found Dalathon’s door ajar and walked in, but the room was empty, so she wrote a letter and left it on the desk, then went back to her room. The Potion of Longevity. When Dr. Dalathon came close to completing a sample of the potion, she promised Lady Longcastle that she would give her a vial as soon as it was in working order. Dalathon contacted Longcastle again a tenday ago, saying that she will have a working sample at the festival. Prof. Pyrax did not know of this arrangement. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 39 Master Murnig Master Murnig has a conflicted look on his face, as he is simultaneously relieved that his rival is gone, but also disappointed that he never got a chance to humiliate her on the panel. A DC 10 Wisdom (Insight) check is enough to discern his barely- hidden contempt for Dr. Dalathon. At the Time of the Murder, Master Murnig was in his room reading notes and preparing for the panel. What Did He Do Today? Master Murnig spent most of the day at the festival. He went back to his room in the afternoon to look over his notes right before the panel. He did see Dr. Dalathon out with Prof. Pyrax at the food court during lunch. The Public Confrontation. If the adventurers ask about Dr. Dalathon at the food court, Murnig giddily explains that he happened upon Dalathon and Pyrax at lunch and went to talk. The conversation quickly turned to their research into brewing potions of longevity, which Murnig knows is impossible due to his previous failed attempt at it. According to Murnig’s retelling, he destroyed Dr. Dalathon with facts and logic over the course of the argument. The Opposition Portfolio. If the adventurers bring up his stack of notes criticizing Dr. Dalathon, Murnig proudly talks about the years he spent compiling all of Dr. Dalathon’s mistakes and transgressions. He has feuded with her for many years, and he no longer even remembers how the rivalry started. He simply has an irrational desire to try to prove himself academically superior to her. He speculates that she may have accidentally caused her own death with a failed experiment. Prof. Pyrax Prof. Pyrax is an emotional wreck, though he tries to disguise his feelings of guilt as mourning. His eyes are permanently downcast, and he talks in a lifeless voice. He tries to answer questions truthfully but lying just enough to hide evidence of his guilt. If confronted with a contradiction or with evidence of his guilt, he gets flustered and tries to come up with a new, likely even less believable lie. He is also quick to point fingers at Master Murnig, claiming (truthfully) that Murnig has always hated Dr. Dalathon. Prof. Pyrax is a copper dragonborn, and a DC 10 Intelligence (Nature) check lets a character know that copper dragonborn can breathe acid in a line. Dragonborn characters know this automatically. At the Time of the Murder, Prof. Pyrax was in his room looking over notes and preparing for the panel. (This is a lie. Pyrax’s notes in his room have not been taken out of the chest.) What Did He Do Today? He and Dr. Dalathon went out to see the festival this morning. At lunch, they were accosted by Master Murnig, who kept arguing with Dr. Dalathon until they ended up causing a public spectacle. They decided to return to their rooms after that, He hasn’t seen her since. (This is a lie. He went with Dalathon to her room first.) The Potion Sample. If asked, Prof. Pyrax pretends not to know where the potion of longevity sample went, saying that Dr. Dalathon kept it with her. If the adventurers mention the hidden potion in the perfume bottle in his room, he lies and says that perfume liquid was from a different experiment. Secret Relationship. If the adventurers ask about Lady Longcastle or Dalathon’s relationship, Pyrax pretends to know nothing, saying that Dr. Dalathon was married to her work. A DC 13 Wisdom (Insight) check detects that Pyrax knows more about this than he lets on, and he seems to show some restrained hostility at any mention of Lady Longcastle. Scene G. Pointing Fingers Once all the interviews are done, the time has come to figure out who the murderer is. Abert and the three suspects are all gathered in the council chamber awaiting the results of the investigation. Let the adventurers discuss the case among themselves before making an accusation. Once they accuse someone, have them explain their evidence and reasoning. Extra credit if they first talk about the two suspects who are innocent of the crime before finally talking about the real murderer. The adventurers need to come up with at least two solid pieces of evidence pointing to the murderer, and they should try to explain how the murder was committed and the motive behind it. If the adventurers accuse the wrong person (not Prof. Pyrax) or have insufficient evidence backing up their claim, Abert is unable to act upon their flimsy evidence and the murderer walks free. If the adventurers accuse Prof. Pyrax and lays out at least two solid pieces of evidence, he breaks down in tears and admits his guilt. He claims that he killed Dr. Dalathon by accident after he confronted her about her intent to give the sample away and ruin his only chance of getting out of debt. Abert calls for the Warders to lead him away. Abert thanks the adventurers for their success in discovering Dr. Dalathon’s killer. He collects the potion of longevity sample away as evidence. Treasure Abert pays the adventurers and allows them to keep Dr. Dalathon’s spellbook if they want it. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 40 Episode 4: Rewards At the end of the session, the characters receive rewards based upon their accomplishments. Character Rewards The characters earn the following rewards: Advancement Upon successfully completing this adventure, each character gains a level. At their discretion, they may choose to decline advancement. Remind your players that the amount of gold that their characters can earn per level is limited; declining advancement means that they may reach a point where they earn no gold. Gold Award each character gold for each hour of the session. Adventures typically features cues for this, but you can add it where you see fit. The maximum gold that you can award a character per hour is determined by their tier, as follows: Tier Hourly GP Award GP Limit per Level 1 20 gp 80 gp 2 30 gp 240 gp 3 200 gp 1,600 gp 4 750 gp 6,000 gp Spellbook(s) If found during the adventure, the characters can keep the following spellbooks; these spellbooks are described in Episode 4: Spellbook: • Dr. Dalathon’s Spellbook Story Award(s) If earned during the adventure, the characters can gain the following story awards, which are described in Episode 4: Story Award: • A Dapper Familiar Dungeon Master Rewards For running this adventure, one of your character gains a level. That character receives gold based on their tier prior to advancement: Tier GP Earned 1 80 gp 2 240 gp 3 1,600 gp 4 6,000 gp You may be able to exchange this reward for other benefits. See the Adventurers League DM Rewards document for more information. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 41 Episode 4: NPC Summary The following NPCs feature prominently in this episode. • Abert Frostbeard (AB bert). A dwarven manager who works for the Council of Mages. He is tasked with managing and moderating the alchemy panel at the Spiraling Tower. Personality: I delegate and procrastinate so I can put out the least possible amount of effort. Ideal: I wish everything would always go according to plan and nothing ever goes wrong. Bond: I have messed up my job too many times recently. The alchemy panel must go well! Flaw: I have a hard time adjusting to the unexpected. • Dapper. A cheerful, three-eyed imp who escaped from the future. She was once the familiar of an evil archmage from a future timeline who brought much harm to Thentia. Time travel left her memories of him hazy at best. She came to the Spiraling Tower to look for a powerful wizard to warn about that future evil, but instead she found herself at the scene of Dr. Dalathon’s murder. Personality: I love to eat and I try to lick everything at least once to see how it tastes. Ideal: I just want a nice warlock to be my new familiar and take care of me. Bond: My former master was an evil jerk who refused to obey my orders and feed me what I want. Flaw: I am egotistical and self-aggrandizing. • Doctor Dalathon (DAL la thon). A sun elf transmuter from Elventree who was scheduled to speak at the alchemy panel. She was working with her research partner Prof. Pyrax to find a way to brew potions of longevity. They succeeded in brewing a sample, but Dr. Dalathon was planning to steal the sample to give to her secret lover Lady Longcastle. Personality: I try to keep my research neat and organized. Ideal: I would do anything for my lover’s sake. Bond: I am secretly in love with Lady Longcastle. Flaw: I take my partner Prof. Pyrax for granted. • Lady Longcastle. A human noble from Hillsfar with an interest in alchemical matters. She was scheduled to speak at the alchemy panel. She is also in a secret relationship with Dr. Dalathon, and has no idea that Prof. Pyrax murdered her. Personality: I get bitter if I am not the center of attention. Ideal: I hope that alchemy is the key that will allow me to remain young and beautiful forever. Bond: If word gets out that I love a lowborn elf, my reputation would be ruined! Flaw: I consider everything through the lens of how it affects me. • Master Murnig (MURR nig). A gnome alchemist from Hulburg who was scheduled to speak at the alchemy panel. His prior research into brewing potions of longevity was a total failure, so he refuses to believe that Dr. Dalathon and Prof. Pyrax’s research was successful and he intends to harshly criticize their research during the panel. Personality: I like to ramble on about my accomplishments and Dr. Dalathon’s foibles. Ideal: They laughed at me at the academy, but I’ll show them all! Bond: I have a deeply personal academic rivalry with Dr. Dalathon. Flaw: I treat others like my inferiors and subordinates. • Professor Pyrax (pie RACKS). A copper dragonborn illusionist from Elventree who was scheduled to speak at the alchemy panel. He is Dr. Dalathon’s research partner. Together, they discovered a method to create potions of longevity and brewed up a sample. However, when he learned that Dr. Dalathon was planning to steal the sample for her secret lover, Prof. Pyrax murdered her and stole the sample for himself. Personality: I use reasoned words and an amiable attitude to hide my evil deed. Ideal: Knowledge is a pathway to gold and glory. Bond: My family is in so much debt. I must find a way to pay it off. Flaw: I am prone to panicked overreactions when nervous. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 42 Episode 4: Creature Statistics Dapper (Imp) Tiny fiend (devil, shapechanger), lawful evil Armor Class 13 Hit Points 10 (3d4 + 3) Speed 20 ft., fly 40 ft. STR DEX CON INT WIS CHA 6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2) Skills Deception +4, Insight +3, Persuasion +4, Stealth +5 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 11 Languages Infernal, Common Challenge 1 (200 XP) Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back to its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Devil’s Sight. Magical darkness doesn’t impede the imp’s darkvision. Magic Resistance. The imp has advantage on saving throws against spells and other magical effects. Actions Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful save. Invisibility. The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it. Professor Pyrax (Illusionist) Medium humanoid (any race), any alignment Armor Class 12 (15 with mage armor) Hit Points 38 (7d8 + 7) Speed 30 ft. STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 13 (+1) 16 (+3) 11 (+0) 12 (+1) Saving Throws Int +5, Wis +2 Skills Arcana +5, History +5 Senses passive Perception 10 Languages any four languages Challenge 3 (700 XP) Spellcasting. The illusionist is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared: Cantrips (at will): dancing lights, mage hand, minor illusion, poison spray 1st Level (4 slots): color spray,* disguise self,* mage armor, magic missile 2nd Level (3 slots): invisibility,* mirror image,* phantasmal force* 3rd Level (3 slots): major image,* phantom steed* 4th Level (1 slot): phantasmal killer* * Illusion spell of 1st level or higher Displacement (Recharges after the Illusionist Casts an Illusion Spell of 1st Level or Higher). As a bonus action, the illusionist projects an illusion that makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect ends if the illusionist takes damage, it is incapacitated, or its speed becomes 0. Actions Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 – 1) bludgeoning damage or 3 (1d8 – 1) bludgeoning damage if used with two hands. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 43 Episode 4: The Alchemy Panel (Player Handout) Dr. Dalathon Biography: Female sun elf, age 357 Occupation: Transmuter and alchemist from Elventree Description: Dr. Dalathon is a brilliant researcher currently working with Prof. Pyrax to develop a way to brew new potions of longevity. The two have made a recent breakthrough and are here to present their findings. Master Murnig Biography: Male rock gnome, age 294 Occupation: Conjurer and alchemist from Hulburg Description: Master Murnig is an expert alchemist who has attempted to develop a recipe for potions of longevity in the past. He has a friendly academic rivalry with Dr. Dalathon which should keep things lively. Lady Longcastle Biography: Female human, age 52 Occupation: Noble from Hillsfar Description: Lady Longcastle is an erudite noble with a passionate interest in alchemy. She is known to be a patron of the sciences, and her sponsorship of this event is much appreciated. Prof. Pyrax Biography: Male copper dragonborn, age 47 Occupation: Illusionist and alchemist from Elventree Description: Prof. Pyrax is a respected academic who has been all around the Moonsea. He is Dr. Dalathon’s research partner on the potion of longevity project, and they are here to present their findings. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 44 Episode 4: Love Letter (Player Handout) My dearest Dalathon, It seems you have stepped out into the festival before my arrival. I hope you return soon, for my heart longs so much to see you again. It pains me that we must keep our love secret because of those bigoted, judgmental nobles back in Hillsfar. I care not that you are an elf of low birth, I love you all the same. If only I were born an elf as well, instead of being born human and doomed to age and die after so few years in the Realms. But perhaps that fate may not befall me yet. In your last letter, you said that your research into the potion of longevity was going very well, and that you finally created a working sample after painstaking research and experimentation. When you made your promise all those months ago, I didn’t think you could fulfill it so quickly. Bring the sample with you to my chamber after the panel. I hope that tonight is the night I reclaim my lost youth and beauty, so that our love can burn brighter and longer still. See you soon, ̶ Your Love Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 45 Episode 4: Story Award Adventurers may earn the following story award during the adventure. A Dapper Familiar Only a character with at least one level in warlock can gain this story award. You have made friends with Dapper the imp. If you have Pact of the Chain, you can summon Dapper as your imp familiar (no mechanical changes from a normal Pact of the Chain imp familiar). Dapper is a cheerful, three-eyed imp who loves to eat, and she tries to lick everything at least once just to see how it tastes. She is egotistical and self-aggrandizing, and once summoned by a warlock, she insists that she is the master and the warlock is her familiar. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 46 Episode 4: Spellbook Adventurers may earn the following spellbook during the adventure. Dr. Dalathon’s Spellbook Something with small teeth has taken bites out of the corners of this worn notebook. The pages inside are filled with alchemical symbols and margin notes. It contains the following spells: 1st level: catapult*, longstrider 2nd level: alter self, darkvision, Maximilian’s earthen grasp*, skywrite* 3rd level: tiny servant*, water breathing 4th level: stone shape * Indicates spell from Xanathar’s Guide to Everything Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-MAG01-01 Mischief at the Festival (v1.0) 47 Appendix 1: Dungeon Master Tips This adventure is designed for three to seven 1st- 4th level characters and is optimized for five characters with an average party level (APL) of 3. Characters outside this level range cannot participate in this adventure. New to D&D Adventurers League? http://dnd.wizards.com/playevents/organized-play To DM an adventure, you must have 3 to 7 players— each with their own character whose level is within the adventure’s level range. Characters playing in a hardcover adventure may continue to play to but if they play a different hardcover adventure, they can’t return to the first one if they’re outside its level range. Preparing the Adventure Before you start play, consider the following: • Read through the adventure, taking notes of anything you’d like to highlight or remind yourself of while running the adventure, such as a way you’d like to portray an NPC or a tactic you’d like to use in a combat. Familiar yourself with the adventure’s appendices and handouts. • Gather any resources you’d like to use to aid you in running this adventure--such as notecards, a DM screen, miniatures, and battlemaps. • Ask the players to provide you with relevant character information, such as name, race, class, and level; passive Wisdom (Perception), and anything specified as notable by the adventure (such as backgrounds, traits, flaws, etc.) Players can play an adventure they previously played as a Player or Dungeon Master, but may only play it once with a given character. Ensure each player has their character’s adventure logsheet (if not, get one from the organizer). The players fill out the adventure name, session number, date, and your name and DCI number. In addition, the player also fills in the starting values for advancement and treasure checkpoints, downtime days, and renown. These values are updated at the conclusion of the session. Each player is responsible for maintaining an accurate logsheet. If you have time, you can do a quick scan of a player’s character sheet to ensure that nothing looks out of order. If you see magic items of very high rarities or strange arrays of ability scores, you can ask players to provide documentation for the irregularities. If they cannot, feel free to restrict item use or ask them to use a standard ability score array. Point players to the D&D Adventurers League Players Guide for reference. If players wish to spend downtime days and it’s the beginning of an adventure or episode, they can declare their activity and spend the days now, or they can do so at the end of the adventure or episode. Players should select their characters’ spells and other daily options prior to the start of the adventure, unless the adventure specifies otherwise. Feel free to reread the adventure description to help give players hints about what they might face. Adjusting This Adventure When combat is a possibility, the adventure will provide a sidebar that helps you to determine the best mix/number of opponents to provide them with to create an appropriate challenge. While you’re not bound to these adjustments; they’re here for your convenience and consideration. To determine whether you should consider adjusting the adventure, add up the total levels of all the characters and divide the result by the number of characters (rounding .5 or greater up; .4 or less down). This is the group’s average party level (APL). To approximate the party strength for the adventure, consult the table below. Determining Party Strength Party Composition Party Strength 3-4 characters, APL less than Very weak 3-4 characters, APL equivalent Weak 3-4 characters, APL greater than Average 5 characters, APL less than Weak 5 characters, APL equivalent Average 5 characters, APL greater than Strong 6-7 characters, APL less than Average 6-7 characters, APL equivalent Strong 6-7 characters, APL greater than Very strong
textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/MAGFest/CCC-MAG01-01 - Mischief at the Festival (1-4).pdf
Re: Battletech mixed drinks Pidge (Captain) 12/28/01 08:06 PM 66.68.84.149 Re: Battletech mixed drinks This is my list of Battletech drinks... Mechs and Vehicles Banshee 1 oz. Banana Liquor 1 oz. White Crème de Cacao 1 oz. Half and Half Pour ingredients into a blender with crushed ice and blend for 30 seconds. Serve in a Daiquiri glass. Black Hawk Cocktail 1 1/4 oz. Whiskey 1 1/4 oz. Sloe Gin Shake with ice, Strain into a chilled cocktail glass, Garnish with a cherry. Blizzard 1 oz Brandy 1 oz Irish Cream 1 oz Coffee Liqueur 1 oz Light Rum 2 scoop Vanilla Ice Cream 1 oz Light Cream Blend until smooth and creamy. Dust the top with nutmeg or cinnamon. Bushwhacker 1/4 oz. White Crème de Cacao 1/4 oz. Cream of Coconut 1/4 oz. Kahlua 1/4 oz. 151 Rum 1/4 oz. Half & Half Hand swirl over ice, Strain into a small Rocks glass. Fireball 3/4 oz. Cinnamon Schnapps 1/4 oz. Cherry Brandy Layer in a pony or shot glass. Flying Grasshopper file:///C|/My%20Shared%20Folder/Mechwarrior/Character%20Sheets/Battletech%20mixed%20drinks.htm (1 of 5)8/28/2003 10:31:34 AM Re: Battletech mixed drinks 3/4 oz. Green Crème de Menthe 3/4 oz. White Crème de Cacao 3/4 oz. Vodka Shake with ice, serve up in a chilled cocktail glass. Grasshopper 3/4 oz. Green Crème de Menthe 3/4 oz. White Crème de Menthe 3/4 oz. Half & Half or Cream Shake with cracked ice and strain into a pre-chilled cocktail glass. Scorpion 1 oz. Brandy 1 oz. Rum 3 oz. Pineapple Juice Dash of Grenadine Serve over ice in Highball glass. Shogun 1/2 oz. Midori 1 1/4 oz. Vodka Build in a Pony or Shot glass. Stinger 1 1/2 oz. Brandy 3/4 oz. White Crème de Menthe Pour into an ice filled rocks glass and stir. Victor 1 1/2 oz. Gin 1/2 oz. Sweet Vermouth 1/2 oz. Brandy Shake & Serve in a chilled cocktail glass. Weapons AC/20 1 oz. Bourbon 1/2 oz. Scotch 1/2 oz. Vodka Brown Sugar Lemon Juice Place in a Collins glass and stir until all the sugar is dissolved. file:///C|/My%20Shared%20Folder/Mechwarrior/Character%20Sheets/Battletech%20mixed%20drinks.htm (2 of 5)8/28/2003 10:31:34 AM Re: Battletech mixed drinks ER Large Laser 3 Shots Stoli 1 Shot Goldschlager Club Soda Pour the hooch over ice into a highball glass. Fill glass the rest of the way with club soda. Flamer 1 oz. Cinnamon Schnapps 3 Drops Tabasco Sauce Add ingredients to a shot glass and stir. Gauss Rifle 1 oz. Light Rum 1/2 oz. Dark Rum 1/2 Dash Grenadine 1/4 oz. Grenadine 1/4 oz. Triple Sec Add a few Silver Dragees to the drink, Pour ingredients into a tall glass and stir. Large Laser 3 Shots Stoli (it HAS to be Stoli or some other high-quality vodka) 1 Shot Goldschlager Pour into an old-fashioned or rocks glass and add ice. Medium Laser 1 1/2 oz. Gin Splash of Scotch Serve in a chilled cocktail glass. PPC 1 Shot Blue Curacao 1-2 Shots Citrus Vodka 1 Shot Clear Cuervo Tequila7-Up In an old fashioned glass put 3 ice cubes and your alcohol then fill the rest of the glass with the 7-Up. [NOTE: This is a less-powerful version of the "official" PPC] PPC (The Official Version) 4 Shots Everclear 1 shot of: Peppermint Schnapps(Steiner) Sake(Kurita) Ouzo(Marik) file:///C|/My%20Shared%20Folder/Mechwarrior/Character%20Sheets/Battletech%20mixed%20drinks.htm (3 of 5)8/28/2003 10:31:34 AM Re: Battletech mixed drinks Plum Wine(Liao) Bourbon(Davion)-tequila if in Capellan March Inferno SRM-2 1 Shot Sambuca 1 Shot Amaretto 2 Shots Goldschlager 2 Coffee Beans Combine ingredients in a cordial glass (a wineglass will work if you don't have one of these). Light 'er up and let 'er burn for six turns (1 minute) before extinguishing. Enjoy. You can also double or triple the amount if you want an Inferno-4 or Inferno-6. In that case, the burn time increases as follows: Inferno-4: 9 turns (minute and a half) Inferno-6: 12 turns (two minutes) If you go for the 4 or 6, I suggest a pilsner glass (tall glass that looks like an inverted cone). In any case, let the drink sit for a few moments before drinking unless you want scalded tongue. Misc Artillery Shell 1 1/2 oz Gin 1 1/2 tsp Sweet Vermouth 2 dashes Bitters Ice Stir with ice and strain into a glass. Jumpship 1 1/2 oz. Gin 1 oz. Lemon Juice 4 Dashes Grenadine 1 oz. Cream Shake well and pour into a large Highball glass with ice. Mech Coolant 1 oz. Mountain Dew 1 oz. Cuervo Gold Mix in a shot glass and serve. Rough Terrain Mix Ginger Ale with Vodka Serve warm. file:///C|/My%20Shared%20Folder/Mechwarrior/Character%20Sheets/Battletech%20mixed%20drinks.htm (4 of 5)8/28/2003 10:31:34 AM Re: Battletech mixed drinks Fusionnaire 4 1/2 oz. Lemon Juice 3 oz. Vodka 1 1/2 oz. Peppermint Schnapps 1 1/2 oz. Lemonade Schnapps 1 1/2 oz. Rum Serve Chilled in a tall glass over ice. Veteran 2 oz. Dark Rum 1/2 oz. Cherry Brandy Serve in an Old Fashioned glass, with easy ice. file:///C|/My%20Shared%20Folder/Mechwarrior/Character%20Sheets/Battletech%20mixed%20drinks.htm (5 of 5)8/28/2003 10:31:34 AM
textdata/thevault/BattleTech [multi]/3rd party/BattleTech - Mixed Drinks.pdf
1 Cult of the Mirrored King 2 Masters & Minions Credits Author: Kim Frandsen Editor: Troy Daniels Copy Editor: Lucus Palosaari Artist: Rick Hershey Design and Layout: Rick Hershey and Troy Daniels Fat Goblin Hoarde: Ben Dowell, Eric Hindley, Ismael Alvarez, J Gray, Jason Owen Black, Jeffrey Swank, John Bennett, Justice Mora, Kalyna Conrad, Kiel Howell, Kim Frandsen, Landon Winkler, Matt Roth, Michael Ritter, Rodney Sloan, Taylor Hubler, Lucus Palosaari, Rick Hershey, and Troy Daniels Line Developer: Kim Frandsen Business Manager: Tristan Hershey Publisher: Rick Hershey of Fat Goblin Games Masters & Minions: Cult of the Mirrored King © 2017 Fat Goblin Games Compatibility with the Pathfinder® Roleplaying Game requires the Pathfinder® Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder® Roleplaying Game. Paizo, Publishing, LLC does not guarantee compatibility, and does not endorse the product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder® Roleplaying Game and the Pathfinder® Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder® Roleplaying Game Compatibility License. See http://paizo.com/ pathfinderRPG/compatibility for more information on the compatibility license. Open Game Content: All material — including but not limited to art, place and character names, character and setting descriptions, background, and new class descriptions—is Product Identity. All other content is considered Open Game Content. 3 Cult of the Mirrored King Table of Contents About Fat Goblin Games Based in South Carolina, USA, Fat Goblin Games was founded in 2011 to create Pathfinder Roleplaying Game compatible products. With a focus on high quality production values and providing a creative environment for our writers, Fat Goblin Games has quickly become a recognized force in the world of third party publishers. With hundreds of support books, visual aids, campaign settings, and quality stock art, Fat Goblin Games continues to provide exciting content and fantastic worlds in which gamers can immerse themselves. Visit us on Facebook, follow us on Twitter and check out our website at fatgoblingames.com. Introduction 4 The Cult of the Mirrored King 5 Members of the Organization 6 The Master 6 The Minions 9 The Tools 11 New Equipment 14 New Rules 14 New Magic Item 15 The Religion of the Mirrored King 15 Encounters 16 Plots & Schemes 16 The Master’s Lair 17 The Tavern of Achieved Dreams 17 4 Masters & Minions Introduction Welcome to Masters & Minions, a product designed to provide you with a band of close-knit NPCs that act in concert to provide a new organization complete with leaders, chief henchmen, and minions oozing with character to add to your Pathfinder Roleplaying Games. These have been designed to provide antagonists or rivals for your heroes, though some may act as allies or support for particularly unorthodox groups. Unlike a simple thieves’ guild or tribe of orcs, these groups draw much more heavily on influences from comic books and action movies, featuring over-the-top characters and outrageous environments. Each book contains everything you need to add a colorful rogue’s gallery of villains to your game, including their stat blocks, a map of their lair, and plot hooks. Any trademark items, uniforms, calling cards, techniques and styles will be laid out in detail. It is designed to make sure that you can easily and seamlessly include the new organization in your games, regardless of what setting you use. This volume features the Cult of the Mirrored King, a group of drug dealers and cultists, selling the drug Unachieved Dreams, which puts you under and makes you dream of your innermost desires. Whether that dream is becoming a king or having a harem, this drug will help you, while they, at the same time are preparing your soul for sacrifice to the Mirrored King himself. This volume contains all the background and statistics that you need to add the Cult of the Mirrored King to your campaign today. 5 Cult of the Mirrored King The Cult of the Mirrored King The Cult of the Mirrored King is only a few years old at this point, as it is the brainchild of an exceptional criminal mastermind known today as the Mirrored Man. Originally the Cult started as a simple drug-running scheme, but at this point it has become much more, working with all kinds of illegal activities and getting its fingers into every pie, much to the distress of the local rogues’ gallery. Ostensibly though, their main interests are a protection racket and the manufacturing, distribution, and selling of drugs, especially the highly successful drug Unachieved Dreams. As such, most outsiders do not know this organization as being a cult, they simply refer to them as the “Masked Gang.” Unbeknownst to outsiders however, the Cult of the Mirrored King is also a front for a soul-collection, and body-selling, enterprise for a unique devil, known as the Mirrored King. The Mirrored King is a powerful entity in Hell, but he’s poised to become an infernal duke, and is using the soul-collection efforts of the Cult to bolster his efforts. Un-achieved Dreams is the key to the Mirrored Man’s (the high priest of the Mirrored King) plans for power. It was only created a few months ago, but has so far proven to be a great success, and the Mirrored Man is about to start expanding his empire of soul collectors, and is planning on using his drug empire to open the way for that expansion. This means that not only has the cult started moving into new towns and cities, but they’ve also started upping their efforts to reach into high society, as previously they only targeted the working classes and those already addicted, for the drug to be properly tested. Now, that they’ve perfected it, they know that there is more coin to be had from the members of high society, than from the workers, and not only that, but those bodies would be of higher value to the devils wanting to use their bodies, as it would enable them to start with more influence on society, and help to ensure that the cult remains hidden from the public eye. To avoid discovery, the Mirrored Man has already arranged for the possession of a couple of the local deputies, but he has his eyes set much higher, hoping to collect and replace the chief magistrate. And should he prove successful, one day the rulers themselves. Currently the Masked Gang gets most of its income from the drug scheme, as well as a protection racket, but while the Mirrored Man keeps most of the coin for the organization, a lot of it makes its way back to the gang-members and cultists, enough to ensure that they both stay loyal (or in the case of the cult members, giving them a double motive of both profit and religion). The Mirrored Man does make sure that the protection racket is as reliable as possible, making sure that any shopkeeper who has paid their dues (and diligently keeping track of it) will be protected from other gangs or larceny. And should someone break into the shop, not only will his gang-members chase down and take care of the culprit, but he will also pay the costs of restoring the shop and replacing any lost items. This of course, is not done out of altruism, but because the Mirrored Man realizes that he can’t always rely on secrecy, so he tries to establish as much goodwill as possible, something normally in short supply for a criminal organization. 6 Masters & Minions The Mirrored Man This human figure, wears a voluminous red robe, with white acid splashes down the front. A mask made of a mirror-like material covers his face and a faint smell of sulphur surrounds him. The Mirrored Man Cr 10 XP 4,800 Male adult human alchemist (mindchemist) 5/ cleric 6 (Mirrored King) (Pathfinder Roleplaying Game: Advanced Player’s Guide, Pathfinder Roleplaying Game: Ultimate Magic) LE Medium humanoid (human) Init +1; Senses Perception +12 deFenSe AC 22, touch 12, flat-footed 20 (+6 armor, +2 Dex, +2 natural armor, +2 shield) hp 72 (11d8+22); Fort +12, Ref +9, Will +10; +4 vs. Poisons oFFenSe Speed 20 ft., Melee +1 spear +7/+2 (1d8) Ranged bomb +10 (3d6) Space 5 ft.; Reach 5 ft. Special Attacks bomb, cognatogen Alchemist Extracts Known (CL 5th) 2nd—bull’s endurance, cat’s grace, invisibility 1st—bomber’s eye, cure light wounds, disguise self, expeditious retreat, true strike Cleric Spells Prepared (CL 6th; concentration +11) Domains: Nobility, Madness 3rd—bestow curse (DC 18), blindness/deafness (DC 18), dispel magic, rage 2nd—2nd—cure moderate wounds (2), enthrall (DC 17), hold person (DC 17), spiritual weapon 1st—bane (DC 16), confusion, lesser (DC 16), detect thoughts (DC 16), protection from good (DC 16), ray of sickening (DC 16) 0—detect magic, detect poison, read magic, virtue STaTiSTiCS Str 8, Dex 14, Con 14, Int 15, Wis 21, Cha 14 Base Atk +7; CMB +6; CMD 18 Feats Explosive Bomb, Armor Proficiency Light, Armor Proficiency Medium, Brew Potion, Cognatogen (Su), Combat Casting, Concentrate Poison, Dodge, Eschew Materials, Point Blank Shot, Poison Bomb, Selective Channeling, Shield Proficiency, Simple Weapon Proficiency, Throw Anything, Weapon Focus (Bomb) Skills Craft (Alchemy) +16, Diplomacy +15, Knowledge (Arcana) +15, Knowledge (Religion) +12, Perception +12, Sense Motive +16, Spellcraft +16 Languages Common, Elven, Infernal SQ Alchemy (Ex), Aura, Brew Potion (Ex), Cognatogen, Inspiring Word (Sp), Languages, Perfect Recall, Poison Resistance +4, Throw Anything (Ex) Combat Gear +1 chainmail, cloak of resistance (+1), potion of cure moderate wounds, potion of cure serious wounds, +1 spear, Other Gear mirror mask (unique magic item, see below) , alchemist’s lab, holy symbol (of the Mirrored King, made of highly polished gold), 500 gp in various coins TaCTiCS Before Combat If the Mirrored Man is alerted and expects combat, he buffs up, using cat’s grace, bear’s endurance (both included in the Members of the Organization In the following segment, you’ll find the statistics needed to run the organization printed herein, including the leader and his henchmen. Each has their own entry on this list. The Master Below you will find the leader of the organization. This is a unique NPC and there will only be one of them in the organization. 7 Cult of the Mirrored King stats above) and protection from good. After this he waits, till just before the enemy arrives and casts invisibility to make sure he has the drop on the opponents. Finally, once they’ve arrived, he takes one of his cognatogens to raise his wisdom. (also, included in the stats above) During Combat He opens with hold person and spiritual weapon followed up by thrown poison or explosive bombs. He will try to use his confusion, lesser and bestow curse to hinder the enemy if possible, and channel negative energy to try to eliminate as many people as he can. He uses invisibility and expeditious retreat to escape if needed. If he’s unable to escape, he will cast rage and use both spiritual weapon and his +1 spear to best effect. Morale The Mirrored Man attempts to escape if reduces below 20 hp. Base Statistics Str 8, Dex 12, Con 10, Int 15, Wis 17, Cha 14; Base Atk +7; CMB +6; CMD 18; AC 21, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield) hp 50 (11d8); Fort +10, Ref +8, Will +10; +4 vs. Poisons Born into a family with an abusive, drug-using father and never knowing his mother as she died in childbirth, the Mirrored Man spent his formative years, and his early teens roaming the streets of his hometown, getting into all sorts of trouble, and being punished for imaginary transgressions by his father. One night, the town guard caught him, and threw him in jail for the night. Upon his release, he was beaten almost to death by his father, and he swore his revenge. The very next day, he arranged for his father’s death through a drug overdose. The young man was now alone, but with a stash of drugs at hand, he quickly found willing friends and able hands in the city’s underworld, and shortly thereafter, he began experimenting with creating the drugs himself in a secluded laboratory underneath his family’s house. As fate would have it, one night he was cooking up a new batch of drugs, when he accidentally added some powdered fiend to the mix, and the whole thing exploded, causing him to hallucinate wildly. He dreamt of a large palace, filled with mirrored halls, and a humanoid figure on a golden throne, with a head covered by a mask that reflected only the viewer’s face and the endless mirrors around it. The figure proclaimed itself to be the Mirrored King, and that he, if the young man was willing, could make him rich and powerful beyond his wildest dreams, if only he would do him a small service, recruiting others like him to his cause, and help the Mirrored King himself overcome his superiors. The young man readily agreed, and when he came to once more, he found that upon his chest lay a holy symbol, a small reflective silver disc, with an engraving showing a whole and a broken mirror overlaid upon each other. 8 Masters & Minions Over the next few years, the Cult of the Mirrored King grew, with the young man, now known as the Mirrored King, recruiting carefully, seducing his new followers with promises of power and wealth, if only they would further the schemes of the Mirrored King, and many flocked to his banner, unscrupulous men and women who cared nothing for those around them. All the while his drug empire grew wider and stronger, with the Cult strong arming those who would otherwise try to oppose them in the criminal world, and taking extraordinary care not to be discovered by the authorities. Anyone caught was rescued, or if that was not possible killed, instilling great loyalty in those serving the Mirrored Man. In recent months, the Mirrored Man has completed his greatest achievement, the one that he thinks will bring him and his god untold power, the drug called Unachieved Dreams. The drug itself is highly addictive to those using it, both physically and mentally, it puts the user to sleep, in which they dream of whatever their deepest desire is, ruling others as a benign king, having their own harem of succubi or anything else that they may fancy. The trick is that while they’re asleep, their souls are partially freed from their bodies, and the soul travels to the Palace of the Mirrored King in Hell, where the dreamer experiences the desires, making the experience partially real. However, while this is happening, the drug also slowly reduces their willpower, making them more susceptible to the drug, and in time, their soul tears loose from the body and goes to the Palace of the Mirrored King permanently. Once there, it is trapped, to be used by the Mirrored King in his plays for power among the devils, where he is trying to increase his influence. The drug is even more insidious than that however, for the body remains alive and becomes susceptible to possession, even by outsiders who do not normally possess the ability to do so. The Mirrored King then sells them access to the body for them to possess, and the Mirrored Man lets them loose into society, all the while pocketing the gold and valuables that the addict brought him, and basking in the power of his god. 9 Cult of the Mirrored King The Hand of the Mirrored Man This short halfling is missing his left index finger and wears dark green clothes, including an oversized cloak. He fidgets and his eyes flit constantly from side to side. “Shorty” Mirrek Novos The hand oF The Mirrored Man Cr 4 XP 1,200 Male adult halfling rogue 5 NE Small humanoid (halfing) Init +4; Senses Perception +8 deFenSe AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size) hp 31 (5d8+5); Fort +1, Ref +8, Will +0; +2 vs. fear oFFenSe Speed 20 ft., Melee short sword +3 (1d4-1/19-20) Ranged dagger +8 (1d3-1/19-20) Space 5 ft.; Reach 5 ft. Special Attacks sneak attack +3d6 STaTiSTiCS Str 9, Dex 18, Con 11, Int 13, Wis 8, Cha 16 Base Atk +3; CMB +1; CMD 15 Feats Befuddling Strike (Ex), Fast Stealth, Armor Proficiency Light, Evasion, Simple Weapon Proficiency, Skill Focus (Diplomacy), Skill Focus (Stealth), Skills Acrobatics +12, Appraise +7, Bluff +10, Diplomacy +13, Disguise +10, Intimidate +10, Knowledge (Local) +8, Perception +8, Sense Motive +6, Sleight of Hand +11, Stealth +18, Use Magic Device +9 Languages Common, Halfling, Orcisch SQ Fearless +2 save vs fear, Weapon Familiarity +1 to hit with thrown weapons, Evasion, Trap Sense +1, Trapfinding, Uncanny Dodge Combat Gear dagger, leather armor, short sword; Other Gear goggles of minute seeing, 20 pieces of paper, 3 quills, red and black ink. TaCTiCS Before Combat “Shorty” does not engage in combat unless he absolutely cannot avoid it. So, he will attempt to start combat while stealthing, and striking from ambush with sneak attack. During Combat If forced into combat, “Shorty” will attempt to flank with anyone he can, to maximize his attempts at sneak attacks, or use bluff to feint for sneak attacks. Morale As soon as “Shorty” takes 10 or more damage he attempts to flee. If unable to flee, he will immediately surrender, hoping to escape at the earliest opportunity, most likely via bribery. “Shorty” joined the Masked Gang a few months back, and has become essential to the smooth running of the organization, as he takes care of their accounting, making sure that payments from the protection racket are on time and making sure that members of the organization is paid their dues. Shorty suspects that something is up with the organization, but he is on purpose making sure not to learn what’s going on. Shorty is in it for the gold, pure and simple, and the Masked Gang is the best paying gang in town, and should it become inadvisable for him to continue his employment with the gang he plans to up and leave. He does suspect, that if he does so, the Mirrored Man will not take it likely and will pursue him to the ends of the world, to preserve his secret, and to that end, he has devoted a fair bit of his time to concoct an escape route from the organization, but he knows that it might not be enough. The Minions Below you will find the minions of the organization, the second-in-commands and trusted lieutenants of the organization. Like the leader, these are unique NPCs. 10 Masters & Minions Fist of the Mirrored Man This tall, half-orc female is severely muscled and heavy set, with a low brow and a permanent scowl. At odds with her appearance, she smells faintly of lilacs. Borunda “Smasher” FiST oF The Mirrored Man Cr 4 XP 1,200 Female adult half-orc barbarian 5 LE Medium humanoid (orc) Init +1; Senses darkvision 60 ft.; Perception +7 deFenSe AC 14, touch 9, flat-footed 13 (+4 armor, deflection, +1 Dex, -2 rage, +1 shield,) hp 63 (5d12+25) Fort +8, Ref +2, Will +3 oFFenSe Speed 40 ft. Melee battle axe +10 (1d8+7/x3), unarmed strike +9 (1d3+6) Ranged heavy crossbow +6 (1d10/19-20) Space 5 ft.; Reach 5 ft. Special Attacks improved unarmed strike, power attack STaTiSTiCS Str 22, Dex 13, Con 18 Int 8, Wis 11, Cha 11 Base Atk +5; CMB +9; CMD 20 Feats Armor Proficiency Light, Armor Proficiency Medium, Improved Unarmed Strike, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus (battle axe) Skills Acrobatics +5, Climb +6, Intimidate +9, Perception +7, Ride +1, Survival +4 Languages Common, Orc SQ Intimidating Glare, Renewed Vigor, Combat Gear +1 battle axe, hide armor, light wooden shield; Other Gear sack, 300 gp TaCTiCS Before Combat Before combat starts “Smasher” rages. During Combat “Smasher” focuses her attack on one person at a time, starting with whomever is closest. Morale “Smasher” is a true believe and initiate of the Mirrored King. She fights to the death. BaSe STaTiSTiCS AC 15, touch 11, flat-footed 14 (+4 armor, deflection, +1 Dex, +1 shield) hp 53 (5d12+15) Fort +6, Ref +2, Will +1 Str 18, Dex 13, Con 14, Int 8, Wis 11, Cha 11 Base Atk +5; CMB +9; CMD 20 Borunda, or “Smasher” was one of the first to be initiated into the cult of the Mirrored King and at this point, she is a true believer. Knowing full well that she is not the smartest person, she prefers to keep her mouth shut and her fists talking. The Mirrored Man has made her responsible for the protection racket that they’re running, and Borunda is showing a very tidy profit, and has managed to set aside some of her earnings within the gang, believing that on the day the Mirrored King becomes truly powerful, she will be rewarded. However, she believes that it never hurts to have some cash put aside for a rainy day. She does not trust “Shorty” at all however, and whenever he pays out her salary, she asks the Mirrored Man to verify the amount for her, something that he does gladly to keep her undying loyalty. 11 Cult of the Mirrored King The Tools Below you will find the tools of the organization. These are not unique NPCs unlike those listed above, but the thugs, burglars and others that the leader might choose to employ against the PCs. These were created using the non-elite stat array, except where they have PC classes, as these characters will stand out, as opposed to those using the non-PC classes. To the Mirrored Man, the tools are expendable shock troops, that he can put in the way of any hindrances. They are the ones who carry out his day-to-day bidding, making sure that the gang runs smoothly and that cash keeps coming into the gang’s coffers. Of these, only the Cult-Initiate is a member of the Cult of the Mirrored King, the rest are only members of the gang itself. All these answer either to Shorty or Borunda, depending on their expertise and current assignments. These members of the gang are normally not encountered alone, as they usually travel in groups of 4-8, depending on their current assignment. On any given encounter, the groups are normally at least 50% bruisers, though if they have been given a stealthy assignment by the Mirrored Man, the composition might vary somewhat. (as per GM discretion). It is possible for the PCs to eliminate the gang by sheer attrition, but at any given time, there are at least 50 members of the gang, at this rank, and the Mirrored Man would act long before the PCs would be able to kill off the gang in this way, as he would see them as a threat. Note that these NPCs are all listed as “Any adult human,” but they can be of any gender or race as appropriate. Tool 1 Holding a heavy mace, and wearing leather armor, this burly human wears a permanent scowl and smacks the mace threateningly across the palm of the other hand. The BruiSer Cr 1/2 XP 200 Any adult human warrior 2 CE Medium humanoid (human) Init +1; Senses Perception +1 deFenSe AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 13 (2d10+2) Fort +3, Ref +1, Will -1 oFFenSe Speed 30 ft. Melee heavy mace +4 (1d8+1) Space 5 ft.; Reach 5 ft. STaTiSTiCS Str 12, Dex 13, Con 11, Int 12, Wis 8, Cha 9 Base Atk +2; CMB +3; CMD 14 Feats Armor Proficiency Heavy, Armor Proficiency Light, Armor Proficiency Medium, Martial Weapon Proficiency , Shield Proficiency, Simple Weapon Proficiency, Skill Focus (Intimidate), Tower Shield Proficiency, Weapon Focus (heavy mace) Skills Climb +6, Intimidate +7, Perception +1, Swim +6 Languages Common Combat Gear heavy mace, leather armor Other Gear sack for loot, 20 gp TaCTiCS During Combat The bruisers of the organization do not tend to overthink combat, they simply wade right in, using cover where possible to avoid exposing themselves to ranged attacks. They work together with other gang members to flank their opponents. Morale Bruisers try to flee if reduced below 5 hp 12 Masters & Minions Tool 2 Dressed in simple clothes, this human has a faint smell of ocean and salt about them. The hair is matted with sweat and grime from hard work. The drugrunner Cr 1/2 XP 200 Any adult human expert 2 NE Medium humanoid (human) Init +0; Senses Perception +5 deFenSe AC 12, touch 10, flat-footed 12 (+2 armor) hp 9 (2d8) Fort -1, Ref +0, Will +3 oFFenSe Speed 30 ft. Melee dagger +0 (1d4-1/19-20) Ranged dagger+1 (1d4-1/1920) or sling +1 (1d4) Space 5 ft.; Reach 5 ft. STaTiSTiCS Str 9, Dex 10, Con 8, Int 15, Wis 11, Cha 12 Base Atk +1; CMB +0; CMD 10 Feats Armor Proficiency Light, Simple Weapon Proficiency, Skill Focus (Bluff), Skill Focus (Disguise) Skills Appraise +7, Bluff +9, Diplomacy +6, Disguise +9, Forgery+ 6, Gather Information +5, Intimidate +2, Know Geography +6, Perception +5, Profession Sailor +4, Sense Motive +5, Stealth +4 Languages Common, Dwarven, Elven Combat Gear dagger, leather armor; Other Gear bales, carts, crates (all for smuggling and with secret compartments), 30 gp TaCTiCS During Combat Drugrunners hang back, using their ranged weapons, staying behind any bruisers in the gang, as much as possible. Only if forced into close combat will they engage with their dagger. Morale Drug runners flee if reduced below 5 hp. Tool 3 Dressed in simple, dark clothing, this slender human appears to be trying to remain unobserved, almost unconsciously. A faint smell of oil hangs to their clothing. The CaTBurglar Cr 1/2 XP 200 Any adult human rogue 1 CE Medium humanoid (human) Init +2; Senses Perception +4 deFenSe AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 9 (1d8+1) Fort +0, Ref +4, Will +0 oFFenSe Speed 30 ft. Melee short sword +2 (1d6+1) Ranged short bow +2 (1d6) Space 5 ft.; Reach 5 ft. Special Attacks sneak attack +1d6 STaTiSTiCS Str 13, Dex 15, Con 11, Int 16, Wis 11, Cha 8 Base Atk +0; CMB +1; CMD 13 Feats Armor Proficiency Light, Point Blank Shot, Simple Weapon Proficiency, Weapon Finesse Skills Acrobatics 6, Appraise 7, Bluff 3, Climb 5, Diplomacy 3, Disable Device 6, Disguise 3, Intimidate 3, Perception 4, Sense Motive 4, Sleight of Hand 6, Stealth 6 Languages Common, Goblin, Orc SQ Trapfinding Combat Gear leather armor, short sword; Other Gear grappling hook, 50 ft. hemp rope, sack full of stolen goods (worth 50 gp), 20 gp in various coins TaCTiCS During Combat The Cat burglar attempts to set up sneak attacks, either by flanking with other members of the gang (particularly any Smugglers), or take pot-shots from cover using their short bow. If possible, they do not engage in melee combat. Morale Catburglars flee if reduced below 5 hp. 13 Cult of the Mirrored King Tool 4 This human figure is clad in a red robe and wears a mask that obscures their face, causing it to shimmer slightly, like water rippling on a pond. The CulT-iniTiaTe Cr 4 XP 400 Any adult human adept 4 LE Medium humanoid (human) Init -1; Senses Perception +2 deFenSe AC 13, touch 9, flat-footed 13 (+4 armor, -1 Dex) hp 18 (4d6+4) Fort +1, Ref +0, Will +6; +1 on saves vs. fear oFFenSe Speed 30 ft. Melee spear +2 (1d8-1) Space 5 ft.; Reach 5 ft. Class Spells Prepared (CL 4th; concentration +6) 2nd—cure moderate wounds 1st—bless, cause fear (DC 13), protection from good 0—detect magic, guidance, touch of fatigue (DC 12) STaTiSTiCS Str 8, Dex 9, Con 10, Int 13, Wis 14, Cha 12 Base Atk +2; CMB +1; CMD 10 Feats Armor Proficiency Light, Combat Casting, Simple Weapon Proficiency, Weapon Focus (spear) Skills Handle Animal +8, Heal +8, Knowledge (Local) +7, Knowledge (Religion) +7, Spellcraft +5, Survival +7 Languages Common, Infernal Combat Gear chain shirt, spear Other Gear holy symbol of the Mirrored King (made of highly polished silver), mask, 30 gp TaCTiCS Before Combat The Cult-initiate starts combat by casting bless (included in the stats above) and protection from good (not included) During Combat In combat, the Cult-initiate will hang back slightly, to help others in the gang, casting cause fear to hinder the strongest opponent, and cure moderate wounds to keep his comrades in combat. Morale The Cult-initiate is utterly devoted to the Cult of the Mirrored King and fights to the death. BaSe STaTiSTiCS Fort +1, Ref +0, Will +6 Offense Speed 30 ft. Melee spear +1 (1d8-1) 14 Masters & Minions New Equipment The drug manufactured by the Cult is a key component of the Mirrored Man and King’s schemes. unaChieved dreaMS Price 1 gp; Weight — Unachieved dreams is a drug made of ingredients known only to the Mirrored Man, but it contains more than a trace amount of fiendish dust. It is dark black and taken best as a form of tobacco, usually through a pipe. If not for the fact that the Mirrored Man has a practically unlimited supply of the fiend-dust, the drug would be prohibitively expensive, but as he, and the Mirrored King, are attempting to subvert as many mortals as possible the drug is kept cheap. Type inhaled; Addiction severe, Fortitude DC 24; Price 1 gp; Effects 8 hours; 4 hours of sleep (as a full restful night) and a +2 bonus on charisma checks; Damage 1d4 Wis damage While under the effects of Unachieved Dreams, for the first 4 hours, the person using the drug sleeps soundly, dreaming dreams of their greatest desires, be it power, wealth or anything that the person could think of. Whatever it is that person craves the most, that is what they dream of. It is not a dream however. Instead, part of the user’s soul is transported to the Mirrored King’s palace in the Hell, and it is here that they have the experience, which, to the soul, is real. Once their Wisdom is reduced to 0, their soul is collected by the Mirrored King (similar to a magic jar spell, cast at level 20), who stores it for use in a future powerplay on the planes. The body is then sold to the highest bidding outsider (usually for a price equal to 100 gp times the creature’s Hit Dice, though this can vary for powerful political figures and similar ones). The outsider is then free to possess the body, which wakes up with the outsider’s essence caught inside it. The body functions with the full abilities of the outsider except as follows: • Physical stats (Str, Dex and Con) are still the normal stats of the user. • The outsider loses all energy resistance and any damage reduction that the user doesn’t have already. • Once the body is slain, the outsider returns to their home plane as normal. • To reflect this, the CR of the outsider is reduced as per the table below: Change to Outsider’s CR While Possessing a Body Original CR CR Modifier 1-3 -0 4-6 -1 7-9 -2 10+ -3 Once the body is possessed, the Mirrored Man releases the outsider-possessed body into the community, with only a warning to not draw attention to the cult, or the outsider will face the wrath of the Mirrored King. New Rules In this section, you’ll find special rules that applies to the organization in this book, be it special equipment, spells or new deities. The Cult of the Mirrored King only has two pieces of unique equipment as they use whatever they can get their hands on, and even this equipment is not for use in normal combat. 15 Cult of the Mirrored King New Magic Item The following item is unique to the Cult of the Mirrored King, as so far, only the Mirrored Man has managed to get a hold of one of these. Mirrored MaSk Price 16,000 gp; Slot head; Aura faint abjuration and illusion; CL 3rd; Weight 1/2 lb. This mirror-bright mask, consists of a headband and a veil covering the wearer’s face. The material is a gauzy material, see-through from the wearer’s side, but reflecting an onlooker’s face back at them when observed. Whenever any magic is cast upon the wearer intended to learn more about the wearer, the mask prohibits the magic from functioning properly, instead returning a result as if the wearer had the same characteristics as the person casting the spell. For example, a lawful good caster, casting detect evil, see alignment, or similar spells would find information as if the wearer was lawful good as well. The same goes for spells that intend to learn the wearer’s name, race, magic auras, or similar information. A Will save DC 13 is required for the caster to realize that this is misdirection is taking place. The mirrored mask also provides a +20 circumstance bonus to Disguise checks, when attempting to hide your identity, with the penalty being as if the wearer was the onlooker. (For example, a human male, with an elf female onlooker would have a -4 to the Disguise check due to the differences in race and gender, but with a +20 circumstance bonus for a total +16 bonus). Even if the check fails, the wearer’s actual identity is still obscured. ConSTruCTion reQuireMenTS Cost 8,000 gp Craft Wondrous Item, mirror image, misdirection The Religion of the Mirrored King The following is a write up for the religion of following the unique devil, the Mirrored King. The Mirrored King God of addiction, drugs and usurping rulers. Alignment LE Worshipers addicts, drug-users, the power hungry, dreamers with unachieved ambitions Cleric Alignments LE, NE, LN Domains Evil, Law, Trickery Subdomains Deception, Devil, Greed, Tyranny Favored Weapon Spear Symbol a silver, faceless mask, shined to a mirror brightness The Mirrored King is a unique devil, subject to the whims of his overlords, but with a hunger to replace them and become one of the infernal dukes. His true ambition is to become one of the Archdukes of Hell, and he uses any means possible to get into that position. In his latest attempt, and his most successful by far, he has turned to mortals suffering from addiction, treating them with his most important tool, the drug, Unachieved Dreams. This he believes will bring him to a position where he can truly challenge for the throne of Archduke, as his soul-harvesting business is progressing even faster than his wildest plans could have allowed for, giving him the opportunity to build alliances with devils who previously would have had nothing to do with him. His main worshippers are drug addicts, but it is the power-hungry viziers, the rebellion leaders and other figures of potential power that he values the highest, as they are the ones from whom he gains the most power in the long run. In return the Mirrored King promises power and wealth to those who listen to his seductive powers. 16 Masters & Minions Encounters Below you will find a series of sample ides for how to include this organization in your game. Plots & Schemes Goals The Mirrored Man’s plans at the moment are relatively simple: continue distributing Unachieved Dreams, grow the organization, and get rich doing it. The goals of the Mirrored King are not as straight- forward, as he is using the soul-harvesting operation to gain both direct power (using the souls collected to fuel his plans, selling off others for allies and so on), but also by providing his fellow devils with an ability they do not normally have, the ability to take over and possess mortal bodies. In turn, they provide him with allies, power and gold from their own mortal followers to further his plans for control and for a position among the Archdukes of Hell even further. Plots The Mirrored Man and the drugs that he creates and distributes are the key to power and wealth for both Mirrored King and Mirrored Man, and they have feelers out already for increasing their distribution network, and the players could easily come across one of the messengers as they bring a batch of Unachieved Dreams to a new city. The Mirrored Man furthermore is planning on usurping leadership of the local thieves’ guild, and in the long run, control of similar guilds in other towns, inserting himself as the King of Thieves in an underground country, known only to the most powerful or the most despicable in the land. But even this is not enough for the Mirrored Man, as his ultimate plan, once he has gained power as the King of Thieves, is to insert himself as the actual and overt ruler of a country, so that he can rule over as many as possible, in an open manner. To that end, he has begun bribing officials, record holders, marshals and others in a position of authority or power, to ensure that once he is in position, they will support him. Knowing that this is a long-running game, he is not expecting to see this come to fruition anytime soon, but he is nothing if not patient. The Mirrored King is thinking even bigger on his part, and has plans to become the ruler of Hell itself. Like the Mirrored Man, he is patient, but with his recent success in soul-gathering, he has also become ambitious and hungry for more power. Knowing full well that to draw attention to himself is to invite death, he is keeping some of his newly-gained power and wealth under wraps, to that it is not visible to anyone, using only as much as he has to, to ensure success, once he makes a play for Archduke. At that point, he plans to make it appear as if he has been storing souls and power for longer than he has, and that the move to Archduke has nearly depleted his collected store of energy, with only enough to leave him secure from anyone below in the ranks of Hell, whereas he’d be weaker than those above him in the hierarchy. His plan is for this to not be the case, not wanting to move until he has enough power that he can take on one of the Archdukes and take him out easily, hoping to have enough power stored away, so that he can make his move on the ruler of Hell that much faster. At this point the Mirrored King has only reached out to other devils, but he is considering the value of hiring daemon or even demon mercenaries, but he is wary of making this move, and prefers to rely on devils and powerful mortals. 17 Cult of the Mirrored King The Master’s Lair The Tavern of Achieved Dreams The Tavern of Achieved Dreams (though it is officially unnamed) is the Mirrored Man’s headquarters. It appears to be a tavern, catering to low-end workers and sailors, but it is an open secret among the locals, that there is a drug-den in the cellars. What few know is that the wine-cellars hold an entrance to something even more sinister, a shrine to the Mirrored King and the laboratory where Unachieved Drugs was created, as well as the Mirrored Man’s own quarters. From this place, the Mirrored Man’s agents use the cover of sailors and workers, who come and go at all time, to provide cover for their customers as well as their own activities. Upstairs is a simple tavern, providing food and drink to the local workers, mostly unremarkable, with the burly bartender keeping the peace using a club and a lot of swearing. The Tavern itself actually makes a decent profit, due to the number of workers who use it, and while it could not support the gang on its own, the Mirrored Man is quite pleased with how it is running and will go to quite some lengths to protect business there, including sending some of his Bruisers as well as Borunda, to ensure that things there do not get out of hand. This is also where both Borunda and Shorty have their quarters and conduct most of their business. The cellar of the tavern, is where most of the business goes on. Split into two parts, with one being a wine- and beer-cellar for the tavern, the majority of the cellar is dominated by the drug then. Here, there are patrons lounging on blankets and pillows, basking in the glorious first few hours of Unachieved Dreams, though a few other drugs are also available, though none are as cheap as Unachieved Dreams (and hence, only sees a few wealthy patrons use it). These other drugs are also the ones that the Mirrored Man occasionally lets some of his bribed officials catch, so that his main business remains unaffected. The wine-cellar contains another secret, beyond just functioning as a simple doorway to the drug den, as it also contains the secret entrance (hidden behind a sliding wall, behind the wine barrels, rather than in the barrel themselves), to the Mirrored Man’s quarters as well as the shrine to the Mirrored King. The entrance to each area is trapped, with a trap door, that can be deactivated by those who know the trigger, and it is kept deactivated by a permanently stationed guard in the drug-den, for that area, though he can activate at a flick of a switch, in case of trouble. Below are the rules for the trapdoors as they appear in these areas. Spiked piT Trap Cr 2 XP 600 Type mechanical; Perception DC 20; Disable Device DC 20 eFFeCTS Trigger location; Reset manual Effect 10-ft.-deep pit (1d6 falling damage); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 damage each); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft.-square area) Please see the attached map, for an overview of the Tavern of Achieved Dreams. 18 Masters & Minions 19 Cult of the Mirrored King OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney- MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor. 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Fire, Ash, and Ruin Within the jungles of Chult is a vast expanse of ash. While a red dragon is known to reside deep within the Land of Ash and Smoke, it is far from the deadliest of its denizens. Deeper still is a pit filled to the brim with pure evil. None who have sought out its secrets have survived to tell its tale. Will you be more successful than they? A 4-Hour Adventure for 11th-16th Level Characters James J. Haeck Author Adventure Code: DDAL07-10C Optimized For: APL 13 Version: 1.0 Development and Editing: Claire Hoffman, Travis Woodall Organized Play: Chris Lindsay D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2017 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL07-10 Fire, Ash, and Ruin 2 Introduction Welcome to Fire, Ash, and Ruin, a D&D Adventurers League™ adventure, part of the official D&D Adventurers League™ organized play system and the Tomb of Annihilation™ storyline season. This adventure takes place within the Land of Ash and Smoke, a treacherous volcanic region blanketed in snow-white ash. Within the Land of Ash and Smoke is the Pit of Krahharu, the eternally burning lair of a bound balor. Formerly the fortress of a cabal of fire giant wizards, the Pit of Krahharu is filled with treasure and ancient secrets. This adventure is designed for three to seven 11th-16th level characters and is optimized for five characters with an average party level (APL) of 13. Characters outside this level range cannot participate in this adventure. Adjusting This Adventure This adventure provides suggestions in making adjustments for smaller or larger groups, characters of higher or lower levels, and characters that are otherwise a bit more powerful than the adventure is optimized for. You’re not bound to these adjustments; they’re here for your convenience. To figure out whether you should consider adjusting the adventure, add up the total levels of all the characters and divide the total by the number of characters (rounding .5 or greater up; .4 or less down). This is the group’s APL. To approximate the party strength for the adventure, consult the following table. Determining Party Strength Party Composition Party Strength 3-4 characters, APL less than Very weak 3-4 characters, APL equivalent Weak 3-4 characters, APL greater than Average 5 characters, APL less than Weak 5 characters, APL equivalent Average 5 characters, APL greater than Strong 6-7 characters, APL less than Average 6-7 characters, APL equivalent Strong 6-7 characters, APL greater than Very strong Some encounters may include a sidebar that offers suggestions for certain party strengths. If a particular recommendation is not offered or appropriate for your group, you don’t have to make adjustments. Before Play at the Table Before you start play, consider the following: • Read through the adventure, taking notes of anything you’d like to highlight or remind yourself while running the adventure, such as a way you’d like to portray an NPC or a tactic you’d like to use in a combat. Familiar yourself with the adventure’s appendices and handouts. • Gather any resources you’d like to use to aid you in running this adventure—such as notecards, a DM screen, miniatures, and battlemaps. • Ask the players to provide you with relevant character information, such as name, race, class, and level; passive Wisdom (Perception), and anything specified as notable by the adventure (such as backgrounds, traits, flaws, etc.) Playing the Dungeon Master You have the most important role—facilitating the enjoyment of the game for the players. You provide the narrative and bring the words on these pages to life. To facilitate this, keep in mind the following: You’re Empowered. Make decisions about how the group interacts with the adventure; adjusting or improvising is encouraged, so long as you maintain the adventure’s spirit. This doesn’t allow you to implement house rules or change those of the Adventurers League, however; they should be consistent in this regard. Challenge Your Players. Gauge the experience level of your players (not the characters), try to feel out (or ask) what they like in a game, and attempt to deliver the experience they’re after. Everyone should have the opportunity to shine. Keep the Adventure Moving. When the game starts to get bogged down, feel free to provide hints and clues to your players so they can attempt to solve puzzles, engage in combat, and roleplay interactions without getting too frustrated over a lack of information. This gives players “little victories” for figuring out good choices from clues. Watch for stalling—play loses momentum when this happens. At the same time, make sure that the players don’t finish too early; provide them with a full play experience. Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL07-10 Fire, Ash, and Ruin 3 Adventure Primer “Gandalf stood in the middle of the span…His enemy halted again, facing him, and the shadow about it reached out like two vast wings…Fire came from its nostrils. But Gandalf stood firm. ‘You cannot pass,’ he said.” —J.R.R. Tolkien, The Fellowship of the Ring Adventure Background A balor is bound to the Pit of Krahharu, deep in the Land of Ash and Smoke, and the ambitious yuan-ti wish to ally themselves with this demon in order to summon their master, Dendar the Night Serpent. Long ago, a cabal of fire giant wizards known as the Krahharu made contact with a balor named Immilor and commanded it to guard their fortress. Their incantations successfully bound the demon, and for a time, it served dutifully. But as time passed, Immilor tricked the Krahharu into granting him greater and greater leniency in his contract. Though still physically bound to the land, Immilor the Krahharu wizards and rained fire and ruin upon their fortress, turning it into a smoldering pit filled with demons and darkness. The ruined fortress’s most recent resident was a red dragon named Cyndreth, who raised a clutch of eggs in its blistering heat. However, she was forced to flee when the demons below became aware of her presence, and attacked her nest, wounding her and kidnapping one of her wyrmlings in the process. Now, the characters arrive at the pit in pursuit of the yuan-ti, but little do they know that Immilor has already rebuked the supplicating yuan-ti, and the characters are walking into a deadly trap. As the characters approach the pit, Cyndreth flies over overhead—bringing the heroes, the demons, and the dragon into a mortal conflict. Adventure Overview Fire, Ash, and Ruin is divided into three parts. Part 1. Fields of Ash. The characters travel across the Land of Ash and Smoke towards the Pit of Krahharu. While there, they encounter the red dragon Cyndreth as she flies toward the pit, and may either make her their enemy or their uneasy ally. Part 2. Hunting Demons. The characters enter the Pit of Krahharu. By searching the pit and defeating three demonic lieutenants, they can save the tortured souls of fire giant wizards that can help them in the battle against the balor Immilor. Part 3. Immilor, Lord of Flames. The characters descend into the deepest part of the Pit of Krahharu to confront its shackled master, Immilor. If they allied with Cyndreth, she comes to their aid. Adventure Hooks The characters can become involved in the story in several ways, some of which involve their character factions. Secret of the Yuan-ti. A group of Chultan and Harper scouts encountered a group yuan-ti entering the Land of Ash and Smoke. The Harpers suspect that they are headed for the Pit of Krahharu, a place of incredible magical power. Eradicate the Demons! The Order of the Gauntlet has heard an ancient legend: in the Land of Ash and Fire is a place where the Abyss is made real upon the Material Plane. Journey to the Pit of Krahharu and eradicate its foul master, Immilor. Faction assignment (Order of the Gauntlet). The Order of the Gauntlet entrusts the characters with the reconsecration the Pit of Krahharu’s inner sanctum. They suggest that the characters prepare the hallow spell before venturing into the pit, and present them with a hallowed talisman if they have no one in the party who can cast the spell. Success condition: Once Immilor is killed, cast hallow on area B10 of the pit, either using the hallowed talisman or by simply casting the spell (remember its 24 hour casting time). Hallowed Talisman Wondrous item, rare A perfect sphere of black obsidian is tied to a necklace of prayer beads, and seems to glow with a very faint internal light. If you spend a short rest praying over this talisman and taking no other actions, you can break it on the ground at the end of the rest, destroying the talisman, to infuse the ground around you with holy or unholy energy. By breaking the talisman in this way, you cast hallow as an action, requiring no material components. Secret mission (Lords’ Alliance). The Lords’ Alliance wishes to learn the true name of the demon commanding the pit, and presents the characters a magical seal. Members of the Lords’ Alliance (rank 2 or higher) are instructed to use the magical seal to learn the true name of Immilor, the balor that rules the Pit of Krahharu. The Magic Seal The Lords’ Alliance presents the characters with a thin parchment seal: six inches wide and twelve inches long, and inscribed with runes of binding. When placed against a Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL07-10 Fire, Ash, and Ruin 4 fiend’s flesh, the paper burns away and imprints the runes on its target. A character holding this seal can make an unnarmed attack against a fiend to strike it with the seal. On a hit, the seal burns to cinders and the fiend must make a DC 15 Charisma saving throw. On a failure, it must truthfully answer the next question posed to it. If the fiend has 50 or fewer hit points, it automatically fails this saving throw. The seal can force a demon to reveal its true name. If the characters use the seal to reveal Immilor’s true name (as the Lords’ Alliance intends), they gain some measure of control over the demon and can command it as an action, as the spell command, so long as the command begins with speaking its true name. However, they can’t command it to take an action that would lead to harm, such as commanding it to stop attacking them. Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL07-10 Fire, Ash, and Ruin 5 Part 1: Fields of Ash The adventure begins as the characters trek across the vast ash wastes of the Land of Ash and Smoke. Cyndreth in Flight Ash floats through the air like snow flurries, coating the ground in soot that clings to your feet with every step. You’ve been traveling across the ash fields for hours, moving constantly towards the thick pillar of black smoke on the horizon—a line that points straight to your destination, the Pit of Krahharu. Then, the wind changes direction. The ash begins to fly upward, and the wind starts to howl. A red dragon flies overhead, traveling towards the column of smoke on the horizon. It takes no notice of you, but is close enough for you to shout at it or shoot it with arrows, if you desire. Dragon Battle If the characters attack the adult red dragon Cyndreth or try to attract her attention as she flies overhead, she loops around in the air and dive bombs the party, using her fire breath while airborne to attack from afar and using hit and run tactics to escape quickly. After Cyndreth has taken 100 points of damage, she roars “Stop!” and tries to arrange a truce. Cyndreth wishes to save her youngest wyrmling, Vastonash, from the demons in the Pit of Krahharu. She is willing to fight alongside the characters if they allow her wyrmling to go free with her and grant her a share of the spoils. She suggests that they take her offer, for while a balor demon like Immilor is too great a foe for either of them alone, they might be able to best him together. She agrees to any reasonable deal under two conditions: she and her wyrmling leave safely together, and she gets an equal share of the treasure. She will even grudgingly agree to fly the characters to the Pit of Krahharu if they never mention this indignity to anyone. Roleplaying Cyndreth Cyndreth’s voice is smooth and brimming with power. She may be a chaotic evil dragon, but she still cares for her wyrmling, and she will stop at nothing to rescue Vastonash from Immilor’s clutches. She also knows when a group of treasure-hungry adventurers might be a useful weapon against her enemies. She is cunning and diplomatic, but has a short temper and a terrible ire. Journey to the Pit Traveling through the Land of Ash and Smoke is an exhausting ordeal. Reaching the Pit of Krahharu from the edge of the ash fields takes 8 hours of continuous travel (or just 4 hours as the bird flies). The characters must make a Constitution saving throw when they reach the Pit of Krahharu, gaining 1 level of exhaustion on a failure. If the characters walked through the ash fields (8 hours of travel), the DC of the saving throw is 21. If the characters flew over the ash fields (only 4 hours in travel) the DC of the saving throw is 16 instead. Characters with resistance to fire damage have advantage on this saving throw, and characters with immunity do not have to make this save. Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL07-10 Fire, Ash, and Ruin 6 Part 2: Hunting Demons This part begins after the characters cross the deadly ash fields and climb up the ridge overlooking the Pit of Krahharu. In this part, they will search the ruins of Krahharu for a way into the pit itself, then destroy its demonic jailors in order to weaken Immilor, the master of the pit. Krahharu Ruins The ruined fortress was once home to the cabal of fire giant wizards known as the Krahharu. These conjurers sought to use the power of the Abyss to defeat their ancient enemies, the yuan-ti. The balor Immilor was bound to the sanctum beneath the fortress, but was still able to deceive and slaughter all the wizards in the fortress above and summon his demonic legions into the pit below. There he waits, trying to devise a way to free himself from his bonds. General Features The ruined fortress of Krahharu has the following general features: Arcane Glyphs. Concealed on the floor beneath a fine layer of white ash are arcane glyphs. They are marked with a dotted circle on the map of this area. Each of these glyphs has a unique effect, described in the area in which it appears Ceilings. The ceilings in this ruin were built for giants, and are 20 feet tall. Fire. Whenever a creature walks through 5 feet of fire or starts its turn in fire, it takes 1d6 fire damage. Heat. This region is incredibly hot. At the end of each hour, any creature in the area must succeed on a DC 18 Constitution saving throw or gain a level of exhaustion. Creatures that are vulnerable to fire have disadvantage on this saving throw, while creatures that are resistant make the save with advantage, and creatures that are immune automatically succeed. Light. The fortress is bathed in dim light from the burning soil that surrounds it. A. Areas of Krahharuan Ruins A1. Crater Ridge Having traversed the Land of Ash and Smoke, you climb a rocky ridge and gaze upon a smoldering crater. The land beneath burns eternally, its flames lapping against charred and blackened stone walls that somehow still stand in the inferno. Just north the complex stands a stone dome, completely covered in flame, yet somehow perfectly intact. The adult red dragon Cyndreth perches on a ledge just beneath the lip of the crater, and raises her serpentine neck to greet the characters face-to-face. If the characters previously made a truce with her, she outlines her plan. Otherwise, she attacks, as described in “Dragon Battle” in part 1 of this adventure. She surrenders after taking 50 points of damage and offers to parley, describing her plan. Cyndreth’s Plan. Cyndreth informs the characters that Immilor is in the inner sanctum of the pit, within the burning dome at the center of the complex. Cyndreth refuses to enter enclosed spaces, but if the characters invade the pit and destroy Immilor’s three lieutenants, they can weaken the balor before confronting it head on. She learned that the demon lieutenants guard some sort of power that could help them defeat Immilor. Cyndreth also offers the characters a reward if they can find her captured wyrmling in depths of the pit. Little does she know that he has already been killed and skinned by a demon called Goryx the Glutton (area B6). Fire. A sea of flame surrounds the ruins of Krahharu. Creatures that pass through it on foot risk gaining levels of exhaustion (see General Features). Secret Tunnel. Characters that succeed on a DC 20 Wisdom (Perception) check made from this ridge, spot area A2—a hole in the ground on the west side of the crater that descends into darkness. A2. Unburnt Tunnel A five-foot diameter hole in the burning ground descends into total darkness, untouched by flame. It slopes gently downward. This tunnel is cool to the touch, and descends 120 feet into the tunnel north of area B3. After 30 feet, the tunnel is engulfed in magical darkness. This magical darkness permeates the lower level, as described in the Pit of Krahharu’s General Features sidebar, below. A3. Grand Arch A grand arch marks the threshold of the ruins. Two statues of fire giants with their eyes closed and their hands raised above their heads appear to support the arch, which is engraved with images of intertwining, flaming serpents. One round after a creature that isn’t a giant or a beast passes beneath the arch, the statues— Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL07-10 Fire, Ash, and Ruin 7 revealing themselves to be two stone golems— animate and attack. When animated, their eyes open, revealing two rubies. Arcane Glyph. In the room beyond the arch is a glyph hidden beneath a thick patch of white ash. If a creature steps on this glyph, it must make a DC 15 Wisdom saving throw. On a failure, it is paralyzed for 1 minute as shackles of magical blue flame encircle its body. A creature paralyzed in this way takes 14 (4d6) fire damage at the end of each of its turns, and can make another saving throw, ending the effect on itself on a success. Treasure. Each statue has a pair of ruby eyes, worth 50 gp each (200 gp total). Adjusting the Encounter Here are recommendations for adjusting this encounter. These changes are not cumulative. • Very Weak: These constructs are ancient, and their magic is fading. Their hit points are reduced to 102 hit points and they don’t possess the Multiattack action. Their CR is reduced to 4 (1,800 XP). • Very Strong: Both golems bear arcane sigils on their palms. They gain the following action: Burning Hands (Recharge 5–6). Each creature in a 15-foot cone must make a DC 17 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save or half as much damage on a successful one. A4. Arcane Atrium There is a skylight in the middle of this 40-foot-tall chamber, and the floor directly beneath it is covered in a thick layer of ash. The walls are lined with engravings of robed giants conjuring flames from thin air and hurling that fire at legions of serpent-people. In some engravings, the giants have hulking, ape-like creatures fighting at their sides. One large mural takes up the north wall of the chamber: a massive beast with a horned head and bat-like wings wields a sword and a whip. Beneath it are three other creatures: a hulking, porcine beast, a winged shadow, and a massive, mosquito-like insect. Creatures examining the murals that make a successful DC 15 Intelligence (History or Religion) check know about the depicted events, as follows: • Intelligence (Religion). The character knows that the creatures depicted in the murals are demons, and that the horned, winged demon is one of the mightiest abyssal creatures of all: a balor. The creatures below it are likely its lieutenants. • Intelligence (History). The character knows that the fire giant wizards that lived here fought constantly against the yuan-ti, and the two factions vied for control of the demonic power that burned within this land. Arcane Glyph. There is a thick patch of ash beneath the skylight. Beneath the ash is a glyph. A character with a passive Wisdom (Perception) of 21 or higher or that succeeds on a DC 21 Wisdom (Perception) check spots the glyph. Any humanoid that enters the glyph’s space must make a DC 15 Charisma saving throw. On a failure, the light of the skylight seems to grow blindingly bright, and their shadow grows long and sprouts wings—becoming a shadow demon. The demon tries to grapple other creatures and move them into the light to create more shadow demons. The character that triggers the glyph casts no shadow. While missing its shadow, the character is vulnerable to necrotic damage. The character’s shadow is missing until the conjured shadow demon is slain, at which point the character regains its shadow. A5. Firenewt Fountain The roof of this chamber is caved in, and a thick layer of ash coats the floor. A fountain in the shape of a grinning, horned demon stands at the far end of this room. Blue flame flows from its eyes and mouth instead of water, and the fountain is surrounded by a group of dancing creatures with long necks and tall bodies, glowing red skin, and lizard-like faces. The Pit of Krahharu is currently home to a nomadic clan of firenewts that now worship Immilor as a god. The demons allow them to live in the ruined fortress as long as they sacrifice a living creature every day. A group of five firenewt warriors and three barlgura demons are sacrificing a recently slain yuan-ti scout before the fountain. Arcane Glyph. There is a concealed glyph in front of the fountain, beneath the yuan-ti. A character with a passive Wisdom (Perception) of 21 or higher or that succeeds on a DC 21 Wisdom (Perception) check spots the glyph. Any living creature that enters the glyph’s space must make a DC 15 Constitution saving throw or be paralyzed for 1 minute. It can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL07-10 Fire, Ash, and Ruin 8 Magical Fire. The blue flame pouring from the fountain is magical fire. If transferred to a lamp or torch, the light source can pierce magical darkness. Treasure. The barlgura wear gold bangles worth 10 gp each. A6. Dark Descent A staircase spirals down into pitch darkness. Even though incredible heat emanates from the abyss, no light shines out of it. Firenewts stand guard around the edge of the abyss. Four firenewt warlocks of Imix stand around the edge of the pit, along with four firenewt warriors, one between each warlock. They raise their weapons in warning when they the characters; the warriors ready an action to Spit Fire and the warlocks ready an action to cast scorching ray at characters that approach the stairs. They do not attack otherwise. In combat, the firenewt warriors attempt to push creatures onto the Arcane Glyph on the top step of the stairs. When a firenewt warlock is killed, its body is engulfed by azure flame, becoming a shrieking, tormented fire elemental. At the end of an elemental’s turn, roll 1d6. On a roll of 1d6, the elemental explodes. The elemental dies instantly, and all creatures within 10 feet of it must make a DC 18 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save or half as much damage on a successful one. Arcane Glyph. There is a glyph inscribed on the top step of the staircase, obvious to anyone within 10 feet. A character with a passive Wisdom (Perception) of 21 or higher or that succeeds on a DC 21 Wisdom (Perception) check spots the glyph. Any living creature that enters the glyph’s space must make a DC 15 Constitution saving throw. On a failure, all warmth drain from its body and gains vulnerability to fire damage for the next 1d4 hours. Darkness. After descending 30 feet, the staircase is engulfed in magical darkness. Stairs. The staircase descends into area B1. Treasure. The firenewt warlocks wear gold bangles worth 10 gp each. B. Krahharuan Depths The chaotic magic of the Abyss fills the depths of the Pit of Krahharu, as does a darkness that can only be pierced by magical light. General Features The Krahharuan Depths have the following general features: Abyssal Emulation. The Pit of Krahharu is so infused with abyssal energy that it is almost part of the Abyss itself. While within the Krahharuan Depths, demons are considered on their home plane for the purpose of banishment and similar spells. Ceilings. The ceilings in this dungeon were built for giants, and are 40 feet tall. Celestial Forbiddance. The power of the Abyss wards the Pit of Krahharu against celestials. A celestial takes 28 (5d10) necrotic damage when it first enters the Krahharuan Depths or starts its turn within it. Additionally, further castings of the forbiddance spell cannot affect the Krahharuan Depths. Darkness. The entire dungeon is enveloped in magical darkness that can only be penetrated by light created by a spell of 3rd level or higher, or by the blue flame that burns within the Pit of Krahharu. Demons with darkvision can through this magical darkness. Dreams of Doom. Terrible screams and images of destruction fill the minds of creatures that sleep here. When a creature that sleeps completes a long rest here, it must make a DC 18 Wisdom saving throw, taking 56 (16d6) psychic damage on a failed save or half as much damage on a successful one. A character that fails this save also fails to recover from exhaustion after completing the long rest. Fire. The flames within the pit are bright blue and their light can pierce the magical darkness within the pit, shedding bright light in a 15-foot radius and dim light for an additional 15 feet. Whenever a creature walks through 5 feet of fire or starts its turn in fire, it takes 1d6 fire damage. Heat. This region is incredibly hot. After completing a short rest, creatures that are not immune to fire damage must make a DC 18 Constitution saving throw, gaining a level of exhaustion on a failed save. Creatures that are vulnerable to fire damage have disadvantage on this saving throw, and creatures that are resistant to fire damage have advantage on it. Wild Magic. The chaotic magic of the Abyss permeates the Pit of Krahharu. Immediately after a character casts a spell of 1st level or higher, the DM can have that character roll a d20. On a roll of 1, roll on the Abyssal Wild Magic Surge Table, above, to create a random magical effect. Abyssal Wild Magic Surge 1d20 Effect 1–2 For the next minute, your body is wreathed in magical blue flames. You shed dim light in a 10-foot radius that penetrates magical darkness. Any attack roll against you has advantage if the attacker can see you, and you can’t benefit from being invisible. 3–4 You cast fireball as a 3rd-level spell centered on yourself. Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL07-10 Fire, Ash, and Ruin 9 5–6 You must immediately cast another spell of your choice using your highest-level spell slot. Casting this spell requires no action. 7–8 The spell redirects itself. The DM chooses a new target for the spell, but cannot choose you. If the spell targets a point instead of a creature, the DM chooses a new point. 9–10 You transform into a barlgura for a number of rounds equal to the level of the spell that activated this surge. While in this form, you must attack at least one non-demon creature during your turn. If you cannot attack a non- demon creature, or are reduced to 0 hit points, you return to your normal form. 11–12 You can speak, read, and write Abyssal for the next 2d12 hours. 13–14 You gain a form of Short-Term Madness (see “Madness” in chapter 8 of the Dungeon Master’s Guide). 15–16 You lose the ability to speak, read, and write all languages for the next hour. You can still say verbal components for your spells. 17–18 The next spell you cast with a casting time of 1 action can be cast as a bonus action instead. If it requires an attack roll, it’s made with disadvantage. If it requires a creature to make a saving throw, it’s made with advantage. 19–20 A portal to the Abyss opens beneath you, and then closes. You are whisked through the endless layers the Abyss at lightning speed. At the end of your next turn, you return to the space you previously occupied, or the nearest unoccupied space, and take 27 (5d10) psychic damage. B1. Mouth of the Void If the characters have no way to see through magical darkness, read or paraphrase the following. Thick, suffocating darkness consumes the chamber before you. It is impossible to see through the gloom. If the characters can see through magical darkness, such as with the magical blue flame from area A5 or with a warlock’s Devil’s Sight invocation, read or paraphrase the following: The floor of this perfectly circular chamber is teeming with a writhing mass of hideous bodies. Rotted and pathetic, these withered demons shuffle piteously across the dirt. Once all the characters step off of the staircase, a shimmering wall of force covers the entrance at the top of the stairwell, preventing characters from exiting the depths. A voice echoes through the chamber: “I sense your presence, interlopers. Join me in my sanctum, and I will show you exactly what I, Immilor, Lord of Blue Flame, did to the last group who dared stand before me.” The voice fades away into low, rumbling laughter. Countless manes shuffles blindly about the room, swiping ineffectually at intruders. Don’t roll initiative or roll for these manes’ attacks; simply assume that every attack misses or strikes harmlessly—they pose no threat to the characters and award no XP. Manes appear from the shuffling mass to replace those that are destroyed because of its proximity to the Abyss. Several pathways branch out from this room on the ground level, beneath the staircase that wraps around the room and leads to area A6. Dragon’s Blood. A thick trail of dried blood leads from this area into area B5. A successful DC 13 Intelligence (Arcana) or Wisdom (Medicine) check reveals that it is dragon’s blood. B2. Lake of Flame A lake of blue fire burns brightly, casting this chamber in eerie light. A stone bridge spans the center of this chamber, and six furtive demons with pig-like faces yowl annoyingly at the lake in the Abyssal tongue. A group of six dretches stand on the stone bridge spanning the lake of flames. They shout hoarse pleas to Immilor in Abyssal, begging the balor to grant them greater power in exchange for their eternal servitude. They see the characters’ arrival as an opportunity to prove their worth, and fight among themselves for a chance to kill the characters, even pushing their allies into the fire to slow them down. This fight is a trivial exchange, and should be resolved quickly. Wizard Spirits. A Krahharuan wizard in fire elemental form lurks within the lake of flame, hiding from the demons of the pit. If the dretches here are killed, the spirit surfaces and greets the characters, introducing herself as Alkana. She has been living as an ageless fire elemental for centuries, waiting for someone to destroy the demons of the pit. Several of her fellow wizards are being tortured by the demon lieutenants of Immilor. She explains that if the Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL07-10 Fire, Ash, and Ruin 10 characters can free their souls from torture, they can help seal Immilor’s power for a short time. • Alkana’s Aid. The characters are immune to damage from the balor’s Death Throes trait. Roleplaying Alkana Every word Alkana utters crackles with hatred for Immilor, and she lavishes praise upon any creature she can goad into destroying the demon. Nothing remains of her personality but her burning hunger for revenge. B3. Wellspring of Lethargy A thick fog fills the chamber before you. It tickles your nostrils as the faintest wisps of vapor stretch into the corridor, carrying with them a comforting warmth. All you can see within is a mist-blanketed pool of dark water. A large boulder rests quietly in the middle of the pool. The pool of boiling water in the center of this chamber emits a strange vapor. Any creature inhaling the gas must make a DC 15 Constitution saving throw, making this save with disadvantage if it has fewer than 40 hit points remaining. On a failed save, the creature falls unconscious for one hour. The creature rouses if it takes damage, or if another creature uses its action to rouse an unconscious creature. Any creature that immerses at least half of its body in the water automatically fail this save and instantly falls unconscious. Total Party Knockout. If the entire party falls unconscious within this area, they awaken an hour later in area B4, atop a pillar and restrained by silken rope (escape DC 15) and watched by five quasits in bat form. They call for their master, Yulethe, once all the characters are conscious. Dealing 10 points of damage to the rope (AC 9, immune to poison and psychic damage) destroys it. B4. Yulethe’s Lair A low droning buzz fills the air. It’s almost soothing, like a single-note lullaby. Patches of blue flame flicker on the ground deep within this cavern, and several bats flutter through the air, casting massive shadows against the walls. A thin, nasal voice pierces the drone. “Visitors…it has been so long since I have had visitors. I am Yulethe the Dream- Weaver, and you shall be my guests for a very…long…time. This is the lair of Yulethe the Dream-Weaver, is a mighty demon and one of Immilor’s three lieutenants. It has split its consciousness among five chasmes, creating a sort of hive-mind. The droning noise that fills the room when the characters enter is the buzzing of Yulethe’s many wings. Light. Patches of blue flame illuminate the entire floor of this room, to a height of 15 feet. However, the top of the hexagonal stone pillars and the ceiling are in total darkness, allowing Yulethe and its minions to easily fly out of sight after attacking. Wizard Spirits. The soul of a Krahharuan wizard is chained to the top of one of the pillars, and is eternally tormented by Yulethe’s mind-merged demons. When the characters kill Yulethe, the spirit introduces herself as Djzark, and pledges to help seal away Immilor’s power when the characters attack him. • Djzark’s Aid. The balor’s bonus to hit with melee attacks is reduced from +14 to +12. Treasure. Atop one pillar is a small hoard of loot totaling 150 gp and a potion of fire resistance. B5. Halls of Endless Hunger The walls are coated with meat. Hanging from hooks and reeking of death, the carcasses of dozens of creatures line the walls of this room, from birds to beasts to serpentine yuan-ti. Eight squat demons with four arms and mouths the size of their bulbous bodies tear at the flesh on the walls, carrying huge handfuls of the carcasses down a passage and into another chamber. A thick trail of blood leads through this room, from one entrance to another. The eight squat demons are maw demons. Whenever the firenewts in the ruins above make a sacrifice, it appears before them. They deliver the sacrifice to Goryx in his lair, tearing tiny scraps of it off along the way. These demons are starving, and attack any living intruders ravenously. Dragon’s Blood. A thick trail of dried blood leads from area B1 to the entrance of Goryx’s lair (area B6). A successful DC 16 Intelligence (Arcana) or Wisdom (Medicine) check reveals that it is dragon’s blood. Hanging Sacrifices. Heaps of animal and humanoid carcasses are piled in area illuminated by flame in the center of this chamber. As an action, a demon may devour one of these carcasses in order to regain 7 (2d4 + 2) hit points. Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL07-10 Fire, Ash, and Ruin 11 B6. Goryx’s Lair A cacophony of slobbering gluttony echoes throughout this room. Bones snap and flesh tears each second as a massive, bloated, pig-like demon devours the bodies of humanoids and animals alike from atop a spiked throne. Four squat demons with bodies split in half by giant mouths tear chunks of flesh and bone off of a dragon’s corpse in front of the throne and hand the pieces to their master. One of these demons wields a two-tined pike; its haft is wrapped in the still-bloody hide of a red dragon. This is the lair of Goryx the Glutton, a massive, corpulent nalfeshnee and one of Immilor’s three lieutenants. Its hit points are increased to 190, and is accompanied by four maw demons, which offer pieces of meat to their gluttonous master. The nalfeshnee wields the Krahharuan fork, a +3 pike wrapped in red dragon hide. This demon has the following additional action, which it can use in place of a single claw attack when it takes the Multiattack action: +3 Pike. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 13 (1d10 + 8) piercing damage. Dragon Corpse. The trail of dragon’s blood leads to the foot of Goryx’s throne. There rests the skinned carcass of the red dragon wyrmling Vastonash. The corpse is rotting and cumbersome, and moving it causes it to fall apart. Hanging Sacrifices. Heaps of animal and humanoid carcasses are piled in area illuminated by flame in the center of this chamber. As an action, a maw demon devours one of the carcasses and regains 7 (2d4 + 2) hit points. Secret Door. The secret door in the north of this room becomes obvious from either side if fresh meat is brought within 10 feet of it. Spotting this door otherwise requires a character to make a successful DC 20 Wisdom (Perception) check. Wizard Spirits. The soul of a Krahharuan wizard is shackled to the base Goryx’s throne and is eternally gnawed upon by maw demons. When the characters kill Goryx, the spirit introduces himself as Raxakon, and pledges to help seal away Immilor’s power when the characters attack him. • Raxakon’s Aid. The balor’s AC is reduced to 17. Treasure. A small pile of 300 gp looted from sacrifices sits at the base of Goryx’s throne. B7. Hall of Statues and Shadows Four statues of fire giants stand in this long hall, each holding a bowl filled with brilliant blue flame. The flames cast eerie shadows across their faces, and other shadows dance across the walls in the corner of your vision, disappearing as soon as you look directly at them. A grave chill fills the room. When a creature ends its turn within this room, it must make a DC 18 Wisdom saving throw. On a failure, one of the following effects occur: • Statue Shadow. The shadowed faces of the statues twists into a grotesque howl. The creature takes 9 (2d8) necrotic damage and its maximum hit points are reduced by the same amount until it completes a long rest. • Wall Shadow. A tiny, dancing shadow leaps from the wall and into the target’s chest. The target’s blood runs cold, and it takes 14 (4d6) cold damage. B8. Xalumbros’s Lair Four grim statues stand in the center of this chamber, surrounding a bronze bowl holding a blue flame. Each statue casts a long, sinister shadow across the floor. A cold cackle emanates from the motionless statues. “I am Xalumbros the Unseen. The light shall not avail you here.” The flame goes out, plunging the center of the chamber into darkness. This is the lair of Xalumbros the Unseen, a shadow demon and one of Immilor’s three lieutenants. Xalumbros is immune to all damage and gains a +10 bonus to hit while in darkness; while in dim light, it instead is resistant to all damage and gains a +5 bonus to hit. Fighting Xalumbros. While the shadow demon is physically the weakest of Immilor’s lieutenants, it is also the cleverest. After dousing the light, Xalumbros pretends to be the shadow of one of the four statues in this room. While in darkness, Xalumbros is effectively invisible, free to attack while unseen, and then retreat back to its hiding spot. If the statue is bathed in light, a character can make a DC 15 Wisdom (Insight or Perception) check to determine if the shadow the statue is casting is natural, or if it is the hidden shadow demon. Restoring Light. Only magical fire can reignite the brazier. It sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL07-10 Fire, Ash, and Ruin 12 Shadow Corrosion. Characters not in an area of bright light while in this room takes 3 (1d6) necrotic damage at the start of each of their turns. Secret Door. The secret door in the east of this room becomes obvious from this side if a bright light is shone upon the wall. Spotting this door from the other side requires a character to make a successful DC 20 Wisdom (Perception) check. Wizard Spirits. The soul of a Krahharuan wizard is bound to the brazier of blue flame, and fuels its magic. When the characters kill Xalumbros, the spirit introduces herself as Umaja, and pledges to help seal away Immilor’s power when the characters attack him. • Umaja’s Aid. The balor’s hit points are reduced to 240. Treasure. The four statues each have two sapphire eyes worth 20 gp each (160 gp total). B9. Sanctum Access At the base of the stone dome at the heart of the ruins of Krahharu is a 30-foot-tall stone door engraved with images of leering demons and proud giants. In the center of the door is the image of a winged balor surrounded by three lesser demons: a bloated, pig-like nalfeshnee, an insectoid chasme, and a winged shadow demon. Written below the images is a phrase in Giant. This door is sealed by an arcane lock, and can only be forced open by making a successful a DC 30 Strength (Athletics) check. The DC decreases by 10 whenever one of the demon lieutenants is killed, and the arcane lock is dispelled when all three are dead. The phrase in Giant reads: “Call his name and he shall arise.” B10. Immilor’s Sanctum A stone bridge spans a massive circular chasm. A faint blue light burns in the depths of the pit, but it is so distant it appears only as a pinprick of light in the darkness. The bridge is covered with the charred corpses of yuan-ti. At the opposite end of the bridge is a door of black iron wreathed with azure flame. The walls of this room are engraved with grotesque images of demons rising from the pit and devouring their summoners. A narrow ledge protrudes from the base of the wall, creating a ring around the pit. Though Immilor wields incredible power, it is bound to this chamber by the spells of the Krahharu wizards. The balor lurks in the unfathomable depths of the pit, and only emerges when called by name. Burning Door. At the far end of Immilor’s sanctum is a door of black iron that burns with blue flame. Any non-demon creature that touches the flames must make a DC 18 Dexterity saving throw or take 55 (10d10) fire damage. The door can only be opened by making a successful DC 20 Strength (Athletics) check. Corpses. The corpses on the bridge are those of the yuan-ti that tried and failed to recruit Immilor. B11. Vault of the Krahharu This area is described in “Part 3: Immilor, Lord of Blue Flame.” Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL07-10 Fire, Ash, and Ruin 13 Part 3: Immilor, Lord of Blue Flame Immilor only rises from the depths of the Pit of Krahharu when called by name. The characters can confront him at any time, but are likely to be annihilated unless they explore the dungeon and free the Krahharuan wizards. If the characters made an alliance with the dragon Cyndreth, she aids them in this fight as well. Roleplaying Immilor The only force greater than Immilor’s raw power is his unchecked ego. So great is his self-confidence that he does not even notice if the Krahharuan wizards seal away a portion of his power. He never misses an opportunity to brag about the sharpness of his blade or the number of wizards he has dragged into the Abyss with his whip. Unlikely Allies Depending on their previous actions in the adventure, the characters may have additional assistance in the fight against Immilor. Cyndreth’s Aid Cyndreth only knows to join the characters in this battle if they signal her to join them, such as with a sending spell. She constantly suspects treachery and is reluctant to join the characters without proof that they will aid her. A character that makes a successful DC 18 Charisma (Persuasion) check can convince her to join the attack without solid proof. Each character can only attempt this check once, Cyndreth is an adult red dragon, and is no match for a balor alone, especially because her fire breath has no effect on the demon. She acts on her own initiative in combat and uses physical attacks. She will allow up to four characters to ride upon her back, but sees it as an indignity and grumbles about it the entire time. She refuses to take orders while being ridden, and moves and attacks as she wishes on her own initiative. Cyndreth refuses to enter the Pit of Krahharu, as she dislikes enclosed spaces. Instead, she bursts through the stone dome of the sanctum when the battle begins (if she is aware that the battle has begun) and attacks Immilor from above. Krahharuan Wizards Four Krahharuan wizards remain in the Pit of Krahharu. Three are lingering spirits, tortured by demons over the ages, and one has lived as a fire elemental to hide from the demons. None of these spirits fight alongside the characters, but each uses the last of their spiritual power to hinder Immilor’s power. The wizards and their powers are as follows: Alkana. The wizard Alkana has been hiding in the Lake of Flame (area B2) as a fire elemental. If she is rescued, she protects the characters from the balor’s Death Throes when it dies, granting them immunity to fire damage until the end of that turn. Djzark. The soul of the wizard Djzark has been tortured by Yulethe the Dreamweaver in area B4. If he is rescued, he reduces its bonus to hit with melee weapon attacks from +14 to +12. Raxakon. The soul of the wizard Raxakon has been tortured by Goryx the Glutton in area B6. If he is rescued, he reduces the balor’s AC to 18. Umaja. The soul of the wizard Umaja has been tortured by Xalumbros the Unseen in area B8. If she is rescued, she reduces Immilor’s hit points to 240. Unleashing Immilor When the characters call Immilor by name within its sanctum (area B10), it rises from the pit in a storm of fire and shadow. Read or paraphrase the following: The pinprick of blue light in the depths of the pit shudders as you call Immilor’s name. A few seconds pass in silence, then an incredible rushing of wind fills the cavern as an azure firestorm races up the pit. In an instant, the flames burst from the depths, and an unbearable heat begins to tear at your flesh. Silhouetted in the center of the flame is a 20-foot- tall figure, wielding a blade in one hand and a whip in the other. Two bat-like wings extend from its shoulders, and a pair of ram’s horns adorned with golden bands and dangling charms curl from its temples. As the howling of wind reaches a frenzy, a voice booms from the flame: “I am Immilor, Lord of Blue Flame! Master of the Pit of Krahharu! Who dares summon me by name? Who dares invite eternal damnation?” The flames part as Immilor speaks, revealing the balor in all its abyssal glory. Its glowing white eyes focus on your silhouette and its muzzle twists into a taunting smile, as if inviting you to strike the first blow. If Cyndreth has been alerted to the characters’ assault on the sanctum, read or paraphrase the following: Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL07-10 Fire, Ash, and Ruin 14 As Immilor sneers at you, a deafening crash rings out from above as the tall, domed ceiling bursts, raining stone and rubble down upon the pit. The gleaming crimson scales of Cyndreth glint in the light as she descends into the sanctum. She glances at you and blows a puff of smoke from her nostrils. “Let us slaughter this demon,” she snarls. Immilor burns with magical flame, casting bright light within 30 feet of him and dim illumination for another 30 feet. Its truesight also allows it to see through the darkness in the pit. The balor prefers close range combat. If a character stands at the edges of the room and attacks Immilor from range, its primary tactic is to use its whip to pull characters into the pit. Falling into the Pit. A creature that falls at least 60 feet into the pit is hurled through the Abyss and then reappears on the bridge at the beginning of their next turn, taking 27 (5d10) psychic damage as it reappears. Immilor’s Demise. When Immilor is destroyed, its physical form unravels and is sucked into the depths of the Pit of Krahharu. If Alkana was saved, she prevents its Death Throes from injuring the characters. Immilor’s True Name. If the characters accepted the Lords’ Alliance’s secret mission and affix the magic seal to Immilor’s flesh, they can learn the fiend’s true name: Azurewrath, Spawn of the Sixth Pyre. A character that speaks this true name as an action can also make a single-word command that the balor must obey, as the command spell. The balor receives no saving throw to resist this command. What about the Yuan-ti? If asked about the yuan- ti corpses littering the chamber, Immilor laughs and states: “Those pathetic, simpering serpents came to me seeking my aid. They wished for me to help them gather mortal souls to awaken their god, a creature of unspeakable evil. The fools... I am a creature of unspeakable evil! I incinerated them all, save for their leader, who fled with its tail between its legs.” Vault of Krahharu Once Immilor is destroyed, the flames surrounding the black iron door at the far end of his sanctum disappear. This vault is filled with glittering wealth from an age long passed. Silver jugs and bowls sized for fire giants overflow with gold coins and glittering rubies. If Cyndreth is still alive, read or paraphrase the following: Cyndreth’s eyes gleam as she gazes upon the golden hoard before her, and her mouth twists into a smile that bears her many razor-sharp teeth. Her gaze turns to you, and she says “I’ll take my share of the treasure, morsels.” Treasure. The vault contains 7,600 gp and 10,300 sp, and ten rubies worth 250 gp each. If Cyndreth survived the adventure, she demands an equal share of the treasure, and threatens to devour anyone that would deny her. If the characters have time to battle her, they might be able to defeat her and keep her share of the treasure for themselves. Vastonash’s Fate Once Immilor is dead and the treasure from the vault is being divided, Cyndreth turns to the character wielding the Krahharuan fork, or a random character if no one is wielding it. Cyndreth affixes you with a hard stare. “My son. My wyrmling, Vastonash. He is not alive… is he?” If the characters found Vastonash’s remains, she listens to their reply, then solemnly responds: “At least he is avenged. I take cold comfort in it… but I do take comfort nonetheless. Thank you, warriors. I pray that we never meet as enemies.” Cyndreth looks at you one last time, gathers her treasure in her claws, and then pauses. With a contemptuous growl, she unceremoniously drops a single shining ruby at your feet before unfurling her wings and leaping into the ash-filled air. The soot swallows her, leaving you alone, triumphant, as the fires of the pit burn to embers. Faction Assignment (Order of the Gauntlet) Characters belonging to the Order of the Gauntlet have an assignment to consecrate this sanctum and close this rift to the Abyss. A character that spends 24 hours here casting hallow (or that uses the hallowed talisman) succeeds at that mission. Conclusion With the destruction of Immilor, the characters have cleansed the Pit of Krahharu and claimed a vault of great treasure. If you are running this adventure as Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL07-10 Fire, Ash, and Ruin 15 part of an ongoing campaign, they have also learned that the yuan-ti sought to make Immilor their ally in claiming souls to summon a being of ultimate evil. Immilor remembers his unceremonious defeat at the hands of Faerûnian adventurers and their factions as he is reincarnated within the Abyss. His reincarnation is slow and painful, and may even result in his unceremonious demotion to a weaker class of demon. Someday, Immilor will take his revenge. Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL07-10 Fire, Ash, and Ruin 16 Rewards Make sure the characters note their characters’ rewards on the adventure log sheet. Give your name and DCI number (if applicable) so players can record who ran the adventure. Experience (Min/Max XP: 10,125/13,500 Ea.) Total up all combat experience earned for defeated foes, and divide by the number of characters present in the combat. For non-combat experience, the rewards are listed per character. Combat Awards Name of Foe XP Per Foe Balor 22,000 Barlgura 1,800 Chasme 2,300 Dretch 50 Fire elemental 1,800 Firenewt warlock of Imix 200 Firenewt warrior 100 Maw demon 200 Nalfeshnee 10,000 Shadow demon 1,100 Stone golem 5,900 Non-Combat Awards Task or Accomplishment XP Per Character Vastonash’s body found 1,000 Treasure The characters receive the following treasure, divided up amongst the party. Treasure is divided as evenly as possible. Gold piece values listed for sellable gear are calculated at their selling price, not their purchase price. Treasure Awards Item Name GP Value Stone golem ruby eyes 200 Firenewt bangles 80 Yulethe’s loot 150 Statue sapphire eyes 160 Goryx’s loot 300 Vault of Krahharu 11,130 Cyndreth’s Reward 200 Consumable magic items should be divided up however the group sees fit. If more than one character is interested in a specific consumable magic item, the DM can determine who gets it randomly should the group be unable to decide. Permanent magic items are divided according to a system detailed in the D&D Adventurers League Dungeon Master’s Guide. Krahharuan Fork (+3 Pike) Weapon (pike), very rare Forged of black, pitted iron, the haft of this double- tined pike is wrapped in the supple hide of a young red dragon. Wisps of black smoke stream from a glowing red stone at the butt of the weapon only to drift away on an unseen breeze. A description of this item can be found in Player Handout 1. Potion of Fire Resistance Potion, uncommon This item is found in the Dungeon Master’s Guide. Player Rewards In exchange for running this adventure, you earn DM Rewards as described in the D&D Adventurers League Dungeon Master’s Guide (ALDMG). Members of the Lords’ Alliance (rank 2 or higher) earn one additional renown point for completing their secret mission and should note the completion of a secret mission on their adventure logsheet. Members of the Order of the Gauntlet earn one additional renown point for completing their faction assignment. DM Reward In exchange for running this adventure, you earn DM Rewards as described in the D&D Adventurers League Dungeon Master’s Guide (ALDMG). Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL07-10 Fire, Ash, and Ruin 17 NPC Summary The following NPCs are featured prominently in this adventure: Alkana (al-CAN-uh). Alkana was once the leader of the Krahharuan fire giants, and she is a powerful wizard. She has spent centuries living as a fire elemental in the Pit of Krahharu, biding her time until she can strike against the demons that destroyed her tower. However, she has spent so much time in elemental form that she cannot change back, and much of her old magic is lost to her. Cyndreth (SIN-dreth). Cyndreth is a clever, territorial dragon pushed to the brink by the capture of her wyrmling, Vastonash. She has returned to the Pit of Krahharu to attempt to rescue her wyrmling and wreak her vengeance upon the demons of the pit. She is canny enough to realize that her plan is doomed to fail, and sees the adventurers as useful tools to further her own goals. Immilor (IMM-uh-lore), Immilor, Lord of Blue Flame, is a balor bound to the inner sanctum of the Pit of Krahharu by the fire giant wizards that once resided here. He longs to be free of his material prison and return to the Abyss, but he has no idea how to break the Krahharuan wizards’ spells of binding. Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL07-10 Fire, Ash, and Ruin 18 Appendix. NPC/Monster Statistics Balor Huge fiend (demon), chaotic evil Armor Class 19 (natural armor) Hit Points 262 (21d12 + 126) Speed 40 ft., fly 80 ft. STR DEX CON INT WIS CHA 26 (+8) 15 (+2) 22 (+6) 20 (+5) 16 (+3) 22 (+6) Saving Throws Str +14, Con +12, Wis +9, Cha +12 Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities fire, poison Condition Immunities poisoned Senses truesight 120 ft., passive Perception 13 Languages Abyssal, telepathy 120 ft. Challenge 19 (22,000 XP) Death Throes. When the magmin dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren’t being worn or carried, and it destroys the balor’s weapons. Fire Aura. At the start of each of the balor’s turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. Magic Resistance. The balor has advantage on saving throws against spells and other magical effects. Magic Weapons. The balor’s weapon attacks are magical. Actions Multiattack. The balor makes two attacks: one with its longsword and one with its whip. Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice. Whip. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor. Teleport. The balor teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Barlgura Large fiend (demon), chaotic evil Armor Class 15 (natural armor) Hit Points 68 (8d10 + 24) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 7 (–2) 14 (+2) 9 (–1) Saving Throws Dex +5, Con +6 Skills Perception +5, Stealth +5 Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15 Languages Abyssal, telepathy 120 ft. Challenge 5 (1,800 XP) Innate Spellcasting. The barlgura’s spellcasting ability is Wisdom (spell save DC 13). The barlgura can innately cast the following spells, requiring no material components: 1/day each: entangle, phantasmal force 2/day each: disguise self, invisibility (self only) Reckless. At the start of its turn, the barlgura can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Running Leap. The barlgura’s long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start. Actions Multiattack. The barlgura makes three attacks: one with its bite and two with its fists. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage. Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL07-10 Fire, Ash, and Ruin 19 Chasme Large fiend (demon), chaotic evil Armor Class 15 (natural armor) Hit Points 84 (13d10 + 13) Speed 20 ft., fly 60 ft. STR DEX CON INT WIS CHA 15 (+2) 15 (+2) 12 (+1) 11 (+0) 14 (+2) 10 (+0) Saving Throws Dex +5, Wis +5 Skills Perception +5 Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned Senses blindsight 10 ft., darkvision 120 ft., passive Perception 15 Languages Abyssal, telepathy 120 ft. Challenge 6 (2,300 XP) Drone. The chasme produces a horrid droning sound to which demons are immune. Any other creature that starts its turn within 30 feet of the chasme must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. A creature that can’t hear the drone automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with holy water. If a creature’s save is successful or the effect ends for it, it is immune to drone for the next 24 hours. Magic Resistance. The chasme has advantage on saving throws against spells and other magical effects. Spider Climb. The chasme can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Proboscis. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (4d6 + 2) piercing damage plus 24 (7d6) necrotic damage, and the target’s hit point maximum is reduced by an amount equal to the damage taken. If this effect reduces a creature’s hit point maximum to 0, the creature dies. This reduction to a creature’s hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration. Dretch Small fiend (demon), chaotic evil Armor Class 11 (natural armor) Hit Points 18 (4d6 + 4) Speed 20 ft. STR DEX CON INT WIS CHA 11 (+0) 11 (+0) 12 (+1) 5 (–3) 8 (–1) 3 (–4) Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 9 Languages Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal) Challenge 1/4 (50 XP) Actions Multiattack. The dretch makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage. Fetid Cloud (1/Day). A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions. Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL07-10 Fire, Ash, and Ruin 20 Fire Elemental Medium elemental, neutral Armor Class 13 Hit Points 102 (12d10 + 36) Speed 50 ft. STR DEX CON INT WIS CHA 10 (+0) 17 (+3) 16 (+3) 6 (−2) 10 (+0) 7 (–2) Damage Resistances bludgeoning, piercing, and slashing from nonmagical Attacks Damage Immunities fire, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Ignan Challenge 5 (1,800 XP) Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. Illumination. The elemental sheds bright light in a 30- foot radius and dim light in an additional 30 feet. Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Actions Multiattack. The elemental makes two touch attacks. Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. Firenewt Warlock of Imix Medium humanoid (firenewt), neutral evil Armor Class 10 (13 with mage armor) Hit Points 33 (6d8 + 6) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 11 (+0) 12 (+1) 9 (−1) 11 (+0) 14 (+2) Damage Immunities fire Senses darkvision 120 ft. (penetrates magical darkness), passive Perception 10 Languages Draconic, Ignan Challenge 1 (200 XP) Amphibious. The firenewt can breathe air and water. Innate Spellcasting. The firenewt’s innate spellcasting ability is Charisma. It can innately cast mage armor (self only) at will, requiring no material components. Spellcasting. The firenewt is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It regains expended spell slots when it finishes a short or long rest. It knows the following warlock spells: Cantrips (at will): fire bolt, guidance, light, mage hand, prestidigitation 1st—2nd level (2 2nd level slots): burning hands, flaming sphere, hellish rebuke, scorching ray Imix’s Blessing. When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points. Actions Morningstar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage. Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL07-10 Fire, Ash, and Ruin 21 Firenewt Warrior Medium humanoid (firenewt), neutral evil Armor Class 16 (chain shirt, shield) Hit Points 22 (4d8 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 13 (+1) 12 (+1) 7 (−2) 11 (+0) 8 (–1) Damage Immunities fire Senses passive Perception 10 Languages Draconic, Ignan Challenge 1/2 (100 XP) Amphibious. The firenewt can breathe air and water. Actions Multiattack. The firenewt makes two attacks with its scimitar. Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Spit Fire (Recharges after a Short or Long Rest). The firenewt spits fire at a creature within 10 feet of it. The creature must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one. Maw Demon Medium fiend (demon), chaotic evil Armor Class 13 (natural armor) Hit Points 33 (6d8 + 6) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 8 (–1) 13 (+1) 5 (–3) 8 (–1) 5 (–3) Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities charmed, frightened, poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands Abyssal but can’t speak Challenge 1 (200 XP) Rampage. When it reduces a creature to 0 hit points, the maw demon can take a bonus action to move up to half its speed and make a bite attack. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage. Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL07-10 Fire, Ash, and Ruin 22 Nalfeshnee Large fiend (demon), chaotic evil Armor Class 18 (natural armor) Hit Points 1184 (16d10 + 96) Speed 20 ft., fly 30 ft. STR DEX CON INT WIS CHA 21 (+5) 10 (+0) 22 (+6) 19 (+4) 12 (+1) 15 (+2) Saving Throws Con +11, Int +6, Wis +6, Cha +7 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities poisoned Senses truesight 120 ft., passive Perception 11 Languages Abyssal, telepathy 120 ft. Challenge 13 (10,000 XP) Magic Resistance. The nalfeshnee has advantage on saving throws against spells and other magical effects. Actions Multiattack. The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage. Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage. Horror Nimbus (Recharge 5–6). The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours. Teleport. The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Shadow Demon Medium fiend (demon), chaotic evil Armor Class 13 Hit Points 66 (12d8 + 12) Speed 30 ft., fly 30 ft. STR DEX CON INT WIS CHA 1 (−5) 17 (+3) 12 (+1) 14 (+2) 13 (+1) 14 (+2) Saving Throws Dex +5, Cha +4 Skills Stealth +7 Damage Vulnerabilities radiant Damage Resistances acid, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold, lightning, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 120 ft., passive Perception 11 Languages Abyssal, telepathy 120 ft. Challenge 4 (1,100 XP) Incorporeal Movement. The demon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Light Sensitivity. While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Shadow Stealth. While in dim light or darkness, the demon can take the Hide action as a bonus action. Actions Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) psychic damage or, if the demon had advantage on the attack roll, 17 (4d6 + 3) psychic damage. Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL07-10 Fire, Ash, and Ruin 23 Stone Golem Large construct, unaligned Armor Class 17 (natural armor) Hit Points 178 (17d10 + 85) Speed 30 ft. STR DEX CON INT WIS CHA 22 (+6) 9 (–1) 20 (+5) 3 (–4) 11 (+0) 1 (–5) Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that are not adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 10 Languages understands the languages of its creator but cannot speak Challenge 10 (5,900 XP) Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells or other magical effects. Magic Weapons. The golem’s attacks are magical. Actions Multiattack. The golem makes two slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. Slow (Recharge 5–6). The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Adult Red Dragon Huge dragon, chaotic evil Armor Class 19 (natural armor) Hit Points 256 (19d12 + 133) Speed 40 ft., climb 40 ft., fly 80 ft. STR DEX CON INT WIS CHA 27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5) Saving Throws Dex +6, Con +13, Wis +7, Cha +11 Skills Perception +13, Stealth +6 Damage Immunities fire Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23 Languages Common, Draconic Challenge 17 (18,000 XP) Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with bite and two with its claws. Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 7) piercing damage plus 7 (2d6) fire damage. Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) piercing damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Fire Breath (Recharge 5–6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL07-10 Fire, Ash, and Ruin 24 Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL07-10 Fire, Ash, and Ruin 25 Appendix. Krahharuan Ruins Map Appendix. Krahharuan Depths Map Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL07-10 Fire, Ash, and Ruin 26 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL07-10 Fire, Ash, and Ruin 27 Player Handout 1. Magic Item During the course of this adventure, the characters may find the following permanent magic item: Krahharuan Fork (+3 Pike) Weapon (pike), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Forged of black, pitted iron, the haft of this double- tined pike is wrapped in the supple hide of a young red dragon. Wisps of black smoke stream from a glowing red stone at the butt of the weapon only to drift away on an unseen breeze. This item can be found in the Dungeon Master’s Guide. Hallowed Talisman Wondrous item, rare A perfect sphere of black obsidian is tied to a necklace of prayer beads, and seems to glow with a very faint internal light. If you spend a short rest praying over this talisman and taking no other actions, you can break it on the ground at the end of the rest, destroying the talisman, to infuse the ground around you with holy or unholy energy. By breaking the talisman in this way, you cast hallow as an action, requiring no material components. Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL07-10 Fire, Ash, and Ruin 28 Player Handout 2. Faction Missions Characters belonging to the Lords’ Alliance have the option of embarking on a secret mission while taking part in this adventure. Faction Assignment: Order of the Gauntlet The Order of the Gauntlet entrusts the characters with the reconsecration the Pit of Krahharu’s inner sanctum. They suggest that the characters prepare the hallow spell before venturing into the pit, and present them with a hallowed talisman if they have no one in the party who can cast the spell. Success condition: Once Immilor is killed, cast hallow on area B10 of the pit, either using the hallowed talisman or by simply casting the spell (remember its 24 hour casting time). Hallowed Talisman Wondrous item, rare A perfect sphere of black obsidian is tied to a necklace of prayer beads, and seems to glow with a very faint internal light. If you spend a short rest praying over this talisman and taking no other actions, you can break it on the ground at the end of the rest, destroying the talisman, to infuse the ground around you with holy or unholy energy. By breaking the talisman in this way, you cast hallow as an action, requiring no material components. Secret Mission: Lords’ Alliance The Lords’ Alliance wishes to learn the true name of the demon commanding the pit, and presents the characters a magical seal. Members of the Lords’ Alliance (rank 2 or higher) are instructed to use the magical seal to learn the true name of Immilor, the balor that rules the Pit of Krahharu. The Magic Seal The Lords’ Alliance presents the characters with a thin parchment seal: six inches wide and twelve inches long, and inscribed with runes of binding. When placed against a fiend’s flesh, the paper burns away and imprints the runes on its target. A character holding this seal can make an unarmed strike against a fiend to strike it with the seal. On a hit, the seal burns to cinders and the fiend must make a DC 15 Charisma saving throw. On a failure, it must truthfully answer the next question posed to it. If the fiend has 50 or fewer hit points, it automatically fails this saving throw. The seal can force a demon to reveal its true name. If the characters use the seal to reveal Immilor’s true name (as the Lords’ Alliance intends), they gain some measure of control over the demon and can command it as an action, as the spell command, so long as the command begins with speaking its true name. However, they can’t command it to take an action that would lead to harm, such as commanding it to stop attacking them.
textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S07 - Tomb of Annihilation/DDAL07-10 Fire Ash and Ruin v1.1.pdf
Copyright 2008 White Wolf Publishing http://www.white-wolf.com ATTRIBUTES _________________ _________________ _________________ OOOOO OOOOO OOOOO _________________ _________________ _________________ OOOOO OOOOO OOOOO SKILLS Inteligence_______ Wits_____________ Resolve___________ OOOOO OOOOO OOOOO Strength__________ Dexterity_________ Stamina___________ OOOOO OOOOO OOOOO Presence__________ Manipulation______ Composure_________ OOOOO OOOOO OOOOO O O O O O O O O O O Power O O O O O O O O O O Finesse O O O O O O O O O O Resistance ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ Ban:_________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ Size:___ Speed:___ Defense:___ Armor:___ Initiative Mod:___ _________________ _________________ _________________ OOOOO OOOOO OOOOO _________________ _________________ _________________ OOOOO OOOOO OOOOO DREAD POWERS _________________OOOOO _________________OOOOO OTHER TRAITS OOOOOOOOOOOO ������������ HEALTH/CORPUS OOOOOOOOOO ���������� WILLPOWER ESSENCE ���������� Name: Type: Master: Virtue: Vice: WEAPONS/ATTACKS Type Damage Dice Pool _________________________________ ________ ________ _________________________________ ________ ________ _________________________________ ________ ________ _________________________________ ________ ________ _________________________________ ________ ________ SPECIAL RULES ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ DESCRIPTION ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________
textdata/thevault/Storyteller [multi]/World of Darkness (WoD) [multi]/CofD/Hunter - The Vigil/Hunter the Vigil/HtV Familiar Sheet.pdf
4/23/2008 - 1 - THE ARACHNE HISTORY Notice: The information contained in this work is not authorized for duplication or distribution to other websites or repositories. The information contained in this work is not official, until the final version appears in Tribal Law vs. Dragon’s Rule. Circa 38 Million BC Samiel forces his consort Lilith (an enormous spider-like creature) to breed with the Drone. Theories on the origins of the Drone range from it being an artificially created intelligence, a creature from the far-flung Dominions or possibly the child of Samiel and Lilith. Lilith spawns a new breed different from the Hive, the Arachne. Though not possessed of the Drone’s precognitive abilities, they possess an innate curiosity about the nature of time. The Arachne are made immortal and serve as personal servants to Lilith. Circa 35 Million BC Inspired by cryptic prophecies given to him by the Drone, Samiel secretly leaves Earth and seeks the Labyrinth. Lilith runs the Empire as if receiving commands from Samiel. Eventually other Abzulim discover that Samiel is gone, but he returns before any type of coup can be orchestrated. Lilith immediately submits to her King, but notes a change in Samiel’s behavior. Samiel immediately has the Drone incarcerated in a newly constructed dimensional fortress called Babel. A contingent of the Hive is brought to a location nearby Earth where they are watched over by the Arachne. Fallen Abzulim who grew to pose a threat to Samiel during his absence are captured and brought to this location, where the Arachne oversee the Hive contingent re-craft flesh and shard into inter-dimensional warships capable of traveling vast distances in time and space: lighters. Circa 20 Million BC The remaining Abzulim discover the fate of the missing Abzulim and attempt to overthrow Samiel. Samiel engenders a new breed of slaves called Anopheles, a blood-thirsty group of concubines that Samiel can empower to become deadly shock-troops at his command. He brings Lilith to Babel and places the Arachne in complete control of the Hive, cutting off her access to them. The Arachne are instructed to have the Hive build a throne from the shards of the newly fallen Abzulim traitors. Using the throne he is able to coordinate his entire star/dimension spanning empire. Circa 13 Million BC Insanity overtakes Samiel; in a desperate fit he whispers the prophecies of the Drone to an Arachne slave. That slave kept the prophecies to himself until he also went mad millions of years later. After Samiel tears his own head form his body, Lilith ascends to the ruling seat of the Abzulim Empire. She frees the Drone and begins to study its teachings, passing these on to her Arachne children. Circa 9 Million BC The workshops and vault of Samiel (Furnace and Foundry respectively) are discovered by Lilith. She begins toiling on a number of unfinished artifacts Samiel had been creating prior to his self-destruction. She attempts to penetrate the mysteries of what Samiel discovered in the Labyrinth. She finishes one artifact, the Delirium Stone, and binds the Arachne to it; it secretly provides limited protection from the Beckoning that Samiel has made all the slaves susceptible to. During this time most of the remaining Abzulim attempt to overthrow Lilith; the Arachne, Hive, other slave races and other Abzulim rally behind Lilith and their combined force crushes the revolt. The Arachne are elevated to overseers of the portions of the empire nearest Earth. Circa 8 Million BC The Arachne are cut off from Lilith and the Drone when the Abzulim Mammon appears from the Dominions, defeating Lilith and ascending to leadership of the Abzulim. The Arachne are left in charge of the other slave breeds while Lilith is tortured by Mammon to learn the whereabouts of the Abzulim shard-throne of Samiel that she hid before being defeated by Mammon. The Hive begin to flee back to the Dominions without Lilith’s influence. 4/23/2008 - 2 - Circa 6.5 Million BC During the war with the Primals, The Shadowen approach the leaderless Arachne and offer them the location of the Drone and Lilith in exchange for assisting with arranging a slave rebellion. A pact is made, the Shadowen teach the Arachne and the other slave races the concept of serenades. The combined power of the rebellion and the war force the Deepwalkers to abandon Earth, the Arachne travel to Babel with the other freed immortal slaves and remaining Abzulim. They begin to search Babel for Lilith but Babel is attacked by the Primals before they can conclude their search. The arrival of the Leviathan, Rukshasa and Sharakai force away the primals and the Anopheles manage to force all the other immortals out of Babel. Circa 5 Million BC After fruitlessly searching the remainder of the Habitat and nearby Dominions, the Arachne discern where in Babel Lilith and the Drone may be hidden. They attempt to infiltrate Babel but are stopped by Leviathan. Being prepared for this contingency they poison the Leviathan, which flees Babel with Sharakai in pursuit. This leaves the Arachne free to search the more hidden areas, find Lilith and flee before the Anopheles can find them. They are able to take clues to several sites of Abzulim power with them, but are unable to find the Drone. Lilith and the Arachne travel out into the Dominions in search of the Drone and Abzulim artifacts and knowledge. Of utmost importance based on Lilith’s findings in the Foundry is to locate the Hourglass, an artifact capable of controlling time itself. This leads them to seek out evidence of pieces of the Prophecy they glean from the original slave at Samiel’s side when he destroyed himself. The insanity of the slave begins to affect the Arachne as a whole, creating the Oneness through their connection to the Delirium Stone. Circa 400,000 BC The Arachne are separated and thrown off-course in their travels when the Malice Shard is destroyed, tangling and ripping apart various sections of the Nadir. They make their way back towards Earth to ascertain what has happened; upon arrival they sequester themselves amongst the Himalayan Mountains and the Southwestern lands bordering the Indian Ocean. They begin to watch and study the newly emerging human race. Lilith is contacted by the Drone through the Oneness and lays the foundation for the Swarm. The Arachne begin experimenting with serenades upon the threads of time, as revealed to them by the Drone through Lilith. Circa 65,000 BC The Arachne lose contact with members in the Dominions, as the Shouting War begins. Circa 10,000 BC In a final bid to keep from being imprisoned in Sheol, the Arachne attempt to take control of the head of Samiel, in the possession of a young Pride Nimrod, unaware that most of their leaders are former Shadowen. They are defeated and imprisoned in Sheol. The Drone remains in contact with them and guides them through their time in Sheol, keeping them from dwindling too heavily in numbers. The Arachne develop special serenades that literally remove them from the timestream for brief periods, allowing them to exist far longer on the meager reserves of life force available to the immortals trapped in Sheol. They would accomplish little during their imprisonment, but avoided many losses. They returned to their home in what is now India. Circa 6000 BC The Arachne traveled to Atlantis to participate in the forming of the Stratagem Pact and to study the Kai Ra Solitaire. During the creation of the Stratagem, the Nimrod leader Semiramas, uttered what the Arachne realized to be a part of the ravings of Samiel prior to his death. Realizing she was not accountable as one of the three slaves present at Samiel’s death, the Arachne took a calculated risk and also uttered a portion of the ravings, concerning the rise of the Sanguinary. In the end, this forced the Magdalen to reveal that they were aware of the Sanguinary’s existence in the telepathic subconscious of humanity, the Morpheum. This knowledge of the Sanguinary’s survival of the shattering of the Malice and Red Shards is a key factor in the successful completion of the Stratagem Pact. The Drone begins directly contacting various Arachne to make them members of the Swarm. They form a separate hive mind from the rest of the Arachne and are in direct contact with the Drone. The Drone still does not reveal itself to the other Arachne nor does it reveal its location to the Swarm. 4/23/2008 - 3 - 4735 BC Atlantis is destroyed, all Arachne return to their stronghold in India. Though the rite of lethe is discovered by the Banjax, most Arachne instead cocoon themselves in the Delirium Web (attached to the Delirium Stone) and enter self-imposed periods of ennui, guarded over by the other members of the Pride. The tip of the Delirium Stone juts out of one of the peaks of the Girnar Mountains, and is observed as a holy stone in the Hindu religion that would later develop, for its effects on the emotional state of mortals that came in contact with it. It often caused them to commit suicide in an attempt to enter “Heaven”. 3720 BC The Morrigan attempt to flood the world; but most of the Arachne’s human followers reside near the Himalayas, high up enough to survive until the Roane stop the deluge. Afterwards the Arachne take an interest in those living in the Indus River Valley areas of present-day Pakistan and begin to develop them into a Quiet Culture. Over time their Quiet Culture would migrate into the area of modern-day India. Circa 2500 BC Due to warring between Pride Dracul (as the Tribe of Sharakai was known then) and the Drove Tengu, that drove begins making incursions into India, which has remained mostly isolated and completely under Arachne control. The Arachne begin to concentrate efforts on expunging the Tengu from India. 2000 BC A pact is made between the Arachne, Tribe of Sharakai and the Anopheles to drive the Tengu out of the area of China and back over to Japan, thus clearing the Drove’s influence out of the various areas the three groups control in and around China (including India). Their collective Quiet Cultures hunt down Wu thralls of the Tengu throughout Southern Asia. 1600 BC The Anopheles and Dracul end their alliance, the Arachne remain neutral in the conflict, maintaining alliance with both of the other Prides. They begin teaching mortal versions of the threads of time, all the while allowing full acceptance of the practices their Quiet Cultures have gained from association with Anopheles and Dracul Quiet Cultures. This becomes the basis for Hinduism and gives rise to the Vedic Civilization in 1500 BC. The Arachne begin to find a way around the martial arts styles of the Dracul and develop the Tai Chi Chuan (from which modern tai chi has developed). 1400 BC Raatri (the ancient name of Kali) defects from the Anopheles to the Arachne after exposure to the convictions of Hinduism. This completely ends the pact between the Arachne, Anopheles and Dracul. 820 BC Raatri becomes a secret disciple of the Eidolon Sharakai. 800 BC Taking on the name Kali, Raatri defects from the Arachne. The Arachne had already calculated that this would happen and do not seek retribution. They instead use the knowledge they have gained from her about both the Anopheles and Dracul to sidestep the mounting problems between those two Prides in China. They begin secretly sending forays into the Dominions (an act which violates the laws of the Stratagem Pact) to seek out the components to the Hourglass and clues to further control over time from their notes gained in Babel and from Lilith’s experiences in the Foundry. 600 BC The Arachne begin to adopt certain principles of Taoism into the Hindi faith. By this time the Vedic Civilization had developed into a strong caste-based system similar to the hierarchical structure of the Arachne themselves. The Vedics begin to spread out from India and start influencing Southwestern China. To slow the spread of the Vedics into China, the Dracul attempt to secure the passes through the Himalayan Mountains. 4/23/2008 - 4 - 550 BC Prince Siddhartha Gautama (“Buddha”) develops powerful Religarum from the teachings of the Dracul Keeper Channa. Channa is the Dracul tasked with securing the Himalayan passes into China. Buddha’s faith is so strong that it begins to warp the forms of the Arachne into the forms commonly associated with Hindu mythology. Several became twisted into representations of individual thoughts of Buddhist “Hells”. After consigning Channa to the Blue Air, the Arachne retreat from China to stop Buddha’s Religarum from growing any stronger. 480 BC Buddha dies, but his influence on mortals is enough that the Arachne must retreat into the wilds and away from mortal civilization, in order to regain their true forms. For many the process takes well over 100 years, this is the first time the Arachne have encountered Religarum of this level of power. They develop a new respect for the abilities of humanity and tread with more subtlety in the future. Those not affected by Buddha engage in another alliance with the Anopheles and Dracul to stop the Tengu, who have again been making incursions into China and India. They win and route the Tengu, driving them East and South back into Japan, but mostly into the areas around present-day Vietnam. 403 BC The Arachne, Anopheles and Dracul end their alliance as each group attempts to take control of China, which has become the pivotal region for Asia. Also, Buddhism is still strong in India and the levels of faith make it difficult for many Arachne to function due to the latent warping effects of Buddha’s Religarum still fueled among the land by his followers. 221 BC Shih Huang-Ti comes to power in China and casts aside Dracul loyalties to embrace the Arachne. He builds a stronghold at Xianyang and abolishes most of the more benevolent laws originally setup under Dracul stewardship. He institutes a rigid code of laws overseeing every facet of daily life. Under Arachne influence he begins to discredit the I-Ching, a Dracul method that mortals use to divine the future. But the Arachne consider him too passionate and send him on a wild chase after a nonexistent Elixir of Life that would make him immortal. They then sponsor his cruel advisor Li Ssu who slowly seizes power from Huang-Ti. 214 BC Shih Huang-Ti orders construction to begin on the Great Wall of China, separating Dracul and Arachne territories, in a last bid to win the favor of his Arachne patrons. Shortly after Li Ssu seizes control from Huang-Ti. 206 BC The mortal Han Dynasty ends Li Ssu’s control, and therefore Arachne control, over China. Unfortunately this control is short-lived and another long period of vying for control of China between the Arachne, Anopheles and Dracul begins again. 58 AD Buddhism is introduced to China, stopping the Arachne from making any further incursions into China to vie for power there. They return to India where Buddhism has taken hold, but the Religarum effects have finally subsided, allowing the Arachne to influence Buddhism there along lines more befitting their Hindu legacy. 100 AD Arachne scouring the Dominions encounter the Hive, which has grown extremely large in number. This causes a contingent of warrior scouts from the Hive to make their way to Earth to see what has happened since they left. This begins the first Hive War between the Arachne and the Hive. The Hive discover Lilith with the Arachne and attempt to capture her repeatedly. 220 AD In alliance with the Dracul, the Arachne end the Hive Wars, but learn of a second planned invasion from captured members that do not escape. 306 AD The Second Hive War begins. A much larger contingent of the Hive arrives from the Dominions in lighters and quickly takes control of several areas of India. They diminish Arachne influence and power in the area. The Anopheles move into the Karakhorum mountains, their clashes with the Arachne and Hive in this area spawn the Mahabharata, the Hindu epic. 4/23/2008 - 5 - 427 AD The Hive captures Lilith, the Arachne are devastated. Dracul and Anopheles forces attempt to assist but cannot penetrate far into India against the Hive to help. Shiva began adapting the Anopheles principles of Kalari and anchored the Arachne’s version of the style to Hinduism. 589 AD Hive influence over Hinduism begins to forcibly reshape the Arachne back into the forms they were trapped in by Buddha’s Religarum over a thousand years prior. The Arachne plot to re-enter China as abandoning India starts to become the only possible option. There has been no contact from the Drove since Lilith was captured over 100 years prior in 427 AD. The Arachne also attempt to influence what is now modern-day Korea, but a large force of mortal warriors led by a single Tuatha named Wong Kwong Bopsa, repulse not only the Arachne, but nearby Tengu and the Hive as well, from the area then known as Silla. 593 AD The Arachne make an alliance with the Dracul and Peri in China to assist in ferreting out Tengu influence there once again now that the Tengu and the Hive are in temporary alliance. The Tengu then call upon Drove Sainha to assist them in Japan. 618 AD The Arachne found the T’ang Dynasty in China and manage to force out the Hive and all other Prides. However, their alliance in Japan carries over to China and the Dracul are not forced out. A Dracul-influenced Arachne rule carries in China for the next 300 years, mingling much of Taosim, Buddhism and Hinduism through China. Shortly after the Arachne form a separate alliance with the Anopheles to make a concentrated effort to remove the Hive from India now that they have safe haven in China and are no longer being warped by the Hindu faith. 624 AD Despite attempts by Arachne, Dracul and Peri, the Zen branch of Buddhism takes hold in Japan. At this point the three Prides attempt to gain control over it to use against the Tengu-inspired Shinto philosophy. 645 AD The Hive steps in and takes control over the Japanese government, but the Arachne, Dracul and Peri all adapt and swiftly begin to influence the new government to stop the Hive-Tengu-Sainha alliance from taking over Japan. 660 AD The Arachne Scourge Wu, serving as a concubine in the Court of Kao Tsun, kills his Anopheles Empress to become his Empress. She then takes over his rule after blinding him; this breaks the Anopheles / Arachne alliance formed just over 40 years prior. Wu then reveals previously unknown allies among the Tengu, Sainha and the Yellow Turban Taoists. She defects from the Arachne. Over the next several years she forms the Unai Quiet Culture. Dark Taoism spreads under her reign; her fierce reign exceeds the cruelty of the legendary Li Ssu. The Arachne remove the Soga Peri from their Emerald Palace mantle in Japan and make it their primary stronghold in the area. 705 AD The Arachne Allyns seduces the Unai back over to the Arachne and uses them to depose Wu. They take Wu back to face judgement by the Arachne who publicly destroy her. Anarchy results in China for the next 250 years and the alliance between the Arachne and Dracul also ends. The Arachne return their concentration to India, leaving a power vacuum that others scramble to fill; this leaves India open for the Arachne to regain some control here. 712 AD The Eremite inspired Moslems establish Sind in what is now Pakistan and launch raids into India against the Arachne and into China against the Dracul; both fronts are unsuccessful, halting Eremite influence into both regions. 4/23/2008 - 6 - 750 AD The other Prides in the Stratagem Pact find out about the Dark Lady of Sheol and the secret the Dracul and Anopheles have been hiding. Since the Arachne rather timely destroyed both alliances, they are not included in the persecutions. The Arachne gambit in China in 660 through 705 has succeeded. The Arachne step back for the next several hundred years while the other Prides persecute the Anopheles and Dracul, leaving both of those groups open to attacks by Droves and leaving the Arachne to restablish some of their prior structure in India. They then move back into a small portion of China to create a buffer zone for India. 905 AD Five kingdoms arise in China, splitting the region: the Dracul, Arachne, Tengu, Sainha and the Hive. The Arachne prepare to unleash a plan formulating for the last few hundred years as the Dracul have neglected the areas once occupied by Drove Gaki: Mongolia. 907 AD The Arachne influenced Mongols take Inner Mongolia and target the Tengu and Sainha in northern China. 939 AD The Arachne setup a Civil war between their mortal followers, the Fujiwara family, and the mortal followers of the Peri (Taira) and Dracul (Minamoto), further pulling Dracul focus off of China and the battles in its northern reaches. 960 AD The Dracul, understanding how the Arachne are dividing their forces, found the Sung Dynasty and extend their control over most of China, but are unable to take back the most northern reaches, which have fallen to the Mongols. 999 AD The plans of the Arachne and all other Prides are curtailed as the faith of the followers of Christendom warps, paralyzes and burns immortals across the globe. The Arachne drive their own affected members into ennui and wrap them in the webs of the Delirium Stone to dampen the effects so it does not spread to others. It will take almost 200 years for the Prides to recover, including the Arachne. This also drives the Hive away from Earth, ending the Second Hive War; several Arachne attempt to follow them in order to track down Lilith but are unable to keep up with the Hive’s powerful living lighters formerly belonging to Samiel. The Hive dive directly into the Blue Air, eluding the Arachne. 1138 AD The combined forces of the Soga and Taira Peri retake the Emerald Palace mantle in Japan from the Arachne while the Arachne are still weakened from the events of 999 AD. The Peri are severely weakened by this point. 1206 AD The Arachne begin their master assault against China that was stalled by the events of 999 AD. Temujin is proclaimed Ghengis Kahn (“Emperor with the Seas”). Four years later Kahn begins the master invasion of China and topples the last of the Chinese fortresses by 1215 AD. A plan started hundreds of years earlier comes to fruition as the Dracul are almost completely routed from the mortal lands of China, save a few mantle connections. The Arachne chase the remaining Dracul into Eastern Europe and begin to annex other smaller Dracul controlled empires around China proper. 1212 AD The Catholic Church, manipulated by the Eremites, sends 50,000 children against the Magdalen sponsored Saracens. As the Eremites and Magdalen fought within Jerusalem, the Arachne capture over half the children and turn them over to the Peri as an act of “goodwill” in order to be able to study the Peri’s apparent immunity or self-protection from the emotion of fear. The Arachne spent a number of years working with the effects of time on the children until they were able to suspend them in a state where it was possible for the Peri to bond shards to them. A great deal of the Delirium Stones power was used and it weakened the Arachne. However, the Arachne gained immense power within the Stratagem Pact; this would later assist them in staying out of alliances and picking and choosing their battles in Anatolia during the 1300’s and 1400’s. The new Palin breed of Peri bolsters their ranks and the Per are officially inducted into the Stratagem Pact shortly after as a result. 4/23/2008 - 7 - 1219 AD The Arachne chase the Dracul all the way through the Mesopotamian regions once controlled by the Anopheles and into Romania. The Arachne establish strongholds in what is now present-day Turkey as the Mongol horde establishes control over Persia until 1295 when the Eremites gain a foothold, causing the Persian Mongols to renounce their loyalty to the Chinese Mongols. They do not seek to reach the edges of Mediterranean, avoiding the remaining conflicts between the Phoenix and Magdalen. The Phoenix incursions into Anatolia through the use of the Knights Templar go mostly against Eremites and Magdalen, leaving the Arachne out of most conflicts. The Arachne stay mostly out of these conflicts, thus the Phoenix does not stop the Arachne from following behind them later in 1404 AD 1260 AD The tryst Kublai Kahn finishes the conquest of China and establishes the Yuan Dynasty in the name of the Arachne. Incursions into Palestine are halted by the Banjax (ancestors of the Osiri) however. 1274 AD Having attempted to move into Japan, Kublai Kahn is repulsed by a Dracul-Peri alliance. Blaming his Arachne patrons, he begins to weave a mantle reality around his capital, forcing the Arachne away from him. 1281 AD Kublai Kahn’s second attempt to conquer Japan goes awry when he steers his fleet into the midst of a battle between the Morrigan and Roane. His fleet is destroyed. With the Arachne no longer in control of Kublai Kahn, the Dracul succeed in getting some of the secrets of Tai Chi Chuan from the Kahn through a mercenary agent, Marco Polo. 1336 AD The Arachne removes themselves from Japan completely. They attempt to retake control over Kublai Kahn’s Mongol empire and succeed; but the true power of the Mongol Horde is in its twilight and waning quickly. The Arachne begin to learn, and then abandon, the martial arts style of Pentjak Silat; it has the peculiar effect of driving Arachne practitioners into mindless bouts of maddening violence for no apparent reason. 1368 AD The last Chinese descendant of the Mongol Horde, Sun Ti, dies, ending what control the Arachne still had over China. Scourges from the Dracul begin to make overt threats against the Arachne for the affairs of 660 AD. 1370 AD The Arachne send the last of their faithful Mongols, led by Timur the Lame (or Tamerlane) to raid and pillage Persia until it is left in ruins. This allows the Arachne to again end temporary Eremite incursions into the area. 1404 AD Murad II, Sultan of the Ottoman Empire is born, he is influenced by the Arachne into strengthening the Ottoman Empire’s hold on the Turkish region, defying the currently warring Phoenix and Eremites of the area. The Phoenix are still not yet considered a Pride, but the Arachne use the Phoenix to cover their push along the northern shores of the Black Sea. 1421 AD Murad II marches through the Eremite controlled Byzantine Empire, expanding the Ottoman Empire for the Arachne, but he is stopped at Constantinople when his younger brother (under the influence of an Eremite/Anopheles treaty) forces him to withdrawl. Nearly all of Anatolia comes under Arachne control for a brief period. However, the increasing tensions between all the Prides causes the entire Middle Eastern region of the world to be a hotspot for several of the Prides fighting leading up to 1453 AD. 1438 AD The Arachne join the Magdalen in persecuting the Dracul within Stratagem politics as the Magdalen campaign to remove the Dracul and Anopheles from the Stratagem Pact. 4/23/2008 - 8 - 1442 AD The Arachne capture Vlad Dracula Bassarab and his brother Radu, allowing their father Vlad Dracul Bassarab of Wallachia to return to Pride Dracul. Vlad Dracula is raised in the Arachne court of the Ottoman Empire. He sheds his sense of morality and remorse and exceeds Arachne expectations as they groom him to take the Wallachian throne and further depose Pride Dracul. Camazotz, an Anopheles Juggler, infiltrates the mortal harem of the Sultan Murad II and seduces Radu. 1447 AD Camazotz abandons Radu in favor of Dracula; embroiling him in inner torment as the Arachne and Anopheles vie for control of his psyche. 1453 AD Mehmed II, son of Murad II, captures Constantinople for the Arachne. The Arachne expel the Eremites from the lands of Anatolia. This same year the Anopheles and Dracul are expelled from the Stratagem Pact, the Arachne vote with the Prides Nimrod, Magdalen, Eremites, and Morrigan in favor of their expulsion. 1456 AD Dracula escapes the Arachne and rejoins Sharakai’s people, Pride Dracul. He persecutes both Arachne and Eremites throughout his native lands. The Arachne are continuously assaulted in what was their hidden places around Wallachia by the Anopheles, Dracul and Dracula’s own forces. Eventually the Terat of the area also begin to attack the Arachne in the surrounding areas of Romania and beyond. The Arachne’s training of Dracula is turned against them as he begins to impale, burn and pillage anyone he suspects of being in league with the Arachne or Eremites. Dracula falls under the influence of the Sanguinary during the passing of Haley’s Comet. 1458 AD At the age of 29, Dracula rips the vox from the throat of Camazotz, who was sent to seduce and assassinate him on behalf of the Dracul and Anopheles. He uses Anopheles training and rituals to drink her blood and impale himself with her vox. He becomes immortal, the Arachne step in and manage to barely gain control of him and bring him under their protection. He eventually becomes uncontrollable, but not before he begins a campaign against the Anopheles and Dracul and ends the relationship between the Dracul and their Order of the Dragon Quiet Culture. 1461 AD Louis XI is replaced with an Arachne Juggler who takes his identity and becomes King of France, one of the few acts that placed them in direct competition with the Tuatha and Magdalen, but again not the Phoenix who also have holdings in France. 1475 AD Their work in the Western regions completed, most Arachne in this part of the world begin to pull away from Europe and the Middle East and make their way back to rejoin many of their brethren who are readying to move to Manchuria. Chin Na Kung Fu develops (using pressure points and stopping chi flows) and will become the predominant form of martial art for an Arachne dominated China starting in the 1600’s. 1500 AD The Arachne contingent in France moves into Switzerland and influences the city of Zurich. They would go back and forth with the Eremites over Switzerland, but still retain heavy influence over Zurich up until the present day. 1600 AD The Arachne have quietly been operating in Manchuria for some time now, and win over the Manchu people. The Manchu then overthrow the Ming Empire in China and setup the Qing Dynasty, allowing the Arachne to rule over China for the next 300 years. 1624 AD The Arachne take control over Zurich for the next several years by spreading fear concerning the Thirty Year’s War and having additional ramparts constructed around the city. 1658 AD The Dracul strengthen their presence in China, by completely abandoning their Wallachian holdings to the Anopheles and Terat. They take up residence in the areas of the Himalayas and Tibet, areas the Arachne once used as their main strongholds. 4/23/2008 - 9 - 1665 AD A contingent of Arachne travel to London and are caught up in the Religarum of the writer John Milton. Twisted into demonic forms, they recreate the battles leading to the fall of Lucifer from heaven in the nighttime streets. It becomes the basis for Milton to write Paradise Lost. 1666 AD The Arachne contingent joins the other Prides in battling the Dark Lady and the Dust. 1667 AD The Arachne meet with the other Prides and reinstate the Stratagem Pact. It is the first time in their history that they go against the advice of the Drone. The Drone contacts the Arachne far less frequently after this incident. 1735 AD The Arachne destroy the Dracul’s Shaolinsi Temple; only five of the Dracul escape and foment rebellions against the Manchu’s Qing Dynasty. 1795 AD The Arachne crush the Dracul-sponsored White Lotus Society, but the Society becomes martyr’s to the people. This weakens the Arachne’s hold on China and allows for Europeans to enter in greater numbers, most notably both the Magdalen and Apocrypha. 1839 AD The Arachne lose more control as the Apocrypha introduce Opium to China, leading to open warfare between the followers of the Magdalen and the Apocrypha. The Dracul attempt to help the Arachne maintain control rather than see China torn apart but are unable to be effective. 1900 AD A rogue faction of the Dracul, led by the Slayer Lin Do, form the Righteous Harmony Fist and incite the Boxer Rebellion, consigning Arachne, Magdalen and Eremites to the Blue Air all around the areas of China. The Arachne’s inability to stop them would spell the beginning of the end for the Qing Dynasty. A decade later they completely lose control of the Chinese Government to a new kind of Dracul, adapting Western thought into their traditional ways. A short time later they are completely purged from China and regroup in India. 1950 AD The Arachne establish “nests” in Amsterdam and Finland, notably Helsinki. They also establish several nests throughout the United States, the largest in the Everglades of Florida. Its size rivals the main stronghold in India. The swarm orders the Arachne to move the Delirium Stone from Mount Girnar to the Everglades Nest. 1963 AD The Vietnam War against the Tengu takes a drastic turn, several Prides are affected including the Tuatha in the region who are targeted in the “free fire” zones and exposed to napalm and other deadly gases. The Anopheles are targeted when the Harlequin Marilyn Monroe is consigned to the Blue Air. Mounting pressures from the Tengu had convinced then US president JFK to start pulling out of Vietnam. If this occurs, the Tengu Ho Chi Minh would lead his Drove to an unprecedented level of power in Asia, greatly hampering the Arachne in India. An Arachne nest in Dallas orchestrates the assassination of JFK to stop the immediate withdrawal from Vietnam. 1969 AD Inspired by Arachne Dictums, the Multics system is rewritten into Unics and then finally UNIX by 1970. 1980 AD The Arachne establish a nest in Seattle, Washington. They go on to heavily influence the gothic movement, grunge music and several quickly growing companies in the food, technology and service industries. 1987 AD The Arachne in Helsinki inspire the development of the Linux Kernel from UNIX. Not long after, the Femme Darkle is stolen and the Arachne immediately boost their efforts to find components to the Hourglass; one of the key parts of Samiel’s prophecy has come to pass. 4/23/2008 - 10 - 1995 AD An Outlander known only as Suurade causes an outbreak of pneumonic plague in India that begins to reach out to other nearby areas. Magdalen, Anopheles and Arachne Probes and Mystics are called on to determine the cause of the disease, which spreads while its victims sleep. It is determined Solitaires are using the plague to find immortals in lethe. 2000 AD The Drone begins contacting the Arachne, they are led to the “Web”, a vast electronic mantle attached to the Gremlin Grid, abandoned by the Solas after they are almost all destroyed by the forces of the Droves. The mantle is later moved to match the location of Mount Girnar in India, where the Delirium Stone is also returned to, thus creating the Web of Girnar. The Arachne escape most of the Great Betrayal by figuratively “rebooting” the mantle, causing its ties to the rest of the mantles of Sanctuary to continually change. This taxes much of the Arachne’s energies, but keeps them relatively safe during the near-slaughter of the other Prides. 2001 AD The Arachne are already prepared for the arrival of the Jury, having brought in immortals from other fallen Prides. The Court of Fate is formed as members of the Jury join with the Swarm. 2003 AD Just prior to the final battle in Nivalea, members of the Court of Fate are ordered by the Swarm to reassume their role as “Arachne” and travel to the Valley of Gynnah as they will not be needed in the final battle. As the Arachne have correctly deduced, the Dracul (now the Tribe of Sharakai) arrive to bolster the numbers of the various Courts. The Arachne at the Valley of Gynnah are approached by the Cerulean Order and the Blue Emerald. They are taken to the location of New Atlantis and begin construction on the island city immediately. 2004 AD The Atlantean Pact is formed, the Pride Arachne is now known as the Tribe Arachne. Their work over the last century with technological advances makes them well-suited to maintaining their primary stronghold. The Arachne focus more on their work with aspects of time than on their insect and arachnid himsati. They are not, however, able to rid themselves of various curses and dependencies they gained as the Arachne over time (example: the frenzied himsati).
textdata/thevault/Immortal/Immortal The Arachne History.pdf
Dragonlance: Seeds of Chaos Dungeons & Dragons 5th Edition Conversion by Kentti Introduction Y ou can find this chapter on page 2 of the Seeds of Chaos Adventure by TSR, Inc. Clerical Troubles See page 3 for the following information. When a cleric, druid, or paladin tries to cast a spell, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the spell is cast normally. On a failure, the spell fails but the spell slot is not lost. Pregenerated Player Characters These are the conversions of the pregenerated player characters. Defenders of Palanthas The defenders of Palanthas can be found on pages 6-9. Sir Bradwick Thanedon, Knight of the Rose Lawful Good Male Human, Paladin 9 of Kiri-Jolith Sir Bradwick is the youngest heir of a proud knightly family, an elder clan among the dark-skinned people of Ergoth. His father died during the War of the Lance and both his brothers were lost, presumably killed, during the summer’s campaign in Ansalon. He determined to join the garrison of the High Clerist’s Tower, but his ship arrived in Palanthas on the same day as word came that the tower had fallen to the Dark Knights. Bradwick is 5’11" tall, weighs 200 lb, and he resides in Northern Ergoth. He has access to a dragonlance. Hit Dice 9d10 Hit Points 85 Armor Class 18 (+2 chain mail) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 16 (+3) 14 (+2) 14 (+2) 16 (+3) Background Noble Proficiency Bonus +4 Saving Throws Wis +6, Cha +7 Skills Animal Handling +6, Athletics +8, History +6, Persuasion +7 Armor All armor, shields Weapons Simple weapons, martial weapons Tools Khas set Senses passive Perception 12 Languages Common, Ergot, Solamnic Attack Routine +1 Greatsword (Action). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 2d6 + 5 slashing damage. +1 Greatsword (Extra Attack). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 2d6 + 5 slashing damage. OR Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 4 piercing damage. Dagger (Extra Attack). Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 4 piercing damage. OR Heavy Crossbow (Action). Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 1d10 + 1 piercing damage. Class Features Aura of Protection. Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a +2 bonus to the saving throw. You must be conscious to grant this bonus. Divine Smite. When you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal an extra 2d8 radiant damage to the target (3d8 radiant damage if it is an undead or a fiend), plus 1d8 for each spell level higher than first, to a maximum of 5d8. Divine Health. You are immune to disease. Divine Sense (3; Recharges after a Long Rest). As an action, you can open your awareness to sense strong evil and powerful good. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. Lay on Hands (Recharges After a Long Rest). You have a pool of healing power, with which you can restore up to 45 hit points. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. 2 INTRODUCTION | PREGENERATED PLAYER CHARACTERS Extra Attack. You can attack twice instead of once whenever you take the Attack action on your turn. Fighting Style: Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Spellcasting. Charisma is your spellcasting ability for your paladin spells. You use your Charisma whenever a spell refers to your spellcasting ability. To cast a spell, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose 6 spells. The spells must be of a level for which you have spell slots. Spell save DC: 15 Spell attack modifier: +7 Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (2) Sacred Oath: Oath of the Crown Channel Divinity (Recharges After a Short or Long Rest). When you use your Channel Divinity, you choose which option to use. Champion Challenge. You issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is moved more than 30 feet away from you. Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + 3 if it has no more than half of its hit points. Oath Spells. You know the following oath spells that are always prepared and don’t count against the number of spells you can prepare each day: 1st-level: command, compelled duel 2rd-level: warding bond, zone of truth 3rd-level: aura of vitality, spirit guardians Divine Allegiance. When a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can’t be reduced or prevented in any way. Equipment +2 chain mail, +1 greatsword, dagger, heavy crossbow, 20 crossbow bolts, crossbow bolt case, has access to a lesser footman’s dragonlance. Sir Kelwyn Ogrebane, Knight of the Crown Lawful Good Male Human, Fighter 9 Not available to join the Knightly army defending the High Clerist’s Tower, Sir Kelwyn was in the city, doing something that he has kept secret from everyone else. This action causes him to bear a numbing sense of shame and a determination that he will atone for his mistake and restore his honor. You should use your own discretion to determine the nature of this shame; it should be told to the DM, but the effects on play should then be determined by roleplaying. Kelwyn is 6’2” tall, weighs 190 pounds, and resides in Palanthas. He has access to a dragonlance. Hit Dice 9d10 Hit Points 76 Armor Class 19 (chain mail, +1 shield) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 14 (+2) 16 (+3) 10 (+0) 10 (+0) Background Soldier Proficiency Bonus +4 Saving Throws Str +7, Con +6 Skills Animal Handling +4, Athletics +7, Intimidation +4, Perception +4, Persuasion +8 Feats Heavy Armor Master, Mounted Combatant Armor All armor, shields Weapons Simple weapons, martial weapons Tools Khas set, vehicles (land) Senses passive Perception 14 Languages Camptalk, Common, Solamnic Attack Routine +1 Longsword (Action). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d8 + 6 slashing damage, or 1d10 + 6 slashing damage if used with two hands. +1 Longsword (Extra Attack). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d8 + 6 slashing damage, or 1d10 + 6 slashing damage if used with two hands. OR Dagger (Action). Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 5 piercing damage. Dagger (Extra Attack). Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 5 piercing damage. OR Heavy Crossbow (Action). Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 1d10 + 1 piercing damage. Class Features Action Surge (Recharges After a Short or Long Rest). On your turn, you can take one additional action on top of your regular action and a possible bonus action. Extra Attack. You can attack twice instead of once whenever you take the Attack action on your turn. 3 INTRODUCTION | PREGENERATED PLAYER CHARACTERS Fighting Style: Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Indomitable (Recharges After a Long Rest). You can reroll a saving throw that you fail. If you do so, you must use the new roll. Second Wind (Recharges After a Short or Long Rest). On your turn, you can use a bonus action to regain 1d10 + 9 hit points. Martial Archetype: Knight Rallying Cry. When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you. Royal Envoy. You gain proficiency in the Persuasion skill. Your proficiency bonus is doubled for any ability check you make that uses Persuasion. Feats Heavy Armor Master. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3. Mounted Combatant. You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount. You can force an attack targeted at your mount to target you instead. If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Equipment Chain mail, +1 shield, +1 longsword, dagger, heavy crossbow, 20 crossbow bols, crossbow bolt case. Cindrall Wistan Chaotic Good Male Human, Ranger 9 Cindrall is the daughter of a knight captain and the grandniece of the commander of the knights during the War of the Lance. Her father, determined that his daughter would not experience the horrors of war, trained her well. Even at the tender age of 18, Cindrall chafes against the restrictions her father placed on her life to shelter her from most worldly experiences. He fought at the tower during the Blue Lady’s War and was presumably killed; Cindrall is ready to do some fighting of her own. Cindrall is 5’2” tall, weighs 130 lb, and resides in Palanthas. Hit Dice 9d10 Hit Points 76 Armor Class 19 (+1 chain mail, shield) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 17 (+3) 14 (+2) 10 (+0) 16 (+3) 15 (+2) Background Knight of the Order Proficiency Bonus +4 Saving Throws Str +6, Dex +7 Skills Animal Handling +7, Nature +4, Persuasion +6, Stealth +7, Survival +7 Feats Heavily Armored Armor All armor, shields Weapons Simple weapons, martial weapons Tools Khas set Senses passive Perception 13 Languages Common, Draconic, Nordmaarian, Solamnic Attack Routine +2 Shortsword (Action). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 1d6 + 5 piercing damage. +2 Shortsword (Extra Attack). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 1d6 + 5 piercing damage. OR Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 3 piercing damage. Dagger (Extra Attack). Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 3 piercing damage. OR +2 Shortsword (Action). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 1d6 + 5 piercing damage. Dagger (Bonus Action). Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 piercing damage. +2 Shortsword (Extra Attack). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 1d6 + 5 piercing damage. OR Longbow (Action). Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 1d8 + 3 piercing damage. Longbow (Extra Attack). Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 1d8 + 3 piercing damage. Class Features Extra Attack. You can attack twice instead of once whenever you take the Attack action on your turn. Favored Enemy. You have significant experience studying, tracking, hunting, and even talking to beasts and dragons. You have advantage on Wisdom (Survival) checks to track beasts and dragons, as well as on Intelligence checks to recall information about them. Fighting Style: Archery. You gain a +2 bonus to attack rolls you make with ranged weapons. Land’s Stride. Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. 4 INTRODUCTION | PREGENERATED PLAYER CHARACTERS In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. Natural Explorer. You are particularly at home in coast and forest terrain. When you make an Intelligence or Wisdom check related to coast or forest terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in coast or forest terrain, you gain the following benefits: Difficult terrain doesn’t slow your group’s speed. Your group can’t become lost except by magical means. Even when you are engaged in another activity while traveling, you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. Primeval Awareness. You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within 6 miles of you if you are in coast, or forest terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. Spellcasting. You have the ability to cast spells. Wisdom is your spellcasting ability for your ranger spells. You use your Wisdom whenever a spell refers to your spellcasting ability. To cast a spell, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. Spell Save DC: 15 Spell Attack Modifier: +7 Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (2) Spells Known: conjure barrage, darkvision, fog cloud, hunter’s mark, nondetection, pass without trace Ranger Archetype: Hunter Defensive Tactics: Steel Will. You have advantage on saving throws against being frightened. Hunter’s Prey: Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn. Feats Heavily Armored. You gain proficiency with heavy armor. Equipment +1 chain mail, shield, +2 shortsword, dagger, longbow, 20 arrows, quiver. Heraldri Rosemaster Chaotic Neutral Female Human, Fighter 9 Heraldri is a childhood friend of Cindrall’s. She, too, has learned about battle and, with her size and strength, has been a match for most young men (who are often intimidated by her). Oprhaned in infancy, she was raised under the care of the Temple of Paladine’s priests. Heraldri now rebels against that orderly life and runs with a wild crowd. She knows that her father concealed a dragonlance beneath the tile floor of the family’s mansion on Palanthas’s Nobles Hill. Heraldri is 5’9” tall, weighs 160 lb, and resides in Palanthas. Hit Dice 9d10 Hit Points 76 Armor Class 21 (plate, +1 shield) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 14 (+2) 14 (+2) 10 (+0) 12 (+1) Background Acolyte Proficiency Bonus +4 Saving Throws Str +8, Con +6 Skills Animal Handling +5, Athletics +9, Insight +4, Religion +6 Feats Savage Attacker, Sentinel Armor All armor, shields Weapons Simple weapons, martial weapons Tools None Senses passive Perception 10 Languages Camptalk, Common, Nordmaarian, Solamnic Attack Routine +1 Longsword (Action). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d8 + 7 slashing damage, or 1d10 + 7 slashing damage if used with two hands. +1 Longsword (Extra Attack). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d8 + 7 slashing damage, or 1d10 + 7 slashing damage if used with two hands. OR Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 6 piercing damage. Dagger (Extra Attack). Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 6 piercing damage. OR Light Crossbow (Action). Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 1d8 piercing damage. Class Features Action Surge (Recharges After a Short or Long Rest). On your turn, you can take one additional action on top of your regular action and a possible bonus action. Extra Attack. You can attack twice instead of once whenever you take the Attack action on your turn. 5 INTRODUCTION | PREGENERATED PLAYER CHARACTERS Fighting Style: Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. (This is factored into the stat block.) Indomitable (Recharges After a Long Rest). You can reroll a saving throw that you fail. If you do so, you must use the new roll. Second Wind (Recharges After a Short or Long Rest). On your turn, you can use a bonus action to regain 1d10 + 9 hit points. Martial Archetype: Champion Improved Critical. Your weapon attacks score a critical hit on a roll of 19 or 20. Remarkable Athlete. You can add +2 to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by 4 feet. Feats Savage Attacker. Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total. Sentinel. When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. Equipment Plate mail, +1 shield, longsword, dagger, light crossbow, 20 crossbow bolts, crossbow bolt case. Basalt Fireforge Lawful Good Male Hill Dwarf, Fighter 9 Nephew of the famed Hero of the Lance Flint Fireforge, Basalt strives to live up to the standard of courage set by his uncle. He is torn by loneliness for his beloved wife, Hildy, who maintains the family inn back in the hill dwarf country north of Thorbardin, but he feels his place is where the battle rages. Basalt is 4’1” tall, weighs 200 lb, and resides in Hillhome. Hit Dice 9d10 Hit Points 103 Armor Class 21 (plate, +1 shield) Speed 25 ft. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 19 (+4) 11 (+0) 14 (+2) 11 (+0) Background Folk Hero Proficiency Bonus +4 Saving Throws Str +8, Con +8 Skills Animal Handling +6, Athletics +8, Insight +6, Survival +6 Armor All armor, shields Weapons Simple weapons, martial weapons Tools Brewer’s supplies, vehicles (land) Senses darkvision 60 ft., passive Perception 12 Languages Abanasinian, Common, Dwarvish Attacks +1 Battleaxe (Action). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d8 + 7 slashing damage, or 1d10 + 7 slashing damage if used with two hands. +1 Battleaxe (Extra Attack). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d8 + 7 slashing damage, or 1d10 + 7 slashing damage if used with two hands. OR Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 6 piercing damage. Dagger (Extra Attack). Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 6 piercing damage. OR Light Crossbow (Action). Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 1d8 + 2 piercing damage. Racial Traits Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Class Features Action Surge (Recharges After a Short or Long Rest). On your turn, you can take one additional action on top of your regular action and a possible bonus action. Extra Attack. You can attack twice instead of once whenever you take the Attack action on your turn. Fighting Style: Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. (This is factored into the stat block.) Indomitable (Recharges After a Long Rest). You can reroll a saving throw that you fail. If you do so, you must use the new roll. 6 INTRODUCTION | PREGENERATED PLAYER CHARACTERS Second Wind (Recharges After a Short or Long Rest). On your turn, you can use a bonus action to regain 1d10 + 9 hit points. Once you use this feature, you must finish a short or long rest before you can use it again. Martial Archetype: Champion Improved Critical. Your weapon attacks score a critical hit on a roll of 19 or 20. Remarkable Athlete. You can add +2 to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by 4 feet. Equipment Plate mail, +1 shield, +1 battleaxe, dagger, light crossbow, 20 crossbow bolts, crossbow bolt case. Dirkal Knifecutter Chaotic Neutral Male Human, Rogue 9 Dirkal is a quick (and quick-witted) young member of the Thieves’ Guild. Exceptionally stealthy and intelligent, he has worked primarily as a spy for the guild, though he also spies on behalf of some of the city’s most powerful nobles and elegant ladies. He possesses a knack for disguising his appearance and knowing the right mannerisms to blend into any social setting. Dirkal is 5’6” tall and, 135 lb, and resides in Palanthas at Thieves' Guildhall. Hit Dice 9d8 Hit Points 48 Armor Class 16 (leather, ring of protection) Speed 40 ft. STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 11 (+0) 15 (+2) 10 (+0) 16 (+3) Background Charlatan Proficiency Bonus +4 Saving Throws Dex +9, Int +7 Skills Deception +7, Insight +8•, Perception +8•, Persuasion +11•, Sleight of Hand +8, Stealth +12• Feats Mobile Armor Light armor Weapons Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools Disguise kit, forgery kit, khas set, playing card set, thieves’ tools Senses passive Perception 16 Languages Common, Ergot, Kalinese, Nerakese, Solamnic, Thieves’ cant Attack Routine +1 Shortsword (Action). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d6 + 5 piercing damage. OR Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 4 piercing damage. OR +1 Shortsword (Action). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d6 + 5 piercing damage. Dagger (Bonus Action). Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 piercing damage. OR Hand Crossbow (Action). Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 1d6 + 4 piercing damage. Class Features Cunning Action. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, Hide action. Evasion. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Expertise. Your proficiency bonus is doubled for Insight, Perception, Persuasion, and Stealth skill checks. Sneak Attack. Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Thieves' Cant. A secret mix of dialect, jargon, and code allows Artemis to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, Artemis understands a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Roguish Archetype: Mastermind Insightful Manipulator. If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: Intelligence score Wisdom score 7 INTRODUCTION | PREGENERATED PLAYER CHARACTERS Charisma score Class levels (if any) At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any. Master of Intrigue. You can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided that you know the language. Master of Tactics. You can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you. Feats Mobile. Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn. When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Equipment Leather armor, ring of protection, +1 shortsword, dagger, hand crossbow, 20 crossbow bolts, crossbow bolt case. Whisper Shadowfriend Chaotic Neutral Female Kender, Rogue 9 Whisper hails from Hylo originally. Strongly seized by kender wanderlust, for the last ten years she has traveled from port to port in Northern Ansalon, never paying for her passage and somehow avoiding getting hanged as a stowaway. She decided that Palanthas is her favorite place and has formed attachments to several humans here. Well known and highly thought of at the city’s Thieves’ Guild, she recently became intrigued by a traveling hill dwarf, Basalt Fireforge. Whisper is 3’9” tall, weighs 95 lb, and resides in Palanthas, Ergoth and Hylo. Hit Dice 9d8 Hit Points 57 Armor Class 17 (+1 leather) Speed 25 ft. STR DEX CON INT WIS CHA 10 (+0) 20 (+5) 12 (+1) 14 (+2) 12 (+1) 13 (+1) Background Urchin Proficiency Bonus +4 Saving Throws Dex +9, Int +6 Skills Acrobatics +9, Athletics +4, Insight +5, Perception +9•, Persuasion +5, Sleight of Hand +13•, Stealth +13• Armor Light armor Weapons Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools Disguise set, thieves’ tools• Senses Passive Perception 19 Languages Common, Kenderspeak, Solamnic, Thieves’ cant Attack Routine +1 Shortsword. (Action). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 1d6 + 6 piercing damage. OR Dagger (Action). Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 5 piercing damage. OR +1 Shortsword. (Action). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 1d6 + 6 piercing damage. Dagger (Bonus Action). Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 piercing damage. OR Hand Crossbow (Action). Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 1d6 + 5 piercing damage. Racial Traits Fearless. You cannot be frightened. Kender Nimbleness. You can move through the space of any creature that is of a size larger than yours. Kender Pockets. Kender constantly pick things up and pocket them, and then often forget about them. If you find yourself in need of a piece of nonmagical equipment, there is a 25 percent chance you have it. Roll a d4. If you roll a 4, you find the item in your pocket, pack, or pouch. If you roll anything else, you don’t have such an item on you, and you can’t search again for the same item until you’ve spent at least one day in a town or city. Rummaging through your pouches, pack, and pockets in this way takes 1 minute. Taunt. You have an uncanny insight into the motivations and characteristics of other races, and you can use this insight to infuriate them. As an action you can unleash a verbal barrage of sarcasm, insults, and crude comments against a creature. Make a Charisma (Performance) check contested by the target’s Wisdom (Insight) check. You fail the contest if the target can’t understand you. If you win the contest, the target must use its next action to attack only you. If you are out of range, it must Move towards you or, if not reaching you, Dash toward you. The target attacks you with disadvantage during this action. If the target wins the contest, it is immune to your Taunt for 24 hours. Class Features Cunning Action. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, Hide, Dexterity (Sleight of Hand), or use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. Evasion. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. 8 INTRODUCTION | PREGENERATED PLAYER CHARACTERS Expertise. Your proficiency bonus is doubled for Perception, Sleight of Hand, and Stealth skill checks and for thieves’ tools checks. Sneak Attack. Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Thieves' Cant. A secret mix of dialect, jargon, and code allows Artemis to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, Artemis understands a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Roguish Archetype: Thief Second-Story Work. You gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. Supreme Sneak. You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Equipment +1 leather armor, +1 shortsword, dagger, hand crossbow, 20 crossbow bolts, crossbow bolt case. Terrence Kanegrower Lawful Good Male Human, Cleric 9 of Paladine A clan of farmers in a fertile valley of Caergoth raised Kanegrower. From an early age he displayed acuity for nature and philosophy, and it was only natural that he should come to Palanthas for schooling in the temple. Applying himself studiously, he mastered many spells in the name of Paladine. However, he rarely ventures beyond the walls of his temple, and he is naive and timid as regards the “real world.” Terrence is 6’2” tall, weighs 170 pounds, and resides in Palanthas at the Temple of Paladine. Hit Dice 9d8 Hit Points 67 Armor Class 20 (plate, shield) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 16 (+3) 10 (+0) 18 (+4) 14 (+2) Background Acolyte Proficiency Bonus +4 Saving Throws Wis +8, Cha +6 Skills History +4, Insight +8, Medicine +8, Religion +4 Armor All armor, shields Weapons Simple weapons, martial weapons Tools None Senses passive Perception 14 Languages Abanasinian, Common, Elvish, Ergot, Solamnic Attack Routine +1 Warhammer (Action). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 1 bludgeoning damage, or 1d10 + 1 bludgeoning damage if used with two hands. OR Dagger (Action). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60, one target. Hit: 1d4 + 1 piercing damage. OR Light Crossbow (Action). Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 1d8 + 1 piercing damage. Class Features Channel Divinity (2; Recharges After a Short or Long Rest). You can channel divine energy to create one of the following effects. Guided Strike. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see this roll, but before the DM says whether the attack hits or misses. Turn Undead. As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must succeed on a DC 16 Wisdom saving throw or become turned for 1 minute or until it takes any damage. If the creature has a challenge rating of 1 or lower, it is destroyed instead. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. War God’s Blessing. When a creature 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. Spellcasting. You have the ability to cast spells. Wisdom is your spellcasting ability for your cleric spells. You use your Wisdom whenever a spell refers to your spellcasting ability. You prepare the list of cleric spells that are available for you to cast. To do so, choose 13 spells. The spells must be of a level for which you have spell slots. To cast a spell, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. 9 INTRODUCTION | PREGENERATED PLAYER CHARACTERS You can use a holy symbol as a spellcasting focus for your cleric spells. You can cast any cleric spell as a ritual if that spell has the ritual tag. Spell Save DC: 16 Spell Attack Modifier: +8 Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (3), 4th- level (3), 5th-level (1) Cantrips (at will): guidance, light, mending, sacred flame Divine Domain: War Divine Strike. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. Domain Spells. You know the following domain spells that are always prepared and don’t count against the number of spells you can prepare each day: 1st-level: divine favor, shield of faith 2rd-level: magic weapon, spiritual weapon 3th-level: crusader’s mantle, spirit guardians 4th-level: freedom of movement, stoneskin 5th-level: flame strike, hold monster War Priest. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature four times. You regain all expended uses when you finish a long rest. Equipment Plate mail, shield, +1 warhammer, dagger, light crossbow, 20 crossbow bolts, crossbow bolt case. Dathas Windknower, Red- Robed Mage Neutral Male Human, Wizard 9 Dathas considered herself aloof from the war for Ansalon, even scorning the efforts of the Conclave to try to organize resistance. However, she now sees that even the tower of sorcery might not be safe from the onslaught of Ariakan’s army, and she belatedly accepts the necessity of resistance. Dathas is 5’1” tall, weighs 110 pounds, and resides in Palanthas at the Tower of High Sorcery. Hit Dice 9d6 Hit Points 38 Armor Class 14 (bracers of defense) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 10 (+0) 20 (+5) 13 (+1) 8 (-1) Background Sage Proficiency Bonus +4 Saving Throws Int +9, Wis +5 Skills Arcana +9, History +9, Insight +5, Investigation +9 Feats Spell Sniper Armor None Weapons Daggers, darts, slings, quarterstaffs, light crossbows Tools None Senses passive Perception 11 Languages Common, Draconic, Magius, Nerakese, Solamnic Attack Routine Steelfriend (Action). Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 5 piercing damage. Class Features Arcane Recovery. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to or less than 5. Moon Magic. The waxing and waning of Lunitari has an effect upon your magic. When Lunitari is at High Sanction, you gain advantage on attack rolls with spells and gain a +1 bonus to your spell save DCs. When a moon is at Low Sanction, you have disadvantage on attack rolls with spells, and a -1 penalty to your spell save DCs. During the waxing and waning periods around the quarter moons, you cast your spells normally. When the moons align, it has several effects. When two moons align, you gain a +1 bonus to your spell save DCs. When all three moons align, you gain a +2 bonus to your spell save DCs. This bonus is cumulative with High and Low Sanction bonuses or penalties. Spellcasting. You have the ability to cast spells. Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability. You prepare the list of wizard spells that are available for you to cast. To do so, choose 14 spells. The spells must be of a level for which you have spell slots. To cast a spell, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You can use an arcane focus as a spellcasting focus for your wizard spells. You can cast any wizard spell in your spellbook as a ritual if that spell has the ritual tag. Spell Save DC: 17 Spell Attack Modifier: +9 Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (3), 4th- level (3), 5th-level (1) Cantrips (at will): fire bolt, light, mage hand, prestidigitation Arcane Tradition: School of Conjuration Benign Transportation. You can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher. Conjuration Savant. The gold and time you must spend to copy a conjuration spell into your spellbook is halved. 10 INTRODUCTION | PREGENERATED PLAYER CHARACTERS Minor Conjuration. You can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when you use this feature again, or if it takes any damage. Spells in Spellbook 1st-level spells: charm person, detect magic, identify, mage armor, magic missile, shield, sleep, unseen servant 2nd-level spells: continual flame, detect thoughts, hold person, mirror image 3rd-level spells: dispel magic, fireball, lightning bolt, tongues 4th-level spells: dimension door, greater invisibility, ice storm, polymorph 5th-level spells: conjure elemental, telekinesis Feats Spell Sniper. When you cast a spell that requires you to make an attack roll, the spell’s range is doubled. Your ranged spell attacks ignore half cover and three- quarters cover. Equipment Bracers of defense, Steelfriend (+3 dagger), spellbook. Knights of Takhisis and Allien Characters The Knights of Takhisis and allied characters can be found on pages 9-11. Sir Farall Skycutter, Knight of the Lily, Warder of the Lily Lawful Evil Male Human, Fighter 9 Farall is a dedicated dragonrider whose patron is Ariakan himself. The lord brought Farrall as a youth out of the slums of Flotsam, and the young warrior rewards his mentor with loyalty, ingenuity, and courage. Bearing a +1 lance, he rides the mighty blue dragon Kerrilastian. Farall is 6’ tall, weighs 200 lb, and resides in Storm's Keep. Hit Dice 9d10 Hit Points 76 Armor Class 19 (+1 plate) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 14 (+2) 11 (+0) 13 (+1) 8 (-1) Background Urchin Proficiency Bonus +4 Saving Throws Str +9, Con +6 Skills Animal Handling +5, Athletics +9, Insight +5, Sleight of Hand +5, Stealth +5 Feats Great Weapon Master, Heavy Armor Master, Mounted Combatant Armor All armor, shields Weapons Simple weapons, martial weapons Tools Disguise kit, thieves’ tools Senses passive Perception 11 Languages Common, Nerakese Attack Routine +1 Greatsword (Action). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 2d6 + 6 slashing damage. +1 Greatsword (Extra Attack). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 2d6 + 6 slashing damage. OR +1 Lance (Action). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 1d12 + 6 piercing damage. +1 Lance (Extra Attack). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 1d12 + 6 piercing damage. OR Dagger (Action). Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 5 piercing damage. Dagger (Extra Attack). Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 5 piercing damage. OR Longbow (Action). Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 1d8 + 1 piercing damage. Longbow (Extra Attack). Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 1d8 + 1 piercing damage. Class Features Action Surge (Recharges After a Short or Long Rest). On your turn, you can take one additional action on top of your regular action and a possible bonus action. Extra Attack. You can attack twice instead of once whenever you take the Attack action on your turn. Fighting Style: Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Indomitable (Recharges After a Long Rest). You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. Second Wind (Recharges After a Short or Long Rest). On your turn, you can use a bonus action to regain 1d10 + 9 hit points. Once you use this feature, you must finish a short or long rest before you can use it again. 11 INTRODUCTION | PREGENERATED PLAYER CHARACTERS Martial Archetype: Cavalier Bonus Proficiency. You gain proficiency in Animal Handling skill. Born to the Saddle. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. Unwavering Mark. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you. In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals 5 extra damage to the target. Regardless of the number of creatures you mark, you can make this special attack 5 times, and you regain all expended uses of it when you finish a long rest. Warding Maneuver (2; Recharges After a Long Rest). If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. Feats Great Weapon Master. On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage. Heavy Armor Master. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3. Mounted Combatant. You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount. You can force an attack targeted at your mount to target you instead. If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Equipment +1 plate mail, shield (used while riding), +1 greatsword, +1 lance, dagger, longbow, 20 arrows, quiver. Sir Jerod Argentbane, Knight of the Lily, Guardian of the Lily Lawful Evil Male Human, Fighter 9 Sir Jerod entered the ranks of the Knights by serving as page to one of Ariakan’s right-hand men. With the death of his sponsor in the early part of the summer’s campaign, Sir Jerod devotes himself to vengeance with a single-minded determination that earns the admiration of Lord Ariakan himself. Famed for the deadly accuracy of his longbow, Sir Jerod has learned to shoot from dragonback with perfect accuracy. His favorite mount is the blue dragon Krackellix. Jerod is 5’9” tall, weighs 180 pounds, and resides in Storm's Keep. Hit Dice 9d10 Hit Points 68 Armor Class 20 (+2 chain mail, shield) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 18 (+4) 12 (+1) 10 (+0) 14 (+2) 13 (+1) Background Soldier Proficiency Bonus +4 Saving Throws Str +7, Con +5 Skills Animal Handling +6, Athletics +7, Intimidation +5, Perception +6, Persuasion +5 Feats Mounted Combatant, Sharpshooter Armor All armor, shields Weapons Simple weapons, martial weapons Tools Playing card set, vehicles (land) Senses passive Perception 16 Languages Camptalk, Common, Nerakese Attack Routine Longsword (Action). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8 + 3 slashing damage. Longsword (Extra Attack). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8 + 3 slashing damage. OR Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 4 piercing damage. Dagger (Extra Attack). Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 4 piercing damage. OR Longbow (Action). Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 1d8 + 4 piercing damage. Longbow (Extra Attack). Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 1d8 + 4 piercing damage. 12 INTRODUCTION | PREGENERATED PLAYER CHARACTERS Class Features Action Surge (Recharges After a Short or Long Rest). On your turn, you can take one additional action on top of your regular action and a possible bonus action. Extra Attack. You can attack twice instead of once whenever you take the Attack action on your turn. Fighting Style: Archery. You gain a +2 bonus to attack rolls you make with ranged weapons. Indomitable (Recharges After a Long Rest). You can reroll a saving throw that you fail. If you do so, you must use the new roll. Second Wind (Recharges After a Short or Long Rest). On your turn, you can use a bonus action to regain 1d10 + 9 hit points. Martial Archetype: Cavalier Bonus Proficiency. You gain proficiency in Animal Handling skill. Born to the Saddle. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. Unwavering Mark. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you. In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals 5 extra damage to the target. Regardless of the number of creatures you mark, you can make this special attack 5 times, and you regain all expended uses of it when you finish a long rest. Warding Maneuver (Recharges After a Long Rest). If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. Feats Mounted Combatant. You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount. You can force an attack targeted at your mount to target you instead. If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Sharpshooter. Attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half cover and three- quarters cover. Before you make an attack with a ranged weapon that you are proficient with you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage. Equipment +2 plate mail, shield, longsword, dagger, +1 longbow, 20 arrows, quiver. Lady Cyrine Harrian- Caergothia, Knight of the Lily, Marshal of the Lily Lawful Evil Female Human, Fighter 9 Cyrine, a petite and vivacious young woman with a core of steel, sports a temper she unleashes on those who balk her in the performance of her duties. Rigidly honorable, she wears a chip on her shoulder. Ariakan uses her as a spy and trusts her reports implicitly. She rides the blue dragon Lyssirix. Cyrine is 5’2” tall, weighs 110 pounds, and resides in Storm's Keep. Hit Dice 9d10 Hit Points 58 Armor Class 19 (chain mail, shield, ring of protection) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 10 (+0) 11 (+0) 15 (+2) 16 (+3) Background Urchin Proficiency Bonus +4 Saving Throws Str +7, Con +7 Skills Animal Handling +6, Perception +6, Persuasion +7, Sleight of Hand +8, Stealth +8 Feats Alert, Inspiring Leader, Mounted Combatant Armor All armor, shields Weapons Simple weapons, martial weapons Tools Disguise kit, thieves’ tools Senses passive Perception 16 Languages Common, Nerakese Attack Routine +2 Longsword (Action). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d8 + 6 slashing damage, or 1d10 + 6 slashing if used with two hands. +2 Longsword (Extra Attack). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d8 + 6 slashing damage, or 1d10 + 6 slashing if used with two hands. OR Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 6 piercing damage. 13 INTRODUCTION | PREGENERATED PLAYER CHARACTERS Dagger (Extra Attack). Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 6 piercing damage. OR Longbow (Action). Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 1d8 + 4 piercing damage. Longbow (Extra Attack). Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 1d8 + 4 piercing damage. Class Features Action Surge (Recharges After a Short or Long Rest). On your turn, you can take one additional action on top of your regular action and a possible bonus action. Extra Attack. You can attack twice instead of once whenever you take the Attack action on your turn. Fighting Style: Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. (This is factored into the stat block.) Indomitable (Recharges After a Long Rest). You can reroll a saving throw that you fail. If you do so, you must use the new roll. Second Wind (Recharges After a Short or Long Rest). On your turn, you can use a bonus action to regain 1d10 + 10 hit points. Martial Archetype: Cavalier Bonus Proficiency. You gain proficiency in Animal Handling skill. Born to the Saddle. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. Unwavering Mark. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you. In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals 5 extra damage to the target. Regardless of the number of creatures you mark, you can make this special attack 5 times, and you regain all expended uses of it when you finish a long rest. Warding Maneuver (Recharges After a Long Rest). If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. Feats Alert. You gain a +5 bonus to initiative. You can’t be surprised while you are conscious. Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you. Inspiring Leader. You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to 13. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest. Mounted Combatant. You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount. You can force an attack targeted at your mount to target you instead. If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Equipment Chain mail, shield, ring of protection, +2 longsword, dagger, longbow, 20 arrows, quiver. Lady Darewind Waverunner, Knight of the Lily, Guardian of the Lily, Captain of the Wavecutter Lawful Evil Female Human, Rogue 9 Darewind is a legendary mariner who has captained a number of vessels in Ariakan’s fleet. Her current (and favorite) command is the Wavecutter, a small, fast single- masted sloop that leads the Dark Knights into the Bay of Branchala. Darewind is 5’10” tall, weighs 140 pounds, and resides in Storm's Keep. Hit Dice 9d8 Hit Points 57 Armor Class 17 (studded leather, ring of protection) Speed 30 ft., swim 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 13 (+1) 14 (+2) 14 (+2) 15 (+2) Background Sailor Proficiency Bonus +4 Saving Throws Dex +8, Int +6 Skills Acrobatics +12, Athletics +10, Insight +6, Perception +10, Persuasion +6, Stealth +12 Feats Defensive Duelist, Dual Wielder, Keen Mind Armor Light armor 14 INTRODUCTION | PREGENERATED PLAYER CHARACTERS Weapons Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools Navigator’s tools, vehicles (water) Senses passive Perception 20 Languages Common, Nerakese, Thieves' cant Attack Routine +2 Rapier (Action). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 1d8 + 6 piercing damage. Rapier (Bonus Action). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d8 + 4 piercing damage. OR Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 4 piercing damage. OR Shortbow (Action). Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 1d6 + 4 piercing damage. Class Features Cunning Action. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, and Hide. Evasion. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Expertise. Your proficiency bonus is doubled for Acrobatics, Athletics, Perception, and Stealth skill checks. Sneak Attack. Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Thieves' Cant. A secret mix of dialect, jargon, and code allows Artemis to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, Artemis understands a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Roguish Archetype: Swashbuckler Fancy Footwork. You know how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn. Panache. Your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart. If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it. Rakish Audacity. Your unmistakable confidence propels you into battle. You can add your Charisma modifier to your initiative rolls. In addition, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you. All the other rules for the Sneak Attack class feature still apply to you. Feats Defensive Duelist. When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. Dual Wielder. You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. You can use two-weapon fighting even when the one- handed melee weapons you are wielding aren’t light. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. Keen Mind. You always know which way is north. You always know the number of hours left before the next sunrise or sunset. You can accurately recall anything you have seen or heard within the past month. Equipment Studded leather armor, ring of protection, +2 rapier, rapier, dagger, shortbow, 20 arrows, quiver. Sir Borac Kyristian, Knight of the Skull, Guardian of the Skull Lawful Evil Male Human, Cleric 9 of Takhisis 15 INTRODUCTION | PREGENERATED PLAYER CHARACTERS Borac has been a loyal priest of Takhisis since his young days as an orphan in Sanction. He earned the trusted of the clerics at the Dark Queen’s temple, finally killing a corrupt and greedy high priest in order to assume the seat himself. From there his obvious fealty allowed him acceptance into the Knighthood even though he was already an adult. Starting as a raw Knight of the Lily, he worked his way up through the ranks. Borac is 5’11” tall, weighs 170 pounds, and resides in Storm's Keep. Hit Dice 9d8 Hit Points 48 Armor Class 21 (+1 plate, shield) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 11 (+0) 11 (+0) 18 (+4) 14 (+2) Background Urchin Proficiency Bonus +4 Saving Throws Wis +8, Cha +6 Skills Insight +8, Religion +4, Sleight of Hand +5, Stealth +5 Feats Heavily Armored, War Caster Armor All armor, shields Weapons Simple weapons, martial weapons Tools Disguise kit, thieves’ tools Senses passive Perception 14 Languages Abanasinian, Common Attack Routine +2 Spear (Action). Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d6 + 5 piercing damage, or 1d8 + 5 piercing damage if used with two hands to make a melee attack. OR Dagger (Action). Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60, one target. Hit: 1d4 + 3 piercing damage. OR Heavy Crossbow (Action). Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 1d10 + 1 piercing damage. Cleric Features Channel Divinity (2; Recharges After a Short or Long Rest). You can channel divine energy to create one of the following effects. Touch of Death. When you hit a creature with a melee attack, you can use Channel Divinity to deal 23 points of extra necrotic damage to the target. Turn Undead. As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must succeed on a DC 16 Wisdom saving throw or become turned for 1 minute or until it takes any damage. If the creature has a challenge rating of 1 or lower, it is destroyed instead. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Spellcasting. You have the ability to cast spells. Wisdom is your spellcasting ability for your cleric spells. You use your Wisdom whenever a spell refers to your spellcasting ability. You prepare the list of cleric spells that are available for you to cast. To do so, choose 13 spells. The spells must be of a level for which you have spell slots. To cast a spell, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You can use a holy symbol as a spellcasting focus for your cleric spells. You can cast any cleric spell as a ritual if that spell has the ritual tag. Spell Save DC: 16 Spell Attack Modifier: +8 Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (3), 4th- level (3), 5th-level (1) Cantrips (at will): light, sacred flame, spare the dying, thaumaturgy Divine Domain: Death Bonus Proficiency. You gain proficiency with martial weapons. Divine Strike. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. Domain Spells. Your clerical domain grants you certain spells that are always prepared, which do not count against the number of spells you can prepare each day. All of your domain spells count as cleric spells for you. 1st-level: false life, ray of sickness 2nd-level: blindness/deafness, ray of enfeeblement 3rd-level: animate dead, vampiric touch 4th-level: blight, death ward 5th-level: antilife shell, cloudkill Inescapable Destruction. Necrotic damage dealt by your spells and Channel Divinity options ignores resistance to necrotic damage. Reaper. You learn one necromancy cantrip (spare the dying) of your choice on any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. Feats Heavily Armored. You gain proficiency with heavy armor. War Caster. You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. 16 INTRODUCTION | PREGENERATED PLAYER CHARACTERS When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. Equipment +1 plate mail, shield, +2 spear, dagger, heavy crossbow, 20 crossbow bolts, crossbow bolt case. Lady Sandaryll Smokingwar, Knight of the Thorn, Guardian of the Thorn Lawful Evil Female Human, Wizard 9 Sandaryll Smokingwar displays a natural affinity for magic that enabled her to make it through warrior training, even though she lacked some of the size and stamina for hand to hand combat. Now a valued power in the Thorn Knights, she performs difficult missions, sometimes for Ariakan himself. Sandaryll is 5’5” tall, weighs 160 pounds, and resides in Storm's Keep. Hit Dice 9d6 Hit Points 44 Armor Class 12 (ring of protection) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 10 (+0) 18 (+4) 13 (+1) 7 (-2) Background Sage Proficiency Bonus +4 Saving Throws Int +8, Wis +7 Skills Arcana +8, History +8, Investigation +8, Perception +5 Feats Spell Sniper, War Caster Armor None Weapons Daggers, darts, slings, quarterstaffs, light crossbows Tools Alchemist’s supplies Senses passive Perception 15 Languages Common, Nerakese, Solamnic Attack Routine +1 Dagger (Action). Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 2 piercing damage. Wizard Features Arcane Recovery. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to or less than 5. Moon Magic. The waxing and waning of all three moons has an effect upon your magic. When any moon is at High Sanction, you gain advantage on attack rolls with spells and gain a +1 bonus to your spell save DCs. When any moon is at Low Sanction, you have disadvantage on attack rolls with spells, and a -1 penalty to your spell save DCs. During the waxing and waning periods around the quarter moons, you cast your spells normally. When the moons align, it has several effects. When two moons align, you gain a +1 bonus to your spell save DCs. When all three moons align, you gain a +2 bonus to your spell save DCs. This bonus is cumulative with High and Low Sanction bonuses or penalties. Spellcasting. You have the ability to cast spells. Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability. You prepare the list of wizard spells that are available for you to cast. To do so, choose 13 spells. The spells must be of a level for which you have spell slots. To cast a spell, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You can use an arcane focus as a spellcasting focus for your wizard spells. You can cast any wizard spell in your spellbook as a ritual if that spell has the ritual tag. Spell Save DC: 16 Spell Attack Modifier: +8 Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (3), 4th- level (3), 5th-level (1) Cantrips (at-will): acid splash, blade ward, fire bolt, light, mage hand, shocking grasp Arcane Tradition: School of Evocation Evocation Savant. The gold and time you must spend to copy an evocation spell into your spellbook is halved. Potent Cantrip. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip. Sculpt Spells. You can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would take half damage on a successful save. Spells in Spellbook 1st-level spells: burning hands, charm person, comprehend languages, detect magic, identify, mage armor, magic missile, witch bolt 2nd-level spells: cloud of daggers, flaming sphere, mirror image, web 3rd-level spells: dispel magic, fireball, fly, lightning bolt 4th-level spells: blight, ice storm, stoneskin, wall of fire 5th-level spells: cloudkill, dominate person 17 INTRODUCTION | PREGENERATED PLAYER CHARACTERS Feats Spell Sniper. When you cast a spell that requires you to make an attack roll, the spell’s range is doubled. Your ranged spell attacks ignore half cover and three- quarters cover. War Caster. You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. Equipment Ring of protection, +1 dagger. 18 Kerrilastian, Young Male Blue Dragon Kerril takes on the role of mentor of Lyssirix and Krackell. He is a veteran of many campaigns, and Ariakan has instructed Kerril to use his own judgment in matters of military importance. He is the favorite mount of Farall Skycutter. Large dragon, lawful evil Armor Class 18 (natural armor) Hit Points 152 (16d10 + 64) Speed 40 ft., burrow 20 ft., fly 80 ft. STR DEX CON INT WIS CHA 21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3) Saving Throws Dex +4, Con +8, Wis +5, Cha +7 Skills Perception +9, Stealth +4 Damage Immunities lightning Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19 Languages Common, Draconic Challenge 9 (5,000 XP) Innate Spellcasting. Kerrilastian’s spellcasting ability is Charisma (spell save DC 14). Kerrilastian can innately cast the following spells, requiring no material components: 1/day each: create or destroy water, major image, phantasmal force Actions Multiattack. Kerrilastian makes three attacks: one with his bite and two with his claws. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Lightning Breath (Recharge 5-6). Kerrilastian exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. INTRODUCTION | PREGENERATED PLAYER CHARACTERS 19 Krackellix, Young Female Blue Dragon Krackel, a mischievous wyrm, displays a penchant for cruel jokes against her enemies and embarrassing and somewhat dangerous pranks worked against her companions. However, her clear ferocity in battle earns her the right to get away with tricks that might draw punishment to dragons of lesser status. Large dragon, lawful evil Armor Class 18 (natural armor) Hit Points 152 (16d10 + 64) Speed 40 ft., burrow 20 ft., fly 80 ft. STR DEX CON INT WIS CHA 21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3) Saving Throws Dex +4, Con +8, Wis +5, Cha +7 Skills Perception +9, Stealth +4 Damage Immunities lightning Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19 Languages Common, Draconic g g Challenge 9 (5,000 XP) Innate Spellcasting. Krackellix’s spellcasting ability is Charisma (spell save DC 14). Krackellix can innately cast the following spells, requiring no material components: 1/day each: create or destroy water, major image, phantasmal force Actions Multiattack. Krackellix makes three attacks: one with her bite and two with her claws. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Lightning Breath (Recharge 5-6). Kerrilastian exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. INTRODUCTION | PREGENERATED PLAYER CHARACTERS 20 Lyssirix, Young Female Blue Dragon Lyssirix is a devoted servant of her clan, and when her nest matriarch designated her for service in Ariakan’s army she felt deeply honored. During this summer’s campaign she has had success carrying Knight of the Lily Lady Cyrine Harrian-Caergothia into battle. They have proven exceptionally adept at spying on and evading the Good dragons. Large dragon, lawful evil Armor Class 18 (natural armor) Hit Points 152 (16d10 + 64) Speed 40 ft., burrow 20 ft., fly 80 ft. STR DEX CON INT WIS CHA 21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3) Saving Throws Dex +4, Con +8, Wis +5, Cha +7 Skills Perception +9, Stealth +4 Damage Immunities lightning Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19 Languages Common, Draconic Challenge 9 (5,000 XP) Innate Spellcasting. Lyssirix’s spellcasting ability is Charisma (spell save DC 14). Lyssirix can innately cast the following spells, requiring no material components: 1/day each: create or destroy water, major image, phantasmal force Actions Multiattack. Lyssirix makes three attacks: one with her bite and two with her claws. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Lightning Breath (Recharge 5-6). Lyssirix exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. INTRODUCTION | PREGENERATED PLAYER CHARACTERS 21 Arentian, Young Male Silver Dragon Arentian fought during the heady last days of the War of the Lance. He spent the decades since reliving the great battles wages against red and black dragons over central Ansalon. Distance makes the memories ever sweeter, and this young hothead feels very distressed about the necessity to hold himself back from the current strife. Large dragon, lawful good Armor Class 18 (natural armor) Hit Points 168 (16d10 + 80) Speed 40 ft., fly 80 ft. STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4) Saving Throws Dex +4, Con +9, Wis +4, Cha +8 Skills Arcana +6, History +6, Perception +8, Stealth +4 Damage Immunities cold Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18 Languages Common, Draconic Challenge 9 (5,000 XP) Innate Spellcasting. Arentian’s spellcasting ability is Charisma (spell save DC 16). Arentian can innately cast the following spells, requiring no material components: 1/day each: feather fall, fog cloud, gust of wind, wind wall Actions Multiattack. Arentian makes three attacks: one with his bite and two with his claws. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Cold Breath (Recharge 5-6). Arentian uses one of the following breath weapons. Cold Breath. Arentian exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. Paralyzing Breath. Arentian exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Change Chape. Arentian magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Arentian's choice). In a new form, Arentian retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features of that form. INTRODUCTION | PREGENERATED PLAYER CHARACTERS 22 Derianstyn, Young Male Silver Dragon Derian witnessed a lot of war, being one of its first silvers to fly from the Dragon Isles during the War of the Lance. He lost two Knights from his own back and saw the deaths of all his nestmates during battle against the blue dragons of Kitiara's wing. Far more cautious than the younger Arentian, he remains courageous and strong. Large dragon, lawful good Armor Class 18 (natural armor) Hit Points 168 (16d10 + 80) Speed 40 ft., fly 80 ft. STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4) Saving Throws Dex +4, Con +9, Wis +4, Cha +8 Skills Arcana +6, History +6, Perception +8, Stealth +4 Damage Immunities cold Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18 Languages Common, Draconic Challenge 9 (5,000 XP) Innate Spellcasting. Derianstyn’s spellcasting ability is Charisma (spell save DC 16). Derianstyn can innately cast the following spells, requiring no material components: 1/day each: feather fall, fog cloud, gust of wind, wind wall Actions Multiattack. Derianstyn makes three attacks: one with his bite and two with his claws. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage. Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Cold Breath (Recharge 5-6). Derianstyn uses one of the following breath weapons. Cold Breath. Derianstyn exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. Paralyzing Breath. Derianstyn exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Change Chape. Derianstyn magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Derianstyn's choice). In a new form, Derianstyn retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features of that form. INTRODUCTION | PREGENERATED PLAYER CHARACTERS 23 Warall-Argent, Young Female Silver Dragon Warall carried a young Knight into battle at the High Clerist's Tower, a man for whom the silver serpent felt a powerful infatuation. Sir Banford Overdane died in the first clash, and the rest of the fight passed in a blur —until the protective Derian escorted Warall westward. She grieves for the Knight at the same time as she hopes for revenge. Large dragon, lawful good Armor Class 18 (natural armor) Hit Points 168 (16d10 + 80) Speed 40 ft., fly 80 ft. STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4) Saving Throws Dex +4, Con +9, Wis +4, Cha +8 Skills Arcana +6, History +6, Perception +8, Stealth +4 Damage Immunities cold Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18 Languages Common, Draconic Challenge 9 (5,000 XP) Innate Spellcasting. Warall-Argent’s spellcasting ability is Charisma (spell save DC 16). Warall-Argent can innately cast the following spells, requiring no material components: 1/day each: feather fall, fog cloud, gust of wind, wind wall Actions Multiattack. Warall-Argent makes three attacks: one with her bite and two with her claws. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage. Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Cold Breath (Recharge 5-6). Warall-Argent uses one of the following breath weapons. Cold Breath. Warall-Argent exhales an icy blast in a 30- foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. Paralyzing Breath. Warall-Argent exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Change Chape. Warall-Argent magically polymorphs into a humanoid or beast that has a challenge rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Warall-Argent's choice). In a new form, Warall-Argent retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. INTRODUCTION | PREGENERATED PLAYER CHARACTERS Starting the Adventure You can find this chapter on page 13. Initial Quest: An Aerie of Silver See page 16 for the following information. Arentian is a young silver dragon, Deriastyn, and Warall-Argent are adult silver dragons and can be found from the aerie. Statistics Part One: Battle for Palanthas You can find this chapter on page 20. Gatehouses See page 23 for the following information. To lift the grate requires a successful DC 25 Strength (Athletics) check. Story Developments at the Gates See pages 24-25 for the following information. There are four knights (elder knights) and 20 guards with longswords at the gates. The attacking force has 20 kapak draconians, 20 guards (armed footmen) with longswords, two gray knights, and 100 brutes. Each brute carries a longsword or a short sword and a missile weapon—either longbow, three handaxes, or spear. Story Developments at the Docks See page 26 for the following information. Jarek Reefcutter is a pirate captain with breastplate and there are 20 pirates (buccaneers) at the docks. Prophet of Doom See page 29 for the following information. Man-at-arms is a thug with chainmail, shield, and longsword. Thieves and Scoundrels See pages 30-31 for the following information. The four ex- guardsmen are men-at-arms. Giselle Slickfinger is a spy. The Temple of Paladine See page 33 for the following information. Crysania and her white tiger are located inside the temple. The Tower of High Sorcery See page 35 for the following information. The Shoikan Grove emanates fear as by the spell for 500 feet outward from every tree with a DC of 20. Creatures normally immune to the frightened condition are still affected. Creatures entering the Grove are attacked first by zombies and skeletons trying to grab the characters and pull them down. At the same time, the creatures are attacked by wights and specters. To enter the Grove safely, one needs a coal-black gemstone called the Nightjewel or the protection of the spell kiss of night’s guardian. Dalamar is located inside the Tower with a 50% chance and he is alerted if someone enters the Grove. He can command the undead to cease their attack. The Chamber of Seeing See page 35 for the following information. To successfully employ the use of the Chamber of Seeing, the character attempting to study the pool must make a successful DC 15 Concentration check in order to avoid distraction by the Live Ones, and then a successful DC 15 Intelligence (Arcana) check to awaken the power of the magical pool. The Solamnic Armory See page 37 for the following information. The two Knights of the Rose are knights. Thieves' Guild See pages 37-38 for the following information. There are 20 thugs (thieves) with longswords instead of maces and without heavy crossbows, 12 thugs (archers) with shortswords and shortbows, and an assassin (Guildmaster Lynched Geoffrey). Story Developments at the Thieves' Guild See page 38 for the following information. Usha Majere can be found from the thieves’ guild. Temple of Zeboim See pages 38-39 for the following information. Indigo Reefspan can be found inside the temple. Tunnels of the Old City See page 40 for the following information. Characters who try to lift the grate must make a successful DC 15 Strength (Athletics) check. If the character is below the grate, the character must make a successful DC 20 Strength (Athletics) check. Catacombs of the Undead See pages 40-41 for the following information. There are 16 zombies, 20 skeletons, two wights, and six specters in the catacombs. Draconian Lair See page 41 for the following information. There are two aurak draconians, six kapak draconians, and 10 baaz draconians in the draconian lair. Pit of the Spirit Naga See page 42 for the following information. There is a spirit naga in the pit. 24 PART 1 | BATTLE FOR PALANTHAS Lord's Palace and City Plaza See pages 42-43 for the following information. The gates are guarded by four knights (Knights of the Crown) and 20 guards with longswords instead of spears. City Jail See page 44 for the following information. The jail is guarded by four guards with longswords instead of spears and Sir Ballakar the Elder. Nobles' Hill See pages 44-45 for the following information. The hill is patrolled by guards with longswords instead of spears and they have two scouts (guard runners). 25 PART 1 | BATTLE FOR PALANTHAS Part Two: Aftermath of Battle You can find this chapter on page 46. Lord Ariakan's Address See page 50 for the following information. There are 12 knights (dark knights) at the address. Prison Cage See page 50 for the following information. There is a gray knight and two knights (dark knights) at the prison cage. Garrisons See pages 52-53 for the following information. There is a dark knight captain, 10 knights (dark knights), gray knight (Knight of the Thorn), Knight of the Skull, 10 brutes, 10 kapak draconians, and 12 baaz draconians at the garrisons. Map of Zeboim See page 57 for the following information. Any character from Palanthas, or a sailor familiar with the port may attempt a DC 15 Intelligence (Investigation) check to recognize the shorelines just northwest of the city. Other characters must make a successful DC 20 Intelligence (Investigation) check to successfully place the locale. The spiraling object to the left of the map can be identified with another DC 15 Intelligence (Investigation) check. Well of the Sea Dragon See page 58 for the following information. There is a sea dragon lurking in the depths. Shelf of Dry Land See page 58 for the following information. To notice the footprints requires a DC 15 Wisdom (Perception) check. Intersection See page 58 for the following information. To detect the singing requires a successful DC 10 Wisdom (Perception) check. Cavern of Song See page 59 for the following information. To jump over the pit requires a successful DC 10 Strength (Athletics) check. Cavern of Firebirth See page 59 for the following information. There are seven chaos sentinels in the cavern. Chamber of the Gargoyles See page 60 for the following information. There are 12 gargoyles in the chamber. Chaos Lair See pages 60-61 for the following information. Shou-Chak is a daemon warrior. If the characters have been making it through the adventure quite easily, there might be one additional daemon warrior. Epilogue See page 62 for the following information. All weapons blessed by Zeboim are considered magical with a +1 bonus to attack and damage rolls against creatures of Chaos if they are not magical already. 26 PART 2 | AFTERMATH OF BATTLE APPENDIX 1: MONSTER/NPC STATISTICS 27 Aurak Draconian Medium dragon (draconian), lawful evil Armor Class 15 (natural armor) Hit Points 90 (12d8 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 16 (+3) 14 (+2) 10 (+0) 14 (+2) Saving Throws Int +5, Cha +5 Skills Arcana +5, Perception +3, Persuasion +5 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13 Languages Common, Draconic Challenge 7 (2,900 XP) Death Throes. When the aurak dies, it explodes and each creature within 5 feet of it must make a DC 14 Dexterity saving throw, taking 14 (4d6) force damage, or half as much damage on a successful one. The explosion destroys the equipment the aurak was carrying. Innate Spellcasting. The aurak’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no components: At will: greater invisibility 3/day: dimension door (60 feet, self only) 1/day: dominate person, suggestion Spellcasting. The aurak is an 8th-level spellcaster. Its spellcasting ability is Charisma (save DC 13, +5 to hit with spell attacks). The aurak has the following sorcerer spells prepared: Cantrips (at will): dancing lights, light, mage hand, prestidigitation, shocking grasp 1st level (4 slots): magic missile, shield, sleep 2nd level (3 slots): blindness/deafness, mirror image, scorching ray 3rd level (3 slots): blink, lightning bolt 4th level (2 slots): wall of fire Actions Multiattack. The aurak makes three melee attacks: one with its bite and two with its claw or uses its Energy Ray twice. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage. Energy Ray. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 13 (2d10 + 2) force damage. Poison Breath (Recharge 5-6). The aurak exhales poisonous gas in a 5-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. Alternate Form (3/Day). The aurak can polymorph into any animal form of Medium or Small size. The aurak can remain in its animal form for up to 1 hour or until it chooses to assume a new one or returns to its natural form. Disguise Self (3/Day). The aurak can disguise self for up to 1 hour to make itself resemble an individual humanoid it has seen and perfectly imitate its voice. APPENDIX 1 | MONSTER/NPC STATISTICS 28 Baaz Draconian Medium dragon (draconian), chaotic evil Armor Class 15 (natural armor) Hit Points 27 (5d8 + 5) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 13 (+1) 8 (-1) 8 (-1) 10 (+0) Skills Deception +2 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 9 Languages Common, Draconic Challenge 1/2 (100 XP) Glide. The baaz can use its wings to glide, negating any damage from a fall of any height. It can also travel horizontally up to four times the vertical distance it descends. Death Throes. When the baaz dies, it turns to stone instantly. If the killing blow was dealt with a slashing or piercing melee weapon, the creature dealing the killing blow must make a DC 11 Dexterity saving throw. If it fails, its weapon is stuck in the petrified draconian and cannot be removed. The baaz crumbles to dust 1 minute after death. Items in the baaz’s possession are unaffected by the petrification and subsequent dissolution. Actions Multiattack. The baaz makes two attacks: one with its longsword and one with its bite. Alternatively, it makes two attacks: one with its bite and one with its claw. Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. Brute Medium humanoid (human), lawful evil Armor Class 15 (Tarmak war paint) Hit Points 11 (2d8 + 2) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 11 (+0) 13 (+1) 9 (-1) 10 (+0) 8 (-1) Senses passive Perception 10 Languages Common, Tarmakian Challenge 1/2 (100 XP) Tarmak War Paint. While wearing this paint, the brute has AC 15 and it regains 5 hit points at the start of its turn. When the paint has healed a total of 20 points of damage, it loses its effectiveness. Actions Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands. Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d6 + 2) piercing damage if used with two hands to make a melee attack. Handaxe. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Longbow. Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage. APPENDIX 1 | MONSTER/NPC STATISTICS 29 Chaos Sentinel Medium elemental, chaotic evil Armor Class 13 Hit Points 30 (4d8 + 12) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 17 (+3) 16 (+3) 3 (-4) 10 (+0) 7 (-2) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Ignan Challenge 2 (450 XP) g ( ) Heated Body. A creature that touches the sentinel or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. Illumination. The sentinel sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Water Susceptibility. For every 5 feet the sentinel moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Actions Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. Crysania Medium humanoid (human), lawful good Armor Class 11 (ring of protection) Hit Points 135 (18d8 + 54) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 11 (+0) 16 (+3) 13 (+1) 20 (+5) 16 (+3) Saving Throws Wis +10, Cha +8 Skills History +5, Insight +9, Medicine +9, Persuasion +7, Religion +5 Senses passive Perception 15 Languages Abanasinian, Common, Elvish, Solamnic Challenge 12 (8,400 XP) Spellcasting. Crysania is an 18th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 17; +9 to hit with spell attacks). She has the following cleric spells prepared: Cantrips (at will): guidance, light, mending, sacred flame, spare the dying, thaumaturgy 1st Level (4 slots): bless, burning hands•, cure wounds, detect magic, faerie fire•, protection from evil 2nd Level (3 slots): calm emotions, flaming sphere•, hold person, scorching ray•, zone of truth 3rd Level (3 slots): daylight•, dispel magic, fireball•, remove curse, revivify 4th Level (3 slots): death ward, divination, guardian of faith•, locate creature, wall of fire• 5th Level (3 slots): dispel evil, flame strike•, greater restoration, mass cure wounds, scrying• 6th Level (2 slots): heal, true seeing 7th Level (1 slots): resurrection 8th Level (1 slots): antimagic field 9th Level (1 slots): mass heal •These spells are Crysania’s domain spells. Actions Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage. Corona of Light. Crysania can use her action to activate an aura of sunlight that lasts for 1 minute or until she dismisses it using another action. She emits bright light in a 60-foot radius and dim light 30 feet beyond that. Her enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage. Channel Divinity (3; Recharges at Long Rest). Crysania uses one of the following channel divinity actions. Radiance of the Dawn. As an action, any magical darkness within 30 feet of her is dispelled. Additionally, each hostile creature within 30 feet of her must make a Constitution saving throw. A creature takes 29 (2d10 + 18) points of radiant damage on a failed saving throw and half as much on a successful one. Turn Undead. Crysania may turn undead that are within 30 feet of her. The undead makes a Wisdom saving throw and is turned for 1 minute if it fails the saving throw or takes any damage. If the undead’s challenge rating is 4 or lower, it is destroyed instead. Reactions Warding Flare. When Crysania or any creature within 30 feet of her is attacked by a creature within 30 feet of her that she can see, she can use her reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. Crysania can use this feature 5 times (1/Turn). She regains all expended uses when she finishes a long rest. APPENDIX 1 | MONSTER/NPC STATISTICS 30 Daemon Warrior Medium undead, chaotic evil Armor Class 17 (natural armor) Hit Points 45 (7d8 + 14) Speed 30 ft., fly 60 ft. (hover) STR DEX CON INT WIS CHA 17 (+3) 19 (+4) 15 (+2) 13 (+1) 13 (+1) 15 (+2) Damage Vulnerabilities radiant Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 11 Languages Common, Infernal Challenge 5 (1,800 XP) Death Throes. When the warrior dies, it explodes, and each creature within 5 feet of it must make a DC 13 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren’t being worn or carried, and it destroys the warrior’s weapons. Fear Aura. Any creature hostile to the warrior that starts its turn within 30 feet of the warrior must make a DC 12 Wisdom saving throw, unless the warrior is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to the warrior’s Fear Aura for the next 24 hours. Unholy Smite (Recharge 6). When the warrior hits a creature with a melee weapon attack, it can deal an extra 9 (2d8) necrotic damage. Actions Multiattack. The warrior makes two greatsword attacks. Alternatively, the warrior makes two attacks: one with its bite and one with its claw. Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) slashing damage. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Dalamar Medium humanoid (elf), chaotic evil Armor Class 15 (bracers of defense) Hit Points 99 (18d8 + 18) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 12 (+1) 20 (+5) 16 (+3) 14 (+2) Saving Throws Int +9, Wis +7; advantage on saves against being charmed, spells and other magical effects Skills Arcana +13, History +13, Insight +7, Perception +7, Persuasion +6 Damage Resistances damage from spells; nonmagical bludgeoning, piercing, and slashing (from stoneskin) Senses darkvision 60 ft., passive Perception 17 Languages Common, Draconic, Elven, Magius, Nerakese, Nestari, Solamnic Challenge 12 (8,400 XP) Fey Ancestry. Dalamar has advantage on saving throws against being charmed, and magic can’t put him to sleep. Magic Resistance. Dalamar has advantage on saving throws against spells and other magical effects. Spellcasting. Dalamar is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17; +9 to hit with spell attacks). Dalamar can cast disguise self and invisibility at will and has the following wizard spells prepared: Cantrips (at will): blade ward, fire bolt, light, mage hand, prestidigitation, shocking grasp 1st Level (4 slots): charm person, detect magic, identify, magic missile 2nd Level (3 slots): detect thoughts, mirror image, misty step 3rd Level (3 slots): counterspell, fly, lightning bolt 4th Level (3 slots): banishment, fire shield, stoneskin• 5th Level (3 slots): cone of cold, scrying, wall of force 6th Level (1 slots): globe of invulnerability 7th Level (1 slots): teleport 8th Level (1 slots): mind blank• 9th Level (1 slots): time stop •Dalamar casts these spells on himself before combat. Actions +2 Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage. APPENDIX 1 | MONSTER/NPC STATISTICS 31 Dark Knight Captain Medium humanoid (human), lawful evil Armor Class 18 (plate) Hit Points 65 (10d8 + 20) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 14 (+2) 14 (+2) 11 (+0) 15 (+2) Saving Throws Con +4, Wis +4 Senses passive Perception 10 Languages Common, Nerakese Challenge 3 (700 XP) Brave. The captain has advantage on saving throws against being frightened. Actions Multiattack. The captain makes two melee attacks. +1 Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Reactions Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon. Gray Knight Medium humanoid (human), lawful evil Armor Class 15 (leather, shield; 17 with mage armor) Hit Points 40 (9d8) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 11 (+0) 17 (+3) 13 (+1) 11 (+0) Saving Throws Int +6, Wis +4 Skills Arcana +6, History +6 Senses passive Perception 11 Languages Common, Draconic, Nerakese, Solamnic Challenge 6 (2,300 XP) Spellcasting. The knight is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The knight has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation 1st level (4 slots): mage armor, magic missile, sleep 2nd level (3 slots): darkness, invisibility, web 3rd level (3 slots): fireball, lightning bolt, slow 4th level (3 slots): polymorph, wall of fire 5th level (1 slot): transmute rock Actions Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. APPENDIX 1 | MONSTER/NPC STATISTICS 32 Indigo Reefspan Medium humanoid (human), chaotic evil Armor Class 16 (chain mail) Hit Points 58 (9d8 + 18) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 14 (+2) 14 (+2) 17 (+3) 10 (+0) Saving Throws Wis +6, Cha +3 Skills History +5, Insight +6, Medicine +6, Religion +5 Senses passive Perception 13 Languages Common, Solamnic Challenge 6 (2,300 XP) Divine Eminence. As a bonus action, Indigo Reefspan can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) necrotic damage to a target on a hit. This benefit lasts until the end of the turn. If he expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. Spellcasting. Indigo is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 14; +6 to hit with spell attacks). He has the following cleric spells prepared: Cantrips (at will): guidance, light, mending, sacred flame, spare the dying, thaumaturgy 1st Level (4 slots): cure wounds, fog cloud•, inflict wounds, protection from evil and good, sanctuary, thunderwave• 2nd Level (3 slots): blindness/deafness, gust of wind•, hold person, shatter•, spiritual weapon 3rd Level (3 slots): call lightning•, dispel magic, sleet storm•, water breathing, water walk 4th Level (3 slots): *control water•, freedom of movement, guardian of faith, ice storm• 5th Level (1 slot): destructive wave•, flame strike, insect plague• •These spells are Indigo’s domain spells. Actions Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Change Shape. Indigo can magically polymorph into a fish, or back into his true form upon immersion in salt water for up to 1 hour. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Indigo's choice). In a new form, Indigo retains his alignment, hit points, Hit Dice, proficiencies, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features of that form. APPENDIX 1 | MONSTER/NPC STATISTICS 33 Kapak Draconian Medium dragon (draconian), lawful evil Armor Class 13 (natural armor) Hit Points 32 (5d8 + 10) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 14 (+2) 8 (-1) 8 (-1) 11 (+0) Skills Stealth +4 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 9 Languages Common, Draconic Challenge 1 (200 XP) Glide. The kapak can use its wings to glide, negating any damage from a fall of any height. It can also travel horizontally up to four times the vertical distance it descends. Death Throes. When the kapak dies, its body instantly dissolves into a 5-foot radius pool of acid. All creatures within this area suffer 10 (3d6) points of acid damage at the start of each of their turns they remain in the pool. The acid evaporates in 1 minute. All armor, weapons, an items carried by the kapak suffer damage from the acid as well. Poison. The kapak’s poison doesn’t affect other kapaks. Sneak Attack (1/Turn). The kapak deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the kapak that isn’t incapacitated and the kapak doesn’t have disadvantage on the roll. Actions Multiattack. The kapak makes two melee attacks: one with its shortsword and one with its bite or two ranged attacks with its shortbow. Alternatively, the kapak makes two melee attacks: one with its bite and one with its claw. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage and the target must make a DC 12 Constitution saving throw, becoming poisoned on a failed save for 10 minutes. The target is paralyzed while poisoned in this way. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage and the target must make a DC 12 Constitution saving throw, becoming poisoned on a failed save for 10 minutes. The target is paralyzed while poisoned in this way. Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage and the target must make a DC 12 Constitution saving throw, becoming poisoned on a failed save for 10 minutes. The target is paralyzed while poisoned in this way. Knight of the Skull Medium humanoid (human), lawful evil Armor Class 18 (chain mail, shield) Hit Points 44 (8d8 + 8) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1) Saving Throws Wis +5, Cha +2 Skills History +3, Medicine +5, Persuasion +3, Religion +3 Senses passive Perception 13 Languages Common, Nerakese, Solamnic Challenge 3 (700 XP) Spellcasting. The knight is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The knight has the following cleric spells prepared: Cantrips (at will): light, resistance, sacred flame, thaumaturgy 1st level (4 slots): bless, command, cure wounds, false life, inflict wounds, ray of sickness 2nd level (3 slots): blindness/deafness, enhance ability, hold person, ray of enfeeblement, spiritual weapon 3rd level (3 slots): animate dead, bestow curse, dispel magic, revivify, vampiric touch 4th level (2 slots): blight, death ward, guardian of faith, stone shape Actions Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. APPENDIX 1 | MONSTER/NPC STATISTICS 34 Man-at-Arms Medium humanoid (human), lawful neutral Armor Class 18 (chain mail, shield) Hit Points 32 (5d8 + 10) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) Skills Intimidation +2 Senses passive Perception 10 Languages Common, Solamnic Challenge 1/2 (100 XP) Pack Tactics. The man-at-arms has advantage on an attack roll against a creature if at least one of the man-at-arm’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The man-at-arms makes two melee attacks. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Sea Dragon Huge dragon, chaotic evil Armor Class 20 (natural armor) Hit Points 172 (15d12 + 75) Speed 20 ft., swim 30 ft. STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 20 (+5) 8 (-1) 12 (+1) 12 (+1) Saving Throws Dex +5, Con +10, Wis +6 Damage Resistances fire Senses darkvision 120 ft., passive Perception 11 Languages Aquan, Common, Draconic Challenge 12 (8,400 XP) Amphibious. The sea dragon can breathe air and water. Actions Multiattack. The sea dragon makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks. Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage. Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Steam Breath (Recharge 5-6). The sea dragon exhales scalding steam in a 50-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t grant resistance against this damage. APPENDIX 1 | MONSTER/NPC STATISTICS 35 Sir Ballakar the Elder, Knight of the Sword Medium humanoid (human), lawful good Armor Class 18 (plate) Hit Points 78 (12d8 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 14 (+2) 14 (+2) 11 (+0) 15 (+2) Saving Throws Con +4, Wis +4 Senses passive Perception 10 Languages Common, Solamnic Challenge 4 (1,100 XP) Brave. Sir Ballakar has advantage on saving throws against being frightened. Actions Multiattack. Sir Ballakar makes three melee attacks. +1 Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, Sir Ballakar can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of him makes an attack roll or a saving throw. The creature can add d4 to its roll provided it can hear and understand Sir Ballakar. A creature can benefit from only one Leadership die at a time. This effect ends if Sir Ballakar is incapacitated. Reactions Parry. Sir Ballakar adds 2 to his AC against one melee attack that would hit it. To do so, he must see the attacker and be wielding a melee weapon. Usha Majere Medium humanoid (human), neutral good Armor Class 13 Hit Points 13 (2d8 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 14 (+2) 14 (+2) 10 (+0) 17 (+3) Skills Perception +2, Stealth +5 Senses passive Perception 12 Languages Abanasinian, Common, Solamnic Challenge 1/4 (50 XP) Sneak Attack (1/Turn). Usha deals an extra 3 (1d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Usha that isn’t incapacitated and Usha doesn’t have disadvantage on the roll. Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. APPENDIX 1 | MONSTER/NPC STATISTICS 36 White Tiger Large beast, lawful good Armor Class 12 Hit Points 37 (5d10 + 10) Speed 40 ft. STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 14 (+2) 15 (+2) 12 (+1) 8 (-1) Skills Perception +3, Stealth +6 Senses darkvision 60 ft., passive Perception 13 Languages Common, Solamnic (can’t speak) Challenge 1 (200 XP) Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the tiger moves at least 20 feet straight toward a creature right before hitting it with a claw attack, the target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can take a bonus action to make one bite attack against it. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. APPENDIX 1 | MONSTER/NPC STATISTICS APPENDIX 2: KNIGHTS OF TAKHISIS O f all the knightly orders of Ansalon, none are as feared as the Dark Knights of Takhisis. Born from the vision of Ariakan, the Knights of Takhisis stand in the pages of history as the greatest organized force of Evil to ever walk the face of Krynn. After Ariakan’s time of imprisonment by the Knights of Solamnia, he envisioned a dark knighthood that would draw from the best aspects of the Knights of Solamnia, without falling into the traps of the Solamnics’ failings. While studying the Knights of Solamnia as their prisoner, he realized his father’s greatest flaw. Ariakas relied on the Law of the Dark Queen—Evil feeds on itself, gaining strength from the failure of its weaker members. By undermining the ability of the forces of Evil to work together, this had proven to be the downfall of Takhisis throughout history, most notably with the dragonarmies during the War of the Lance. What if Evil did not turn upon its own? What if there was a group of dark knights who put the Knighthood before personal gain? These questions haunted Ariakan until his encounter with the Dark Warrior, a fearsome aspect of the goddess Takhisis. He bared his heart to her and, though he had touched upon her own failings, she approved of his vision. She commanded him to build a knighthood in her name. The Knights of Takhisis are divided into three orders. The Knights of the Lily are the physical body of the Knighthood, warriors trained to fight in single combat, whether on foot, on horse, or riding a dragon. The Knights of the Skull are the spiritual body of the Knights of Takhisis, guiding them through the power of the Vision. The Knights of the Thorn are the intellectual mind of the Knights of Takhisis, whose divinations augment their conquests. The Knights of Takhisis bring steel, spirit, and sorcery together in powerful combination. As Ariakan foresaw, his knighthood would have to be like the ironwood trees, merging a strong foundation with the ability to move and adapt. The foundations of the Knights of Takhisis remain the same. To reach their Vision of dominating Ansalon and the world beyond—no matter who they believe the leader of this world will be—they are empowered by the laws of the Code to guide them and to maintain unity. The Blood Oath fuels their actions and, in the end, all must submit or die. History of the Knights of Takhisis The foundations of the Knights of Takhisis date back to the year 352 AC when Ariakan, son of the Dragon Emperor Ariakas by an aspect of the goddess Zeboim, was captured by the Whitestone forces at the Temple of Neraka. His very existence wasn’t even known to the Solamnics until the fall of the Temple of Neraka. His capture and subsequent imprisonment was one of the biggest secrets of the War of the Lance. During this time, Ariakan learned all that he could about the structure, organization, and mentality of the Knights of Solamnia. A personable youth, handsome and charming, he soon won the favor and admiration of his captors. The Knights were eager to indoctrinate him in the Oath and the Measure, believing that such a course of study would benefit the young man and teach him the error of his ways. The error was on the part of the Knights. Ariakan studied the Knighthood as a warrior sizing up his enemy. It was only a matter of time before Ariakan knew all the right things to say to convince the Knights of his rehabilitation and conversion. Indeed, after two years, he was given an early release from the High Clerist’s Tower, but he asked to stay and finish his studies. His request was happily granted. At the end of five years, learning all he could from the Knights, he offered his farewells. Many among the Knighthood were sorry to see him go, for Ariakan was a charming companion, a knowledgeable scholar, and an excellent fighter. Only after he had left the Knights did it occur to them that, during all the time that he was with them, he had been careful never to actually proclaim any true allegiance, swear any vow, take any oath. Ariakan was in his mid-twenties when he rode out onto the Solamnic Plain. He had an escort—Knights bound for other parts of the realm—but he soon managed to divest himself of his unwanted companions. Immersed in their own affairs, attempting to put back together a country shattered by war, the Solamnic Knights made only a halfhearted attempt to capture Ariakan. He had led them to believe he was going to enter the mercenary line of work and, though they considered this a lowly occupation, they agreed that he must be off in some realm, selling his sword to earn his living. Ariakan had no thought of selling his sword. He had learned much more from the Knights than just their culture, tradition, and history. Using the skills the Knights had taught him, he eluded their watch and slipped back across the plains. Amidst a raging blizzard, he climbed the forbidding mountains of Neraka and soon lost his way. Frozen and starving, he collapsed in a snowdrift and, with his last breath, prayed to his mother Zeboim, for aid. As he ended his prayer, he saw a seashell in the snow before him. Accepting this as a sign from his goddess mother, Ariakan struggled to his feet. A trail of seashells led him to a cavern. Here he found shelter against the storm, a cache of food, and dry wood for a fire. He ate and, exhausted, fell asleep. Ariakan awoke to find a figure clad in shining black armor near the fire. He did not fear the figure, thinking it a manifestation of his dead father. When the figure told Ariakan to relate his experiences, he told the figure how he admired the Knights of Solamnia—the discipline, training, and willingness to sacrifice themselves for their cause. He described why the dragonarmies had failed and suggested that a new knighthood could succeed where they had fallen short. 37 APPENDIX 2 | KNIGHTS OF TAKHISIS It was then that the figure revealed himself to be the Dark Warrior, an aspect of the goddess Takhisis. She was not happy to hear a list of her faults and her enemies’ virtues, but she realized the value of Ariakan’s honesty and insight. Ariakan shared his vision of this new knighthood, one that would improve upon the example set by the Knights of Solamnia and surpass them as the dominant knighthood on Ansalon. The Dark Queen gave her blessing to Ariakan’s plan. Ariakan quickly gathered what remained of his father’s forces and set about building the Knights of Takhisis. Wary of discovery, Ariakan sought a secret base from which to build his forces. Zeboim guided her son to an island in the North Sirrion Sea; Storm’s Keep was built within a year, becoming one of the most unassailable fortresses on all of Krynn. A cool current from Icewall Glacier kept the island chilly. Great storms brewed overhead as the frigid polar waters met the warmer northern waters and sheathed the isle in fog, keeping its location secret. While work on this great military edifice progressed, Ariakan explored the sea beyond Ansalon and recruited followers. During a voyage beyond the Blood Sea Isles, he discovered the island-continent of Ithin’Carthia, home of the towering human-like brutes known as the Tarmaks. Ariakan convinced them he was the manifestation of one of their departed gods and gained their loyalty. By the summer of 383 AC, Ariakan was ready. In less than fifteen years, he had built the Knights of Takhisis into a force that would dominate Ansalon. He had written the Code, the laws that governed the Dark Knights. He had organized three Orders—those of the Lily, the Skull, and the Thorn—each with an individual specialty and purpose, but working as a united whole. His Knights were strengthened by blue dragon mounts, by the Tarmaks, and by the Minions of Dark, an infantry force of mercenaries. The time had come to put his dark paladins to the ultimate test. Moving with an audacity born of courage, discipline, and unshakable faith, the Knights of Takhisis invaded Ansalon. In a single month’s time, Ariakan’s forces had conquered more territory than the dragonarmies had during the entire War of the Lance. Each new conquest brought more recruits. Leadership and Organization The Knights of Takhisis are organized in such a way that the strengths of each of the three Orders work to complement one another, combining the power of steel, sorcery, and spirit. The Knights of the Lily are the warriors of the Knighthood, fighting on the battlefield in a variety of roles, from foot soldiers to cavalry to dragon riders. The Knights of the Skull are divine spellcasters who guide the Knighthood spiritually, weeding out all those who would be traitors to the Vision as well as threats from the outside. Their unholy power is used on the battlefield to aid fellow Knights and to harm enemies. The Knights of the Thorn are the arcane spellcasters of the Knighthood. They use their arcane arts to predict the movements of their adversaries and use magical power to obliterate their foes. During the War of the Lance, the forces of Good were defeated until they decided to work together under a unified leadership. Ariakan took this a step further by training warriors, clerics, and wizards to complement one another in battle. Although a Knight’s training may begin within his own Order, they begin working with other Orders at the compgroup level and higher. The Knights of Takhisis army is led by the Lord of the Night, who reigns as supreme commander of the entire army. He is advised by the Lord Knights of each order. The army is then broken down into seven quadrons, each one led by a Master of the Lily, Skull, or Thorn, who report to their respective Lord Knight. Quadrons are broken down into four shields, which are led by a Marshal. Each shield consists of five compgroups, which is led by a Champion. Compgroups are made of seven wings and include 30–40 support staff. A wing is led by a Knight of Warder rank and consists of five talons. The talon, a group of nine people each, is led by a Knight of Guardian rank. At the wing and talon level, Knights come from only one order. This allows for small missions that may only require members of one order, as well as an environment that is conducive towards teaching younger Knights the ways of the Knighthood. Rank Structure The rank structure of the Knights of Takhisis is modeled after the rank structure of the Knights of Solamnia to a degree, though changes were made to fit the organization of the Knights of Takhisis. The ranks of the Knights of Takhisis were created to represent the individual identity of each Order, while maintaining a unified rank structure that all knights could easily identify. The hierarchy of the Knights of Takhisis is divided into three groups: supplicants who are essentially green troops, knight-officers who directly command troops in battle, and the Order of Lords who are the generals and strategists of the Knighthood. A Squire of the Lily is not officially considered part of the Knighthood and therefore does not hold a military rank within the Knights. Supplicants are the lowest-ranking members in each Order. They are the backbone of the Knighthood and the largest percentage of Knights of Takhisis hold a rank within this level. At this stage, they are given the title of Sir or Madam. A supplicant enters the Knighthood at the Novice level where the initial training of each Order takes place. Novices learn their place within their respective Orders and begin the fundamental instruction that the Order requires. They are quickly trained in the art of battle and how their Order approaches combat. Acolytes, having mastered the basics expected by their Order, begin to put their lessons to more practical use. Most Knights of Takhisis on the battlefield hold this rank. As the Knights of Takhisis progress to the Warrior rank, they are placed in a leadership role as second-in-command of a talon. 38 APPENDIX 2 | KNIGHTS OF TAKHISIS A Knight of Takhisis who becomes a Knight-Officer has proven that he is capable of leading others. Knights of Guardian rank are given command of a talon, a group of nine Knights. A Warder commands a wing—five talons consisting of forty-five Knights total. From there, he advances to the rank of Champion, commanding a compgroup consisting of seven wings, a total of 315 knights and 30–40 support personnel. Champion is the first rank at which a Knight of Takhisis commands members of another Order as well as his own. A Champion may, for example, command two Lily Wings, two Skull Wings, and one Thorn Wing. Knights who reach Champion level are indoctrinated in the concept that victory is more assured when all available assets are used. It is a point of honor to the Knighthood that no favoritism is shown to one’s own Order. Such an accusation of dishonor and impropriety never goes unanswered. Once a Knight has proven himself as a Knight-Officer and successfully commanded a compgroup, he may seek to advance into the Order of Lords. This level of power is only attainable if there is a vacancy. Such a vacancy may be created; advancement through formal challenge and knightly combat is not only permissible, it is encouraged. The victorious Knight assumes the rank of the defeated Knight. When a vacancy in the upper ranks of the Knighthood comes about as the result of attrition (such as a Lord Knight dying of natural causes or being killed in battle, outside single combat), all applicants must present themselves before a tribunal of the Order of Lords. The reviewing tribunal determines the criteria under which the position shall be won. Typically, such criteria will consist of elimination tournaments or particularly hazardous ventures. Those who attain rank within the Order of Lords may use the title of Lord or Lady. This is the first time that a Knight commands forces numbering thousands. The lowest rank within the Order of Lords is the Marshal, who commands a shield consisting of five compgroups (1,575 knights). A Master commands a quadron consisting of four shields (6,300 knights). Masters report to the heads of their Orders, the Lord Knights. There are only three Lord Knights at any given time, one per Order, who report directly to the Lord of the Night. Lord Knights are the guiding forces within their Orders. At the head of the Knighthood is the Lord of the Night, who may come from any of the three Orders. He is the supreme military commander of the entire Knighthood, leading the army through the Order of the Lords. The Knights of Takhisis Order of Battle Commander Unite Type Approximate Unit Size Lord Army (7 Quadrons) 44,100 men Master Quadron (4 Shields) 6,300 men Marshal Shield (5 Compgroups) 1,575 men Champion Compgroup (7 Wings) 315 men Warder Wing (5 Talons) 45 men Guardian Talon 9 men The Knights of Takhisis Rank Structure Rank Lily Knights Skull Knights Thorn Knights Lord of the Night Lord of the Night Lord of the Night Lord of the Night Lord Knight Lord of the Lily Lord of the Skull Lord of the Thorn Master Master of the Lily Master of the Skull Master of the Thorn Marshal Marshal of the Lily Marshal of the Skull Marshal of the Thorn Champion Champion of the Lily Champion of the Skull Champion of the Thorn Warder Warder of the Lily Warder of the Skull Warder of the Thorn Guardian Guardian of the Lily Guardian of the Skull Guardian of the Thorn Warrior Night Warrior Bone Clerist Blood Apprentice Acolyte Night Acolyte Bone Acolyte Blood Acolyte Novice Night Novice Bone Novice Blood Novice Traditions of the Knights of Takhisis The Knights of Takhisis were founded on a chivalric code of honor that was based in principle on the honor of the Knights of Solamnia, though modified to fit the Vision. The Code is based on the ideal of respect, both for allies and for enemies who have earned it, such as the Knights of Solamnia. All others are beneath a Knight of Takhisis. The Knights of Takhisis also hold true to loyalty. However, unlike the Knights of Solamnia, the Knights of Takhisis don’t hold true to virtue. A Knight of Takhisis is free to murder or even steal, but only if doing so furthers the goals of the Knighthood. The Knights of Takhisis’ code of honor is not as generous as that of the Knights of Solamnia, having harsh penalties for failure. Knight of Takhisis honor has many things in common with the minotaur code of honor, though it is more “civilized” and not as brutal. In theory, a Knight’s life should revolve around honor. Each morning as the sun rises, the Knights of Takhisis present themselves on the field in front of their commander. There, they recite the Blood Oath five times, interspersed with excerpts from the Code in order to keep it fresh in the minds of all Knights. During the day, Knights are expected to perform their everyday duties. In the evening, all the Orders must spend time on their individual focus. Lily Knights focus on exercise and practice with the sword, Thorn Knights study their arcane arts, and Skull Knights spend time in meditation and prayer. The Knights of Takhisis are a brotherhood trained to work for the betterment of the Knighthood. Personal goals and feelings are set aside in favor of the goals of the Knights of Takhisis. Individual ambition for one’s own sake is discouraged, while ambition for the sake of the Knighthood is encouraged. Knights are expected to work together, not only within their Order but with members of the other Orders as well. 39 APPENDIX 2 | KNIGHTS OF TAKHISIS Duels are a common feature in Knight of Takhisis culture. A duel can take place for a number of reasons, though typically it is to settle a dispute centered on a point of honor. For example, if one Knight accuses another of stealing, the two will duel. Whichever of the two Knights is left alive is considered to have met any requirements of honor, while the defeated Knight will be buried without honor. Duels also determine advancement into the Order of Lords, if an opening does not already exist. A Knight who wishes to advance challenges a Knight within the Order. If he succeeds and his foe is slain, he takes his opponent’s place in the Order of Lords. In combat, it is customary to salute one’s opponent if that opponent is known to be honorable. A Knight of Solamnia, may be saluted; kender, gnomes, or human mercenaries may not. The Dark Knights take a very grim view of failure. While there may be setbacks on the field of battle, utter and complete failure will be met with harsh discipline. Often this is based on the circumstances. A minor infraction may only result in a lashing. The Knight is stripped of his armor for the duration of the punishment, as he is not considered honorable enough to wear the symbols of his Order. A Knight’s hands are tied to a stake which is driven into a wall above the level of his head. His offenses are recited as he is whipped, ending with a recitation of the portion of the Code that governs this particular behavior. When the lashing ends, the Knight must stand on two feet and look his commander in the eye, swearing an oath that he will never commit the offense again. If he is unable to stand, he will undergo the lashing again the next day and each subsequent day until he can stand as a Knight. Some offenses are severe enough to warrant execution, such as treason, disobeying orders, or murdering a fellow Knight without a duel. In such cases, the Knight’s sponsor is to carry out the execution. The Knight is placed in kneeling position, then beheaded by his own sword. If the Knight is not in custody, his sponsor will work with an adjudicator to hunt down and kill the Knight. Knights accused of breaking the Code may present proof of their innocence and may request an advocate. The advocate will offer the proof of the Knight’s innocence and his unerring dedication to the Code, as well as listing the accomplishments of the Knight. If the adjudicator agrees with the advocate, the accusation is removed from the records. If the adjudicator finds the Knight guilty, then the Knight and his advocate are both executed. The Dark Knights set aside one day a year to honor Ariakan’s mother, Zeboim, and the founding of the Knights of Takhisis. Recruitment and Training Recruitment for a Knight of Takhisis begins at a young age, typically around twelve years old. Few candidates are accepted past age fourteen. For the next three years, the young petitioner will undergo a program of rigorous physical training and indoctrination. The Knights of the Skull are responsible for their training, shaping the bodies, hearts, and minds of the young petitioners through harsh discipline. Petitioners quickly learn the values of honor and obedience and the tenets of the Vision, the Blood Oath, and the Code. Young petitioners who display a knack for magical talent may also gain additional training by the Knights of the Thorn. After this three-year period, petitioners are ready to become Squires of the Lily. Although it is a rare occurrence, the Knighthood does welcome older candidates who have sworn their allegiance and demonstrated the heart of honor of a Knight of Takhisis. Like their younger counterparts, older petitioners undergo their own program of training and indoctrination by the Knights of the Skull. This program is different, focused on removing existing worldly views and replacing them with the Vision of the Knights of Takhisis. Recruits to the Knighthood are typically human, though the occasional dark elf, half-elf, fatherless dwarf, half-ogre, or minotaur will join the ranks. Minotaurs are valued for their strength in battle and deep code of honor, while dark elves and fatherless dwarves are valued for the talents and information they have that can be used against their parent race. Half-elves and half-ogres are treated as half-breeds, though half-elves often make superior Skull Knight ambassadors and half-ogres perform well in the ranks of the Knights of the Lily. Ogres are frowned upon. Though very strong, they have slow minds and no sense of honor. Kender and gnomes are not welcome, and draconians are regarded as little more than subhuman monsters. Nonhuman Dark Knights discover that the other Knights of Takhisis are not always welcoming of their company. The Code does allow for nonhumans, so they are accepted, though grudgingly. The Knights of the Skull examine each nonhuman candidate, checking into their backgrounds to weed out those who would betray the Knighthood, as well as evaluating what skills the petitioners might bring with them. After serving as a petitioner, the prospective Knight becomes a Squire of the Lily, serving under a patron Knight. It is during this time, typically around a year, that their training and indoctrination are first put to practical use. Though a squire may serve under a Thorn or Skull Knight, they are still considered part of the Order of the Lily since the squires require basic warrior training. A Thorn or Skull Knight may recognize talents with arcane or divine magic and may groom the squire to some degree, but the vast majority of training focuses on honor and the warrior arts. The squire will work with members of all three Orders, learning how they work together to fight a foe. When a squire completes the Test of Takhisis, he typically serves a year of general service in his Order. As he rises in rank, he may choose specialized training. 40 APPENDIX 2 | KNIGHTS OF TAKHISIS While all Knights are proficient in basic combat, Knights of the Lily can expand upon that training. Many Lily Knights train as cavaliers, learning the techniques of mounted combat. Horsemanship is paramount, and the Knight must learn to take care of his steed. Cavalry training also includes training with a lance. Jousting is used to further this training. Some Lily Knights take mounted combat to the ultimate level by learning the specialized role of a dragon rider. Dragon riders learn that aerial combat is a lot more unpredictable than regular mounted combat. Ranks are replaced with aerial formations, such as the Blue Lady’s Formation, the Flying V, and the Thunderbolt, though dragon riders are also taught that, once battle begins, formations don’t last very long. Aerial combat tactics include the use of lances, missile weapons (for archers), and the dragons’ natural weapons (fang and claw attacks, wing buffets, tail slaps, and breath weapons). Knights of the Skull can train in several different specializations. All Skull Knights train in the basics precepts of their faith and are in charge of internal security and, when at war, support services and interrogation. Most are capable of defending themselves. A select few are chosen to join the ranks of the Cabal of the Code as adjudicators. Such Skull Knights must memorize the entire Code and learn the skills of adjudication. Perhaps the most important task of the Skull Knights is to serve as taskmasters for young petitioners, focusing on doctrine, discipline, and control. Skull Knights can also serve as ambassadors for the Knighthood. In addition to the art of diplomacy, the ambassadors learn how to gather information on other races and nations in order to benefit the Knighthood. Knights of the Thorn may specialize in one of several roles open to arcane spellcasters. Many take on the role of war mage, aiding their fellow Lily Knights from behind the lines of battle. Some Thorn Knights focus on using divination in their role of gathering external intelligence, supplementing the valuable intelligence gathered by mundane spies. Some Thorn Knights are trained in the art of casting spells while riding dragonback. Typically, a Thorn Knight will sit in a specially made three-seated saddle, with a Lily Knight in the front and the Thorn Knight riding behind him, next to a Skull Knight who offers healing, protection, and enhancement magic to the other Knights. This allows the Thorn Knight to concentrate on casting his spells. If the dragon has spellcasting abilities as well, the Thorn Knight will learn how to cast spells in tandem with the dragon. All Knights of Takhisis are taught the battle techniques of the Knights of Solamnia. The Knights of Takhisis not only learn their tactical weaknesses, but also the weakness of the Solamnic heart. By understanding what it is to be a Knight of Solamnia, the Knights of Takhisis learn what it takes to defeat them. The Knights of Takhisis try to train all Knights to be leaders. While it is true that some individuals are better followers than leaders, the Knights of Takhisis view lack of ambition as a weakness. Leadership training includes not only basic principles, but also how all three Orders work together and how to command those who are not from your Order. It also centers on placing the Knighthood above the self, even if it means sacrificing your own life. The Vision and the Blood Oath When Ariakan formed the Knights of Takhisis, he knew that he would need a set of laws to govern his knights so that order would be maintained. While Ariakan drew inspiration from the Measure of the Knights of Solamnia, he was frustrated by the debates over minor points of the Measure that he witnessed during his time in captivity. He envisioned a set of laws that would allow a knight to know what was expected of him, even if separated from his fellow knights, yet would allow flexibility and occasional exceptions. Ariakan drew up the Code to serve as those laws, based on the Vision of Takhisis. Knights would be expected to swear the Blood Oath to demonstrate their unwavering dedication to the Code. The Vision The Vision is a statement of the ultimate goal of the Knighthood: One World Order. The goal is nothing short of the total and unquestioned domination of the world of Krynn. The Blood Oath and the Code were established to make the Vision manifest. Each Knight also experienced his own personal Vision, originally granted by Takhisis through the Knights of the Skull. This individual Vision showed each Knight his place within the Dark Knights and how he fit into Takhisis’ grand scheme. The Blood Oath The Blood Oath of the Knights of Takhisis is quite simple: Submit or Die. The Blood Oath is part of the indoctrination process, teaching young aspirants into the Knighthood that they must be utterly dedicated, both in body and soul, to the cause. All thoughts of self are submerged, sublimated. This doesn’t mean that the Knights of Takhisis may not think for themselves, merely that the Knighthood comes before all self- interest. The Code of the Knights of Takhisis The Code is the set of laws, crafted by Ariakan himself, that are designed to deal with both military situations and the lives of each member of the Knighthood. The Code borrows from the Measure of the Knights of Solamnia, but it has been adapted to Ariakan’s vision of the Knights of Takhisis. Strict adherence to the Code is required, though each case is decided on its own merits and exceptions can be made. Ariakan determined that council meetings to consider changes to the Code wasted precious time on endless bickering over trivial points of law and honor. Ariakan established the Code as the unwavering foundation of the Knights of Takhisis. Obvious violations were dealt with swiftly and with certainty. 41 APPENDIX 2 | KNIGHTS OF TAKHISIS On the other hand, Ariakan realized the need to be flexible, so he established means by which exceptions to the Code might be considered and accepted or rejected on their own merits. Adjudicators of the Code, drawn from the higher ranks of the Knights of the Skull, are appointed by the Lord of the Night to look into each case. An adjudicator is recognizable by the scepter he wields, presented to him by the Lord of the Night as a badge of his office. The adjudicator’s decision is law. If the adjudicator decides that the Code has been violated, then punishment—usually death—is meted out to the offender. The bulk of the Code deals with establishing lines of communication and authority, detailing how orders are dispatched and acted upon quickly. Ariakan knew that there would be times when a Knight might find himself cut off from the chain of command. Therefore, he devoted sections of the Code to teaching the Knights how to act on the Vision and carry out the will of the Knighthood when on their own. Even within the bounds of the Code, a Knight has a fair amount of discretion on how to carry out the Vision. The Code allows for a Knight to lie, steal, or murder, but only if such acts further the Vision and are not done for self- gain or due to loss of control. The Knights of Takhisis do not rape, pillage, and plunder. Such acts are considered to be averse to advancing the Vision and the establishment of an ordered world, free of chaos. The Code is divided into several basic precepts, which guide each Order of the Knights of Takhisis. Order of the Lily. Independence breeds chaos. Submit and be strong. The Order of the Lily is the body of the Knights of Takhisis. They are the strength by which order is maintained, providing unity through that strength. Order of the Skull. Death is patient. It flows both from without and from within. Be vigilant in all and skeptical of all. The Order of the Skull is the soul of the Knights of Takhisis, guiding them with the Vision and eliminating those who would seek to undo them. Order of the Thorn. One who follows the heart finds it will bleed. Feel nothing but victory. The Order of the Thorn is the mind of the Knights of Takhisis. Thorn Knights believe that intellect should always come before emotion. Intellect and knowledge provide the keys to victory, while the heart is nothing but a distraction. Quests and Trials The quests of the Knights of Takhisis typically revolve around their single-minded purpose: One World Order. Each challenge the Knights of Takhisis overcome brings the conquest of Ansalon a closer. Some may revolve around open warfare, while others are more covert in nature. Each Knight is expected to make sacrifices for the Knights of Takhisis, and they may be assigned to a variety of missions. All of the Knights of Takhisis must undergo the Test of Takhisis, before becoming a Knight. Like the Test of High Sorcery, the Test of Takhisis tests the Knight, revealing much about him and his place in the Knighthood. The Test of Takhisis For all of the Orders within the Knighthood, continuation past the level of Squire of the Lily requires that the Knight pass the Test of Takhisis, just as wizards must face the dread Test of High Sorcery. Failure in this test results in death. There has never been a case where a failed Knight has survived; even if a Knight manages to escape, the members of all three Orders use their powers to track the Knight down. The Test of Takhisis usually centers on the three themes of Vision, Order, and Obedience. Typical problems posed are: Will the Knight sacrifice whatever is necessary—power, fortune, a loved companion, life itself—in order to fulfill the Vision? Will order and obedience win out over sentiment and the heart? Will the Knight obey an order at the sacrifice of the Knight’s own life or the lives of kin or loved ones? As with the Test of High Sorcery, the Test of Takhisis may be an illusion, though the tested Knights truly believe that what they are undergoing is real. In some instances, the Knights may be sent on missions or quests designed to prove their worthiness. The Test is dangerous and often extremely cruel, but those who pass are as strong as steel forged in the fires of Neraka. The nature of the Test is determined by the Knight’s advocate—the person who best knows the Knight. The advocate understands and appreciates the fact that a Knight must be strong in order to fulfill the Vision. There can be no weak links in the chain. Therefore, the Test is never made easy for the squire. Quite the contrary, no advocate wants to be known as the sponsor of a weak and ineffective Knight; therefore, the Test is designed to be as difficult as possible. Knights who pass the Test are free to choose the Order they wish to enter. Often, though not always, this is the Order of their advocate. The ascension of the Knight into the next Order takes place in a solemn ceremony at the Knighthood’s headquarters. The Knight is kept in seclusion in a Skull Knight temple, fasting and praying, for four days prior to the ceremony. At the end of this period, during which the Knight receives the Vision, the Knight is blessed by the Knights of the Skull and sent forth. The Knight comes before the rank and file of Knights currently in residence, including the Lord of the Night himself. The Procession of Knights is enacted, and the Knight is formally presented by his advocate. The advancement in rank is bestowed by the Lord of the Night, and the Knight is accepted into his Order of choice. Conquest The primary objective of the Knights of Takhisis is the conquest of Ansalon and the world beyond. Knights of Takhisis figure prominently in times of war. Smaller acts of conquest may present themselves during times of peace, if the Knights of Takhisis feel they can annex a city into their territory or bring people under their control. Lily Knights are typically assigned battlefield positions, either as infantry, cavalry, or dragon riders. Thorn Knights often stay behind the lines, offering arcane aid to infantry and cavalry troops. Knights of the Skull are as likely to enter the fray, delivering their deadly magic directly, as they are to hold back and serve as support. Spellcasting Knights often ride behind a Lily Knight on dragonback as part of a cooperative triad, the Lily Knight directing the dragon mount and the two others using spells and their special abilities to assist. 42 APPENDIX 2 | KNIGHTS OF TAKHISIS Intelligence Gathering To defeat an enemy, you must know him. Thus, intelligence gathering is a critical component of victory. The Knights of the Thorn have elevated this to a fine art, acquiring much of their knowledge through divination magic. In most cases, however, first hand testimony is preferable. A Knight of the Thorn or Knight of the Skull frequently undertake quests to uncover information, leading groups of lower-rank Knights, chosen by the expedition leader for their readiness to use force, as well as the guile required in successful intelligence- gathering. These specialized talons are much feared, even by other Knights of Takhisis, capable of appearing in almost any area under the influence of the Knighthood to root out traitors, survey populated areas, and establish an intelligence foothold over the opposition. Items of Power The Knights of Takhisis are always on the lookout for weapons to use against their enemies. Items of power can give the Knighthood an edge during conflicts. Sometimes this comes in the form of creating new weapons; sometimes Knights of Takhisis search for ancient artifacts to give them an advantage. Knights may also seek out personal items to aid them in combat. Lily Knights might search for ancient swords of legend, Thorn Knights might search for ancient tomes of magic, and Skull Knights might search for unholy artifacts of divine power. Propaganda The Knights of Takhisis make use of propaganda in order to gain allies and garner support for their goals. Skull Knights may be sent to spread disinformation regarding the gods. Lily Knights may speak of how the Knights of Takhisis can “protect” a town from the forces that threaten it, while in reality they intend to take control. Thorn Knights spread propaganda regarding matters of intelligence or magical affairs. They often speak out against the Wizards of High Sorcery, portraying them as elitists with mysterious traditions and high entry requirements. Propaganda may be used within the borders of Nerakan territory to solidify Knight of Takhisis holdings, or outside of their borders to increase their holdings. Quests of Honor The Knights of Takhisis value honor to such a strong degree that a Knight must sometimes undertake a quest in order for their personal integrity and reputation to be satisfied. This may include dueling someone who slighted the Knight, retrieving a family heirloom (such as a family sword), or repaying a debt of honor. Such a quest is deeply personal and must be fulfilled. The Code’s punishment for failure is death. The Knights of Takhisis and Religion Founded on her authoritarian principles and with her dark blessing, the Knights of Takhisis are devoted mind, body, and soul to the Queen of Darkness. Through her, the Knights of the Skull are able to administer the Vision to the Knights of Takhisis so that they would each know their place in the Dark Queen’s plans. The Knights of Takhisis and the Gods of Darkness Takhisis has been their source of strength and inspiration, but she has also been very fickle. She has played a variety of roles within the Knighthood, sometimes very visibly and sometimes behind the scenes. The Knights of Takhisis primarily view Takhisis in her aspect of the Dark Warrior who sat with Ariakan as he laid out his plans for the Knighthood. The Dark Warrior is portrayed as a Knight of the Lily, a tall man in midnight-black armor riding a dark bay charger and wielding a barbed greatsword. The Knights of Takhisis also revere Takhisis in her chromatic dragon aspect, said to be the most powerful of all dragons. Zeboim is revered by the Knights of Takhisis as the mother of Ariakan. Legends surrounding the creation of Storm’s Keep say that she raised it from the ocean depths as a gift for her son. The capricious sea goddess is seen in different forms by the Knights of Takhisis. Many Knights of Takhisis view her as a powerful storm cloud, with lightning striking those who displease her. Such a storm cloud is said to rise over Storm’s Keep on the anniversary of its founding. Knight of Takhisis mariners tend to view her as her Dragon Turtle aspect, a mighty beast that rises from the deep to snap apart any vessel that displeases her. As a courtesy, the Knights of Takhisis will ask for Zeboim’s blessing when going on ocean voyages. The Knights of Takhisis do not revere any of the other gods of Evil, but they at least show them respect. Sargonnas especially is esteemed as a fierce god of war and as Takhisis’ consort. Morgion, who would rather waste away than die in battle, is viewed with distaste. Chemosh is well regarded by the Knights of the Skull for his patronage of the mysteries of death. Nuitari is admired by the Knights of the Thorn, though they do not worship him. Hiddukel is looked upon as an untrustworthy and dishonorable trickster. Though the Knights of Takhisis have an appreciation of his power, they are wary. 43 APPENDIX 2 | KNIGHTS OF TAKHISIS The Knights of Takhisis and the Gods of Balance The gods of Balance are largely perceived as indecisive. Reorx is respected as god of the forge and Shinare as goddess of industry, though her recent patronage of the Knights of Solamnia has caused the Knights of Takhisis to view her with suspicion. Gilean is seen as a weakling whose knowledge would be put to better use by the Knights of the Thorn. Sirrion is a fool who lets his urges control him, lacking discipline. Chislev is valued as goddess of nature, though the Knights of Takhisis seek to dominate nature. Zivilyn is a total mystery to the Dark Knights, who don’t understand how the god’s attention can be distracted from the present. The Knights of the Thorn admire Lunitari, viewing her in the same light as Nuitari. The Knights of Takhisis and the Gods of Light All of the gods of Good are regarded with contempt, some more than others. Paladine is viewed with a mixture of respect and spite as one of the patrons of the Knights of Solamnia, yet also the sworn enemy of the Queen of Darkness. Kiri-Jolith is acknowledged for his honorable ways and as patron of the sworn enemy of the Knights of Takhisis, the Knights of Solamnia. Habbakuk is monitored with caution, as his teachings of renewal fly in the face of the Code. He is also respected as patron to the Order of the Crown. The Skull Knights take great enjoyment in killing clerics of Mishakal, quashing her message of hope in the process. With hope gone, the masses will be much easier to subjugate. Majere is frowned upon as a coward who never gets involved in the affairs of man. Branchala is perceived as a buffoon who should be paying more attention to the world around him, rather than playing like a child. The Knights of the Thorn offer Solinari respect similar to that enjoyed by his magical cousins, though his compassion is viewed as a weakness. The Knights of Takhisis and Dragons Like the dragonarmies before them, the Knights of Takhisis know the value of working with dragons. Power incarnate, dragons are capable of breathing blasts of fire, bolts of lightning, or worse; with their massive size and dragonfear, their alliance is the Knights of Takhisis’ ultimate weapon. Dragon Clans The Knights of Takhisis differ from the dragonarmies in their alliance with dragonkind. The dragonarmies worked with all five clans of evil dragon. While each clan of dragon has its uses, several are individualistic and have chaotic natures. For this reason, the Knights of Takhisis primarily use the fiercely loyal blue dragons, which work well within the organized atmosphere of the Knighthood and are accustomed to following orders. Blue dragons, for their part, hold the Knights of Takhisis in great respect for their courage, discipline, and leadership. Blues are excellent aerial combatants and work well with their riders in battle; this bond between a blue dragon and her rider is a lifelong covenant, so the loss of a rider is a devastating blow. The Knights of Takhisis are careful to partner a blue with a Knight who shares the dragon’s personality, so this bond will form swiftly during training. Red dragons are vastly intelligent and have a fine grasp of military strategy and tactics, but they are supremely arrogant and aware of their power. They perform poorly under orders. However, their fiery breath weapons and cunning nature have often turned the tide of battle, so the Knights of Takhisis have occasionally partnered them with confident and high-ranking Knights who share their mindset. The most famous of the red dragons to serve the Knighthood was Pyraxxus, the mount of Ariakan. Black dragons are used primarily by the Knights of the Skull, who use the somewhat skull-like features of the wyrms to their advantage when intimidating foes. Black dragons are self-serving and prone to brooding or turning on their masters, so the Cabal of the Code’s adjudicators are the only Knights of Takhisis who use them with any frequency. White and green dragons have found little to no use as mounts or allies by the Knights of Takhisis. The Knights of Takhisis grudgingly respect the metallic dragons of Good, especially the gold, silver, and bronze dragons that see so much wartime activity, but they almost always meet them as enemies, not companions or potential allies. The good dragons serve alongside the elves and the Knights of Solamnia in opposing the Knights of Takhisis at every opportunity. Frequent allies of the Knights of Solamnia, the silver dragons in particular present a strong contrast to the blues in service to the Knights of Takhisis, as they are equally fond of humans, equally responsive to discipline and righteous battle, and just as likely to form lifelong bonds with their riders. Training A Knight of Takhisis employs a staff of handlers to take care of his dragon ally. These handlers work to ensure that the dragons are well-fed, in good health, and generally content. Dragon handlers also aid in the training of dragons for combat. Blue dragons are the easiest to train, knowing what is expected of them. The others are too arrogant, too crafty, or too irascible to work well with a structured training regimen. Most dragons are trained with a single rider, though a three-person saddle is used in times of war so that members of all three Orders can serve as a single mounted unit, employing martial expertise, clerical or mystical support, and arcane firepower. Such an arrangement was initially alien to the blues, but they adapted quickly. Larger dragons have also been trained to serve almost as airborne troop transports, often carrying units of Knight of Takhisis strike teams or even draconians into battle, then flying off to serve in other roles elsewhere on the field. 44 APPENDIX 2 | KNIGHTS OF TAKHISIS The Knights of Takhisis and Magic The Knights of Takhisis approach magic differently from their enemies, the Knights of Solamnia. The Solamnic Knights embraced the divine power of Kiri-Jolith, but they shun arcane magic. The Knights of Takhisis, on the other hand, are much more accepting of magic. Two of their three Orders are devoted to magic. Knights of the Skull wield divine energies, while Knights of the Thorn wield arcane power. This unity gives the Knights of Takhisis an advantage on the battlefield. The Knights of the Skull draw their divine power from the goddess Takhisis. Though the Skull Knights revere Zeboim as well, they were nevertheless wholly dedicated to the Dark Queen. Through her, unholy miracles are made manifest. The Skull Knights channel the power of Takhisis to inflict wounds on their enemies while healing their comrades. They use the power of Takhisis to bestow the Vision on the Dark Knights and to weed out their enemies. The Knights of the Thorn are the arcane spellcasters of the Dark Knights. They use the power of High Sorcery, granted to them directly by Takhisis. The inspiration for the Thorn Knights was Ariakan’s own father, Ariakas, who had received arcane energies from Takhisis during the War of the Lance. Though each school of magic is studied, the Thorn Knights place particular emphasis on the school of divination, with which they can anticipate the moves of their enemies. They also established their own tower at Storm’s Keep. The Tower of the Thorn was the Thorn Knights’ counterpart to the Tower of Wayreth, serving as a place of study and training and a storehouse of arcane power. The Thorn Knights spread falsehoods about the origins of their magic, including a tale claiming that the Thorn Knights drew their magic from all three moons of magic. Other stories claimed that the Thorn Knights studied schools of magic different from the Orders of High Sorcery and that the Tower of the Thorn was their own Tower of High Sorcery. Thorn Knights and the Moons of Krynn The sorcerer Knights of the Thorn have their own schools of magic. They wear grey or black robes and have no relationship to the Black Robes of the Towers of High Sorcery. Unlike the orders of the towers, the knights draw on the power of all three of Krynn’s moons as the source of their magic, rather than from one moon. This grants a far more powerful magical edge to Thorn Knights. Just how they have accomplished this feat remains unknown to the conclave. It is not surprising that the robed wizards of Ansalon are extremely disturbed by the appearance of this new and powerful order of sorcery in the world. They view it as a distinct threat to themselves, and wizards of all robes are exerting all their efforts to both study it and eradicate it. Moon Magic The waxing and waning of all three moons has an effect upon your magic. When any moon is at High Sanction, you gain advantage on attack rolls with spells and gain a +1 bonus to your spell save DCs. When any moon is at Low Sanction, you have disadvantage on attack rolls with spells, and a -1 penalty to your spell save DCs. During the waxing and waning periods around the quarter moons, you cast your spells normally. When the moons align, it has several effects. When two moons align, you gain a +1 bonus to your spell save DCs. When all three moons align, you gain a +2 bonus to your spell save DCs. This bonus is cumulative with High and Low Sanction bonuses or penalties. Magic Items The Knights of Takhisis typically make more use of magic items than their Solamnic counterparts. The Thorn Knights use magic items for a variety of reasons, from divination to assisting the Lily Knights in battle. Drawing on their sorcerous talents, they craft their own items, although the Gray Robes continue to seek out those created by the Wizards of High Sorcery. The Knights of the Skull utilize several unholy items blessed by Takhisis. The original copy of the Code is believed to be blessed by Takhisis herself and is held as the most sacred of unholy artifacts. The scepters given to the Adjudicators of the Code, signifiers of their responsibility, are often charged with unholy power. Of the three Orders, the Knights of the Lily are the least likely to use magic items outside of weapons and armor. 45 APPENDIX 2 | KNIGHTS OF TAKHISIS
textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Kentti - Dragonlance Seeds of Chaos 5e Conversion.pdf
Based on the original DUNGEONS & DRAGONS ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 This is an official RPGA ® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, PLAYER’S HANDBOOK, DUNGEON MASTER’S GUIDE, AND MONSTER MANUAL ARE TRADEMARKS OF WIZARDS OF THE COAST, INC, IN THE US AND OTHER COUNTRIES. THIS MATERIAL IS PROTECTED UNDER THE COPYRIGHT LAWS OF THE UNITED STATES OF AMERICA. ANY REPRODUCTION OR UNAUTHORIZED USE OF THE MATERIAL OR ARTWORK CONTAINED HEREIN IS PROHIBITED WITHOUT THE EXPRESS WRITTEN PERMISSION OF WIZARDS OF THE COAST, INC. THIS PRODUCT IS A WORK OF FICTION. ANY SIMILARITY TO ACTUAL PEOPLE, ORGANIZATIONS, PLACES, OR EVENTS IS PURELY COINCIDENTAL. © 2005 WIZARDS OF THE COAST, INC. Visit the LIVING GREYHAWK website at www.rpga.com. RTK7−03 Strange Days in the Timberway A One−Round Dungeons & Dragons® Living Greyhawk™ Regional Adventure set in Ratik Version 1.3 by Greg Jones and Frank Mikes Circle Reviewer: Colleen Simpson Reviewer: James Dempsey Playtesters: James Dempsey (GM), Dean Bailey, Derek Christensen, John Deague, Hugh McVicker, Brendan Robertson, Adrian Gillmore, David Adams, Sulenna Nicholson, Wes Nicholson The Timberway keeps its secrets well but now those secrets are starting to emerge. Strange and bizarre creatures are coming out of the Timberway and people are beginning to notice. Why is this happening and what is behind it? Some important figures want you to find out. A one-round Regional adventure set in Ratik for characters level 1-11 (APLs 2-8). Part One of the Heart of the Timberway. Resources for this adventure [and the authors of those works] include Complete Adventurer [Jesse Decker], Frostburn [Wolfgang Baur, James Jacobs, George Strayton], Monster Manuel II [Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, Steve Winter]. RPGA® SANCTIONED PLAY Most likely you ordered this adventure as part of an RPGA event from the RPGA website, or you received it from your senior gamemaster. To play this adventure as part of the LIVING GREYHAWK campaign—a worldwide, ongoing D&D® campaign set in the GREYHAWK setting— you must sanction it as part of an RPGA event. This event could be as elaborate as a big convention, or as simple as a group of friends meeting at the DM’s house. To sanction an RPGA event, you must be at least a HERALD-LEVEL™ gamemaster. The person who sanctions the event is called the senior gamemaster, and is in charge of making sure the event is sanctioned before play, runs smoothly on the date sanctioned, and then reported back to the RPGA in a timely manner. The person who runs the game is called the session Dungeon Master (or usually just DM). Sometimes (and almost all the time in the cases of home events) the senior gamemaster is also the session DM. You must be at least a HERALD-LEVEL GM to run this adventure. By sanctioning and reporting this adventure, you accomplish a couple of things. First, it is an official game, and you can use the AR to advance your LIVING GREYHAWK character. Second, players and DMs gain rewards for sanctioned RPGA play if they are members of the DUNGEONS & DRAGONS REWARDS program. Playing this adventure is worth two (2) points. This adventure retires from RPGA-sanctioned play on December 31, 2008. To learn more about the LIVING GREYHAWK character creation and development, RPGA event sanctioning, and DUNGEONS & DRAGONS REWARDS, visit the RPGA website at www.rpga.com. Players Read No Farther If you are planning on playing this adventure, stop reading now. The rest of the information in this adventure is for the DM only. If you read farther than this section, you’ll know too much about its challenges, which kills the fun. Also, if you’re playing this adventure as part of an RPGA-sanctioned event, reading beyond this point makes you ineligible to do so. Preparing for Play To get the most out of this adventure, you need copies of the following D&D rule books: Player’s Handbook, Dungeon Master’s Guide, and the Monster Manual. Throughout this adventure, text in bold italics provides player information for you to paraphrase or read aloud when appropriate. Sidebars contain important information for you, including special instruction on running the adventure. Information on nonplayer characters (NPCs) and monsters appear in abbreviated form in the adventure text. Full information on NPCs and monsters are given in Appendix 1. For your convenience, that appendix is split by APL. Along with this adventure you’ll find a RPGA Session Tracking sheet. If you’re playing this adventure as part of an RPGA-sanctioned event, complete and turn in this sheet to your senior GM directly after play. You’ll also find a LIVING GREYHAWK Adventure Record (AR). LIVING GREYHAWK LEVELS OF PLAY Because players bring their own characters to LIVING GREYHAWK games, this adventure’s challenges are proportionate to the modified average character level of the PCs participating in the adventure. To determine this modified Average Party Level (APL) follow the steps below: 1. Determine the character level for each of the PCs participating in the adventure. Each PC may bring one animal, plus any creatures gained from class abilities to help in combat. (PCs can bring more creatures but they cannot help in combat). If you deem that the animal bestows a significant benefit in combat add the animal’s CR to the level of the PC it is accompanying for calculating APL. (Animals gained from class abilities and one standard horse, warhorse, or riding dog for a PC with Mounted Combat do not affect APL). 2. Sum the results of step 1 and divide by the number of characters playing in the adventure. Round to the nearest whole number. 3. If you are running a table of six PCs, add one to that average. Throughout this adventure, APLs categorize the level of challenge the PCs face. APLs are given in even-numbered increments. If the APL of your group falls on an odd number, ask them before the adventure begins whether they would like to play a harder or easier adventure. Based on their choice, use either the higher or the lower adjacent APL. APL also affects the amount of experience and gold a PC can gain at the end of the adventure. A player character more than three levels higher than the APL at which the adventure is played cannot participate. If a player character is more than two levels away from the APL at which the adventure is played, he suffers a 50% penalty to the amount of gold and XP gained in the adventure. This simulates the fact that either the PC was not challenged as much as normal or relied on help by higher-level characters to reach the objectives. LIVING GREYHAWK adventures are designed for APL 2 and higher. Four or five 1st-level characters may find the challenge of an APL 2 adventure difficult. Suggest the following to these groups to help increase their chances of success: 1. Enlist a sixth player. 2. Advise characters to buy riding dogs to help protect them and fight for them. These APL calculation rules reference version 7.0 of the Living Greyhawk Campaign Sourcebook. If you are playing this adventure in 2008, check the current version of the LGCS and follow any updated rules presented within. RTK7-03 Strange Days in the Timberway Page 1 TIME UNITS AND UPKEEP This is a standard one-round regional adventure, set in Ratik. Characters from Ratik pay one (1) Time Unit per round, while all other characters pay two (2) Time Units per round. Adventurer’s Standard Upkeep costs 12 gp per Time Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury Upkeep costs 100 gp per Time Unit. Characters that fail to pay at least Standard Upkeep will retain temporary ability damage until the next adventure, must buy new spell component pouches and healer’s kits, and may suffer other in-game penalties (or possibly gain in-game benefits) as may be detailed in this adventure. A character that does not pay for at least Standard Upkeep may also avoid the above-described penalties by living off the wild. If the character possesses four or more ranks in the Survival skill and succeeds at a DC 20 Survival check, the character will heal temporary ability damage as if he or she paid for Standard Upkeep, may refill spell component pouches and healer’s kits, and may restock up to 20 arrows or bolts if the character has at least four ranks in Craft (bowmaking). The player is allowed to Take 10 on this roll. More information about Lifestyle and Upkeep can be found in the “Lifestyle and Upkeep” section of Chapter 3 of the Living Greyhawk Campaign Sourcebook. ADVENTURE BACKGROUND House Keth has been plagued by a bad reputation and a shrinking economy. The Timberway Forest is no longer providing the bounty it once did, either in game or produce. Many people believe that the Forest is reacting to the over-hunting and over-logging that has been practiced under the influence of Lady Katharna Keth. Many people believe that the Keth areas of the Forest are cursed. Fey creatures, normally fair and friendly are suffering from some form of foul blight as is the forest itself. This corruption is beginning to spill from the lands of House Keth into the rest of the Timberway and several strange occurrences have already been reported. House Abonhoth was the first to notice this but made a poor choice in sending someone to investigate. Having received no report from their agent, Prondell the ranger, they are now turning to a stronger group to find out what is happening in the Timberway. ADVENTURE SUMMARY Introduction – PCs meet with Lady Harrina Abonhoth who hires them for this mission. Encounter 1 – On the path to Reeswold, PCs encounter a flamboyant highwayman. Encounter 2 – In the town of Reeswold, the PCs find that Prondell is there and willing to assist them in their investigations. Encounter 3 – The PCs make camp and are attacked by one of the corrupted denizens of the forest. Encounter 4 – Prondell leads the PCs into an ambush. Encounter 5 – The PCs finally encounter the Hermit that Prondell was leading them towards. They may or may not find the information they were looking for. Conclusion – The PCs get back to Abonhoth and report to Lady Harrina PREPARATION FOR PLAY This module contains several prominent NPCs that the GM should take care in portraying. Lady Harrina should be portrayed as an excited amateur at intrigue. Gallini the Highwayman should be played as supremely confident but friendly while Prondell should seem arrogant and unpleasant but basically co-operative – until he betrays the party of course. Before starting this module, ask each of the players for their skill modifiers for spot, listen and sense motive (and anything else you want them to be paranoid about). Then have them roll 10 or more checks and write down the results. There are several instances in this mod, especially in regards to Prondell, where a PC’s awareness needs to be checked but that the player should not know if they failed. Therefore, mark off the checks as the players use them in ambushes and while talking to Prondell. It will also be necessary for the GM to understand the Diplomacy and Intimidate rules as outlined in the Players Handbook, pg 71-72 and pg 76. INTRODUCTION The PCs find themselves travelling through the lands of House Abonhoth. While staying the night at a local inn they are offered a job… Winter is giving way to spring in Ratik and with the thaw people are beginning to travel more and some disturbing stories are coming out of the hinterlands of the Timberway. You find yourselves travelling through the lands of House Abonhoth and are staying the night at the Kobold’s Demise Inn. The sign above the door portrays a Kobold with a sword in it’s chest and a very surprised expression on it’s face. The inn itself is tidy and well kept and has a large common room RTK7-03 Strange Days in the Timberway Page 2 which is alive with travellers, entertainers and locals enjoying some excellent food and drink. An older man with the clothing and smell of a trapper relates a story for everyone, his expression one of fear and amazement. “I seen it with my own eyes. I was up in the mountains I was and lightning came, not from the clouds but from a large stone. It hit down in the forest it did, about a hunnerd times. And each time it hit, the tree it struck turned into some foul, demonic thing. I run as fast as I could and hid in a crevice but them things is out there and they’s unnatural.” “What were you doing way up in our mountains?” A dwarven trader asks sternly from a table. “Are you tellin’ me you dwarves are part o’ this evil?” The man fairly accuses. “No.” The dwarf replies calmly, “however, some unscrupulous dwarven traders have been known to tell gullible Humans tradin’ skins illegally for gold that they should seal the deal with a few drinks. Well, ain’t no Human can out drink a dwarf and a Human trapper on dwarven ale is likely to see all sorts of things and then come down from the mountain with no skins or gold. He’d probably have to tell some wild story to cover his foolishness.” “You callin’ me a liar!?” The man seems ready to start a fight. “No. But give me a while and I might.” The Dwarf replies calmly. Before anyone else moves, a large and undeniably more sober trapper steps forward. He is pale and blond with more than a little Suel blood in his veins. “I too have seen strange things. Three nights ago, I kill a large mountain cat with three heads. This is not the strangest though.” Fight averted, stories continue and you are surprised to receive another round of drinks, despite not ordering them. The bar wench that brings them winks obviously several times and taps the coasters that she places the drinks on before moving off. On the other side of the coasters is written: Finish your drinks and then come to room 3 upstairs. Knock once and then three times and bring the coasters. If the PCs follow these guidelines they will soon be in the room with the tavern wench who looks bright and cheerfully at them. It should be noted that if the PCs don’t follow the instructions, the wench will become more and more obvious, annoyed and in the end virtually demand that the PCs come with her. In the room, the wench looks around conspiratorially. “You may not believe this brave adventurers but I can assure you that I am actually Lady Harrina Abonhoth. I need your help and . . . oh, this is so exciting. You have no idea how dull my life usually is.” She then gets back on track and continues, “anyway, there are many strange rumours of things coming out of the Timberway and my House needs someone to investigate this who isn’t actually part of the House. In case it causes a problem you understand, so, will you do this for us?” Answers to questions adventurers are likely to ask. What will we be paid for this? “Oh yes, I’ve heard you adventurers can be quite greedy. Well, it depends on what information you get for us. I’m willing to give you 10gp each to start with but you can expect much more if you find out what is going on in the forest and report back to us.” Why us? “Why not? You are adventurers aren’t you? I’d be terribly disappointed if you don’t.” She pouts prettily. Why not send out the Order of the Heart or troops? We can’t afford to anger other Houses. Plus, our guards are needed for . . . well, guarding. You people are for hire are you not? Ready to fling spells of awesome power or cut things down with your sword.” She waves her arms around for a second before becoming embarrassed and stops. How do we contact you once we have the information? Come to Abonhoth Castle and ask for me. I will wait there for you. People may notice if I spend the next week or two waiting here. If the PCs ask where to start or if she has sent anyone else, read the following. I suggest you move north along the road to Ulthek. About 15 miles along, you will cross a river and enter House Keth territory. Another five miles and you will find a narrow track to the west. It leads to the village of Reeswold. I’ve been there before, House Abonhoth hired a ranger there to look into this, a well recommended man named Prondell. Unfortunately, we haven’t heard back from him but he was only one man. You are a whole party, surely you will succeed where he has failed?” She enthuses before continuing. “Remember, this has to be a little discrete, you cannot mention you are working for House Abonhoth to anybody other than Prondell. Also, remember that you are only after information. RTK7-03 Strange Days in the Timberway Page 3 Find out what is happening and return with the information and you will be rewarded.” What's happening with that village, Thellonsfield? “Oh you've heard about that have you? Hmm, it is most perplexing and we are still investigating it. While the kidnapping of people is not unheard of, the stealing of a whole village, buildings and all, is most odd. We still have no idea of what motivated them to do so, but we hope to find out soon.” Have you rescued them yet? “I don't know much about that, but no, not yet I don't believe. I've been told that the wait is to avoid doing something rash and making it worse for the poor unfortunates.” Treasure: The PCs receive the following payment from Lady Harrina: All APLs: Loot 0 gp; Coin 10gp; Magic 0 gp; Total 10 gp. ENCOUNTER ONE: SCARY SCARY, DON’T WE LOOK MEAN? About five miles from the river, still inside Abonhoth territory and around an overgrown corner, the PCs will encounter Gallini the Highwayman. Actually, they have been spotted beforehand by Gallini from a nearby hilltop and he and Iselda have had some time to prepare. Gallini and Iselda are all bluff so it is important for the GM to play Gallini confidently. You round a bend in the forest road and see the way before you is blocked. A green curtain, made of rope with branches woven through it makes an effective, if temporary barrier to your passage. However, the man in blue standing in front of this is even more of an oddity. He is tall, blond, handsome and quite noticeable in a black tricorn hat whose brim is flanked by two large white feathers. Both his jacket and hose are rich blue and the rapier that he holds with practised ease in his right hand glows brightly in a similar colour with glowing, mystic runes dancing along the hilt. His other hand has two gleaming rings, one with a tracing of arcane writing upon it. The man smiles broadly at you, a small black mask with eyeholes is all that hides his identity. “Greetings friends, I am afraid you have blundered into my trap. But fear not, for you may now brag to your friends that you too have been robbed by the great Gallini the Highwayman.” He then bows before continuing. “Please, don’t reach for your weapons. Some of my men are nervous for my welfare, although I don’t see why. With this rapier I am the greatest swordsman in the region, so you can see that you are quite in my power. There are fully a dozen crossbowmen cunningly hidden in the undergrowth. If you don’t believe me I shall show you, second rank, fire in the air.” As he says this, six crossbows fire and their bolts arc high in the air. “If that wasn’t enough to convince you, Iselda, an archer of skill only matched by her incredible beauty is hidden in the forest. I confess that I have to hide her away as more than one man has lost his heart to her with one brief glance at her face. She is known to never miss a target. Here.” He tosses a wooden club to the nearest PC. “Throw that at my head.” If thrown, an arrow streaks out and hits the club, deflecting it out of the air. “Now, as you can see, resistance would be sheer folly. Especially as I am only going to ask a mere 12gp from each of you. So, will you pay the road tax, or must I resort to force?” Gallini and Iselda are more confidence tricksters than highwaymen. Gallini’s sword has light cast on it as well as arcane mark. The ring on his hand also has arcane mark upon it. The crossbows are set up and fired by Iselda using a rope and mage hand. The illusion is further enhanced by a quiet ghost sound spell of a couple of quiet whispers coming from the brush near the crossbows. Iselda, a Gnome Illusionist has true strike cast and is waiting to shoot the club. Creatures: As Gallini and Iselda are relying upon bluff and are both only level one, this encounter offers no xp reward beyond APL4. It is designed for fun, and to illustrate the difference on the Keth side of the border. All APLs (EL 2) (EL 0 at APLs 6 and 8) �Gallini: male human bard 1; hp 5; Appendix 1. �Iselda: female gnome wizard (illusionist) 1; hp 5; Appendix 1. Tactics: If combat develops, Gallini will try to engage one PC at a time and will retreat if badly wounded. Iselda will also concentrate on PCs attacking Gallini but will attempt to hide and get away if possible. Treasure: The PCs can gain the following treasure by looting Gallini and Iselda. Note that Iselda does not have her spellbook with her. �All APLs: Loot 65 gp; Coin 5gp; Magic 8 gp; 2 x potion of cure light wounds (4 gp each); Total 78 gp. RTK7-03 Strange Days in the Timberway Page 4 Development: If the PCs paid Gallini the Highwayman, they receive the Robbed by Gallini the Highwayman AR reward. ENCOUNTER TWO: THE VILLAGE OF REESWOLD Once the PCs cross the river, the forest grows dark and somehow, eerie. Rangers and druids will feel this the most and the GM should tell ranger and druid players that their PCs feel something ‘wrong’. When the PCs turn down the track to Reeswold, the feelings get worse. The deeper they go into the territory of House Keth, the more menacing things become. This forest feels wrong, quieter and darker than you feel is normal. As you travel down the track toward Reeswold, there is a sudden flash in the sky, momentarily piercing the perpetual gloom of the forest. The PCs can look as much as they like but will find no source for the flash, although the GM should encourage fear and paranoia if time permits. You have travelled down this path for miles and it seems to be getting thinner and thinner, the trees closing in on all sides. Is that dark shape just a bush or something . . . no, just a bush this time but you swear you saw something move behind it. However nothing is there now. Just as you reach a large clearing where you can see the structures of the town, a large, howling growl erupts from the forest. The people in the town, already obviously armed and wary, raise weapons and look around. After a very tense silence, things return to normal. You have reached Reeswold. Reeswold is a tiny village, housing no more than 60 people. There are less than a dozen buildings in all, and none of them look to be much better than hovels. The people that walk the street are dirty and hungry, in fact they appear to be watching you with the predatory look of hunters watching their prey. The only building in town of any size is a small trading post. There are a few trade goods on the veranda, but nothing of any great value. The PCs have a couple of options here, they can talk to the locals, go to the trading post, or they can ask about Prondell the Ranger. Queries about Prondell’s location will result in the PCs being directed to the Trading Post. If the PCs try talking to the folk of Reeswold, have them make a Gather Information check and consult the table below. GMs should apply a modifier of up to +5 based upon the PC’s generosity (remember that these people are starving and dirt poor). ASKING ABOUT THE FOREST: DC5 – There is almost no food left in the forest. Most people feel that this is due to the greed of Lady Katharna Keth. DC10 – Many strange creatures have been seen recently. Most of these creatures are touched by evil. They are vicious and will attack people. The meat from these creatures is often inedible. DC15 – It is not just the animals affected. There are strange and deadly plant creatures in the forest where there have never been before. These plant creatures are often poisonous. DC 20 – The worst of the plant creatures look like orcs, but have no facial features. They attack children mostly, and take them off into the forest. One of the orc plants was killed; we used the body to fuel the fires. DC 25 – The fairies are the worst. Fey can always be tricksy, but now they are malevolent and cruel. Many of them look darker and more evil. DC 30 – They say it is worse the further north you go. But then, they say that about a lot of things. ASKING ABOUT PRONDELL: DC 5 – You can find him at the Trading Post. DC 10 – Prondell is a trapper by trade, but there isn’t much to trap any more. However, he seems to have money. DC 15 – Prondell is a rough man, it isn’t wise to cross him. They say that he has killed men before. DC 20 – Prondell is being paid by people in the south to find out why things are so bad. Probably won’t be long before the Order of the Hart hears about it. DC 25 – Prondell makes most of his money as a bandit. He has a band hidden in the forest that he often leads people to. DC 30 – Prondell is wanted by the authorities in Keth. There is a reward for those that turn him in. �Villagers: Most of the villagers are Suel commoners of between levels 1 and 4. There is no village priest and the RTK7-03 Strange Days in the Timberway Page 5 closest this village has to a mayor or leader is Gunter, the owner of the Trading Post. Some names for the villagers are: Victor, Iselda, Gert, Ivan, Sventna, Wulfgar, Bjorn, Helga. Development: If the PCs find out the last two pieces of information, it is possible that they may try to arrest Prondell. If they ask, the villagers will tell them that there is no law in town. However, if the PCs arrest Prondell they can keep him locked up until the reeve of Lady Keth’s court comes through next fortnight. ENCOUNTER THREE: THE TRADING POST The trading post is the largest building in town, but is in poor repair. The owner, Gunter, is an evil little man who controls what little trade moves in and out of Reeswold. He also acts for Prondell as his fence. Prondell can be found here, enjoying a quiet meal and some liquor. He does not know that he is wanted by the law, so will have no reason to be paranoid around the PCs. Prondell is foul, and a little arrogant, but will not knowingly antagonise the PCs. The PCs can easily find Prondell, either by asking Gunter, the owner, or by looking around. Prondell is seated at a table eating a meal. As the PCs approach Prondell will be watching them. The inside of the Trading Post is dark and gloomy, and smells of stale sweat and damp furs. Around the building you can see piles of grain, barrels of pickles and fruit, barrels of alcohol and various tools and equipment on shelves or resting next to the walls. A small wiry man with shifty eyes walks out to great you, “Good day travellers. I am Gunter, and this here is my place. What can I get for you? Do you need travelling supplies, a meal, or are you looking for a place to stay for the night?” Allow the PCs to answer. Gunter will point out Prondell if asked, and will sell the PCs rations and basic adventuring gear for triple the normal price. Times are hard in Keth! Once the PCs have been directed to Prondell, or start looking for him: Towards the back of the room, concealed by the gloom and the trade goods, you can see a man sitting at a small table eating a meal. He has noticed your entrance and watches you approach. When you get to his table, he stands, spits something from his mouth onto the floor and holds out his hand to you, “I’m Prondell, what are you wanting with me?” If the PCs are here to talk to Prondell, go to 3A. If the PCs are here to arrest Prondell, go to 3B. 3A: THE RANGER TALKS Wait for the PCs to answer. If the PCs tell Prondell that they are working for House Abonhoth he will answer their questions (see below). If they don’t identify themselves, he will be evasive and will soon try to leave. Some possible questions the PCs might have: What is going on in this forest? I don’t know exactly. But I have seen many strange creatures. Creatures that look corrupted by dark powers, and that attack people like rabid dogs would. Why haven’t you sent a report to House Abonhoth? I’ve been out in the forest, looking for someone or something that might know more about what is going on. I just got back in today. I was about to write a letter asking them to send me more help. Why would you need more help? I heard about a crazy old hermit named Fyodr living to the north of here. He is said to know a great deal about this forest and everything that happens in it. But he’s also said to be a mad as a cut snake and twice as deadly. I don’t mind taking Abonhoth coin, but I am not going to die for it. Can you take us to this hermit? Sure, but I haven’t been paid for a while. It will cost you 50gp. Prondell is willing to negotiate on the price, as he is planning to rob them of everything anyway. Allow the PCs a DC 12 Sense Motive check to know that he is willing to negotiate the price. A DC 18 Sense Motive check reveals that he will go down to about half the requested amount. A DC 22 Sense Motive check reveals that he will not go below 20gp. A DC (20 + Prondell’s Bluff modifier) Sense Motive will reveal that Prondell doesn’t really care about the price, he is just going through the motions of negotiating. Prondell will not go below 20gp, as he knows that the location of the hermit and the information the hermit has is worth at least that much. Prondell feels that if he accepts any less than 20gp it will look suspicious. GMs should feel free to inform the PCs that they realise that the location of the hermit and the information he has is worth at least 20gp. Specifically, what sort of strange things have you seen? I have seen: strange lights and flashes; weird howling noises; rabid animals; glowing, poisonous mosses and fungi; mutant and corrupted animals; sightings of small winged demons; evil, blood RTK7-03 Strange Days in the Timberway Page 6 drinking fey; and apparitions in the mist that can steal a mans soul. Really, some of that sounds a little far fetched? OK, I haven’t seen any demons, blood-drinking fey or apparitions in the mist, but I have heard other folk speak of them. When can we leave? As soon as you are ready. PCs can leave whenever they like. Gunter will allow them to sleep in the Trading Post if the PCs have purchased standard lifestyle of better for this module. 3B: THE RANGER FLEES If the PCs try to arrest Prondell, ask them how they are approaching him. If they have weapons at the ready he will try to flee immediately. If they try talking, he will greet them as in 3a above. Prondell’s main aim is to get out of the Trading Post and into the forest. From there he will make his way back to where Trong is hiding. Creatures: Prondell is trying to get away, not to fight or kill the PCs. Because of this, the EL of this encounter is 0, but the PCs still get full XP for encounter five whether they face Prondell and Trong together or separately. APL 2 (EL 0) �Prondell: male human rogue 1/ranger 1; hp 12; Appendix 1. APL 4 (EL 0) �Prondell: male human rogue 3/ranger 1; hp 22; Appendix 1. APL 6 (EL 0) �Prondell: male human rogue 4/ranger 2; hp 34; Appendix 1. APL 8 (EL 0) �Prondell: male human rogue 5/ranger 3; hp 46; Appendix 1. Tactics: As stated above, Prondell is trying to get out of the Trading Post. His main aim is to get out of town to where Trong is so that he can get some help. He will fight as much as he must, but will not stay if he has a line of retreat. Treasure: The PCs can gain the following treasure by looting Prondell: �APL 2: Loot 36 gp; Magic 112 gp; wand of cure light wounds (62 gp), 4 x elixir of love (12.5 gp each); Total 148 gp. �APL 4: Loot 27 gp; Magic 216 gp; wand of cure light wounds (62 gp), 4 x elixir of love (12.5 gp each), +1 chain shirt (104 gp); Total 244 gp. �APL 6: Loot 53 gp; Magic 550 gp; wand of cure light wounds (62 gp), 4 x elixir of love (12.5 gp each), +1 chain shirt (104 gp), gloves of dexterity +2 (333); Total 603 gp. �APL 8: Loot 53 gp; Magic 550 gp; wand of cure light wounds (62 gp), 4 x elixir of love (12.5 gp each), +1 chain shirt (104 gp), gloves of dexterity +2 (333); Total 603 gp. Development: If Prondell gets away he can be tracked with a DC 10 Survival check by anybody with the Track feat (Players Handbook pg 101). Prondell is moving at full speed, so the PCs will need to add 5 to the DC of the check if they wish to keep up. PCs can take 10 on this check. If none of the PCs have the Track feat, they can buy a hunting dog from the villagers for 250gp (the villagers know desperate when they see it). This can be bargained down to 200gp with a DC 15 diplomacy check, or to 125gp with a DC 30 diplomacy check. Use the stats for a small dog (Monster Manual pg 271). If the PCs cannot track, and refuse to pay that much for a 25gp dog, the adventure effectively ends here. If the PCs capture Prondell they can question him and have him locked up until the reeve arrives. To get any information out of Prondell will require one of the following: magical coercion (charm person, dominate person, etc.); a promise of freedom, which Prondell will use his sense motive skill to judge if genuine; or a successful intimidate check (see Players Handbook pg 76). Remember that the PCs are on no time limit here, but that if they fail to intimidate him they cannot retry. If the PCs succeed on coercing Prondell he will tell them that the hermit is genuine, is crazy and deadly, knows more about what is going on than Prondell does and has magical powers. Prondell will also give the location of the hermit, about 25 miles to the north on the edge of Lake Tynon. ENCOUNTER FOUR: AN ORC IN THE BLACK FOREST It will be a two day march through the forest to Lake Tynon to find the hermit. During that time the PCs will be able to see for themselves how bad this area of the Timberway has become. Due to the flexible nature of Encounter Three, and the possibility that Prondell will not be with the party, some box text may need to be adjusted from this point RTK7-03 Strange Days in the Timberway Page 7 forth. Box text that should be dropped if Prondell is not present is enclosed in brackets below. Ask the players for a marching order for a 10 ft. wide path. Prondell is NEVER at the front! He is always in the second or third rank. While the PCs are not going to be attacked until nightfall, they don’t need to know that! As you travel north from Reeswold you can see for yourself that all is not right in this forest. There are almost no creatures to be seen, whether large game, small game, birds or even small reptiles. Most of the trees and plants bear little or no fruit or flowers. During the day you are kept on a constant edge by the long silences, periodically broken by strange howls from the forest. [Even Prondell, a native of this area, travels with his axe in hand and constantly on the lookout for trouble.] As evening approaches you find a small clearing by the road in which to make camp. Once again you are struck by the eerie silence in the area. The wortlings are waiting in the woods for the PCs to separate a little. They then attack the most isolated PC possible. If the players ask where Prondell is, mention casually that he is collecting wood. Creatures: Normally wortlings travel in much larger packs, but the orcwort they are from is sick, and cannot produce any more ‘fruit’. When the PCs first see the wortlings they can attempt a DC 42 Knowledge (nature) check to know anything about these creatures. The DC is based on the Hit Dice of the orcwort (32 HD), of which the wortlings are but a fruit. NOTE: Remember that the wortling sleep poison works as the spell. This means that affected PCs can be woken up by their fellows. APL 2 (EL 3) �Fiendish Wortling: hp 18; Appendix 1. APL 4 (EL 5) �Fiendish Wortlings (2): hp 18 each; Appendix 1. APL 6 (EL 8) �Advanced Fiendish Wortlings (2): hp 49 each; Appendix 1. APL 8 (EL 10) �Advanced Fiendish Wortlings (4): hp 49 each; Appendix 1. Tactics: The wortlings are here for food. They will try to subdue a single PC, then carry them off into the woods to feed to the orcwort. The orcwort is several hundred yards away, so rescuing a subdued PC should not be difficult. The wortlings do not run when carrying a sleeping victim, to do so would awaken them. As plants, wortlings are unaffected by the forest terrain, but for the PCs it counts as difficult terrain as normal. ENCOUNTER FIVE: THE DOUBLE CROSS Prondell is getting closer to his hide out, and to Trong. He starts to become more garrulous, partially to hide his nervousness, but also to alert Trong that he is approaching. Once again, ask the PCs for a marching order, and ensure that Prondell is NOT in the front rank. This second day of travel is little better than the first. As you travel you continue to be amazed by the lack of life in the forest. There was no dawn chorus to wake you and you have not seen a single creature all morning. [Prondell is doing his best to point out the various types of corruption that are about. While talking he tells you a little about the crazy hermit he is taking you to see. “The hermit lives on the edge of a small lake, Lake Tynon, not far north of here. They say that he has been living there for years, and that he is at least 100 years old. He is as mad as a cut snake, living as a total recluse and surviving on the fish of the Lake as his only food source. Most people won’t go near him. He is said to have magical powers, able to control the water and the fish that live in it.] As you travel you can see many strange fungi growing on the trees and plants, and despite it being a lovely Spring day many of the plants are wilting and look sick. Several times you are forced to move off the path because of trees that have recently dropped across it. Make Sense Motive checks for all the players against a DC of (10 plus Prondell’s bluff modifier). Those that succeed notice that Prondell is even more nervous today than yesterday. Those that succeed by 5 or more are not flat-footed against Prondell in the first round of the combat. If Prondell is with the party: It is almost midday when Prondell stops and motions for quiet. “I think I can hear something up ahead,” he whispers. As you pause you can hear a faint movement in the brush ahead. Suddenly, an orc steps out from behind a tree 60 ft. up the path RTK7-03 Strange Days in the Timberway Page 8 and charges you. Unlike the creatures you saw last night, this orc has facial features and is roaring as he charges. If Prondell is NOT with the party: It is almost midday, and you are hoping to find Lake Tynon within the hour, when you hear the sound of movement ahead. Suddenly, an orc steps out from behind a tree 60 ft. up the path and charges. Unlike the creatures you saw last night, this orc has facial features and is roaring as he charges. Creatures: The orc is Trong, Prondell’s partner in crime. If Prondell escaped in encounter three the PCs get to face him again now. The PCs still get full XP for this encounter whether they face Prondell and Trong together or separately. When Trong steps out from behind the tree, everybody has a chance to react. Roll for initiative, and have Trong do his charge on his initiative turn. There is NO surprise round in this combat. APL 2 (EL 3) �Prondell: male human rogue 1/ranger 1; hp 12; Appendix 1. �Trong: male orc barbarian 1; hp 11(13); Appendix 1. APL 4 (EL 5) �Prondell: male human rogue 3/ranger 1; hp 22; Appendix 1. �Trong: male orc barbarian 2; hp 22(26); Appendix 1. APL 6 (EL 7) �Prondell: male human rogue 4/ranger 2; hp 34; Appendix 1. �Trong: male orc barbarian 4; hp 44(52); Appendix 1. APL 8 (EL 9) �Prondell: male human rogue 5/ranger 3; hp 46; Appendix 1. �Trong: male orc barbarian 6; hp 66(78); Appendix 1. Tactics: Trong simply charges and hacks away at each opponent until he drops them. If the PCs still believe that Prondell is on their side, he will ‘ready for the orc’ in the first round, then step in and sneak attack after Trong charges. If the PCs are on to Prondell, he will tumble for flanks and try to fight his way out. Treasure: The PCs can gain the following treasure by looting Trong. The treasure for looting Prondell can be found in encounter three. �APL 2: Loot 30 gp; Magic 150 gp; Quiver of Ehlonna (150 gp); Total 180 gp. �APL 4: Loot 30 gp; Magic 358 gp; Quiver of Ehlonna (150 gp), ring of sustenance (208 gp); Total 388 gp. �APL 6: Loot 30 gp; Magic 358 gp; Quiver of Ehlonna (150 gp), ring of sustenance (208 gp); Total 388 gp. �APL 8: Loot 30 gp; Magic 708 gp; Quiver of Ehlonna (150 gp), mithral breast plate (350 gp), ring of sustenance (208 gp); Total 738 gp. Development: If the PCs capture Prondell and Trong they can question them. Trong has no useful information, but Prondell can be coerced into telling the PCs what he knows about Fyodr, the hermit. Prondell can tell the PCs that Fyodr the hermit is genuine, is crazy and deadly, knows more about what is going on than Prondell does and has magical powers. Prondell will also give the location of the hermit, about 2 miles to the north on the edge of Lake Tynon. ENCOUNTER SIX: THE HERMIT It is a short journey from the site of the ambush to Lake Tynon. Once there they will see Fyodr sitting by the Lake. PCs are unlikely to just attack Fyodr, but they are welcome to do so. If they do attack him, he will not reveal anything he knows without magical coercion. Fyodr is fickle and suicidal, and will NOT help anyone after being attacked. NOTE: Fyodr can only speak Cold Tongue and Sylvan. If none of the PCs can communicate in either of these languages, either normally or magically, then this encounter reverts immediately to combat. As you walk into the clearing you can see the waters of Lake Tynon stretching out before. The Lake is still and quiet, waiting with a deathly patience for somebody to break the mirror-like finish of its surface. All around the edge of the Lake you can see scum and rotting plant matter on the banks. Poking out of the water are reeds that look brown and dead. There are no birds, there are no sounds… As you take this in an old man comes into sight from around a curve in the bank. He is 5’6”, pot bellied and has long, lanky hair and a matted beard. His skin has a greenish tinge to it, and he holds a half-eaten raw fish in his hand. As he comes closer, you can see that his eyes are black pits. Noticing you he pauses, throws the fish to the ground, and then approaches you. RTK7-03 Strange Days in the Timberway Page 9 Players will probably want to interrupt the description at this stage, so ask them what they want to do. Remember, if they attack, Fyodr will fight to the death with glee. Even if they subdue him, they will never get Fyodr to talk without magical coercion. If the PCs try greeting Fyodr they will need to make a Diplomacy check. Fyodr begins with an attitude of Unfriendly, and the PCs need to shift his attitude to Indifferent (DC 15). It is not possible to shift Fyodr’s attitude further than Indifferent at this stage of the encounter. If the PCs fail by less than 5 Fyodr will still talk to them, but the subsequent diplomacy check at the end of the encounter will be more difficult. If the PCs fail by five or more, Fyodr becomes enraged at some imagined (or not so imagined) slight or insult and attacks the party. If they succeed, Fyodr will respond in Cold Tongue. If nobody in the party can speak either Cold Tongue or Sylvan, either normally or via magic, then negotiations break down and Fyodr attacks. If the PCs manage to communicate with Fyodr, they can ask him about what is going on. This is Fyodr’s story: “For many passings of the seasons I have lived at this Lake. Sometimes your kind would travel here and leave me gifts, and sometimes I would help some of your kind. But for the most part I lived alone, peaceful and happy. “Recently though more people came to my lake for fish. They are always whining that there is no food, that there are no more animals in the forest. ‘Fyodr, Fyodr’, they would say ‘Please help us we are hungry’. This would make me angry, and sometimes I kill these people, making it peaceful once again. But soon, I notice that there is rot in the trees, that the lake is dying, and that the fish are disappearing. “It is the same on all banks of the lake, and for miles in every direction. I wonder why this is, but there is no answer. I can taste the dark magic on the wind, but it is never close enough for me to identify. Then one day a creature comes. “This creature is foul, seeking only to bring corruption and filth, to destroy the natural order and to give power to the darkness. It tried to recruit me to its cause, and I refused. Naturally, we fought, and naturally I won. But in the fight I was wounded. The wound has now healed, but the corruption that the creature carried is now inside me. The rage destroys my reason, and soon I will be as one with the darkness that will soon cover this land. “If you wish to find this filth, to stop the darkness, you must seek the Heart of the Timberway. But beware, the Heart is the true power in this forest, the life and the centre of all that is pure. If they are corrupting it, as I believe, it will be guarded by many dark abominations.” Ask the PC that was talking to Fyodr to make a diplomacy check (see Players Handbook pg 71-72). Those PCs that can speak either Cold Tongue or Sylvan can try to assist. Add the APL to the DC of this Diplomacy check to represent the level to which Fyodr is corrupted, and the diminishing control he has over his rage. If the PCs’ diplomacy check leaves Fyodr with an attitude of Indifferent or worse, he will attack the party to the best of his ability. If the PCs’ diplomacy check moves Fyodr to Friendly, then he attacks the party, but will not try to drag them into the water and drown them, and (at APL 6&8) will not rage until he is down to his last 20hp. If the PCs’ diplomacy check moves Fyodr to Helpful, then he will ask the PCs to kill him, and end his misery. If the PCs refuse, then Fyodr’s attitude shifts back to Friendly and he attacks them as above. “And now it is time to end the corruption, it is time for Fyodr to die!” If Fyodr’s attitude is Friendly or worse, he attacks as detailed above. If it is Helpful: “You can help end Fyodr’s misery, stop him from joining the darkness. End Fyodr’s life now, end it before Fyodr loses control.” And so saying, Fyodr turns his back on you and bows his head, waiting for the death blow to land. If the PCs refuse to kill Fyodr, he turns with a sneer and attacks them. Creature: Fyodr is a corrupted fey. The corruption has shifted his alignment to evil, and APLs 6 & 8 he soon becomes lost in a rage-filled madness. Fyodr is essentially suicidal, but in the typical perversity of most life, cannot kill himself. Only the most diplomatic of PCs will prevent Fyodr from trying to take others with him (see above). APL 2 (EL 4) �Fyodr: male fiendish vodyanoi; hp 25; Appendix 1. APL 4 (EL 6) �Fyodr: male advanced fiendish vodyanoi; hp 45; Appendix 1. APL 6 (EL 9) �Fyodr: male advanced fiendish vodyanoi barbarian 3; hp 55(79); Appendix 1. APL 8 (EL 11) �Fyodr: male advanced fiendish vodyanoi barbarian 5; hp 75(103); Appendix 1. RTK7-03 Strange Days in the Timberway Page 10 Tactics: Fyodr attacks so that he can reach as many PCs as possible, and so that as many of them can reach him as possible. He is trying to die, and depending on how diplomatic the PCs were (see above), he is trying to take several PCs with him. Treasure: The PCs can gain the following treasure by looting Fyodr. �APL 2: Magic 125 gp; brooch of shielding (125 gp); Total 125 gp. �APL 4: Magic 125 gp; brooch of shielding (125 gp); Total 125 gp. �APL 6: Magic 125 gp; brooch of shielding (125 gp); Total 125 gp. �APL 8: Magic 792 gp; brooch of shielding (125 gp), pale blue ioun stone (667 gp); Total 792 gp. Development: With Fyodr’s story, the PCs now have the information that House Abonhoth requires. If the PCs seem intent on running off to the Heart of the Forest at this time, remind them that they were asked to return with information, not deal with the whole matter themselves. If the PCs wish to try and cure Fyodr, then they are going to have a hard time. A DC20 Knowledge (arcana), (nature), (the planes) or a DC15 Bardic Knowledge check will reveal that Fyodr’s essential nature is being changed. In game terms this means he is acquiring a template, but the PCs don’t know what sort of template. A DC30 Knowledge (nature) check reveals that he is being changed into an unseelie fey. In game terms he has acquired the fiendish template, and will soon have the half-fiend template. There is no cure for Fyodr’s slow corruption, other than a wish or a miracle. If the PCs get the information before killing Fyodr, they receive the Blessing of Fyodr. If the attack Fyodr immediately, or are unable to communicate with him, then they don’t receive his blessing. If the PCs capture Fyodr to take him back to House Abonhoth for questioning or healing then they do not receive Fyodr’s blessing. CONCLUSION The PCs quickly return to Abonhoth lands, and are soon in the presence of Lady Harrina Abonhoth once more. Your journey back to the lands of House Abonhoth is one of returning to the light. As you travel the forest becomes less dark and forbidding, until you cross the border back into Abonhoth. The land and the forest once again looks like it should in the bloom of Spring. CONCLUSION A: THE PCS GOT THE INFORMATION FROM FYODR If the PCs managed to get the information from Fyodr, read the following: Arriving at Abonhoth Castle you are soon led in to see Lady Harrina. She is pleased to see you, and seems very excited. She asks you to tell her everything that happened, and hangs on every word as you tell your tale. Finishing your tale, Lady Harrina sits for a moment, stunned by what you had to say. “This is incredible. We need to find out more about who is behind this, what the Heart of the Forest is and how to stop the corruption. Will you help to deal with the problem?” Allow the PCs to answer as they choose. So long as they don’t insult Lady Harrina, continue: “We owe you a debt for what you have done, but you must understand that at this time House Abonhoth cannot publicly acknowledge your deeds. However, once this situation is dealt with I am sure that will change. For now I can only offer you a small reward from my own discretionary fund. I hope it is enough.” The PCs receive the Gratitude of Lady Harrina, the Appreciation of House Abonhoth and the Blessing of Fyodr. If the PCs paid Gallini the Highwayman, they receive the Robbed by Gallini the Highwayman AR reward. If the PCs captured Prondell, either in Reeswold or in the forest, and turn him over to the authorities of House Keth they earn the Favour of House Keth. There is no bounty for Prondell, as the House cannot afford to pay one. CONCLUSION B: THE PCS DID NOT GET THE INFORMATION FROM FYODR If the PCs attacked Fyodr before speaking with him, or were unable to otherwise speak to him, read the following: Arriving at Abonhoth Castle you are soon led in to see Lady Harrina. She is pleased to see you, and seems very excited. She asks you to tell her everything that happened, but seems rather disappointed that you discovered so little. Finishing your tale, Lady Harrina speaks, “It is a pity that you could not discover more about what is RTK7-03 Strange Days in the Timberway Page 11 happening inside the Keth border. We will need to investigate further before we are able to take action. If other agents are able to discover anything, will you help to deal with the problem?” Allow the PCs to answer as they choose. So long as they don’t insult Lady Harrina, continue: “We owe you a small debt for what you have done, but you must understand that at this time House Abonhoth cannot publicly acknowledge your deeds. However, once this situation is dealt with I am sure that will change. For now I can only offer you my thanks, and the possibility of greater reward in the future.” The PCs receive the Appreciation of House Abonhoth. If the PCs paid Gallini the Highwayman, they receive the Robbed by Gallini the Highwayman AR reward. If the PCs captured Prondell, either in Reeswold or in the forest, and turn him over to the authorities of House Keth they earn the Favour of House Keth. There is no bounty for Prondell, as the House cannot afford to pay one. CONCLUSION C: THE PCS CAPTURED FYODR AND RETURNED HIM TO HOUSE ABONHOTH If the PCs could not talk to Fyodr, but captured him and returned him to House Abonhoth for questioning, read the following: Arriving at Abonhoth Castle you are soon led in to see Lady Harrina. She is pleased to see you, and seems very excited. She asks you to tell her everything that happened, and hangs on every word as you tell your tale. Lady Harrina spends some time questioning Fyodr in Cold Tongue. Upon the conclusion of his tale, Fyodr is led away and Lady Harrina relates his sad tale to you. GMs should paraphrase the information from Fyodr’s tale in Encounter Six. Finishing the tale, Lady Harrina sits for a moment. “This is incredible. We need to find out more about who is behind this, what the Heart of the Forest is and how to stop the corruption. Will you help to deal with the problem?” Allow the PCs to answer as they choose. So long as they don’t insult Lady Harrina, continue: “We owe you a debt for what you have done, but you must understand that at this time House Abonhoth cannot publicly acknowledge your deeds. However, once this situation is dealt with I am sure that will change. For now I can only offer you a small reward from my own discretionary fund. I hope it is enough.” The PCs receive the Gratitude of Lady Harrina and the Appreciation of House Abonhoth. If the PCs paid Gallini the Highwayman, they receive the Robbed by Gallini the Highwayman AR reward. If the PCs captured Prondell, either in Reeswold or in the forest, and turn him over to the authorities of House Keth they earn the Favour of House Keth. There is no bounty for Prondell, as the House cannot afford to pay one. The End. RTK7-03 Strange Days in the Timberway Page 12 EXPERIENCE POINT SUMMARY To award experience for this adventure, add up the values for the objectives accomplished. Then assign the experience award. Award the total value (objectives plus roleplaying) to each character. Encounter 1 Get past Gallini APL 2 60 XP APL 4 60 XP APL 6 0 XP APL 8 0 XP Encounter 3 Arrest Prondell APL 2 0 XP APL 4 0 XP APL 6 0 XP APL 8 0 XP Encounter 4 Defeat the wortlings APL 2 90 XP APL 4 150 XP APL 6 240 XP APL 8 300 XP Encounter 5 Defeat Prondell and Trong APL 2 90 XP APL 4 150 XP APL 6 210 XP APL 8 270 XP Encounter 6 Kill Fyodr APL 2 120 XP APL 4 180 XP APL 6 270 XP APL 8 330 XP Story Award Objective met: Get information from Fyodr APL 2 90 XP APL 4 135 XP APL 6 180 XP APL 8 225 XP Total possible experience: APL 2 450 XP APL 4 675 XP APL 6 900 XP APL 8 1125 XP TREASURE SUMMARY During an adventure, characters encounter treasure, usually finding it in the possession of their foes. Every encounter that features treasure has a “treasure” section within the encounter description, giving information about the loot, coins, and magic items that make up the encounter’s treasure. The loot total is the number of gold pieces each character gains if the foes are plundered of all their earthly possessions. Looting the bodies takes at least 10 minutes per every 5 enemies, and if the characters cannot take the time to loot the bodies, they do not gain this gold. If you feel it is reasonable that characters can go back to loot the bodies, and those bodies are there (i.e., not carted off by dungeon scavengers, removed from the scene by the local watch, and so on), characters may return to retrieve loot. If the characters do not loot the body, the gold piece value for the loot is subtracted from the encounter totals given below. The coin total is the number of gold pieces each character gains if they take the coin available. A normal adventuring party can usually gather this wealth in a round or so. If for some reason, they pass up this treasure, the coin total is subtracted from the encounter totals given below. Next, the magic items are listed. Magic item treasure is the hardest to adjudicate, because they are varied and because characters may want to use them during the adventure. Many times characters must cast identify, analyze dweomer or similar spell to determine what the item does and how to activate it. Other times they may attempt to use the item blindly. If the magic item is consumable (a potion, scroll, magic bolts, etc.) and the item is used before the end of the adventure, its total is subtracted from the adventure totals below. Once you have subtracted the value for unclaimed treasure from each encounter add it up and that is the number of gold pieces a characters total and coin value increase at the end of the adventure. Write the total in the GP Gained field of the adventure certificate. Loot = Looted gear from enemy; Coin = Coin, Gems, Jewelry, and other valuables; Magic = Magic Items. Introduction All APLs: Loot 0 gp; Coin 10gp; Magic 0 gp; Total 10 gp. Encounter 1: Scary, Scary, Don’t we Look Mean All APLs: Loot 65 gp; Coin 5gp; Magic 8 gp; 2 x potion of cure light wounds (4 gp each); Total 78 gp. Encounter 3: The Trading Post APL 2: Loot 36 gp; Magic 112 gp; wand of cure light wounds (62 gp), 4 x elixir of love (12.5 gp each); Total 148 gp. APL 4: Loot 27 gp; Magic 216 gp; wand of cure light wounds (62 gp), 4 x elixir of love (12.5 gp each), +1 chain shirt (104 gp); Total 244 gp. RTK7-03 Strange Days in the Timberway Page 13 APL 6: Loot 53 gp; Magic 550 gp; wand of cure light wounds (62 gp), 4 x elixir of love (12.5 gp each), +1 chain shirt (104 gp), gloves of dexterity +2 (333); Total 603 gp. APL 8: Loot 53 gp; Magic 550 gp; wand of cure light wounds (62 gp), 4 x elixir of love (12.5 gp each), +1 chain shirt (104 gp), gloves of dexterity +2 (333); Total 603 gp. Encounter 5: The Double Cross APL 2: Loot 30 gp; Magic 150 gp; Quiver of Ehlonna (150 gp); Total 180 gp. APL 4: Loot 30 gp; Magic 358 gp; Quiver of Ehlonna (150 gp), ring of sustenance (208 gp); Total 388 gp. APL 6: Loot 30 gp; Magic 358 gp; Quiver of Ehlonna (150 gp), ring of sustenance (208 gp); Total 388 gp. APL 8: Loot 30 gp; Magic 708 gp; Quiver of Ehlonna (150 gp), mithral breast plate (350 gp), ring of sustenance (208 gp); Total 738 gp. Encounter 6: The Hermit APL 2: Magic 125 gp; brooch of shielding (125 gp); Total 125 gp. APL 4: Magic 125 gp; brooch of shielding (125 gp); Total 125 gp. APL 6: Magic 125 gp; brooch of shielding (125 gp); Total 125 gp. APL 8: Magic 792 gp; brooch of shielding (125 gp), pale blue ioun stone (667 gp); Total 792 gp. Total Possible Treasure APL 2: Loot: 131 gp; Coin: 15 gp; Magic: 395 gp; Total: 541 gp (max 450gp) APL 4: Loot: 122 gp; Coin: 15 gp; Magic: 707 gp; Total: 844 gp (max 650gp) APL 6: Loot: 148 gp; Coin: 15 gp; Magic: 1,094 gp; Total: 1,257 gp (max 900gp) APL 8: Loot: 148 gp; Coin: 15 gp; Magic: 2,058 gp; Total: 2,221 gp (max 1,300gp) Special Blessing of Fyodr: For releasing Fyodr from his misery and corruption he has marked you with his blessing. This blessing can be seen by all fey creatures and gives you a +2 bonus on all Cha checks with fey. Also, you may use this favour to re-roll one failed saving throw with a +2 bonus, but doing so removes the blessing. Mark off this favour when used. Appreciation of House Abonhoth: Though House Abonhoth appreciates what you have done for them, they cannot publicly acknowledge your efforts at this time. However, Lady Harrina promises that your efforts will be acknowledged in the future. Gratitude of Lady Harrina: In gratitude of your efforts Lady Harrina has personally offered to either: provide a choker of eloquence – lesser at the cost of only 4,500gp (Access: Regional) or; to arrange access to have any one weapon upgraded with any +1 bonus Special Ability from tables 7-14 and 7-15 of the DMG at the normal cost. Mark off this favour when used. Favour of House Keth: For turning in the bandit Prondell you have earned one influence point with House Keth. Robbed by Gallini the Highwayman: You were waylaid and robbed by Gallini the Highwayman. In your next Ratik adventure you may receive one TU of standard upkeep for free as you dine out on the tale. You are not sure if everyone is laughing with you though... ITEMS FOR THE ADVENTURE RECORD Item Access APL 2: • Choker of eloquence - lesser (Regional; CL 6th; Complete Adventurer; 4,500 gp) • Elixir of Love (Adventure; DMG) • Quiver of Ehlonna (Adventure; DMG) APL 4 (all of APL 2 plus the following): • Brooch of Shielding (Adventure; DMG) • Ring of Sustenance (Adventure; DMG) APL 6 (all of APLs 2-4 plus the following): • mithral breast plate (Adventure; DMG) APL 8 (all of APLs 2-6 plus the following): • Pale blue ioun stone (Adventure; DMG) RTK7-03 Strange Days in the Timberway Page 14 APPENDIX 1: ALL APLS 1: SCARY, SCARY, DON’T WE LOOK MEAN G ALLI NI CR 1 Male human bard 1 CN Medium Humanoid (Human) Init +6; Senses Listen +0, Spot +0 Languages Common AC 16, touch 12, flat-footed 14 (+2 Dex, +4 chain shirt) hp 5 (1d6+1 HD); Fort +1, Ref +4, Will +2 Speed 30 ft. in chain shirt armor (6 squares), base movement 30 ft.; Melee mw rapier +2 (1d6+1) Ranged dagger +2 (1d4+1) Space 5 ft.; Reach 5 ft. Base Atk +0; Grp +1 Special Options Bardic Music, Spells Combat Gear mw rapier, dagger, chain shirt, potion of cure light wounds Bard Spells Known (CL 1st): 0 (2/day)—Detect Magic, Light, Mending, Prestidigitation Abilities Str 13, Dex 14, Con 12, Int 11, Wis 10, Cha 16 Feats Improved Initiative, Persuasive Skills Bluff +9, Diplomacy +7, Disguise +7, Intimidate +7, Knowledge (local – NMR) +4, Perform (oratory) +7, Sense Motive +4 Possessions 2 x rings, 12gp I S E L D A CR 1 Female gnome wizard (illusionist) 1 CN Small Humanoid (Gnome) Init +2; Senses Listen +0, Spot +0 Languages Common, Gnome, Cold Tongue, AC 17, touch 13, flat-footed 15 (+1 size, +2 Dex, +4 mage armor) hp 5 (1d4+2 HD); Fort +2, Ref +2, Will +2 Speed 20 ft. in no armor (4 squares), base movement 20 ft.; Melee dagger +0 (1d3-1) Ranged light crossbow +3 (1d6) Space 5 ft.; Reach 5 ft. Base Atk +0; Grp –5 Special Options Spells, Spell-like abilities Combat Gear light crossbow (x10), bolts (x50), dagger, spell component pouch, potion of cure light wounds Wizard Spells Prepared (CL 1st): 1st—mage armor�, true strike �, silent image � 0—detect magic, mage hand (x2), ghost sound �Already cast Spell-Like Abilities (CL 1st): 1/day—speak with animals, dancing lights, ghost sound, prestidigitation Abilities Str 8, Dex 14, Con 14, Int 15, Wis 10, Cha 10 SQ gnome racial traits, low-light vision, summon familiar Feats Point Blank Shot, Scribe Scroll Skills Concentration +6, Knowledge (local – NMR) +6, Knowledge (arcana) +6, Spellcraft +6 Possessions combat gear RTK7-03 Strange Days in the Timberway Page 15 APPENDIX 1: APL 2 3: THE TRADING POST P R O N D E L L CR 2 Male human rogue 1/ranger 1 CN Medium Humanoid (Human) Init +6; Senses Listen +6, Spot +6 Languages Common AC 16, touch 12, flat-footed 14 (+2 Dex, +4 chain shirt) hp 12 (1d6+1 plus 1d8+1 HD); Fort +3, Ref +6, Will +1 Speed 30 ft. in chain shirt armor (6 squares), base movement 30 ft.; Melee mw throwing axe +4 (1d6+2) Ranged mw throwing axe +4 (1d6+2) Space 5 ft.; Reach 5 ft. Base Atk +1; Grp +3 Special Options Favored Enemy (humans) +2, Sneak Attack +1d6, Wild Empathy Combat Gear mw throwing axe, dagger, chain shirt, wand of cure light wounds Abilities Str 14, Dex 14, Con 12, Int 11, Wis 12, Cha 10 Feats Improved Initiative, Persuasive, Track Skills Bluff +6, Hide +4, Intimidate +6, Knowledge (local – NMR) +4, Listen +6, Move Silently +4, Search +4, Spot +6, Survival +6, Tumble +4 Possessions Combat Gear plus furs, snares, bedroll, cooking gear, flint, pack, 4 x elixir of love 4: AN ORC IN BLACK FOREST F I E N D I S H W O R T L I N G CR 3 NE Small Plant (augmented, extraplanar) Init +6; Senses Listen +0, Spot +0 Languages None AC 16, touch 13, flat-footed 14 (+1 Size, +2 Dex, +3 Natural) hp 18 (3d8 HD); Immune poison, sleep, paralysis, stunning, polymorphing Resist cold 5, fire 5; SR 8 Fort +3, Ref +3, Will +1 Speed 30 ft. in no armor (6 squares), climb 15ft., base movement 30 ft.; Melee claws (x2) +5 (1d3+2 plus poison) Space 5 ft.; Reach 5 ft. Base Atk +2; Grp +0 Attack Options Poison, Swarming, Smite good 1/day (+3 damage) Abilities Str 15, Dex 14, Con 11, Int 3, Wis 11, Cha 6 SQ Plantmind, partial immunity to piercing, plant traits, woodsense, darkvision 60ft. Feats Improved Initiative Skills Climb +10, Hide +11, Move Silently +7 Possessions None Poison (Ex): A wortling delivers its poison (Fortitude save DC 11) with each successful claw attack. The initial damage is sleep for 1 minute, and the secondary damage is sleep for 1d10 minutes. Both of these sleep effects work only against living creatures but otherwise function as the spell of the same name. Swarming (Ex): Wortlings can swarm over and around each other with ease, so up to three of them can occupy the same 5-foot-by-5-foot space. They are likewise adept at attacking as a group; for every wortling that is grappling a foe (grapple bonus +0), every wortling gets a +1 competence bonus on attack rolls against that foe. Plantmind (Ex): All wortlings within fifteen miles of their orcwort parent are in constant communication. If one is aware of a particular danger, they all are. If one in a particular group is not flat-footed, none of them are. No wortling in such a group is considered flanked unless they all are. Partial Immunity to Piercing (Ex): Piercing weapons deal only half damage to orcworts, and wortlings. The minimum damage per hit with such a weapon is 1 point. Plant Traits (Ex): An orcwort or wortling is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits or mind-affecting effects. Woodsense (EV): And orcwort or wortling can automatically sense the location of anything within 60 feet that is in contact with vegetation, even objects or creatures that are not in contact with the same vegetation as itself 5: THE DOUBLE−CROSS P R O N D E L L CR 2 Male human rogue 1/ranger 1 CN Medium Humanoid (Human) Init +6; Senses Listen +6, Spot +6 Languages Common AC 16, touch 12, flat-footed 14 (+2 Dex, +4 chain shirt) hp 12 (1d6+1 plus 1d8+1 HD); Fort +3, Ref +6, Will +1 Speed 30 ft. in chain shirt armor (6 squares), base movement 30 ft.; Melee mw throwing axe +4 (1d6+2) Ranged mw throwing axe +4 (1d6+2) Space 5 ft.; Reach 5 ft. Base Atk +1; Grp +3 Special Options Favored Enemy (humans) +2, Sneak Attack +1d6, Wild Empathy Combat Gear mw throwing axe, dagger, chain shirt, wand of cure light wounds Abilities Str 14, Dex 14, Con 12, Int 11, Wis 12, Cha 10 Feats Improved Initiative, Persuasive, Track RTK7-03 Strange Days in the Timberway Page 16 Skills Bluff +6, Hide +4, Intimidate +6, Knowledge (local – NMR) +4, Listen +6, Move Silently +4, Search +4, Spot +6, Survival +6, Tumble +4 Possessions Combat Gear plus furs, snares, bedroll, cooking gear, flint, pack, 4 x elixir of love T R O N G CR 1 Male orc barbarian 1 CE Medium Humanoid (Orc) Init +2; Senses Listen +4, Spot +0 Languages Common, Orc AC 17 , touch 12, flat-footed 15 (+2 Dex, +3 studded leather, +2 heavy shield) hp 11 (1d12+2 HD); Fort +4, Ref +2, Will +0 Speed 40 ft. in studded leather armor (8 squares), base movement 40 ft.; Melee mw throwing axe +7 (1d6+4) Ranged javelin +3 (1d6+4) Space 5 ft.; Reach 5 ft. Base Atk +1; Grp +5 Special Options Rage Combat Gear mw throwing axe, dagger, javelin (x18), studded leather, heavy wooden shield, Quiver of Ehlonna Abilities Str 19, Dex 14, Con 14, Int 6, Wis 10, Cha 8 SQ Darkvision 60ft., light sensitivity, fast movement, uncanny dodge Feats Weapon Focus (throwing axe) Skills Listen +4, Survival +4 Possessions Combat Gear plus furs T R O N G ( R AG I N G) AC 15, touch 10, flat-footed 13 (+2 Dex, +3 studded leather, +2 heavy shield) hp 13 (1d12+4 HD); Fort +6, Ref +2, Will +2 Speed 40 ft. in studded leather armor (8 squares), base movement 40 ft.; Melee mw throwing axe +9 (1d6+6) Ranged javelin +3 (1d6+6) Space 5 ft.; Reach 5 ft. Base Atk +1; Grp +7 Abilities Str 23, Dex 14, Con 18, Int 6, Wis 10, Cha 8 6: THE HERMIT F Y O D R CR 4 Male fiendish vodyanoi CE Medium Augmented Fey (Aquatic, Extra-planar) Init +3; Senses Listen +10, Spot +10 Aura faint evil Languages Cold Tongue, Sylvan AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural) hp 25 (5d6+5 HD); DR 5/magic Resist cold 5, fire 5; SR 16 Fort +2, Ref +7, Will +6 Speed 30 ft. in no armor (6 squares), swim 30ft., base movement 30 ft.; Melee 2 claws +6 (1d4+2) Space 5 ft.; Reach 5 ft. Base Atk +2; Grp +4 Special Options Control water, fish cloud, improved grab, smite good 1/day (+5 damage) Combat Gear Brooch of Shielding Abilities Str 15, Dex 16, Con 12, Int 12, Wis 14, Cha 11 SQ Amphibious, low-light vision, darkvision 60ft. Feats Weapon Finesse, Weapon Focus (claw) Skills Bluff +13, Diplomacy +7, Disguise +0 (+2 acting), Hide +11 (+19 in water), Intimidate +10, Knowledge (nature) +3, Listen +10, Move Silently +11 (+19 in water), Spot +10, Survival +10, Swim +10 (can always take 10) Possessions Combat Gear RTK7-03 Strange Days in the Timberway Page 17 APL 4 3: THE TRADING POST P R O N D E L L CR 4 Male human rogue 3/ranger 1 CN Medium Humanoid (Human) Init +6; Senses Listen +8, Spot +8 Languages Common AC 17, touch 12, flat-footed 15 (+2 Dex, +5 chain shirt +1) hp 22 (3d6+3 plus 1d8+1 HD); Fort +4, Ref +7, Will +2 Speed 30 ft. in chain shirt armor (6 squares), base movement 30 ft.; Melee mw throwing axe +6 (1d6+2) Ranged mw throwing axe +6 (1d6+2) Space 5 ft.; Reach 5 ft. Base Atk +3; Grp +5 Special Options Favored Enemy (humans) +2, Sneak Attack +2d6, Wild Empathy Combat Gear mw throwing axe, dagger, +1 chain shirt, wand of cure light wounds Abilities Str 14, Dex 15, Con 12, Int 11, Wis 12, Cha 10 Feats Dodge, Improved Initiative, Persuasive, Track Skills Bluff +8, Hide +7, Intimidate +10, Knowledge (local – NMR) +6, Listen +8, Move Silently +7, Search +6, Spot +8, Survival +6, Tumble +7 Possessions Combat Gear plus furs, snares, bedroll, cooking gear, flint, pack, 4 x elixir of love 4: AN ORC IN BLACK FOREST F I E N D I S H W O R T L I N G CR 3 NE Small Plant (augmented, extraplanar) Init +6; Senses Listen +0, Spot +0 Languages None AC 16, touch 13, flat-footed 14 (+1 Size, +2 Dex, +3 Natural) hp 18 (3d8 HD); Immune poison, sleep, paralysis, stunning, polymorphing Resist cold 5, fire 5; SR 8 Fort +3, Ref +3, Will +1 Speed 30 ft. in no armor (6 squares), climb 15ft., base movement 30 ft.; Melee claws (x2) +5 (1d3+2 plus poison) Space 5 ft.; Reach 5 ft. Base Atk +2; Grp +0 Attack Options Poison, Swarming, Smite good 1/day (+3 damage) Abilities Str 15, Dex 14, Con 11, Int 3, Wis 11, Cha 6 SQ Plantmind, partial immunity to piercing, plant traits, woodsense, darkvision 60ft. Feats Improved Initiative Skills Climb +10, Hide +11, Move Silently +7 Possessions None Poison (Ex): A wortling delivers its poison (Fortitude save DC 11) with each successful claw attack. The initial damage is sleep for 1 minute, and the secondary damage is sleep for 1d10 minutes. Both of these sleep effects work only against living creatures but otherwise function as the spell of the same name. Swarming (Ex): Wortlings can swarm over and around each other with ease, so up to three of them can occupy the same 5-foot-by-5-foot space. They are likewise adept at attacking as a group; for every wortling that is grappling a foe (grapple bonus +0), every wortling gets a +1 competence bonus on attack rolls against that foe. Plantmind (Ex): All wortlings within fifteen miles of their orcwort parent are in constant communication. If one is aware of a particular danger, they all are. If one in a particular group is not flat-footed, none of them are. No wortling in such a group is considered flanked unless they all are. Partial Immunity to Piercing (Ex): Piercing weapons deal only half damage to orcworts, and wortlings. The minimum damage per hit with such a weapon is 1 point. Plant Traits (Ex): An orcwort or wortling is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits or mind-affecting effects. Woodsense (EV): And orcwort or wortling can automatically sense the location of anything within 60 feet that is in contact with vegetation, even objects or creatures that are not in contact with the same vegetation as itself 5: THE DOUBLE−CROSS P R O N D E L L CR 4 Male human rogue 3/ranger 1 CN Medium Humanoid (Human) Init +6; Senses Listen +8, Spot +8 Languages Common AC 17, touch 12, flat-footed 15 (+2 Dex, +5 chain shirt +1) hp 22 (3d6+3 plus 1d8+1 HD); Fort +4, Ref +7, Will +2 Speed 30 ft. in chain shirt armor (6 squares), base movement 30 ft.; Melee mw throwing axe +6 (1d6+2) Ranged mw throwing axe +6 (1d6+2) Space 5 ft.; Reach 5 ft. Base Atk +3; Grp +5 Special Options Favored Enemy (humans) +2, Sneak Attack +2d6, Wild Empathy Combat Gear mw throwing axe, dagger, +1 chain shirt, wand of cure light wounds Abilities Str 14, Dex 15, Con 12, Int 11, Wis 12, Cha 10 Feats Dodge, Improved Initiative, Persuasive, Track RTK7-03 Strange Days in the Timberway Page 18 Skills Bluff +8, Hide +7, Intimidate +10, Knowledge (local – NMR) +6, Listen +8, Move Silently +7, Search +6, Spot +8, Survival +6, Tumble +7 Possessions Combat Gear plus furs, snares, bedroll, cooking gear, flint, pack, 4 x elixir of love T R O N G CR 2 Male orc barbarian 2 CE Medium Humanoid (Orc) Init +2; Senses Listen +5, Spot +0 Languages Common, Orc AC 17 , touch 12, flat-footed 15 (+2 Dex, +3 studded leather, +2 heavy shield) hp 22 (2d12+4 HD); Fort +5, Ref +2, Will +0 Speed 40 ft. in studded leather armor (8 squares), base movement 40 ft.; Melee mw battle axe +8 (1d8+4) Ranged javelin +4 (1d6+4) Space 5 ft.; Reach 5 ft. Base Atk +2; Grp +6 Special Options Rage Combat Gear mw battle axe, dagger, javelin (x18), studded leather, heavy wooden shield, Quiver of Ehlonna Abilities Str 19, Dex 14, Con 14, Int 6, Wis 10, Cha 8 SQ Darkvision 60ft., light sensitivity, fast movement, uncanny dodge Feats Weapon Focus (battle axe) Skills Listen +5, Survival +5 Possessions Combat Gear plus furs, ring of sustenance T R O N G ( R AG I N G) AC 15, touch 10, flat-footed 13 (+2 Dex, +3 studded leather, +2 heavy shield) hp 28 (2d12+8 HD); Fort +7, Ref +2, Will +2 Speed 40 ft. in studded leather armor (8 squares), base movement 40 ft.; Melee mw battle axe +10 (1d8+6) Ranged javelin +4 (1d6+6) Space 5 ft.; Reach 5 ft. Base Atk +2; Grp +8 Abilities Str 23, Dex 14, Con 18, Int 6, Wis 10, Cha 8 6: THE HERMIT F Y O D R CR 6 Advanced male fiendish vodyanoi CE Medium Augmented Fey (Aquatic, Extra-planar) Init +7; Senses Listen +14, Spot +14 Aura moderate evil Languages Cold Tongue, Sylvan AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural) hp 45 (9d6+9 HD); DR 5/magic Resist cold 10, fire 10; SR 20 Fort +4, Ref +9, Will +8 Speed 30 ft. in no armor (6 squares), swim 30ft., base movement 30 ft.; Melee 2 claws +8 (1d6+2) Space 5 ft.; Reach 5 ft. Base Atk +4; Grp +6 Special Options Control water, fish cloud, improved grab, smite good 1/day (+9 damage) Combat Gear Brooch of Shielding Abilities Str 15, Dex 17, Con 12, Int 12, Wis 14, Cha 11 SQ Amphibious, low-light vision, darkvision 60ft. Feats Improved Initiative, Improved Natural Attack (claws), Weapon Finesse, Weapon Focus (claw) Skills Bluff +17, Diplomacy +7, Disguise +0 (+2 acting), Hide +15 (+23 in water), Intimidate +14, Knowledge (nature) +3, Listen +14, Move Silently +15 (+23 in water), Spot +14, Survival +14, Swim +10 (can always take 10) Possessions Combat Gear RTK7-03 Strange Days in the Timberway Page 19 APL 6 3: THE TRADING POST P R O N D E L L CR 6 Male human rogue 4/ranger 2 CN Medium Humanoid (Human) Init +7; Senses Listen +10, Spot +10 Languages Common AC 19, touch 13, flat-footed 16 (+3 Dex, +5 chain shirt +1, +1 shield), Dodge, uncanny dodge hp 34 (4d6+4 plus 2d8+2 HD); Fort +5, Ref +10, Will +2 Speed 30 ft. in chain shirt armor (6 squares), base movement 30 ft.; Melee mw throwing axe +8 (1d6+2) or 2 x mw throwing axe +6 (1d6+2/1d6+1) Ranged mw throwing axe +9 (1d6+2) Space 5 ft.; Reach 5 ft. Base Atk +5; Grp +7 Special Options Favored Enemy (humans) +2, Sneak Attack +2d6, Wild Empathy, Combat Style Combat Gear mw throwing axe (x2), dagger, +1 chain shirt, wand of cure light wounds, gloves of dexterity +2 Abilities Str 14, Dex 15(17), Con 12, Int 11, Wis 12, Cha 10 Feats Dodge, Improved Initiative, Persuasive, Track, Two-Weapon Fighting, Two Weapon Defense Skills Bluff +9, Hide +11, Intimidate +9, Knowledge (local – NMR) +7, Listen +10, Move Silently +11, Search +7, Spot +10, Survival +9, Tumble +10 Possessions Combat Gear plus furs, snares, bedroll, cooking gear, flint, pack, 4 x elixir of love 4: AN ORC IN BLACK FOREST AD V AN C E D F I E N D I S H W O R T L I N G CR 6 NE Small Plant (augmented, extraplanar) Init +5; Senses Listen +0, Spot +0 Languages None AC 15, touch 11, flat-footed 14 (+1 Dex, +4 Natural) hp 49 (7d8+7 HD); DR 5/magic Immune poison, sleep, paralysis, stunning, polymorphing Resist cold 5, fire 5; SR 12 Fort +6, Ref +3, Will +2 Speed 30 ft. in no armor (6 squares), climb 15ft., base movement 30 ft.; Melee claws (x2) +10 (1d6+5 plus poison) Space 5 ft.; Reach 5 ft. Base Atk +5; Grp +9 Attack Options Poison, Swarming, Smite good 1/day (+7 damage) Abilities Str 20, Dex 12, Con 13, Int 2, Wis 11, Cha 6 SQ Plantmind, partial immunity to piercing, plant traits, woodsense, darkvision 60ft. Feats Augment Ability (poison), Improved Initiative, Improved Natural Attack (claws) Skills Climb +10, Hide +11, Move Silently +11 Possessions None Poison (Ex): A wortling delivers its poison (Fortitude save DC 16) with each successful claw attack. The initial damage is sleep for 1 minute, and the secondary damage is sleep for 1d10 minutes. Both of these sleep effects work only against living creatures but otherwise function as the spell of the same name. Swarming (Ex): Wortlings can swarm over and around each other with ease, so up to three of them can occupy the same 5-foot-by-5-foot space. They are likewise adept at attacking as a group; for every wortling that is grappling a foe (grapple bonus +0), every wortling gets a +1 competence bonus on attack rolls against that foe. Plantmind (Ex): All wortlings within fifteen miles of their orcwort parent are in constant communication. If one is aware of a particular danger, they all are. If one in a particular group is not flat-footed, none of them are. No wortling in such a group is considered flanked unless they all are. Partial Immunity to Piercing (Ex): Piercing weapons deal only half damage to orcworts, and wortlings. The minimum damage per hit with such a weapon is 1 point. Plant Traits (Ex): An orcwort or wortling is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits or mind-affecting effects. Woodsense (EV): And orcwort or wortling can automatically sense the location of anything within 60 feet that is in contact with vegetation, even objects or creatures that are not in contact with the same vegetation as itself 5: THE DOUBLE−CROSS P R O N D E L L CR 6 Male human rogue 4/ranger 2 CN Medium Humanoid (Human) Init +7; Senses Listen +10, Spot +10 Languages Common AC 19, touch 13, flat-footed 16 (+3 Dex, +5 chain shirt +1, +1 shield), Dodge, uncanny dodge hp 34 (4d6+4 plus 2d8+2 HD); Fort +5, Ref +10, Will +2 Speed 30 ft. in chain shirt armor (6 squares), base movement 30 ft.; Melee mw throwing axe +8 (1d6+2) or 2 x mw throwing axe +6 (1d6+2/1d6+1) Ranged mw throwing axe +9 (1d6+2) Space 5 ft.; Reach 5 ft. Base Atk +5; Grp +7 Special Options Favored Enemy (humans) +2, Sneak Attack +2d6, Wild Empathy, Combat Style RTK7-03 Strange Days in the Timberway Page 20 Combat Gear mw throwing axe (x2), dagger, +1 chain shirt, wand of cure light wounds, gloves of dexterity +2 Abilities Str 14, Dex 15(17), Con 12, Int 11, Wis 12, Cha 10 Feats Dodge, Improved Initiative, Persuasive, Track, Two-Weapon Fighting, Two Weapon Defense Skills Bluff +9, Hide +11, Intimidate +9, Knowledge (local – NMR) +7, Listen +10, Move Silently +11, Search +7, Spot +10, Survival +9, Tumble +10 Possessions Combat Gear plus furs, snares, bedroll, cooking gear, flint, pack, 4 x elixir of love T R O N G CR 4 Male orc barbarian 4 CE Medium Humanoid (Orc) Init +2; Senses Listen +7, Spot +0 Languages Common, Orc AC 17 , touch 12, flat-footed 15 (+2 Dex, +3 studded leather, +2 heavy shield) hp 44 (4d12+8 HD); Fort +6, Ref +3, Will +1 Speed 40 ft. in studded leather (8 squares), base movement 40 ft.; Melee mw battle axe +11 (1d8+5) Ranged javelin +6 (1d6+5) Space 5 ft.; Reach 5 ft. Base Atk +4; Grp +8 Special Options Rage 2/day Combat Gear mw battle axe, dagger, javelin (x18), studded leather, heavy wooden shield, Quiver of Ehlonna Abilities Str 20, Dex 14, Con 14, Int 6, Wis 10, Cha 8 SQ Darkvision 60ft., light sensitivity, fast movement, uncanny dodge, trap sense +1 Feats Power Attack, Weapon Focus (battle axe) Skills Listen +7, Survival +7 Possessions Combat Gear plus furs, ring of sustenance T R O N G ( R AG I N G) AC 15 , touch 10, flat-footed 13 (+2 Dex, +3 studded leather, +2 heavy shield) hp 52 (4d12+16 HD); Fort +8, Ref +3, Will +3 Speed 40 ft. in studded leather (8 squares), base movement 40 ft.; Melee mw battle axe +13 (1d8+7) Ranged javelin +6 (1d6+7) Space 5 ft.; Reach 5 ft. Base Atk +4; Grp +10 Abilities Str 24, Dex 14, Con 18, Int 6, Wis 10, Cha 8 6: THE HERMIT F Y O D R CR 9 Advanced male fiendish vodyanoi barbarian 3 CE Medium Augmented Fey (Aquatic, Extra-planar) Init +8; Senses Listen +14, Spot +14 Aura moderate evil Languages Cold Tongue, Sylvan AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural) hp 55 (9d6+9 plus 3d12+3 HD); DR 10/magic Resist cold 10, fire 10; SR 23 Fort +7, Ref +11, Will +9 Speed 40 ft. in no armor (8 squares), swim 30ft., base movement 40 ft.; Melee 2 claws +12 (1d6+2) Space 5 ft.; Reach 5 ft. Base Atk +7; Grp +9 Special Options Control water, fish cloud, improved grab, smite good 1/day (+9 damage), Rage 1/day Combat Gear Brooch of Shielding Abilities Str 15, Dex 18, Con 12, Int 12, Wis 14, Cha 11 SQ Amphibious, low-light vision, darkvision 60ft., fast movement, uncanny dodge, trap sense +1 Feats Improved Initiative, Improved Natural Attack (claws), Power Attack, Weapon Finesse, Weapon Focus (claw) Skills Bluff +17, Diplomacy +7, Disguise +0 (+2 acting), Hide +16 (+24 in water), Intimidate +14, Knowledge (nature) +6, Listen +14, Move Silently +16 (+24 in water), Spot +14, Survival +19, Swim +14 (can always take 10) Possessions Combat Gear F Y O D R ( R AG I N G) AC 16, touch 12, flat-footed 12 (+4 Dex, +4 natural) hp 79 (9d6+27 plus 3d12+9 HD); DR 10/magic Resist cold 10, fire 10; SR 23 Fort +9, Ref +11, Will +11 Speed 40 ft. in no armor (8 squares), swim 30ft., base movement 40 ft.; Melee 2 claws +12 (1d6+4) Space 5 ft.; Reach 5 ft. Base Atk +7; Grp +11 Abilities Str 19, Dex 18, Con 16, Int 12, Wis 14, Cha 11 RTK7-03 Strange Days in the Timberway Page 21 APL 8 3: THE TRADING POST P R O N D E L L CR 8 Male human rogue 5/ranger 3 CN Medium Humanoid (Human) Init +8; Senses Listen +12, Spot +12 Languages Common AC 20, touch 14, flat-footed 16 (+4 Dex, +5 chain shirt +1, +1 shield) , Dodge, uncanny dodge hp 46 (5d6+5 plus 3d8+5 HD); Fort +5, Ref +11, Will +3 Speed 30 ft. in chain shirt armor (6 squares), base movement 30 ft.; Melee mw throwing axe +9/+4 (1d6+2) or mw throwing axe +7/+2 (1d6+2) and mw throwing axe +7 (1d6+1) Ranged mw throwing axe +11/+6 (1d6+2) Space 5 ft.; Reach 5 ft. Base Atk +6; Grp +8 Special Options Favored Enemy (humans) +2, Sneak Attack +3d6, Wild Empathy, Combat Style Combat Gear mw throwing axe (x2), dagger, +1 chain shirt, wand of cure light wounds, gloves of dexterity +2 Abilities Str 14, Dex 16(18), Con 12, Int 11, Wis 12, Cha 10 Feats Dodge, Improved Initiative, Persuasive, Track, Two-Weapon Fighting, Two Weapon Defense, Endurance Skills Bluff +10, Hide +13, Intimidate +12, Knowledge (local – NMR) +8, Listen +12, Move Silently +13, Search +8, Spot +12, Survival +12, Tumble +10 Possessions Combat Gear plus furs, snares, bedroll, cooking gear, flint, pack, 4 x elixir of love 4: AN ORC IN BLACK FOREST AD V AN C E D F I E N D I S H W O R T L I N G CR 6 NE Small Plant (augmented, extraplanar) Init +5; Senses Listen +0, Spot +0 Languages None AC 15, touch 11, flat-footed 14 (+1 Dex, +4 Natural) hp 49 (7d8+7 HD); DR 5/magic Immune poison, sleep, paralysis, stunning, polymorphing Resist cold 5, fire 5; SR 12 Fort +6, Ref +3, Will +2 Speed 30 ft. in no armor (6 squares), climb 15ft., base movement 30 ft.; Melee claws (x2) +10 (1d6+5 plus poison) Space 5 ft.; Reach 5 ft. Base Atk +5; Grp +9 Attack Options Poison, Swarming, Smite good 1/day (+7 damage) Abilities Str 20, Dex 12, Con 13, Int 2, Wis 11, Cha 6 SQ Plantmind, partial immunity to piercing, plant traits, woodsense, darkvision 60ft. Feats Augment Ability (poison), Improved Initiative, Improved Natural Attack (claws) Skills Climb +10, Hide +11, Move Silently +11 Possessions None Poison (Ex): A wortling delivers its poison (Fortitude save DC 16) with each successful claw attack. The initial damage is sleep for 1 minute, and the secondary damage is sleep for 1d10 minutes. Both of these sleep effects work only against living creatures but otherwise function as the spell of the same name. Swarming (Ex): Wortlings can swarm over and around each other with ease, so up to three of them can occupy the same 5-foot-by-5-foot space. They are likewise adept at attacking as a group; for every wortling that is grappling a foe (grapple bonus +0), every wortling gets a +1 competence bonus on attack rolls against that foe. Plantmind (Ex): All wortlings within fifteen miles of their orcwort parent are in constant communication. If one is aware of a particular danger, they all are. If one in a particular group is not flat-footed, none of them are. No wortling in such a group is considered flanked unless they all are. Partial Immunity to Piercing (Ex): Piercing weapons deal only half damage to orcworts, and wortlings. The minimum damage per hit with such a weapon is 1 point. Plant Traits (Ex): An orcwort or wortling is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits or mind-affecting effects. Woodsense (EV): And orcwort or wortling can automatically sense the location of anything within 60 feet that is in contact with vegetation, even objects or creatures that are not in contact with the same vegetation as itself 5: THE DOUBLE−CROSS P R O N D E L L CR 8 Male human rogue 5/ranger 3 CN Medium Humanoid (Human) Init +8; Senses Listen +12, Spot +12 Languages Common AC 20, touch 14, flat-footed 16 (+4 Dex, +5 chain shirt +1, +1 shield) , Dodge, uncanny dodge hp 46 (5d6+5 plus 3d8+5 HD); Fort +5, Ref +11, Will +3 Speed 30 ft. in chain shirt armor (6 squares), base movement 30 ft.; Melee mw throwing axe +9/+4 (1d6+2) or mw throwing axe +7/+2 (1d6+2) and mw throwing axe +7 (1d6+1) Ranged mw throwing axe +11/+6 (1d6+2) Space 5 ft.; Reach 5 ft. RTK7-03 Strange Days in the Timberway Page 22 Base Atk +6; Grp +8 Special Options Favored Enemy (humans) +2, Sneak Attack +3d6, Wild Empathy, Combat Style Combat Gear mw throwing axe (x2), dagger, +1 chain shirt, wand of cure light wounds, gloves of dexterity +2 Abilities Str 14, Dex 16(18), Con 12, Int 11, Wis 12, Cha 10 Feats Dodge, Improved Initiative, Persuasive, Track, Two-Weapon Fighting, Two Weapon Defense, Endurance Skills Bluff +10, Hide +13, Intimidate +12, Knowledge (local – NMR) +8, Listen +12, Move Silently +13, Search +8, Spot +12, Survival +12, Tumble +10 Possessions Combat Gear plus furs, snares, bedroll, cooking gear, flint, pack, 4 x elixir of love T R O N G CR 6 Male orc barbarian 6 CE Medium Humanoid (Orc) Init +2; Senses Listen +9, Spot +0 Languages Common, Orc AC 19 , touch 12, flat-footed 17 (+2 Dex, +5 mithral breast plate, +2 heavy shield) hp 66 (6d12+12 HD); Fort +7, Ref +4, Will +2 Speed 40 ft. in mithral breast plate (8 squares), base movement 40 ft.; Melee mw battle axe +13/+8 (1d8+5) Ranged javelin +8/+3 (1d6+5) Space 5 ft.; Reach 5 ft. Base Atk +6; Grp +10 Special Options Rage 2/day Combat Gear mw battle axe, dagger, javelin (x18), mithral breast plate, heavy wooden shield, Quiver of Ehlonna Abilities Str 20, Dex 14, Con 14, Int 6, Wis 10, Cha 8 SQ Darkvision 60ft., light sensitivity, fast movement, improved uncanny dodge, trap sense +2 Feats Improved Unarmed Attack, Power Attack, Weapon Focus (battle axe) Skills Listen +9, Survival +9 Possessions Combat Gear plus furs, ring of sustenance T R O N G ( R AG I N G) AC 17 , touch 10, flat-footed 15 (+2 Dex, +5 mithral breast plate, +2 heavy shield) hp 78 (6d12+24 HD); Fort +9, Ref +4, Will +4 Speed 40 ft. in mithral breast plate (8 squares), base movement 40 ft.; Melee mw battle axe +15/+10 (1d8+7) Ranged javelin +8/+3 (1d6+8) Space 5 ft.; Reach 5 ft. Base Atk +6; Grp +12 Abilities Str 24, Dex 14, Con 18, Int 6, Wis 10, Cha 8 6: THE HERMIT F Y O D R CR 11 Advanced male fiendish vodyanoi barbarian 5 CE Medium Augmented Fey (Aquatic, Extra-planar) Init +8; Senses Listen +16, Spot +16 Aura moderate evil Languages Cold Tongue, Sylvan AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural) hp 75 (9d6+9 plus 5d12+5 HD); DR 10/magic Resist cold 10, fire 10; SR 25 Fort +8, Ref +11, Will +9 Speed 40 ft. in no armor (8 squares), swim 30ft., base movement 40 ft.; Melee 2 claws +14 (1d6+3) Space 5 ft.; Reach 5 ft. Base Atk +9; Grp +12 Special Options Control water, fish cloud, improved grab, smite good 1/day (+9 damage), Rage 2/day Combat Gear Brooch of Shielding, Pale Blue Ioun Stone (str +2) Abilities Str 15(17), Dex 18, Con 12, Int 12, Wis 14, Cha 11 SQ Amphibious, low-light vision, darkvision 60ft., fast movement, improved uncanny dodge, trap sense +1 Feats Improved Initiative, Improved Natural Attack (claws), Power Attack, Weapon Finesse, Weapon Focus (claw) Skills Bluff +17, Diplomacy +7, Disguise +0 (+2 acting), Hide +16 (+24 in water), Intimidate +14, Knowledge (nature) +6, Listen +16, Move Silently +16 (+24 in water), Spot +16, Survival +21, Swim +15 (can always take 10) Possessions Combat Gear F Y O D R ( R AG I N G) AC 16, touch 12, flat-footed 12 (+4 Dex, +4 natural) hp 103 (9d6+27 plus 5d12+15 HD); DR 10/magic Resist cold 10, fire 10; SR 23 Fort +10, Ref +11, Will +11 Speed 40 ft. in no armor (8 squares), swim 30ft., base movement 40 ft.; Melee 2 claws +14 (1d6+5) Space 5 ft.; Reach 5 ft. Base Atk +9; Grp +14 Abilities Str 19(21), Dex 18, Con 16, Int 12, Wis 14, Cha 11 RTK7-03 Strange Days in the Timberway Page 23 APPENDIX 2: NEW RULES ITEMS MAGIC ITEMS Choker of Eloquence Coveted by bards, singers, and public speakers, this beautiful necklace is carved from ivory and jade. There are two versions of these chokers. A lesser choker of eloquence grants a +5 competence bonus on Diplomacy, Bluff and Perform (sing) checks. A greater choker of eloquence increases the bonus to +10. Mocerate transmutation; CL 6th; Craft Wondrous Item, creator must be a spellcaster of at least 6th level; Price 6,000 gp (lesser), 24,000 gp (greater). Source: Complete Adventurer 132. CREATURES Orcwort An orcwort is a walking, blood-thirsty terror that prefers to make its home on the fringe of a populated area. This giant plant wanders by night until it finds an appropriate spot to settle, then sinks some of its roots into the ground, making it seem that an immense tree has grown up in the spot overnight. Over the course of the next week, the orcwort produces five to twenty pods that, when mature, break open to release mobile fruits called wortings. The parent plant then sends out its wortlings in hunting parties to bring back warm- blooded sustenance—usually livestock and humanoids. An orcwort is capable of devouring the entire population of a small village in a single feeding. Once it has stripped an area of warm-blooded animal life, it moves on in search of other population centers. Both the orcwort and its wortlings are effective combatants. They share the following qualities. Partial Immunity to Piercing (Ex): Piercing weapons deal only half damage to orcworts, and wortlings. The minimum damage per hit with such a weapon is 1 point. Plant Traits (Ex): An orcwort or wortling is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits or mind- affecting effects. Woodsense (EV): And orcwort or wortling can automatically sense the location of anything within 60 feet that is in contact with vegetation, even objects or creatures that are not in contact with the same vegetation as itself Skills and Feats: Orcworts and wortlings gain skills and feats as though they were fey. Wortling Small Plant Hit Dice: 3d8 (13 hp) Initiative: +6 Speed: 30 ft., climb 15 ft. AC: 16 (+1 size, +2 Dex, +3 natural), touch 13, flat- footed 10 Attacks: 2 claws +5 melee Damage: Claw ld3+2 plus poison Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Poison, swarming Special Qualities: Partial immunity to piercing, plant mind, plant traits, woodsense Saves: Fort +3, Ref +3, Will +1 Abilities: Str 15, Dex 14, Con 11, Int 2, Wis 11, Cha 6 Skills: Climb +10, Hide +11, Move Silently +7 Feats: Improved Initiative Climate/Terrain: Temperate or warm plains, hills, and marsh Organization: Band (5-20) Challenge Rating: 3 Treasure: None Alignment: Always neutral Advancement: 4-9 HD (Medium-size) Wortling Wortlings are the manure fruits of the orcwort plant. When one of the orcwort's pods ripens, it falls to the ground and breaks open to release a wording. When first "hatched," a wortling resembles a small, wrinkled, purple orc. Its body seems portly, and its arms and legs are somewhat lumpy compared with those of a real humanoid. Although its face resembles that of a humanoid, a wortling is blind and cannot speak, hear, or smell - its apparent sensory organs are merely blobs of plant tissue with no actual function. A hungry orcwort dispatches up to twenty of its "ripe" wordings at a time to hunt food and bring it back. The wortlings navigate terrain using their woodsense. When on the prowl, wordings seek out Medium-size or smaller prey because such creatures are easier to transport back to the parent plant than larger creatures. The average life span of a wortling is 1d4+1 days. If any wortlings are left alive when the parent plant is ready to move on, the orcwort commands them to arrange themselves well apart from each other at the extreme range of its telepathy and root themselves. If left undisturbed for one year, each of these wortlings grows into a new orcwort, which pulls up its roots and begins looking for food. During its maturation period, a rooted wortling is immobile and helpless. Combat Wortlings use very simple tactics - overwhelm, subdue, and return with the food. In melee, they prefer to gang up on one foe rather than attack separate enemies. They fight with a great sense of urgency, and when they do manage to bring down a foe, a few of them immediately carry off their prize to feed the orcwort, leaving any remaining wortlings to continue the hunt. They never willingly enter areas without natural vegetation because they are effectively blind in such places. RTK7-03 Strange Days in the Timberway Page 24 Poison (Ex): A wortling delivers its poison (Fortitude save DC 11) with each successful claw attack. The initial damage is sleep for 1 minute, and the secondary damage is sleep for 1d10 minutes. Both of these sleep effects work only against living creatures but otherwise function as the spell of the same name. Swarming (Ex): Wortlings can swarm over and around each other with ease, so up to three of them can occupy the same 5-foot-by-5-foot space. They are likewise adept at attacking as a group; for every wortling that is grappling a foe (grapple bonus +0), every wortling gets a +1 competence bonus on attack rolls against that foe. Plantmind (Ex): All wortlings within fifteen miles of their orcwort parent are in constant communication. If one is aware of a particular danger, they all are. If one in a particular group is not flat-footed, none of them are. No wortling in such a group is considered flanked unless they all are. VODYANOI Medium Fey (Aquatic) Hit Dice: 5d6+5 (22 hp) Initiative: +3 Speed: 30 ft. (6 squares), swim 60 ft. Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat- footed 14 Base Attack/Grapple: +2/+4 Attack: Claw +6 melee (1d4+2) Full Attack: 2 claws +6 melee (1d4+2) Space/Reach: 5 ft./5 ft. Special Attacks: Control water, fish cloud, improved grab Special Qualities: Amphibious, low-light vision. spell resistance 16 Saves: Fort +2, Ref +7, Will +6 Abilities: Str 15, Dex 16, Con 12, Int 12, Wis 14, Cha 11 Skills: Bluff +8, Diplomacy +2, Disguise +0 (+2 acting), Hide +11*, Intimidate +10, Knowledge (nature) +3, Listen +10, Move Silently +11*, Spot +10, Survival +10, Swim +10 Feats: Weapon Finesse, Weapon Focus (claw) Environment: Cold aquatic Organization: Solitary Challenge Rating: 3 Treasure: Standard Alignment: Usually chaotic neutral Advancement: 7-10 HD (Medium) Level Adjustment: +5 This strange old man has a long beard and hair of green and yellow reeds. His wet skin has a greenish hue, and he has a round potbelly and long arms. His nails are long, thick, and dirty. Vodyanoi are moody fey that dwell in the rivers and cold lands. Their powers allow them considerable control over their environment; they can alter a river's water level drastically and ensure that schools of fish are plentiful or scarce. Vodyanoi act as both providers and destroyers to those who live near their domains. Rarely seen by humans, vodyanoi appear as old men with potbellies and beards. Their hair is a messy tangle of green and yellow reeds. Their aged appearance belies their strength and agility, and their long nails are vicious claws. Vodyanoi can breathe air just as easily as water, but they do not often leave the comfort of their homes. Villagers who live near a river or lake are careful to make sacrifices of fish or cattle to the local vodyanoi. Anyone whose trade depends on water makes offerings as well, from fishermen to millers who use the river to power a waterwheel. Vodyanoi that have been placated are more likely to provide schools of fish and keep the river from leaving its bed. They are known for their unpredictable natures, so regular sacrifices are no guarantee of their favor. On the other hand, a vodyanoi that is shown disrespect will probably retaliate by drowning a villager or fisherman. The angered fey might also pursue harsher actions, perhaps flooding an entire village or sweeping away bridges. On rare occasions, a vodyanoi might attempt to trade with solated locals (it will not stroll into the village market). It might offer fish or some treasure found in the river in exchange for a cow. Although it might seem obvious, folk-tales advise listeners that one could tell a strange trader was a vodyanoi if water puddles around his feet. Vodyanoi speak Common and Sylvan. COMBAT Vodvanoi are wily fey, ready to ambush anyone who is already in the water or even at the water's edge. Sometimes a vodyanoi will use its power to sweep victims into a river by causing a sudden flood. Control Water (Sp): A vodyanoi can use control water three times per day as a 10th-level sorcerer. Fish Cloud (Sp): When submerged in water, a vodyanoi can summon a huge school of magic fish to provide concealment (similar to the fog cloud spell). This school of fish swims around the point the vodyanoi designates in a 20-foot radius. This cloud of fish obscures all sight. including darkvision, beyond 5 feet. A creature within 5 feet has concealment (20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). A strong current disperses the cloud of fish in 4 rounds. A very strong currrent disperses the fish in 1 round. The fish created by this spell are formed of magic; they are not real animals, and objects and energies pass through them as though they were not there. A vodyanoi can summon a fish cloud three times per day. The fish cloud remains for 40 minutes or until dispersed or dispelled. Vodyanoi sometimes use this ability to deceive villagers, making them think the vodyanoi have brought fish to their waters. When vodyanoi really RTK7-03 Strange Days in the Timberway Page 25 want to reward people with they use their Survival skill to lure fish into an area. Improved Grab (Ex): To use this ability, a vodyanoi must hit a single foe of the same size or smaller with both claw attacks. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it gets a hold, the vodyanoi often attempts to pin a foe and hold him underwater until he drowns. Amphibious (Ex): Although vodyanoi live in water, they can survive out of water indefinitely. Skills: *Vodyanoi gain a +8 circumstance bonus on Hide and Move Silently checks when in contact with a body of water. A vodyanoi gains a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. RTK7-03 Strange Days in the Timberway Page 26 ENCOUNTER ONE MAP RTK7-03 Strange Days in the Timberway Page 27 ENCOUNTER THREE MAP RTK7-03 Strange Days in the Timberway Page 28 ENCOUNTER FOUR MAP RTK7-03 Strange Days in the Timberway Page 29 ENCOUNTER FIVE MAP RTK7-03 Strange Days in the Timberway Page 30 ENCOUNTER SIX MAP RTK7-03 Strange Days in the Timberway Page 31
textdata/thevault/Living Greyhawk/Modules/Ratik/597/Normal Scenarios/RTK7-03 - Strange Days in the Timberway (APL 2-8)/RTK7-03 - Strange Days in the Timberway.pdf
GP Starting GP Lifestyle � None � Standard (12 gp x TU) � Rich (50 gp x TU) � Luxury (100 gp x TU) Lifestyle Cost Other Coin Spent Total Coin Spent - GP GP Spent GP Subtotal + GP GP Gained GP Subtotal + GP GP Gained GP Subtotal - GP GP Spent GP FINAL GP TOTAL Items Sold Total Value of Sold Items Add ½ this value to your gp value Items Bought Total Cost of Bought Items Subtract this value from your gp value XP Starting XP - XP XP lost or spent XP Subtotal + XP XP Gained FINAL XP TOTAL XP TU Starting TU 1 or 2 TU TU Cost - TU Added TU Costs TU REMAINING ITEMS FOUND DURING THE ADVENTURE Cross off all items NOT found APL 4 � Chosen of Darkness Vol#2 (Adventure; see above) � ghostblight (Adventure; CV; 100 gp) � � masterwork ancient chainmail (Adventure; Dungeonscape; 75 gp) � masterwork ancient heavy bronze shield (Adventure; Dungeonscape/A&EG; 42.5 gp) � masterwork ancient bastard sword (Adventure; Dungeonscape; 87.5 gp) � Metamagic rod, silent (Adventure; DMG) � APL 6 (all of APL4 plus the following) � +1 ghost touch bastard sword � javelin of lightning (Adventure; DMG) � boots of springing and striding (Adventure; DMG) � APL 8 (all of APLs 4-6 plus the following) � sacred scabbard (Adventure; CW; 4,400 gp) � � +1 bashing spiked heavy bronze shield (Adventure; DMG/A&EG; 4,180 gp) APL 10 (all of APLs 4-8 plus the following) � ioun stone (dusty rose prism) (Adventure; DMG) � � boots of speed (Adventure; DMG) � APL 12 (all of APLs 4-10 plus the following) � +1 spellstoring flail (Adventure; DMG) � +2 bashing spiked heavy bronze shield (Adventure; DMG/A&EG; 9,180 gp) Adventure Record# 597 CY A D V E N T U R E L E V E L O F P L A Y (CIRCLE ONE) APL 4 max 675 XP; 650 gp APL 6 max 900 XP; 900 gp APL 8 max 1,125 XP; 1,300 gp APL 10 max 1,350 XP; 2,300 gp APL 12 max 1,575 XP; 3,300 gp �Favour of House Devonmeek: This favour may be redeemed for various uses within Ratik. As a reward for your services, you gain adventure access to the items marked� �Pommel Stone of Baron Lambert Tigerheart: For giving the Baron an honourable death in combat, his spirit has bequeathed you the pommel stone of his sword. Each time you upgrade it, you must visit a temple of your deity for 1 TU and pay the cost difference. It must be attached to the pommel of a weapon to work and you may only possess one using this favour. If lost or destroyed, this item cannot be replaced. At 4th level, you may upgrade it to bead of blessing. At 8th level, you may upgrade it to a bead of healing. At 12th level, you may upgrade it to a bead of karma. �Haunted by Baron Lambert Tigerheart: Having giving the Baron a dishonourable death in combat, his spirit haunts you and makes your life miserable. Any time you make a Charisma-based check, you must succeed at a DC 10 Will save or suffer a -2 circumstance penalty to the check. After a year and a day, he departs to the afterlife. �Chosen of Darkness Vol#2: Although badly damaged, this spellbook still has some sections that are recoverable. APL4 – blade of blood, stand (PH2), wave blessing (Sto); 150 gp APL6 – All of APL4 plus dimension hop (PH2), lifebolt, heroics (SpC); 450 gp APL8 – All of APL4-6 plus crown of the grave, regroup (PH2), greater mage armor (SpC); 900 gp APL10 – All of APL4-8 plus condemnation, trollshape (PH2), disguise ship (Sto); 1500 gp APL12 – All of APL4-10 plus dimension shuffle, chasing perfection (PH2), airy water (Sto); 2300 gp �Tomb-robbers: For violating the restful dead without permission, a warrant has been issued for your arrest. When you play in a Ratik regional adventure, roll 1d20. On a 1-2, you are arrested and imprisoned for 8 TU and fined 1000 Crowns. A DC20 Disguise check will reduce this to a roll of 1. The warrant expires a year and a day from the date this adventure was played or when you are caught. This Record Certifies that __________________________________________________ Character Name Classes and Levels __________________________________________________ Player Name RPGA # Has Completed RTK7-05– Warrior’s Moon A one-round regional adventure set in the region of Ratik Event:__________________________ Date: __________________ DM: _____________________________________________________ Signature RPGA # Play Notes: � Gained a level � Lost a level � Ability Drained ______________ � Died � Was raised/res’d � Was reincarnated ___________________________________________________ ___________________________________________________ ___________________________________________________ ___________________________________________________ ___________________________________________________ __________________________________________________ Home Region_________________________________
textdata/thevault/Living Greyhawk/Modules/Ratik/597/Normal Scenarios/RTK7-05 - Warrior's Moon (APL 4-12)/RTK7-05 - Warrior's Moon AR.pdf
Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc. Visit the LIVING GREYHAWK website at www.rpga.com. ZEF7-08 Killing Time in Kurteq A One-Round Dungeons & Dragons ® Living Greyhawk™ Sultanate of Zeif Regional Adventure by David Gibson Circle Reviewers: Tim Sech Reviewers: Jon Dawes, Cory Fliegel, and Chris “New Guy” Slater Playtesters: James Monsebroten, Ian Seale, Adeline Tufts, Ken Tufts, Michael Tufts It was meant to be a place of rest, a small town to forget about danger and adventure, perhaps even a place to call home. However, where there are adventurers, there is always trouble. A one-round Regional investigative adventure set in the Sultanate of Zeif for characters level 1-10 (APLs 2-8). Killing Time in Kurteq is the third adventure in the “Town Tours” series. It is not required to have played other adventures in the series prior to this. Resources for this adventure [and the authors of those works] include Complete Adventurer [Jesse Decker], Heroes of Battle [David Noonan, Will McDermott, Stephen Schubert], Races of the Wild [Skip Williams], and Heroes of Horror [James Wyatt]. ZEF7-08 Killing Time in Kurteq Page 1 RPGA® SANCTIONED PLAY Most likely you ordered this adventure as part of an RPGA even from the RPGA website, or you received it from your senior gamemaster. To play this adventure as part of the LIVING GREYHAWK campaign—a worldwide, ongoing D&D ® campaign set in the GREYHAWK setting— you must sanction it as part of an RPGA event. This event could be as elaborate as a big convention, or as simple as a group of friends meeting at the DM’s house. To sanction an RPGA event, you must be at least a HERALD-LEVEL™ gamemaster. The person who sanctions the event is called the senior gamemaster, and is in charge of making sure the event is sanctioned before play, runs smoothly on the date sanctioned, and then reported back to the RPGA in a timely manner. The person who runs the game is called the table Dungeon Master (or usually just DM). Sometimes (and almost all the time in the cases of home events) the senior gamemaster is also the table DM. You don’t have to be a HERALD-LEVEL GM to run this adventure if you are not the senior GM. By sanctioning and reporting this adventure you accomplish a couple of things. First, it is an official game, and you can use the AR to advance your LIVING GREYHAWK character. Second, players and DMs gain rewards for sanctioned RPGA play if they are members of the DUNGEONS & DRAGONS REWARDS program. Playing this adventure is worth two (2) points. This adventure retires from RPGA-sanctioned play on December 31, 2008. To learn more about the LIVING GREYHAWK character creation and development, RPGA event sanctioning, and DUNGEONS & DRAGONS REWARDS, visit the RPGA website at www.rpga.com. PLAYERS READ NO FARTHER If you are planning on playing this adventure, stop reading now. The rest of the information in this adventure is for the DM only. If you read farther than this section, you’ll know too much about its challenges, which kills the fun. Also, if you’re playing this adventure as part of an RPGA-sanctioned event, reading beyond this point makes you ineligible to do so. PREPARING FOR PLAY To get the most out of this adventure, you need copies of the following D&D rule books: Player’s Handbook, Dungeon Master’s Guide, and the Monster Manual. Throughout this adventure, text in bold italics provides player information for you to paraphrase or read aloud when appropriate. Information on nonplayer characters (NPCs) and monsters appear in abbreviated form in the adventure text. Refer to Appendix 1 for full information on NPCs and monsters. For your convenience, Appendix 1 is split by APL Along with this adventure, you’ll find a RPGA Session Tracking sheet. If you’re playing this adventure as part of an RPGA-sanctioned event, complete and turn in this sheet to your senior GM directly after play. You’ll also find a LIVING GREYHAWK Adventure Record (AR). You need one copy of this for each participating player. LIVING GREYHAWK LEVELS OF PLAY Because players bring their own characters to LIVING GREYHAWK games, this adventure’s challenges are proportionate to the modified average character level of the PCs participating in the adventure. To determine this modified Average Party Level (APL) follow the steps below: 1. Determine the character level for each of the PCs participating in the adventure. If PCs bring animals that have been trained for combat (most likely dogs trained for war), other than those brought by virtue of a class ability (such as animal companions, familiars paladin’s mounts) or the warhorse of a character with the Mounted Combat feat, use the sidebar chart to determine the number of levels you add to the sum of step one. Add each character’s animals separately. A single PC may only bring four or fewer animals of this type, and animals with different CRs are added separately. # of Animals Mundane Animals Effect on APL 1 2 3 4 1/4 & 1/6 0 0 0 1 1/3 & 1/2 0 0 1 1 1 1 1 2 3 2 2 3 4 5 3 3 4 5 6 4 4 6 7 8 5 5 7 8 9 6 6 8 9 10 CR of Animal 7 7 9 10 11 Sum the results of step 1 and 2, and divide by the number of characters playing in the adventure. Round to the nearest whole number. If you are running a table of six PCs, add one to that average. Throughout this adventure, APLs categorize the level of challenge the PCs face. APLs are given in even-numbered increments. If the APL of your group falls on an odd number, ask them before the adventure begins whether they would like to play a harder or easier adventure. Based on their choice, use either the higher or the lower adjacent APL. APL also affects the amount of experience and gold a PC can gain at the end of the adventure. If a player character is three character levels or more either higher or lower than the APL at which this adventure is being played, that character receives only one-half of the experience points and gold for the adventure. This simulates the fact that either the PC was not challenged as much as normal or relied on help by higher-level characters to reach the objectives. Furthermore, a PC who is four or more levels higher than the highest APL supported by the adventure may not play the adventure. LIVING GREYHAWK adventures are designed for APL 2 and higher. Four or five 1st-level characters may find the challenge of an APL 2 adventure difficult. Suggest the following to these groups to help increase their chances of success: 1. Enlist a sixth player. 2. Advise characters to buy riding dogs to help protect them and fight for them. TIME UNITS AND UPKEEP This is a standard one-round regional adventure, set in the Sultanate of Zeif. Native PCs pay 1 Time Units per round, while all others pay two Time Units per round. Adventurer’s Standard Upkeep costs 12 gp per Time Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury Upkeep costs 100 gp per Time Unit. Characters that fail to pay at least Standard Upkeep will retain temporary ability damage until the next adventure, must buy new spell component pouches and healer’s kits, and may suffer other in-game penalties (or possibly gain in-game benefits) as may be detailed in this adventure. A character that does not pay for at least Standard Upkeep may also avoid the above-described penalties by living off the wild. If the character possesses four or more ranks in the Survival skill and succeeds at a DC 20 Survival check, the character will heal temporary ability damage as if he or she paid for Standard Upkeep, may refill spell component pouches and healer’s kits, and may restock up to 20 arrows or bolts if the character has at least four ranks in Craft (bowmaking). The player is allowed to Take 10 on this roll. More information about Lifestyle and Upkeep can be found in the “Lifestyle and Upkeep” section of Chapter 3 of the Living Greyhawk Campaign Sourcebook. ADVENTURE BACKGROUND The Tuflik River acts as Zeif’s border between Ekbir and Tusmit. For years it has been used by smugglers and others looking to subtly slip between nations. Many small settlements have become home to criminals and the dishonorable including Ceshra, Satmak and Kurteq. The final has a lengthy history as a stop for smugglers and escaping slaves but recently it became home to a disproportionate number of adventurers. They brought their treasures and magic with them. This sudden golden influx inflated the local economy; merchants quickly raised prices to drain the swollen gold- pouches and traders found themselves dealing in used magical trinkets. Unfortunately, this boom attracted the attention of unsavory folk: the smugglers, formerly an annoyance at worst, found themselves in a town full of wealthy commoners. They quickly began a quiet reign of terror charging travelers tolls, extorting protection money from shop owners and mugging the occasionally poor soul. The gang is led by a cunning individual who knows their continued business relies on a low-profile and not attracting the attention of the many adventurers in town. So far they have been successful… ADVENTURE SUMMARY The adventure begins as the PCs arrive outside of Kurteq after an unsuccessful adventure. After they enter the town they interrupt a small group of gang members extorting protection money from a local business. They (hopefully) intervene and are approached by local Spahis and/or Dusk Lash who hire them to clear the town of the gang. The PCs investigate and attempt to locate the criminal’s hideaway. They discover its location through investigation, likely talking to a crippled beggar familiar with a shop owner who houses the criminals, interrogating prisoners, or other methods. They are lead to a small local shop which serves as a hidden entrance to the racketeer’s actual hideaway, a nondescript residence a short distance away. The two buildings are connected by a carefully hidden underground tunnel. The PCs confront the sentries in the store and possibly encounter an old acquaintance. Captured by the racketeers is Hamza F kih whom they may have met in earlier adventures including ZEF6-04 Generosity and other adventures in the “Town Tours” story arc. The PCs fight their way through tunnels to the lair. There they find the leader of the gang is attempting his escape… PREPARATION FOR PLAY This adventure involves items and characters from ZEF6- 04 Generosity. The DM should inform players of this before play and review ARs to see if any items were purchased from the auction in that adventure, specifically the chalice, and if any PCs have “Favor of Hamza F kih”. The DM should have the PCs make a Listen check for Encounter 1 and a Will save for Encounter 10 and record the results. DMs should also familiarize themselves with the rules for Aerial Maneuverability (Dungeon Master’s Guide, page 20) for Encounter 12. INTRODUCTION The PCs begin on the road just outside of Kurteq, a small village in the Beylik of Sundar. The PCs can be either returning home to the town after an adventure or simply using the town as a convenient place to rest. ZEF7-08 Killing Time in Kurteq Page 2 If the party contains a resident of Kurteq read or paraphrase the following: The afternoon light warms you as you move onto the firm road leading home to Kurteq. You pause for a moment to pick the last Abyssal flea from you scalp, brush some bluish slime from your cloak and repeat a quick oath to pause and think the next time a mysterious wizard hires you to deliver an un-marked sealed package while paying in advance. But with the unspeakable events of the last two days done and your payment already all but spent from regrowing your toes, you can finally return home. At least until adventure beckons again… If no one in the party is a resident read or paraphrase the following: The afternoon light warms you as you move onto the firm road leading to a small settlement your map names “Kurteq”. You pause for a moment to pick the last Abyssal flea from you scalp, brush some bluish slime from your cloak and repeat a quick oath to pause and think the next time a mysterious wizard hires you to deliver an un-marked sealed package while paying in advance. But with the unspeakable events of the last two days are done and your payment already all but spent from regrowing your toes, you can finally rest. Kurteq, while not home, seems like the perfect place to refill your wineskins and get a good night’s sleep. At least until adventure beckons again… If the PCs have not traveled together before they can introduce themselves now. VILLAGE OF KURTEQ Kurteq (hamlet): Conventional; AL N; 100 gp limit; ready cash 2800; Population 282; Mixed (79% human, 9% gnome, 4 % dwarf, 3% half-orc, 2% elf, 1% halfling, 1% other). While there are a number of mid to high-level characters living in Kurteq most of these are assumed to be elsewhere during the adventure. For purposes of NPC spellcasting the highest level characters are a level 5 cleric, level 3 wizard and a level 3 sorcerer. The biggest news in the town is the recent elections. Two humans were elected to the Kiraya Verilen (town council) as well as a young gnome. However the biggest surprise came when the newly elected mayor arrived freshly reincarnated as a kobold! Refer to the Dungeon Master’s Guide, pg 138 for more information. Kurteq perches atop a grassy abutment that juts out into the Tuflik River forming a tiny peninsula so the flowing water borders the town on two sides. Small fishing vessels leisurely move about the river while the crews ready their nets for the day’s catch. The town is still some distance away. The brick buildings are constructed of a uniform white stone with colored bands painted across the base. Several roofs are topped with small domes, obviously the homes of wealthy locals. Weaving between the buildings are dirt roads, well-maintained to avoid muddiness during heavy rain. Between you and the town proper is the crowded farmer’s market nestled at the hamlet’s edge. A small cluster of multi-colored tents and wooden stalls, farmers from all the neighboring farms come here to sell their wares. Even at your distance you can smell the tempting odors of fresh bread and cooking meat. BUYING ITEMS Despite being a small village, Kurteq is home to number of wealthy adventurers that have inflated its gp limit (see above and the Dungeon Master’s Guide pg 137). This has also caused rampant inflation and items purchased during the adventure cost 5-15% more than the listed price. 1: THE SHAKEDOWN The PCs approach the town from the east. Along the road is a sprawling Farmers Market of carts, tents and makeshift storefronts offering fish, spices, cloth, rugs, fruit and various trade goods. Allow the PCs time to purchase any mundane equipment they need keeping in mind the inflation. All mundane equipment from the Player’s Handbook can be found in the Farmer’s Market. The small Farmer’s Market bursts with energy. As you move through merchants call out offering woven baskets, camel-hair robes and sheepskin bashlyks (peaked hats). The stall beside you is piled high with ripe fruit which, the owner assures you, is the finest you will ever taste and will bring tears of joy to your eyes. If the adventure is being run outside of a time- sensitive environment the DM can feel free to role-play the market, filling it with colorful characters that barter, haggle and push their goods upon the PCs. Give the PCs adequate time to see what the market has to offer. Eventually they pass by the brightly-colored tent of Fahir ibn Orbey, a vendor who is being threatened by a group of thugs. The pre-rolled Listen checks determine how much is overheard. • DC 15: The conversation around you quiets for a second as everyone seems to pause at the same moment. It is just long enough to overhear a harsh voice comment “Is this it? Surely the safety of your business is worth more than this?” ZEF7-08 Killing Time in Kurteq Page 3 • DC 10: Your shopping is abruptly cut short when a desperate voice catches your attention. “Please, it is all I have. I have children to feed!” • DC 5: A sharp crack fills the air, as if something fragile were just broken. It is quickly followed by muffled cries. • DC 0 (or less): The calm is interrupted by muffled sobbing coming from a nearby tent where a merchant lies on the ground in a melancholy heap. APL 2 (EL 3) Group of thugs (3): human rogue 1; hp 7 each; Bluff +6; Appendix 1. APL 4 (EL 4) Group of thugs (3): human rogue 2; hp 12 each; Bluff +7; Appendix 1. APL 6 (EL 6) Group of thugs (3): human rogue 3; hp 17 each; Bluff +8; Appendix 1. APL 8 (EL 8) Group of thugs (3): human rogue 5; hp 27 each; Bluff +10; Appendix 1. Tactics: New to the organization, this group was given one rule: do NOT attract the attention of adventurers. If interrupted they will lie and explain broken property as an accident. If this fails they will attempt to Intimidate any witnesses into silence then leave. They will defend themselves if attacked attempting to flank opponents or gang up on weaker foes. They thugs will avoid fighting to the death preferring to flee or surrender if soundly beaten. Treasure: APL 2: Loot 85 gp; Coin 10 gp; Total 95 gp. APL 4: Loot 171 gp; Coin 15 gp; Total 196 gp. APL 6: Loot 171 gp; Coin 25 gp; Total 196 gp. APL 8: Loot 171 gp; Coin 35 gp; Total 206 gp. Development: One minute after combat starts a small patrol of Spahis rides into the market. If the fight is ongoing they quickly move to end it. They ask Fahir ben Orbey, the merchant, if he has any crimes to report to which Fahir fearfully replies “no” and the Spahis reluctantly free the thugs unless the PCs convince them otherwise. If the PCs hand over captured assailants, attempt to have the thugs arrested or otherwise attract the Spahis attention as noble individuals proceed to Encounter 2. If the PCs instead avoid attention, perhaps fleeing as the Spahis arrive, proceed to Encounter 3. If the thugs manage to escape or the PCs let them go they immediately leave the market but do not return to their lair. Instead they refill their wineskins at a well outside the Inn and play a few dice games. As per their orders they wait several hours before returning to the front business. 2: THE SPAHIS Confronted with the PC’s heroism the Spahis decide to take them into their confidence and approach the PC for assistance with town’s problem. They draw them off to the side and away from the roar of the Market. Loud hooves paw the earth as several mounted figured ride quickly towards you. Their military uniforms are clean and unsullied by dusty roads hinting that these Spahis are local. In unison they dismount and stand with military poise beside their mounts. They move to the side allowing one of their number, an elderly gentleman, to walk forward towards you. The man stands straight but his arced legs speak of years in a saddle and his face seems tired and weary. A DC 10 Knowledge (Local: VTF) check reveals he is a Kaptan: not quite an officer and true Spahi, merely a high-ranking soldier. Members of the Spahi meta-org know this automatically (or should consider a career as a caravan guard). The Spahi, Kaptan Nihat ibn Tuncay, has been assigned to Kurteq by the Bey (Elmas Bey bint Varoliye al-Zeif abdu-Istus) in order to alleviate its problem with crime. So far the criminals have eluded capture through craftiness and often sheer luck. His men follow him loyally knowing him to be fair and honorable, but they still address him as “Kappy” behind his back. “From your garb you are clearly adventurers, something we have no lack of in this town. But your actions speak nobly of your character. I am in need of some assistance: this town suffers greatly from the greedy and dishonorable. As you have seen, there are criminals here that torment our merchants and villagers. You have met a few of there number but there are many more. My men and I have been trying to find them but with little success. Perhaps fresh minds and a change of tactic will have better results.” All APLs Kaptan Nihat ibn Tuncay: male human fighter 6/ranger 2. Spahis (4): male human fighters 4. The Kaptan tries to be friendly but is weary of the hunt and blames himself for the Spahis’ failure. He asks that the gang be found and stopped with the leader arrested and brought to trial. He prefer the gang’s leader alive for trial but will accept his body if killed in battle. As (temporary) officials the PCs will each be compensated for their time with the sum of 20 x APL gold efrit. If requested, documents proving their employment can be supplied. ZEF7-08 Killing Time in Kurteq Page 4 The Kaptan answers a couple short questions regarding the task then excuses himself to finish his patrol. He asks the PCs to visit the barracks with the rogues or if they have any further questions. Development: The PCs are on their own after the Spahis ride off and can move freely about the town. Refer to appropriate encounters when they become applicable. If the PCs seem reluctant or unwilling to assist the Spahis (or are openly hostile) the Kaptan regretfully mounts and bids the PCs good-day. If the PCs refuse or seem uneasy with the lawmen they are discreetly approached in Encounter 3 by the Dusk Lash. 3: THE DUSK LASH The Dusk Lash has long operated out of Kurteq smuggling goods between Zeif, Ekbir and Tusmit. While criminals, they have worked to not draw attention to Kurteq or the Bey of Sundar. The organization has slowly learned of the racketeers and their activities in the town. They strongly disapprove considering extortion dishonorable and needlessly disruptive of business. Given the number of adventurers in town the Dusk Lash has decided to position members to keep an eye out foe suitable individuals who might be employed to uncover the gang. Eser ibnt Duman al Beit Castan, a low- ranking (i.e. expendable) member of the organization is sent make contact. She prefers contact with (in order of relevance): • Other Dusk Lash • Clergy of Xan Yae • Rogues • PCs rude to the Spahis • PCs in light armor • residents of Kurteq • PC with highest Charisma (preferably male) A well-aimed whisper catches your attention; it was quiet but clearly meant for your ears. Between tents a plain-dressed woman nods and subtly waves you towards her. Her quiet voice is hard to hear over the crowds, as distant as they now are. “I greet you on behalf of Two Brothers and a dark Lady. I seek your aid.” A DC 15 Knowledge (Local: VTF) or DC 20 Bardic Knowledge check reveals the “Two Brothers” is a reference to the founders of the Dusk Lash and a DC 10 Knowledge (Religion) check reveals “the Lady” as Xan Yae, goddess of stealth, twilight and mental power. Members of either the Dusk Lash or church of Xan Yae know this automatically. Eser explains that “her family” has long been in Kurteq and kept it safe for the villagers. They supported the local businesses, paid their taxes and worked hard to be good neighbors. However, these newcomers are disrupting business, attracting the attention of the Spahis and Bey Elmas Bey bint Varoliye al-Zeif abdu-Istus. The Dusk Lash wishes to make an example of the interlopers for their “dishonorable, shameful and sloppy conduct”. The gang must be routed and its leader (or his body) brought to them to serve as a warning. Eser also offers to compensate the PCs for their time offering them each 30 x APL gold pieces. Eser answers any questions the PCs have then quickly leaves after her offer is complete. She tells the PCs that if they have any further questions she can be found in the Xoshour's Belly. Eser ibnt Duman al Beit Castan: female human rogue 5 Development: After Eser’s departure, the PCs are on their own and can freely move about the town. Refer to appropriate Encounters when they become applicable. 4: THE MARKET The PCs can interview merchants and the various traders at the Farmer’s Market (included Fahir ben Orbey from Encounter 1) or attempt to Gather Information. There are any number of farmers and vendors who have been victims of extortion GATHERING INFORMATION The Market is crowded, traders have come from across the Bey and some have even journeyed across the river hailing from Ekbir and Tuflik. The sheer number of people makes listening to rumors time-consuming, let alone sorting through them for useful information. Each Gather Information attempt takes 1d4+3 hours but offers multiple results. DC 5: Kurteq is a small fishing village on the Tuflik River which has seen a sudden increase in population over the last few months. And apparently the mayor is a kobold! DC 10: A few years back, adventurers began to settle in Kurteq bringing expensive magical items and hordes of treasure that inflated the local economy. This has attracted people seeking to take advantage of the boom. And the town elected a Suel paladin as mayor who promptly died shortly after and was reincarnated as a kobold. DC 15: A gang of racketeers has moved into Kurteq and has been threatening folk for protection money, occasionally even kidnapping travelers! The Spahis have been trying to get merchants to speak out but the last one to do so had his store burn down and his legs broken. DC 20: The Spahis have tried a number of tactics to find the criminal’s lair, including tracking dogs. However, the animals always lost the scent before anyplace was found. DC 25: The only merchant to talk to the Spahis was Basir ben Aras. His left leg was shattered and now he lives as a beggar on the streets. ZEF7-08 Killing Time in Kurteq Page 5 DC 30: The racketeers have often been seen moving around the river but never near the docks and they have not threatened the dock workers or fishermen. A number of other rumors also catch the PCs attention. Use the results of the above Gather Information check or substitute for a Knowledge (Local: VTF) or Bardic Knowledge check. Parshadon DC 5: Parshadon is a town built on the Western coast of Zeif. DC 10: The town is built along the base of a steep hill and around a bay. DC 15: Parshadon has been suffering misfortune after its mines were emptied of ore. DC 20: There are a number of abandoned ruins nearby the town. These attract the attention of adventurers from time to time. DC 25: There is a powerful sorcerer living near the town and she is rumored to grant favors to those who offer something of suitable interest. Sukarta DC 5: Sukarta is a source of fresh water for passing ships. There are roads into and out of town but they are seldom used. DC 10: Being in a lush valley we have some very fertile land for planting food raising domestic animals. There are also steam fields for the interested parties DC 15: The waters of Sukarta are rumored to have healing properties. The water is rich in minerals and slightly warmer then normal water. DC 20: The community of Sukarta is built on the side of a dormant volcano. It is rumored that great magic may be all that keeps it slumbering and protects the village. DC 25: A great battle was fought here in the past. The ancient war may have been between Divine and Demonic forces that lead to the current state of the volcano. What may be inside? DC 30: A god may have set foot in the area in the past. This could be the reason for the dormant state to the volcano and the vibrant plant life in the region. Some say the deity came willingly and may have left something behind. DC 35: Something may be trapped near the town, in an ancient location where it is kept imprisoned by strange magics. This may have later good or disastrous affects on the community Korsan DC 10: While it is hardly a jewel among the waves the small port town of Korsan holds a certain charm that many people find alluring. Some take solace in the fact that Korsan is a self declared haven for all, a safe house where individuals can find a safe place to rest, or trade ill- gotten goods without fear from the officials, at least while they stay within town limits. It is a quiet hamlet that merchants, the Zeif navy, and even the occasional pirate (flying false colors of course) can get a warm meal, a bed and a bit of news as they allow their ships to bob quietly in the waves of the Dramidj Ocean. DC 15: After hitting the "Big Score" former privateer Berker al' Muhalin landed in Korsan, where his retirement was violently interrupted by a marauding band of slavers. To this day, there is a yearly festival to celebrate Berker's heroic deeds. DC 20: Shortly after settling into Korsan, Berker was seen in the company of a beautiful blonde haired female. No one knows who she is or where she came from, but she can be seen around town and along the coast from time to time, always with a smile and a helping hand, then gone again before you have a chance to say "Thank you". DIVINATION At higher APLs the PCs may be able to employ divination, scrying or other spells to locate either the gang or their lair. Allow the PCs to do so but pay attention to their wording. Unspecific divination attempts to locate the gang will direct the PCs to the front-house while attempts to locate the leader will lead them Basir ben Aras, a beggar at the town square. If the PCs attempt a divination to find the racketeers or learn more clues read or paraphrase the following: The broken man knows your prey and where they hide from sight. Seek him by the stone memories of the heroes might. The clue refers to monument built for the Heroes of the Lost City found in the town green (see Encounter 7). A DC 15 Knowledge (Local: VTF) or DC 20 Bardic Knowledge check will reveal this. The scrying spell can be used to locate al Kiral however it is extremely unlikely the PCs will have met him granting al Kiral a significant bonus to his Will save. Knowing that there is a boss is not enough information to give the PCs secondhand knowledge for purposes of the save but learning his name would. INTERVIEWING VICTIMS The merchants have been repeatedly intimidated by the racketeers over a long period and do not readily volunteer information. They have been told that speaking with adventurers means death. ZEF7-08 Killing Time in Kurteq Page 6 Convincing the merchants to open up requires a Diplomacy or Intimidate check. The increasing DC reflects the thugs’ increasing skill at Intimidation. APL 2 – DC 16 APL 4 – DC 19 APL 6 – DC 20 APL 8 – DC 22 What do you know about the criminals? “Little. They have only been in town a few months and try to avoid attention, especially from the Spahis and adventurers.” What do they want? “Money. If we pay they say our stores will be protected from ‘accidents’ and they’ll see nothing bad happens to our families.” What happens if you refuse? “Then they break our wares and beat us. It gets worse each time we refuse.” Why don’t you talk to the Spahis? “Someone did once. His stall burned to the ground and beat him so badly even now he can barely walk.” (Note: the merchants no longer remember exactly when or whose store was torched.) Why don’t you hire adventurers? How come they don’t get involved? “I’ve heard them talking –you know, in-between beating me– and apparently their leader has strictly told them to avoid anyone who even looks like an adventurer or mercenary. Have you heard about kidnappings? “Yes, terrible business. A rug trader was taken a few weeks back and I heard that a couple nights back someone was snatched off the streets. If your family and friends cannot afford your release then you are found floating in the Tuflik!” Why don’t you unite, the merchants must outnumber them? “True, but they will just strike when we are apart. We cannot move as a group all the time and I cannot risk being the one caught alone.” 4: THE INN Xoshour's Belly is Kurteq’s sole tavern and inn. Easily the largest structure in town, it is perpetually filled with adventurers and residents too lazy to buy houses. The innkeeper himself has been untroubled by the racketeers as they know better than to threaten a man housing a dozen well-armed mercenaries. Food and lodgings are available at the Inn but inflation has raised prices higher than the rest of the town. Anything purchased at the inn costs 25% more than the market price. Named after the famed dragon-turtle that ate the first Sultan, (Ozef the warrior) Xoshour’s Belly is a hospitable inn. Divans are set along the walls and paired with small tables. The fruity aroma of hookah (water pipe) tobacco mixes in the air with the scents of coffee and spice. In the far corner a meddah (storyteller) is relating a tale of the Sultan Kouroz. GATHERING INFORMATION The Inn is full of relaxing adventurers, some in denial over events but most just too busy with their own affairs. Merchants have been warned about talking with adventurers and fewer rumors have spread this far. The innkeeper, Burij al Kurteq (a half-Rhenee affectionately nicknamed “Bargie” by the inn’s patrons), knows the town and can offer directions or answer simple questions raised by the PCs, especially if they purchase a mug of coffee or some turtle soup. However, the innkeeper has grown soft and spoiled over the past two years of being the first stop for adventurers laden with gold and treasure. Likely questions and responses appear below. Tell us about the criminals? Have you ever been threatened? “Oh, I don’t know much about any unsavory folk. Never had many problems, even bar brawls are rare. Think folk here want to get away from that stuff. If they want trouble they just pop over to Greyhawk or Zeir-i- Zeif.” You haven’t heard anything? “I’ve heard some talk, mostly wild rumors: roaming gangs, kidnappings and the like. Nothing I’ve seen with my own eyes.” Kidnappings? “Rumors! People get lost on the road, wander off and the like. A rug merchant disappeared a couple weeks back and just the other day some scholar vanished, Hamza F kih or something. Probably fell into a hole somewhere while reading.” Do you know a merchant whose stall burned down? “I know him, fellow by the name of Basir ben Aras. Sad accident that. He doesn’t talk much about it. Also broke his leg that day and now he spends his time begging across the road at the Lost City Monument.” Do you know about the Dusk Lash? “A fellow does hear things. They’ve been here for years but keep quiet. Mostly smuggling and the like. Haven’t had any problems. They used to be my best customers.” Development: The innkeeper can direct the PCs to the monument and ben Aras the beggar. Eser ibnt Duman can also be found in the inn if the PCs met her in Encounter 3. She can clarify any questions the PCs have about the Dusk Lash but avoids them if she believes they are working for the Spahis. 6: THE BARRACKS The Spahis are currently rooming with the Town Watch in the cramped town barracks. If the PCs are looking to discuss matters with Kaptan ibn Tuncay he is found here. Any surviving thugs placed under arrest will also be found inside. The Watch’s Barracks is an unimaginative wooden structure designed strictly to house the town’s guard. Built close to the river the damp winds have stripped all paint off the walls. Neighboring the building is the lone watchtower keeping a vigilant, if bored, eye on the Tuflik and the Ekbirrans. ZEF7-08 Killing Time in Kurteq Page 7 INTERVIEWING GUARDS AND SPAHIS If the PCs agreed to help the Spahis in Encounter 1 their attitude is friendly and they gladly answer any questions. If the PCs avoided or insulted the Spahis then the PCs will first have to convince them of their intentions moving them from indifferent to friendly. Once they trust the PCs the Watch answers any questions on the manhunt. Both the Spahis and the Watch are aware of the Dusk Lash but mistakenly believe the extortionists are either members of the same organization or working together. What do you know about this gang? “Precious little. They have been in town for several years. They used to spend most of their time smuggling but they have grown bolder of late.” What have you done to stop them? “We have tried tracking them and tried convincing merchants to speak out. That did not work. We also had guards dress as merchants and hide in the market.” What happened to the trader whose stall was burned? “That was ben Aras. Pity that. He sent word he was willing to speak out and that night he was beaten near death and his tent lit ablaze. I believe he’s begging on the street now.” What do you know of the Dusk Lash? “Rumors at best. We suspect that they’re involved, if not behind this entire matter, but have no proof.” Have you heard about kidnappings? “No. Why, have you?” INTERVIEWING THUGS If the PCs captured the thugs from Encounter 1 they are taken to the barrack and can be questioned. Alternatively, if the PCs were ambushed in Encounter 8 any arrested attackers were taken here. To get information from captured thugs they must be convinced to talk. They are hostile for purposes of Diplomacy and are allowed to make a modified level check to oppose Intimidation. Even if either check is successful they will provide as limited information as possible. If the Diplomacy check raises the thugs’ attitude to helpful or the PCs’ Intimidate check beats the thug’s level check by more than 15 then the thugs may provide more information. This also applies if mind-controlling magic is used. The thugs’ modified level checks for Intimidate are summarized below: APL 2 – d20+2 APL 4 – d20+3 APL 6 – d20+4 APL 8 – d20+6 Why are you threatening people? “For money. They’re getting stacks from you mercs and we just want our share of the wealth.” Where is your lair? “Store. By the river. Work out of the back.” This is not enough information for the PCs to locate the al Ourr’s store. If the thugs are persuaded enough they can give accurate directions to the building. Who are you working for? “Man by the name of al Kiral. No one you’d have heard of.” What do you know about your boss? “He’s called al Kiral, and he’s smart and cunning, organized all of us like he did. And he’s a powerful wizard. Or sorcerer. Something with magic.” If the thugs are persuaded to reveal more information they will comment that al Kiral does not stay with them at the store and spends much of his time away. They will also mention he is often seen with a dwarf whom they have never seen walking the streets of Kurteq. Are you kidnapping people? “We dabble; ransoms pay better with less breaking of stuff. Plus you only have to beat up one person.” 7: THE BEGGAR Basir ben Aras was once a merchant but is now crippled and living on handouts. The PCs can be directed to ben Aras from the Innkeeper or simply wander around town until they stumble into him. A small patch of parkland is set aside as the town square, muddied from frequent travelers taking a shortcut to Xoshour's Belly. During the summer months it is set aside as festival grounds for tents and stalls but is currently empty. On the edge is a stone monument of recent construction dedicated to the Heroes of the Lost City. The monument itself is a smooth white-stone obelisk set on a large square slab. Carved into the base are images of Zeifan heroes bravely confronting a fiery humanoid monster. Leaning on the bottom of the monument is a haggard man dressed in torn clothes. His wooden crutch sags under him as he moves the weight off his twisted leg. Basir has lost almost everything but is still alive, and does not wish to risk his life by handing over the racketeers. To win him over the PCs must make a DC 13 + APL Diplomacy check. If the PCs give him some gold (roughly 5x APL) this reduces the check by 10. What happened to you? “Made a mistake. Learned too much. Threatened to go to the Watch. Then I sat by as everything I owned burned while two burly men took clubs to my leg.” Why didn’t you talk to the Spahis? “They would have killed me. My life is not worth much but it is all I have left." What do you know about the gang? “Used to know one of the members; dumb fishmonger by the name of al Ourr. Saw them milling around his store more than once.” ZEF7-08 Killing Time in Kurteq Page 8 You know where their lair is? “Not really. Seen them walking around town. Saw them several times around al Ourr’s shop. Not that many people buy there anymore. His fish are half-rotten.” Development: Basir can give directions to al Ourr’s fish shop. If the PCs go there proceed to Encounter 9. If the PCs succeeded in their Diplomacy check, if asked Basir will speak with the Spahis and tell them what he knows. If they fail to convince Basir he mutters that the PCs should “go talk to the Spahis, or something.” directing the PCs to the Barracks. 8: THE AMBUSH This is an optional encounter that can be added for a number of reasons. If the adventure is being played in a time-sensitive environment, such as a convention, this encounter can be used to speed along the investigation. This encounter can also be used if PCs are stuck. Use the combat statistics of the Ruffians in Encounter 9 and Appendix 1 for this encounter along with the related treasure. Alternatively, if the PCs avoided or missed confronting the thugs in Encounter 1 they return now to attempt to scare away the PCs. If this is the case substitute the stat block below for the appropriate one. The PCs have attracted the attention of al Kiral and his gang. They are attempting to frighten the PCs off or drive them out of town. A group of gang members hides in a small alley beside a house and moves in behind the PCs attempting to surprise them. Refer to DM Map 1 for a street layout and place the gang accordingly. They are assumed to have plenty of time to plan their ambush and they Take-20 on their Hide checks (refer to Appendix 1). If the PCs succeed their Spot check, read or paraphrase the following: Cats are common on the streets of Kurteq, well-fed on fish from the Tuflik and by kind residents. Abruptly, one of the furry horde darts suddenly in front of you, startled by something in a nearby alley. Inside, attempting to hide, are armed men who quickly move forward. If the PCs fail their Spot check, read or paraphrase the following: Cats are common on the streets of Kurteq, well-fed on fish from the Tuflik and by kind residents. Abruptly, one of the furry horde darts suddenly in front of you, vanishing into a nearby home. Then, from behind a serious voice barks a command and several armed men move to attack. Tactics: Little more than bullies the gang is used to preying on cowed merchants who do not fight back. They are unprepared for determined adventurers. Hoping to use the element of surprise they focus on a single weak- looking opponent attempting to catch them flat-footed or move into flanking. The thugs will continue to fight until there is only one or two left surviving after which they will surrender when seriously wounded or attempt to run. Development: If any attackers survived the PCs can attempt to interrogate them. If the group is composed of thugs from Encounter 1 refer to the information in Encounter 6. However, since they were so recently beaten they take a -4 moral penalty on their modified level check to oppose Intimidation. If the attackers were taken from Encounter 9 then there is no combat during that encounter. Refer to that encounter for more details. 9: THE FRONT This small shop was once the business of Prung al Ourr, a local fishmonger who joined with the gang out of greed and turned his back on the town. The store now acts as hideout for newcomers to the gang and hides the main entrance to the true lair. For the layout of the building refer to DM Map 2. The PCs can discover the building a number of ways. They can intimidate captured racketeers, speak with Basir, follow escaping thugs or even attempt to track people to it. However, al Kiral chose this building specifically to throw-off animals (especially tracking dogs). The shop of al Ourr is a tiny kamara on the edge of town by the Tuflik River. The air reeks of fish and there is a small rotting pile at the side of the building even the cats avoid. Stained curtains hang over the doorway, the interior clearly visible through any of the numerous holes. If anyone enters then al Ourr enters from the backroom and makes a half-hearted effort to sell the visitors some fish. He is scrawny, dressed in filthy clothes and missing multiple teeth yet insists on smiling at his “customers”. His stock is aging and half-rotten but he still charges outrageous prices (5-8 sp each). He denies any association with the gangs and tries to shift blame to other townsfolk. If threatened he immediately flees to the back room locking the door. There he warns the thugs resting in the back room who ready for combat. Wooden Door: 1in. thick, hardness 5; hp 10; AC 5; Break DC 15, Open Locks DC 20. Al Ourr: male human commoner 1/expert 1 (Bluff +3). If the PCs search around the back of the building they find a back entrance and shuttered windows on both sides. The rear door is locked but the shutters are not. A DC 15 Listen check allows the PCs to overhear arguing. The gang is debating what to do with F kih whom they are having difficulty ransoming. For PCs listening directly at the door or windows the check is reduced to DC 5. ZEF7-08 Killing Time in Kurteq Page 9 Wooden Door: 1in. thick, hardness 5; hp 10; AC 5; Break DC 15, Open Locks DC 25. Shutters: 1in. thick, hardness 5; hp 10; AC 5; Break DC 10. A fog of stale fish odor permeates the entire stockroom. Several small baskets are piled against the wall, filled with assorted trinkets of varying value. Lying in the corner is a bound and gagged figure (recognizable as Hamza F kih for those who have met him before). Four surly armed figures move about the middle of the room, intent on nothing good. APL 2 (EL 2) Ruffians (4): human warrior 1; hp 9 each; Appendix 1. APL 4 (EL 3) Ruffians (4): human warrior 2; hp 15 each; Appendix 1. APL 6 (EL 5) Ruffians (4): human warrior 2/rogue 1; hp 20 each; Appendix 1. APL 8 (EL 6) Ruffians (4): human warrior 1/rogue 2; hp 19 each; Appendix 1. Tactics: The thug’s tactics depend on how combat was initiated. If warned by al Ourr they take flanking positions by the doorways and ready weapons. If caught by surprise they will do their best to defend themselves focusing on the opponent that seems to be the largest threat. Regardless of how the melee started al Ourr will cower in the corner yelping if anyone approaches. Treasure: The thugs carry the following treasure: APL 2: Loot 56 gp; Coin 10 gp; Total 66 gp. APL 4: Loot 62 gp; Coin15 gp; Total 77 gp. APL 6: Loot 62 gp; Coin 25 gp; Total 87 gp. APL 8: Loot 162 gp; Coin 35 gp; Total 197 gp. Hidden under the pile of baskets at the edge of the room is a trap door leading to small underground tunnel. A DC 20 Search check will uncover the pit. F kih knows about the trap door and informs the PCs if they fail to notice it. If the PCs enter the tunnel proceed to Encounter 10. Hamza F kih thanks the PCs profusely when freed; focusing his thanks on anyone he has previously met (in ZEF6-04 Generosity or other adventures in the Zeif “Town Tours” arc). If any PCs purchased the Chalice during ZEF6-04 Generosity and posses his favor then F kih will offer to reveal what he has learned of it. Development: If the thugs from this encounter were used in Encounter 8 then al Ourr is alone in the building with the restrained Hamza F kih. Al Ourr still tries to lock himself away but if cornered he surrenders without a fight. 10: THE TUNNELS Connecting the two homes is a winding underground tunnel. It was slowly dug out under the supervision of Durivar al Yatil, the dwarven bodyguard of al Kiral. Built to allow the gang to move invisibly across town and transport larger goods without attracting attention, it also allows al Kiral to meet with his minions without being seen in the vicinity of al Ourr’s shop and keeps untested members from knowing the location of their boss and the more valuable of the stolen property. With a groan the trapdoor opens into a tunnel burrowed into the sandy soil. A shoddy wooden ladder leads down, barely held up by the loose silty earth. Droplets of water fall from the tunnel’s low ceiling and support beams, the moisture fueled by the nearby river. While crudely dug the fact it manages not to collapse is a testament to the designer’s talents. The tunnels are narrow with a low roof, a little over nine feet tall. Larger creatures can fit through the tunnels but may have to squeeze in a few places. The loose dirt of the walls makes climbing difficult; while there is adequate hand and footholds the damp soil is treated as slippery for determining the DC. The tunnel itself is unguarded but al Kiral has stationed a lookout. The hired wizard watches the tunnel through a hidden spy hole. His job is not to attack but delay intruders and then warn the gang members at the tunnel’s end, who then warn al Kiral. There is a long string attached to a bell that the wizard uses to warn of an ambush. Alert PCs can hear the alarm with a DC 23 Listen check. A DC 30 Search check will uncover the spy hole. Dwarves can employ their racial Stonecutting bonus to this check and do not have to be actively searching however, because it not a secret door, elves do not automatically receive a check. The hired wizard has a scroll of minor image (or major image at higher APLs). The wizard casts the spell when he sees or hears the PCs. Being low level he need to make a DC 4 caster level check at APL 2 and 4 to use the scroll. This increases to a DC 6 caster level check at APL 6 and 8. Refer to DM Map 3 for the tunnel’s layout. THE ILLUSION The wizard uses his scroll to create an illusion designed to frighten the PCs. He favors rust monsters but this can be substituted for a more personalized threat depending on the party and play environment. The DC of the illusion varies depending on APL. Use pre-rolled Will Saves if possible to prevent metagaming. Remember that PCs only make a Will Save after they interact with or study the illusion, just seeing it is not enough. ZEF7-08 Killing Time in Kurteq Page 10 APL 2 – DC 13 APL 4 – DC 13 APL 6 – DC 14 APL 8 – DC 14 When the PCs approach the wizard have them make Spot and Listen checks. With a DC 5 Listen or DC 10 Spot the notice the “rust monster” as it first emerges from around the corner. Ahead a sharp right curve cuts off the rest of the tunnel. From beyond there is a low clicking sound. Long antennae flick through the air, poking out from around the corner. A red-brown creature steps forward on its four insect-like legs, a long curiously shaped tail wags lazily behind it. A large rope is tied around its neck leashing the creature to the wall. The wizard varies the appearance of the rust monster depending on the level of the party. Refer to the below information to decide if an attack misses or connects (for purposes of interaction) and deciding the effects of spells. Assumed Hit Dice are also included for use of Knowledge (dungeoneering) or Knowledge (arcana). APL 2 (EL –) Rust Monster: Monster Manual 216. APL 4 (EL –) Rust Monster: CR 5 large advanced aberration; HD 9, touch AC 12; Monster Manual 216. APL 6 (EL –) Rust Monster: CR 6 large advanced aberration; HD 13, touch AC 11; Monster Manual 216. At this APL and higher the rust monster is assumed to have the Deformity (Tall) feat and have 10ft. reach (see Appendix 2). APL 8 (EL –) Half-Red Dragon Rust Monster: CR 7 large dragon; HD 16, touch AC 11; Monster Manual 216. At this APL the rust monster is assumed to also have the Combat Reflexes feat. Tactics: The “rust monster” reveals itself and then moves back around the corner of the tunnel letting the PCs come to it, the “leash” preventing it from moving forward (and giving the PCs the impression they have some time to prepare without it charging). The wizard has it react accordingly to being struck, miming injury if need be. He has it attack with its antennas and does not hesitate to have it make attacks of opportunity, although all its strikes conveniently miss. The wizard stays at his post only as long as the illusion holds then joins the rest of the gang at the end of the tunnel, casting any buff spells he has. He only hopes to buy a couple rounds of preparation with the illusion, or possibly force the PCs to waste precious resources on a phantom battle. If it lasts longer than 4 rounds he ceases concentration and moves to the end of the tunnel. Treasure: The wizard has the below treasure in addition to that listed in Encounter 11. However, it is assumed that the wizard uses the scroll but it is included in case lucky or clever PCs prevent its consumption. APL 2: Magic 13 gp; scroll of minor image (13 gp); Total 13 gp. APL 4: Magic 13 gp; scroll of minor image (13 gp); Total 13 gp. APL 6: Magic 32 gp; scroll of major image (32 gp); Total 32 gp. APL 8: Magic 32 gp; scroll of major image (32 gp); Total 32 gp. Development: Depending on how long the illusion delays the PCs the thugs may have more time to prepare. The faster the PCs realize their foe is not real the easier their next fight will be. If the PCs somehow manage to detect the wizard refer to his stats in Appendix 1. If the wizard is killed before he can join the rest of the gang, do not include him in combat during Encounter 11. PCs employing stealth or spells such as invisibility may slip past the lookout avoiding this encounter and perhaps even surprising the thugs in the next encounter. 11: THE HIDEOUT This is a small room that acts as a guard post and place for the gang to relax. At the end of the tunnel it is directly below al Kiral home and hideaway. A ladder leads up into the lair where they keep all their treasure and stolen goods. A thin trap door covers the hole, hidden under a large cushion. How this encounter occurs depends on the outcome of the previous encounter. It assumes the PCs are coming from al Ourr’s store. If the thugs were warned by their wizard lookout then they have hidden themselves in the room and are readying to attack. If they are surprised then they are interrupted in the middle of a game of cards. Read of paraphrase the following: The tunnel ends in a small, muddy chamber. Small pools of water dampen the floor, pooling in many of the deep footprints pressed into the soft ground. At the far end of the earthen room a wooden ladder leading upward. A single lantern hangs from it support beam, hissing as water drips onto its metal cap. Scattered about the room are a number of wooden crates, some are open exposing their straw-filled packing. A few crates are arranged around makeshift table topped with Three-Dragon Ante cards and assorted stained coins. If they had time to prepare then the racketeers Hide and the PCs make opposing Spot checks. Those that fail are surprised when the thugs leap out from behind crates. ZEF7-08 Killing Time in Kurteq Page 11 If they were not warned than no one is surprised unless the PCs are using stealth. APL 2 (EL 3) Thugs (2): human rogue 1/fighter 1; hp 18 each; Appendix 1. Wizard: human wizard 1; hp 8; Appendix 1. APL 4 (EL 5) Thugs (2): human rogue 1/fighter 2; hp 28 each; Appendix 1. Wizard: human wizard 2; hp 12; Appendix 1. APL 6 (EL 6) Thugs (2): human rogue 1/fighter 3; hp 38 each; Appendix 1. Wizard: human wizard 3; hp 16; Appendix 1. APL 8 (EL 7) Thugs (2): human rogue 1/fighter 4; hp 47 each; Appendix 1. Wizard: human wizard 4; hp 20; Appendix 1. Tactics: At the sound of the warning bell the thugs immediately hide about the room and ready their weapons. If they think they have the time then they drink as many potions as they can. When they PCs enter they use the alchemical capsules on their weapons and attack, ganging up on the first PC that walks into range. At APL 8 the thugs activate all three alchemical capsules in the same round. The wizard joins the group as soon as he thinks his illusion has failed. If there is time he casts a buffing spell or two, and then hides out of sight and readies spells. While the thugs fight to the death the wizard is rather cowardly and surrenders if injured and overwhelmed. Treasure: The PCs can gain the following treasure here: APL 2: Loot 85 gp; Coin 10 gp; Magic 50 gp; 2 potions of bear’s endurance (25 gp each); Total 145 gp. APL 4: Loot 85 gp; Coin 10 gp; Magic 100 gp; 2 potions of bear’s endurance, 2 potions of bull’s strength (25 gp each); Total 195 gp. APL 6: Loot 127 gp; Coin 20 gp; Magic 100 gp; 2 potions of bear’s endurance, 2 potions of bull’s strength (25 gp each); Total 247 gp. APL 8: Loot 127 gp; Coin 40 gp; Magic 150 gp; 2 potions of bear’s endurance, 2 potions of bull’s strength (25 gp each), 2 potions of cure moderate wounds (25 gp each); Total 317 gp. Development: Unless the PCs take measure to stay quiet al Kiral hears the battle and begins packing up his treasure. If the PCs manage to catch the guards unaware and dispatch them in a single round or employ magical means such as a silence spell then al Kiral will be unaware. 12: THE SKIES The true lair of the racketeers and al Kiral is an unremarkable building. Here the gang keeps its various spoils and treasures including artwork and chests of coins. In the corner of the house is a large gaudy cushion that hides the trapdoor to the tunnel. There is a large open-air skylight in the middle of the ceiling, covered by a canvas tarp during poor weather. Al Kiral spends much of his days here relaxing in luxury. He adorns himself with jewelry and eating only the finest food he can smuggle into town. He has a servant that looks after his every need. He is growing rather fat as a result of this overindulgence. When the PCs reach the end of the tunnel al Kiral decides he has had a good stretch in Kurteq and it would rather flee with as much treasure as he can than face the law. Earlier he stole several carpets of flying and keeps one ready in the middle of his lair. He gets his bodyguard and servant to pile as much loot as they can onto the carpet and prepare to get away. Regardless of how long the PCs take below al Kiral will have just finishing packing and taken flight. When the PCs open the trapdoor and enter the room, read or paraphrase the following: A single-room kamara is atop the stairs. Piles of silk pillows are stacked along the walls and there are a number of tapestries and paintings along the walls. There is the rich smell of the fresh fruit and fine wine from the nearby table heavy with food. But it is the large double doors at the back that catches your eye. Just outside the open doors is a large courtyard with a large carpet in the middle. The brightly woven rug is floating a foot off the ground, hovering in place. A stunned individual is standing beside it; a heavy wooden box crammed with jewelry fills his arms as he hesitates in your sight. “Imzir, you fool!” A voice cries from above. Another carpet hovers high in the air carrying two figures and, from the bulge in the middle, quite a lot of cargo. Imzir is a lowly servant of al Kiral. He will not fight and screeches like a little girl if threatened. He was to follow al Kiral on the second carpet after loading it with the remaining treasure. Imzir: male human commoner 1. The fleeing carpet begins twenty-five feet in the air, hovering fifteen feet above the kamaras roof. It is five feet off the edge of the room and ten feet to the side of the other carpet. The duo is on a 10 ft. by 10 ft. carpet of flying (see the Dungeon Master’s Guide, page 252). Like all carpets of flying it has average aerial maneuverability. The carpet hovering in the middle of the courtyard is the same size and there are two smaller carpets (one 5 ft by 10 ft. and the other 5 ft. by 5 ft.) rolled up against the ZEF7-08 Killing Time in Kurteq Page 12 wall. A DC 5 Spot check will notice the extra carpets. The PCs can follow the escaping criminal on the extra carpets although higher-level tables might have access to fly spells or other magic items that allow pursuit. There is only one plan left for al Kiral: flee. However, he is terribly greedy and refused to leave without his treasure. His carpet is weighed down with several large chests of clothes, art, jewelry and coins (mostly silver djinn and copper dao), which reduces the carpet’s speed to 30ft. There are five chests, each weighing approximately 125 pounds. With the added weight of Durival and al Kiral’s own stout frame they need to drop three chests to fly at full speed (or two chests and one passenger). APL 2 (EL 4) Durivar: dwarf fighter 2; hp 20; Appendix 1. Al Kiral: human sorcerer 3; hp 13; Appendix 1. APL 4 (EL 6) Durivar: dwarf fighter 3; hp 28; Appendix 1. Al Kiral: human sorcerer 4; hp 17; Appendix 1. APL 6 (EL 7) Durivar: dwarf fighter 4; hp 35; Appendix 1. Al Kiral: human sorcerer 5; hp 21; Appendix 1. APL 8 (EL 9) Durivar: dwarf fighter 6; hp 43; Appendix 1. Al Kiral: human sorcerer 8; hp 41; Appendix 1. Tactics: Durival is foolishly loyal to al Kiral and will do everything in his power to protect his employer. In his first round he attacks full-attacks with his bow. If his carpet is boarded or adjacent to the PCs Durival tries to Bull Rush attackers off their carpet. Al Kiral, despite being more concerned with escaping than fighting, readily uses his spells in combat. His first action is to move the carpet farther away using spells if he feels there is enough distance between him and the PCs. If it appears the weighed-down carpet is too slow to outrun pursuit al Kiral tries to gain altitude while Durival pushes chests onto their pursuers’ heads (refer to the Dungeon Master’s Guide, page 303 for damage from falling objects). At lower APLs possible falling damage from a trip off a carpet might be too lethal for some parties, especially ones that have had bad luck during earlier fights. If a badly injured PC is knocked off a carpet the DM can rule al Kiral was flying over the Tuflik, or that a convenient cart of hay was below the PC partially cushioning the fall. Treasure: There is quite a lot of treasure here (including the carpet of flying) however most of this is stolen property and must be returned to its owners. Thus it is not added to the below treasure or counted towards the gold cap (but the PCs can still gain AR access). The PCs can gain the following treasure here: APL 2: Loot 23 gp; Coin 20 gp; Magic 120 gp; ring of feather falling (120 gp); Total 163 gp. APL 4: Loot 48 gp; Coin 30 gp; Magic 125 gp; ring of feather falling (120 gp), potions of cure light wounds (5 gp); Total 203 gp. APL 6: Loot 68 gp; Coin 50 gp; Magic 333 gp; ring of feather falling (120 gp), potions of cure light wounds (5 gp), ring of jumping (208); Total 451 gp. APL 8: Loot 68 gp; Coin 130 gp; Magic 353 gp; ring of feather falling (120 gp), potion of cure moderate wounds (25 gp), ring of jumping (208); Total 471 gp. POSSIBLE VARIANTS If the PCs manage to locate al Kiral’s lair without first going into the tunnels then he just happens to be on his way to visit al Ourr the fishmonger and his home is empty. A DC 12 Search check will reveal the trapdoor and entry into the tunnels. Al Kiral will send any remaining thugs to fight as a distraction then attempt to double back and retrieve as much treasure as possible. He will then attempt to flee as normal. If the PCs are quick and easily dispatch the guards in Encounter 11 or do so in a way that would not warn al Kiral then he might be surprised. In this case he and Durival simply move atop the carpet of flying feigning surrender then fly away. CONCLUSION The outcome of this adventure is dependant on which faction the PCs give al Kiral. Ideally the PCs should decide on a single group but if evenly split the DM can let each player declare their allegiance while passing out ARs. AL KIRAL GIVEN TO SPAHIS The PCs surrender al Kiral to Kaptan ibn Tuncay. Al Kiral and any surviving racketeers are sentenced to fifteen years of hard labor in the Sultanate’s mines. The Spahis insist that the stolen property be returned to its rightful owners and begin the long process of finding owners for the goods. The PCs receive their agreed payment as well as the “Influence with the Spahis” AR entry and the related equipment. AL KIRAL GIVEN TO DUSK LASH The PCs give al Kiral to Eser ibnt Duman and the Dusk Lash both he and his gang are never seen again, but rumors of their prolonged death spreads throughout the Bey. The Dusk Lash see that most of the stolen property is returned to the townsfolk and that the PCs are paid for their efforts. They also receive the “Influence with the Dusk Lash” AR entry and the related equipment. AL KIRAL ESCAPES Despite their best efforts the PCs have failed. They receive influence with neither the Spahis nor the Dusk Lash. However, as long as the PCs attempted to stop the al Kiral and succeeded in fighting a couple different groups of thugs then the gang is assumed to crumble without ZEF7-08 Killing Time in Kurteq Page 13 leadership. Al Kiral flees Zeif for the immediate future and causes trouble elsewhere. GANG ROUTED Regardless of whom (if anyone) the PCs give al Kiral to the Town Guardsmen are pleased to have their home safe and speak highly of the PCs granting the “Character Witnesses” AR entry. Likewise, as long as the PCs tried to stop the racketeers the merchants and traders of the town are happy and the PCs receive the “Friend of the Merchants” AR entry. If the PCs managed to discover the hidden tunnel beneath Kurteq then they also discovered the gang’s stash of alchemical capsules. THE CHALICE The chalice is one of many items that could have been purchased by PCs who played ZEF6-04 Generosity. It is a silver cup forged by Abib Suloiman as a replica of the Cup of Al’Akbar to inspire the Paynim nomads. Hamza F kih has recently researched this cup and unlocked a related prayer which can affect divine magic. PCs who purchased the chalice in ZEF6-04 Generosity and have F kih’s favour from the same adventure receive “the Chalice” AR entry. Hamza F kih must also be rescued from the racketeer’s front or he will be unable to reveal his findings. Treasure: The PCs can gain the following treasure here: APL 2: Coin: 40-60 gp. APL 4: Coin: 80-120 gp. APL 6: Coin: 120-180 gp. APL 8: Coin: 160-240 gp. EXPERIENCE POINT SUMMARY To award experience for this adventure, add up the values for the objectives accomplished. Then assign the experience award. Award the total value (objectives plus roleplaying) to each character. 1: The Shakedown Experience objective APL 2 90 XP APL 4 120 XP APL 6 180 XP APL 8 240 XP 9: The Front Experience objective APL 2 60 XP APL 4 90 XP APL 6 150 XP APL 8 180 XP 11: The Hideout Experience objective APL 2 90 XP APL 4 150 XP APL 6 180 XP APL 8 210 XP 12: The Skies Experience objective APL 2 120 XP APL 4 180 XP APL 6 210 XP APL 8 270 XP Story Award Objective(s) met: APL 2 50 XP APL 4 70 XP APL 6 100 XP APL 8 125 XP Discretionary roleplaying award APL 2 40 XP APL 4 65 XP APL 6 80 XP APL 8 100 XP Total Possible Experience APL 2 450 XP APL 4 675 XP APL 6 900 XP APL 8 1,125 XP TREASURE SUMMARY During an adventure, characters encounter treasure, usually finding it in the possession of their foes. Every encounter that features treasure has a “treasure” section within the encounter description, giving information about the loot, coins, and magic items that make up the encounter’s treasure. The loot total is the number of gold pieces each character gains if the foes are plundered of all their earthly possessions. Looting the bodies takes at least 10 minutes per every 5 enemies, and if the characters cannot take the time to loot the bodies, they do not gain this gold. If you feel it is reasonable that characters can go back to loot the bodies, and those bodies are there (i.e., not carted off by dungeon scavengers, removed from the scene by the local watch, and so on), characters may return to retrieve loot. If the characters do not loot the body, the gold piece value for the loot is subtracted from the encounter totals given below. The coin total is the number of gold pieces each character gains if they take the coin available. A normal adventuring party can usually gather this wealth in a round or so. If for some reason, they pass up this treasure, the coin total is subtracted from the encounter totals given below. Next, the magic items are listed. Magic item treasure is the hardest to adjudicate, because they are varied and ZEF7-08 Killing Time in Kurteq Page 14 because characters may want to use them during the adventure. Many times characters must cast identify, analyze dweomer or similar spell to determine what the item does and how to activate it. Other times they may attempt to use the item blindly. If the magic item is consumable (a potion, scroll, magic bolts, etc.) and the item is used before the end of the adventure, its total is subtracted from the adventure totals below. Once you have subtracted the value for unclaimed treasure from each encounter add it up and that is the number of gold pieces a characters total and coin value increase at the end of the adventure. Write the total in the GP Gained field of the adventure certificate. Loot = Looted gear from enemy; Coin = Coin, Gems, Jewelry, and other valuables; Magic = Magic Items. 1: The Shakedown APL 2: Loot 85 gp; Coin 10 gp; Total 95 gp. APL 4: Loot 171 gp; Coin 15 gp; Total 196 gp. APL 6: Loot 171 gp; Coin 25 gp; Total 196 gp. APL 8: Loot 171 gp; Coin 35 gp; Total 206 gp. 9: The Front APL 2: Loot 56 gp; Coin 10 gp; Total 66 gp. APL 4: Loot 62 gp; Coin15 gp; Total 77 gp. APL 6: Loot 62 gp; Coin 25 gp; Total 87 gp. APL 8: Loot 162 gp; Coin 35 gp; Total 197 gp. 10: The Tunnels APL 2: Magic 13 gp; scroll of minor image (13 gp); Total 13 gp. APL 4: Magic 13 gp; scroll of minor image (13 gp); Total 13 gp. APL 6: Magic 32 gp; scroll of major image (32 gp); Total 32 gp. APL 8: Magic 32 gp; scroll of major image (32 gp); Total 32 gp. 11: The Hideout APL 2: Loot 85 gp; Coin 10 gp; Magic 50 gp; 2 potions of bear’s endurance (25 gp each); Total 145 gp. APL 4: Loot 85 gp; Coin 10 gp; Magic 100 gp; 2 potions of bear’s endurance, 2 potions of bull’s strength (25 gp each); Total 195 gp. APL 6: Loot 127 gp; Coin 20 gp; Magic 100 gp; 2 potions of bear’s endurance, 2 potions of bull’s strength (25 gp each); Total 247 gp. APL 8: Loot 127 gp; Coin 40 gp; Magic 150 gp; 2 potions of bear’s endurance, 2 potions of bull’s strength (25 gp each), 2 potions of cure moderate wounds (25 gp each); Total 317 gp. 12: The Skies APL 2: Loot 23 gp; Coin 20 gp; Magic 120 gp; ring of feather falling (120 gp); Total 163 gp. APL 4: Loot 48 gp; Coin 30 gp; Magic 125 gp; ring of feather falling (120 gp), potions of cure light wounds (5 gp); Total 203 gp. APL 6: Loot 68 gp; Coin 50 gp; Magic 333 gp; ring of feather falling (120 gp), potions of cure light wounds (5 gp), ring of jumping (208); Total 451 gp. APL 8: Loot 68 gp; Coin 130 gp; Magic 353 gp; ring of feather falling (120 gp), potion of cure moderate wounds (25 gp), ring of jumping (208); Total 471 gp. Conclusion APL 2: Coin: 40-60 gp. APL 4: Coin: 80-120 gp. APL 6: Coin: 120-180 gp. APL 8: Coin: 160-240 gp. Treasure Cap APL 2: 450 gp. APL 4: 640 gp. APL 6: 900 gp. APL 8: 1,300 gp. Total Possible Treasure APL 2: Loot 249 gp; Coin 110 gp; Magic 183 gp; Total 542 gp. APL 4: Loot 366 gp; Coin 190 gp; Magic 238 gp; Total 794 gp. APL 6: Loot 428 gp; Coin 300 gp; Magic 465 gp; Total 1193 gp. APL 8: Loot 528 gp; Coin 670 gp; Magic 535 gp; Total 1733 gp. ADVENTURE RECORD ITEMS Influence with the Spahis: For assisting in removing the criminal element from Kurteq, your Affiliation score with the local Elder Spahi increases by 1. Additionally, items marked with a “@” are considered Open for you. Influence with the Dusk Lash: For removing competition in Kurteq your Affiliation score with the Dusk Lash increases by 1. Additionally, items marked with a “#” are considered Open for you. Friend of the Merchants: The merchants of Kurteq are grateful, offering a discount of 5% on any items purchased on this AR. For residents of the town, the traders further show their thanks by offering to sell back sold treasure: items marked with a “*” become Regional access. Character Witness: The local Watch is willing to testify on behalf of the PC and has some pull with neighboring cities. If a player is convicted of a crime in the VTF metaregion the Watchmen of Kurteq will reduce the sentence (TUs and fines) by one-quarter, rounded down. For residents of Kurteq this is increased to half. Cross off this favor when used. Alchemical Arsenal: A small cache of alchemical weapon capsules (CAd) were found during this adventure. The character is treated as having Adventure access to all capsules and retainers in that book. For ZEF7-08 Killing Time in Kurteq Page 15 residents of Kurteq with “Friend of the Merchants” this becomes Regional access. The Chalice: An imitation of the Cup of Al’Akbar that, despite being a fake, still posses some divine power due to reverence of the genuine Cup. Players who purchased the chalice in ZEF6-04 Generosity prior to this adventure unlock the powers of the chalice. Once per adventure a caster is allowed to re-roll the result of a Conjuration (Healing) spell if the chalice is held during the casting. The caster must take the new roll even if lower than the original. Additionally, in the hands of a divine spellcaster it acts as a silver holy symbol of Al’Akbar. ZEF7-08 Killing Time in Kurteq Page 16 ZEF7-08 Killing Time in Kurteq Page 17 APPENDIX 1: APL 2 1: THE SHAKEDOWN T HUG CR 1 Male human rogue 1 NE Medium humanoid Init +2; Senses Listen +3, Spot +1 Languages Common, Baklunish AC 14, touch 12, flat-footed 12 (+2 Dex, +2 armor) hp 7 (1 HD) Fort +1, Ref +4, Will +0 Speed 30 ft. (6 squares) Melee mwk club +3 (1d6+1) Ranged shortbow +2 (1d6) Space 5 ft.; Reach 5 ft. Base Atk +0; Grp +2 Atk Options sneak attack +1d6 Special Actions Dodge Abilities Str 14, Dex 15, Con 13, Int 8, Wis 12, Cha 10 SQ trapfinding Feats Persuasive, Dodge Skills Appraise +3, Bluff +6, Escape Artist +5, Hide +5, Intimidate +6, Listen +3, Move Silently +3, Search +1Sense Motive+5, Tumble+3, Possessions studded leather, masterwork club, shortbow, 10 arrows 9: THE FRONT R U FFI AN CR 1/2 Male human warrior 1 NE Medium humanoid Init +0; Senses Listen -1, Spot -1 Languages Baklunish AC 16, touch 10, flat-footed 16 (+5 armor, +1 shield) hp 9 (1 HD) Fort +3, Ref +0, Will -1 Speed 20 ft. in chainmail (4 squares), base movement 30 ft. Melee scimitar +3 (1d6+1) Space 5 ft.; Reach 5 ft. Base Atk +1; Grp +2 Atk Options Power Attack Abilities Str 13, Dex 11, Con 12, Int 9, Wis 8, Cha 10 Feats Weapon Focus (scimitar), Power Attack Skills Intimidate +4, Ride +2, Swim -2 Possessions chainmail, scimitar, light wooden shield 11: THE HIDEOUT T HUG CR 2 Male human rogue 1 / fighter 1 CE Medium humanoid Init +5; Senses Listen +4, Spot +3 Languages Common AC 16, touch 11, flat-footed 15 (+1 Dex, +4 armor, +1 shield) hp 18 (2 HD) Fort +4, Ref +3, Will +1 Speed 30 ft. (6 squares) Melee mwk scimitar +4 (1d6+2) Ranged dagger +2 (1d4+2) Space 5 ft.; Reach 5 ft. Base Atk +1 Grp +3 Atk Options sneak attack +1d6, alchemical weapon capsules Special Actions Combat Reflexes Combat Gear quickflame weapon capsule* x3, potion of bull’s endurance Abilities Str 14, Dex 13, Con 15, Int 10, Wis 12, Cha 8 SQ trapfinding Feats Improved Initiative, Combat Reflexes, Stealthy Skills Hide +2, Intimidate +3, Listen +4, Ride +5, Spot +3, Swim +0 Possessions combat gear plus masterwork scimitar, chain shirt, triple weapon capsule retainer * see Appendix 2: New Rules Item W I Z AR D CR 1 Male human wizard 1 N Medium humanoid Init +2; Senses Listen +6, Spot +2 Languages Common, Baklunish, Dwarf AC 12, touch 12, flat-footed 10 (+2 Dex) hp 8 (1 HD) Fort +1, Ref +2, Will +3 Speed 30 ft. (6 squares) Melee dull fruit knife -1 (1d4-1) Ranged light crossbow +2 (1d8) Space 5 ft.; Reach 5 ft. Base Atk +0; Grp -1 Atk Options Point Blank Shot Wizard Spells Prepared (CL 1st): 1st— grease (DC 13), ray of enfeeblement 0— daze (DC 12), ray of frost, resistance Abilities Str 8, Dex 14, Con 13, Int 15, Wis 12, Cha 10 SQ bat familiar Feats Toughness, Point Blank Shot, Scribe Scroll Skills Concentration +5, Knowledge (arcana) +6, Knowledge (planes) +4, Listen +6, Spellcraft +6, Spot +2 Possessions light crossbow, 10 bolts 12: THE SKIES D U RI V AL CR 2 Male dwarf fighter 2 LE Medium humanoid Init +2; Senses Listen +0, Spot +0 Languages Common Languages Common, Baklunish, Dwarf AC 19, touch 12, flat-footed 17 (+2 Dex, +5 armor, +2 shield) hp 20 (2 HD) Fort +5 (+7 against poison), Ref +2, Will +0 Speed 20 ft. in breastplate (4 squares), base movement 20 ft. Melee dwarven waraxe +4 (1d10+2) Ranged shortbow +4 (1d6) Space 5 ft.; Reach 5 ft. Base Atk +2; Grp +4 Atk Options Power Attack, Improved Bull Rush Abilities Str 15, Dex 14, Con 14, Int 13, Wis 10, Cha 6 SQ dwarf traits Feats Power Attack, Block Arrows, Improved Bull Rush Skills Climb +1, Jump -5, Profession (miner) +5 Possessions breastplate, heavy steel shield, dwarven waraxe, shortbow, 10 arrows AL K I R AL CR 3 Male human sorcerer 3 NE Medium humanoid Init +2; Senses Listen +0, Spot +0 Languages Common, Baklunish AC 16, touch 12, flat-footed 14 (+2 Dex, +4 armor) hp 13 (3 HD) Fort +2, Ref +3, Will +3 Speed 30 ft. in (6 squares) Melee shortspear +0 (1d6-1) Ranged shortspear +3 (1d6-1) Space 5 ft.; Reach 5 ft. Base Atk +1; Grp +0 Special Actions Dodge Sorcerer Spells Known (CL 3rd): 1st (5/day)— mage armor�, magic missile, jump 0 (6/day)— daze (DC 12), detect magic, flare (DC 12), message, ray of frost �Already cast Abilities Str 8, Dex 14, Con 13, Int 12, Wis 10, Cha 15 Feats Combat Casting, Persuasive , Dodge Skills Bluff +10, Concentration +7 (+11 casting defensively), Profession (extortionist) +6, Spellcraft +7 Possessions ring of feather falling, 3 shortspears, noble’s clothes, hundreds of pounds of stolen jewelry and art. ZEF7-08 Killing Time in Kurteq Page 18 APL 4 1: THE SHAKEDOWN T HUG CR 2 Male human rogue 2 NE Medium humanoid Init +2; Senses Listen +5, Spot +1 Languages Common, Baklunish AC 14, touch 12, flat-footed 12 (+2 Dex, +2 armor) hp 12 (2 HD) Fort +1, Ref +5, Will +0 Speed 30 ft. (6 squares) Melee mwk club +4 (1d6+1) Ranged mwk shortbow +4 (1d6) Space 5 ft.; Reach 5 ft. Base Atk +1; Grp +3 Atk Options sneak attack +1d6 Special Actions Dodge Abilities Str 14, Dex 15, Con 13, Int 8, Wis 12, Cha 10 SQ trapfinding, Evasion Feats Persuasive, Dodge Skills Appraise +4, Bluff +7, Escape Artist +6, Hide +5, Intimidate +9, Listen +5, Move Silently +3, Search +1, Sense Motive+5, Tumble+5, Possessions studded leather, masterwork club, masterwork shortbow, 10 arrows 9: THE FRONT R U FFI AN CR 1 Male human warrior 2 NE Medium humanoid Init +0; Senses Listen -1, Spot -1 Languages Baklunish AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) hp 15 (2 HD) Fort +4, Ref +0, Will -1 Speed 20 ft. in chainmail (4 squares), base movement 30 ft. Melee scimitar +4 (1d6+1) Space 5 ft.; Reach 5 ft. Base Atk +2; Grp +3 Atk Options Power Attack Abilities Str 13, Dex 11, Con 12, Int 9, Wis 8, Cha 10 Feats Weapon Focus (scimitar), Power Attack Skills Intimidate +5, Ride +2, Swim -2 Possessions chainmail, scimitar, heavy steel shield 11: THE HIDEOUT T HUG CR 3 Male human rogue 1/ fighter 2 CE Medium humanoid Init +5; Senses Listen +5, Spot +3 Languages Common AC 16, touch 11, flat-footed 15 (+1 Dex, +4 armor, +1 shield) hp 26 (3 HD) Fort +5, Ref +3, Will +1 Speed 30 ft. (6 squares) Melee mwk scimitar +6 (1d6+2) Ranged dagger +3 (1d4+2) Space 5 ft.; Reach 5 ft. Base Atk +2 Grp +4 Atk Options sneak attack +1d6, alchemical weapon capsules Special Actions Combat Reflexes Combat Gear quickflame weapon capsule* x3, potion of bear’s endurance, potion of bull’s strength Abilities Str 14, Dex 13, Con 15, Int 10, Wis 12, Cha 8 SQ trapfinding Feats Improved Initiative, Combat Reflexes, Stealthy, Weapon Focus (scimitar) Skills Hide +3, Intimidate +4, Listen +5, Ride +5, Spot +3, Swim +0 Possessions combat gear plus masterwork scimitar, chain shirt, triple weapon capsule retainer * see Appendix 2: New Rules Item W I Z AR D CR 2 Male human wizard 2 N Medium humanoid Init +2; Senses Listen +6, Spot +3 Languages Common, Baklunish, Dwarf AC 12, touch 12, flat-footed 10 (+2 Dex) hp 12 (2 HD) Fort +1, Ref +2, Will +4 Speed 30 ft. (6 squares) Melee dull fruit knife +0 (1d4-1) Ranged light crossbow +3 (1d8) Space 5 ft.; Reach 5 ft. Base Atk +1; Grp +0 Atk Options Point Blank Shot Wizard Spells Prepared (CL 2st): 1st— grease (DC 13), magic weapon, ray of enfeeblement, 0— daze (DC 12), ray of frost, resistance, touch of fatigue (DC 12) Abilities Str 8, Dex 14, Con 13, Int 15, Wis 12, Cha 10 SQ bat familiar Feats Toughness, Point Blank Shot, Scribe Scroll Skills Concentration +6, Knowledge (arcana) +6, Knowledge (planes) +5, Listen +6, Spellcraft +7, Spot +3 Possessions light crossbow, 10 bolts 12: THE SKIES D U RI V AL CR 3 Male dwarf fighter 3 LE Medium humanoid Init +2; Senses Listen +0, Spot +0 Languages Common Languages Common, Baklunish, Dwarf AC 19, touch 12, flat-footed 17 (+2 Dex, +5 armor, +2 shield) ZEF7-08 Killing Time in Kurteq Page 19 hp 28 (3 HD) Fort +5 (+7 against poison), Ref +3, Will +1 Speed 20 ft. in breastplate (4 squares), base movement 20 ft. Melee mwk dwarven waraxe +6 (1d10+2) Ranged shortbow +5 (1d6) Space 5 ft.; Reach 5 ft. Base Atk +3; Grp +5 Atk Options Power Attack, Improved Bull Rush Combat Gear potion of cure light wounds Abilities Str 15, Dex 14, Con 14, Int 13, Wis 10, Cha 6 SQ dwarf traits Feats Power Attack, Block Arrows, Improved Bull Rush, Plunging Shot* Skills Climb +2, Jump -4, Profession (miner) +6 Possessions combat gear plus breastplate, heavy steel shield, masterwork dwarven waraxe, shortbow, 10 arrows * see Appendix 2: New Rules Item AL K I R AL CR 4 Male human sorcerer 4 NE Medium humanoid Init +2; Senses Listen +0, Spot +0 Languages Common, Baklunish AC 16, touch 12, flat-footed 14 (+2 Dex, +4 armor) hp 17 (4 HD) Fort +2, Ref +3, Will +4 Speed 30 ft. in (6 squares) Melee shortspear +1 (1d6-1) Ranged shortspear +4 (1d6-1) Space 5 ft.; Reach 5 ft. Base Atk +2; Grp +1 Special Actions Dodge Sorcerer Spells Known (CL 4th): 2nd (4/day) — protection from arrows 1st (6/day) — mage armor�, magic missile, jump 0 (6/day) — acid splash, daze (DC 12), detect magic, flare (DC 12), message, ray of frost �Already cast Abilities Str 8, Dex 14, Con 13, Int 12, Wis 10, Cha 16 Feats Combat Casting, Persuasive , Dodge Skills Bluff +12, Concentration +8 (+12 casting defensively), Profession (extortionist) +7, Spellcraft +8 Possessions ring of feather falling, 3 shortspears, noble’s clothes, hundreds of pounds of stolen jewelry and art. ZEF7-08 Killing Time in Kurteq Page 20 APL 6 1: THE SHAKEDOWN T HUG CR 3 Male human rogue 3 NE Medium humanoid Init +2; Senses Listen +5, Spot +1 Languages Common, Baklunish AC 14, touch 12, flat-footed 12 (+2 Dex, +2 armor) hp 17 (3 HD) Fort +2, Ref +5, Will +1 Speed 30 ft. (6 squares) Melee mwk club +5 (1d6+1) Ranged mwk shortbow +5 (1d6) Space 5 ft.; Reach 5 ft. Base Atk +2; Grp +4 Atk Options sneak attack +2d6 Special Actions Dodge Abilities Str 14, Dex 15, Con 13, Int 8, Wis 12, Cha 10 SQ trapfinding, Evasion, trap sense +1 Feats Persuasive, Dodge, Acrobatic Skills Appraise +5, Bluff +8, Escape Artist +7, Hide +5, Intimidate +10, Listen +5, Move Silently +3, Search +2, Sense Motive+6, Tumble+9, Possessions studded leather, masterwork club, masterwork shortbow, 10 arrows 9: THE FRONT R U FFI AN CR 2 Male human warrior 2 / rogue 1 NE Medium humanoid Init +4; Senses Listen +1, Spot +1 Languages Baklunish AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) hp 20 (3 HD) Fort +4, Ref +2, Will -1 Speed 20 ft. in chainmail (4 squares), base movement 30 ft. Melee scimitar +4 (1d6+1) Space 5 ft.; Reach 5 ft. Base Atk +2; Grp +3 Atk Options Power Attack, sneak attack +1d6 Abilities Str 13, Dex 11, Con 12, Int 9, Wis 8, Cha 10 SQ trapfinding Feats Weapon Focus (scimitar), Power Attack, Improved Initiative Skills Intimidate +5, Listen +1, Ride +2, Spot +1, Swim -2 Tumble -2, Possessions chainmail, scimitar, heavy steel shield 11: THE HIDEOUT T HUG CR 4 Male human rogue 1 / fighter 3 CE Medium humanoid Init +5; Senses Listen +5, Spot +3 Languages Common AC 16, touch 11, flat-footed 15 (+1 Dex, +4 armor, +1 shield) hp 38 (4 HD) Fort +6, Ref +4, Will +2 Speed 30 ft. (6 squares) Melee mwk scimitar +7 (1d6+2) Ranged dagger +4 (1d4+2) Space 5 ft.; Reach 5 ft. Base Atk +3 Grp +5 Atk Options sneak attack +1d6, alchemical weapon capsules Special Actions Combat Reflexes Combat Gear quickflame weapon capsule* x3, potion of bear’s endurance, potion of bull’s strength Abilities Str 14, Dex 13, Con 16, Int 10, Wis 12, Cha 8 SQ trapfinding Feats Improved Initiative, Combat Reflexes, Stealthy, Weapon Focus (scimitar) Skills Hide +5, Intimidate +4, Listen +5, Ride +5, Spot +3, Swim +2 Possessions combat gear plus masterwork scimitar, masterwork chain shirt, triple weapon capsule retainer * see Appendix 2: New Rules Item W I Z AR D CR 3 Male human wizard 3 N Medium humanoid Init +2; Senses Listen +6, Spot +4 Languages Common, Baklunish, Dwarf AC 16, touch 12, flat-footed 14 (+2 Dex, +4 armor) hp 16 (3 HD) Fort +2, Ref +3, Will +4 Speed 30 ft. (6 squares) Melee dull fruit knife +0 (1d4-1) Ranged light crossbow +3 (1d8) Space 5 ft.; Reach 5 ft. Base Atk +1; Grp +0 Atk Options Point Blank Shot, Precise Shot Wizard Spells Prepared (CL 3rd): 2nd— cat’s grace x2 1st— grease (DC 13), mage armor�, ray of enfeeblement, 0— daze (DC 12), ray of frost, resistance, touch of fatigue (DC 12) �Already cast Abilities Str 8, Dex 14, Con 13, Int 15, Wis 12, Cha 10 SQ bat familiar Feats Toughness, Point Blank Shot, Precise Shot, Scribe Scroll Skills Concentration +7, Knowledge (arcana) +7, Knowledge (planes) +5, Listen +6, Spellcraft +10, Spot +4 Possessions light crossbow, 10 bolts 12: THE SKIES D U RI V AL CR 4 ZEF7-08 Killing Time in Kurteq Page 21 Male dwarf fighter 4 LE Medium humanoid Init +2; Senses Listen +0, Spot +0 Languages Common Languages Common, Baklunish, Dwarf AC 19, touch 12, flat-footed 17 (+2 Dex, +5 armor, +2 shield) hp 35 (4 HD) Fort +6 (+8 against poison), Ref +3, Will +1 Speed 20 ft. in breastplate (4 squares), base movement 20 ft. Melee mwk dwarven waraxe +9 (1d10+3) Ranged shortbow +6 (1d6) Space 5 ft.; Reach 5 ft. Base Atk +4; Grp +7 Atk Options Power Attack, Improved Bull Rush Combat Gear potion of cure light wounds Abilities Str 16, Dex 14, Con 14, Int 13, Wis 10, Cha 6 SQ dwarf traits Feats Power Attack, Block Arrows, Improved Bull Rush, Plunging Shot*, Weapon Focus (dwarven waraxe) Skills Climb +4, Jump +4, Profession (miner) +7 Possessions combat gear plus masterwork breastplate, heavy steel shield, masterwork dwarven waraxe, shortbow, 10 arrows * see Appendix 2: New Rules Item AL K I R AL CR 5 Male human sorcerer 5 NE Medium humanoid Init +2; Senses Listen +0, Spot +0 Languages Common, Baklunish AC 16, touch 12, flat-footed 14 (+2 Dex, +4 armor) hp 21 (5 HD) Fort +2, Ref +3, Will +4 Speed 30 ft. in (6 squares) Melee shortspear +1 (1d6-1) Ranged shortspear +4 (1d6-1) Space 5 ft.; Reach 5 ft. Base Atk +2; Grp +1 Special Actions Dodge Sorcerer Spells Known (CL 5th): 2nd (5/day) — protection from arrows, scorching ray 1st (5/day) — mage armor�, magic missile, jump, true strike 0 (6/day) — acid splash, daze (DC 13), detect magic, flare (DC 13), message, ray of frost �Already cast Abilities Str 8, Dex 14, Con 13, Int 12, Wis 10, Cha 16 Feats Combat Casting, Persuasive , Dodge Skills Bluff +12, Concentration +9 (+13 casting defensively), Profession (extortionist) +7, Knowledge (arcane) +3, Spellcraft +9 Possessions ring of feather falling, 3 shortspears, noble’s clothes, hundreds of pounds of stolen jewelry and art. ZEF7-08 Killing Time in Kurteq Page 22 ZEF7-08 Killing Time in Kurteq Page 23 APL 8 1: THE SHAKEDOWN T HUG CR 5 Male human rogue 5 NE Medium humanoid Init +3; Senses Listen +5, Spot +1 Languages Common, Baklunish AC 15, touch 13, flat-footed 12 (+3 Dex, +2 armor) hp 27 (5 HD) Fort +2, Ref +7, Will +1 Speed 30 ft. (6 squares) Melee mwk club +6 (1d6+1) Ranged mwk shortbow +7 (1d6) Space 5 ft.; Reach 5 ft. Base Atk +3; Grp +5 Atk Options sneak attack +3d6 Special Actions Dodge, uncanny dodge Abilities Str 14, Dex 16, Con 13, Int 8, Wis 12, Cha 10 SQ trapfinding, Evasion, trap sense +1 Feats Persuasive, Dodge, Acrobatic Skills Appraise +5, Bluff +10, Escape Artist +7, Hide +9, Intimidate +12, Listen +9, Move Silently +5, Search +2, Sense Motive+6, Tumble+11, Possessions studded leather, masterwork club, masterwork shortbow, 10 arrows 9: THE FRONT R U FFI AN CR 2 Male human warrior 1 / rogue 2 NE Medium humanoid Init +4; Senses Listen +1, Spot +1 Languages Baklunish AC 19, touch 12, flat-footed 17 (+5 armor, +2 shield, +2 Dex) hp 19 (3 HD) Fort +3, Ref +5, Will +1 Speed 20 ft. in chainmail (4 squares), base movement 30 ft. Melee mwk scimitar +6 (1d6+2) Space 5 ft.; Reach 5 ft. Base Atk +2; Grp +4 Atk Options Power Attack, sneak attack +1d6 Abilities Str 15, Dex 14, Con 13, Int 9, Wis 12, Cha 10 SQ trapfinding, Evasion Feats Weapon Focus (scimitar), Power Attack, Improved Initiative Skills Appraise +5, Intimidate +6, Listen +4, Ride +1, Spot +4, Swim -1 Tumble -1, Possessions chainmail, masterwork scimitar, heavy steel shield 11: THE HIDEOUT T HUG CR 5 Male human rogue 1 / fighter 4 CE Medium humanoid Init +5; Senses Listen +5, Spot +4 Languages Common AC 16, touch 11, flat-footed 15 (+1 Dex, +4 armor, +1 shield) hp 47 (5 HD) Fort +7, Ref +4, Will +2 Speed 30 ft. (6 squares) Melee mwk scimitar +8 (1d6+4) Ranged dagger +5 (1d4+4) Space 5 ft.; Reach 5 ft. Base Atk +4 Grp +6 Atk Options sneak attack +1d6, alchemical weapon capsules Special Actions Combat Reflexes Combat Gear quickflame, quickfrost and quickspark* weapon capsules, potion of bear’s endurance, potion of bull’s strength, potion of cure moderate wounds Abilities Str 14, Dex 13, Con 16, Int 10, Wis 12, Cha 8 SQ trapfinding Feats Improved Initiative, Combat Reflexes, Stealthy, Weapon Focus (scimitar), Weapon Specialization (scimitar) Skills Hide +5, Intimidate +5, Listen +5, Ride +5, Spot +4, Swim +2 Possessions combat gear plus masterwork scimitar, masterwork chain shirt, triple weapon capsule retainer * see Appendix 2: New Rules Item W I Z AR D CR 4 Male human wizard 4 N Medium humanoid Init +2; Senses Listen +7, Spot +4 Languages Common, Baklunish, Dwarf AC 16, touch 12, flat-footed 14 (+2 Dex, +4 armor) hp 20 (4 HD) Fort +2, Ref +3, Will +5 Speed 30 ft. (6 squares) Melee dull fruit knife +1 (1d4-1) Ranged light crossbow +4 (1d8) Space 5 ft.; Reach 5 ft. Base Atk +2; Grp +1 Atk Options Point Blank Shot, Precise Shot Wizard Spells Prepared (CL 4th): 2nd— cat’s grace x2, web (DC 15) 1st— grease (DC 14), mage armor�, ray of enfeeblement, true strike 0— daze (DC 13), ray of frost, resistance, touch of fatigue (DC 12) �Already cast Abilities Str 8, Dex 14, Con 13, Int 16, Wis 12, Cha 10 SQ bat familiar Feats Toughness, Point Blank Shot, Precise Shot, Scribe Scroll Skills Concentration +8, Knowledge (arcana) +10, Knowledge (planes) +6, Listen +7, Spellcraft +12, Spot +4 Possessions light crossbow, 10 bolts 12: THE SKIES D U RI V AL CR 6 Male dwarf fighter 6 LE Medium humanoid Init +2; Senses Listen +0, Spot +0 Languages Common Languages Common, Baklunish, Dwarf AC 19, touch 12, flat-footed 17 (+2 Dex, +5 armor, +2 shield) hp 43 (6 HD) Fort +7 (+9 against poison), Ref +4, Will +2 Speed 20 ft. in breastplate (4 squares), base movement 20 ft. Melee mwk dwarven waraxe +11/ +6 (1d10+6) Ranged shortbow +6/+3 (1d6) Space 5 ft.; Reach 5 ft. Base Atk +6; Grp +9 Atk Options Power Attack, Improved Bull Rush, Combat Expertise Combat Gear potion of cure moderate wounds Abilities Str 16, Dex 14, Con 14, Int 13, Wis 10, Cha 6 SQ dwarf traits Feats Power Attack, Block Arrows*, Improved Bull Rush, Plunging Shot*, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe), Combat Expertise Skills Climb +6, Jump +6, Profession (miner) +9 Possessions combat gear plus masterwork breastplate, heavy steel shield, masterwork dwarven waraxe, shortbow, 10 arrows * see Appendix 2: New Rules Item AL K I R AL CR 8 Male human sorcerer 8 NE Medium humanoid Init +2; Senses Listen +0, Spot +0 Languages Common, Baklunish AC 16, touch 12, flat-footed 14 (+2 Dex, +4 armor) hp 41 (8 HD) Fort +4, Ref +4, Will +6 Speed 30 ft. in (6 squares) Melee shortspear +3 (1d6-1) Ranged shortspear +6 (1d6-1) Space 5 ft.; Reach 5 ft. Base Atk +4; Grp +3 Special Actions Dodge Sorcerer Spells Known (CL 8th): 4th (3/day) — ice storm (DC 19) 3rd (6/day) — dispel magic, protection from energy 2nd (6/day) — eagle’s splendor�, protection from arrows, scorching ray 1st (5/day) — feather fall, mage armor�, magic missile, shield 0 (6/day) — acid splash, daze (DC 15), detect magic, flare (DC 15), message, ray of frost, read magic �Already cast Abilities Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha 20 Feats Combat Casting, Persuasive, Dodge, Empower Spell Skills Bluff +12, Concentration +12 (+16 casting defensively), Profession (extortionist) +7, Knowledge (arcane) +9, Spellcraft +12 Possessions ring of feather falling, 3 shortspears, noble’s clothes, hundreds of pounds of stolen jewelry and art ZEF7-08 Killing Time in Kurteq Page 24 ZEF7-08 Killing Time in Kurteq Page 25 APPENDIX 2: NEW RULES ITEMS FEATS Block Arrow You can block incoming arrows with your shield. Benefit: Once per round when you would normally be hit by a ranged weapon, you can deflect it so you take no damage from it. Source: Heroes of Battle 96 Deformity (Tall) Through long and painful stints on the rack, bolstered by the surgical implantation of various splints and struts, you have stretched yourself to well over 7 feet in height. Prerequisite: Evil alignment, Willing Deformity Benefit: Even though you are technically a Medium creature, your improved height and lanky limbs grant you an additional 5 feet to your reach, thereby allowing you to strike nonadjacent squares with nonreach weapons. Source: Heroes of Horror 121 Plunging Shot You can use the force of gravity to make your range attacks deal extra damage if your target is below you. Benefit: If your target is at least 30 feet lower than you, you deal an extra 1d6 points of damage with a thrown weapon or projectile weapon. Source: Heroes of Battle 99, Races of the Wild 152 Willing Deformity Through scarification, self-mutilation, or supplication to dark powers, you intentionally mar your own body. Prerequisite: Evil alignment. Benefit: You gain a +3 bonus to Intimidate checks. Source: Heroes of Battle 125 MUNDANE EQUIPMENT Weapon Capsule Retainer This long leather thing, wrapped around a melee weapon just at the base of the blade, holds a thin, fitted ring sized for a single alchemical capsule. A more expensive option is the triple weapon capsule retainer, which stores three capsules rather than one. A character with a triple retainer can use one, two or all three capsules it holds as part of the same action. Putting a capsule into an empty weapon capsule retainer is a full-round action that provokes an attack of opportunity. Thus, filling an empty triple weapon capsule retainer requires three full-round actions. Using an alchemical weapon capsule from a capsule retainer requires only a swift action and does not provoke an attack of opportunity. Source: Complete Adventurer 121 Quickflame A quickflame alchemical capsule coats a melee weapon or thrown weapon with a thin sheen of oil that instantly bursts into flame. This substance allows a weapon to deal extra fire damage for a short amount of time without damaging the weapon or its wielder. A weapon treated with quickflame deal 1d6 points of fire damage with each successful strike. The capsule’s effects last 1 round, ending at the beginning of the wielder’s next turn. This fire damage doesn’t stack with any other fire damage the weapon deals. Source: Complete Adventurer 122 Quickfrost A quickfrost alchemical capsule coats a melee weapon or thrown weapon with a thin sheen of oil that instantly cools to a dangerously low temperature. This substance allows a weapon to deal extra cold damage for a short amount of time without damaging the weapon or its wielder. A weapon treated with quickfrost deal 1d6 points of cold damage with each successful strike. The capsule’s effects last 1 round, ending at the beginning of the wielder’s next turn. This cold damage doesn’t stack with any other cold damage the weapon deals. Source: Complete Adventurer 122 Quickspark A quickspark alchemical capsule coats a melee weapon or thrown weapon with a thin sheen of liquid that crackles and sparks with dangerous electrical energy. This substance allows a weapon to deal extra electricity damage for a short amount of time without damaging the weapon or its wielder. A weapon treated with quickspark deal 1d6 points of electricity damage with each successful strike. The capsule’s effects last 1 round, ending at the beginning of the wielder’s next turn. This electricity damage doesn’t stack with any other electricity damage the weapon deals. Source: Complete Adventurer 122 HANDOUT 1: KURTEQ ZEF7-08 Killing Time in Kurteq Page 26 DM MAP 1: KURTEQ ZEF7-08 Killing Time in Kurteq Page 27 DM MAP 2: AL OURR’S SHOP ZEF7-08 Killing Time in Kurteq Page 28 DM MAPS 3: THE TUNNELS ZEF7-08 Killing Time in Kurteq Page 29 DM MAPS 4: THE COURTYARD ZEF7-08 Killing Time in Kurteq Page 30
textdata/thevault/Living Greyhawk/Modules/Zeif/597/Normal Scenarios/ZEF7-08 - Killing Time in Kurteq (APL 2-8)/ZEF7-08 - Killing Time in Kurteq.pdf
[lll~rn~~mmrnn~ ~ ~Wllf6IID lnnovetive eccessories end pleying eids for the serious gamer. THIEVES KIT ~~ "' J --· :i. • C) o, "' -- ~;/! \. - -~ .. I I . r j . I I ~ i I , ...... J \ .-, ' • --..:,:;_' __ .::,-___.;---·· ~_.,, ... / •·r ~--- ,4. C) {~Ii ~ ~-~ ~:~: :•,~ ~ • ,llli What kind of tools does a thief carry? How does he carry them to keep them silent? What kind of contniner does he use? What exactly does a thieves kit contain? Now the Mercenaries Guild has answered all your questions. Mercenaries Guild i s a ComRes Associates Company •--- WELCDIDE TO THE IIlll!IIllsl!IIlilllmi~ lHWmbW You are now a member is good standing! All you have to do is man a postcard with your name and address on it. For thls you will get on our malling list and will receive advance notice of all our new products. your name may be included in our play test group and you may receive some of our products free. lncourage all your friends to join. All they have to do is send in their names and addresses. The more the merrier and that way we know what products you want to see and you can help us develop them. Thanks, Charles Hubbard, Guildmaster nl£ f1£1lCEN.IR.1.D fW\IJ) 391 1 -B MARCOM STREET RALEIGH, N.C. 27606 WE WOULD LIKE TO GIVE A SPECIAL NOTE OF THANKS TO THE MEMBERS WHO PARTICIPAl 1:0 IN MAKING THESE PRODUCTS AVAILABLE: Jeff Cooke - Heed Scribe Randal Atkins - Head ore her~r Barry Newberry - General Foctotum Tom Winters - Head Limner Robert Tarpey - Head ore Mark Holman - Lesser Potentate and especially to Sam Adams - Heed Thaumaturge for printing the whole thing. This product is copyrighted under national and international laws and reproduction is prohibited. M.£1lCE'.RJ-(A'.Jl1,E8 &U'LLD TH'Lt:V'.ES X,1,T Descri.p.wm 'JTu: :M.czrcentaruzs G.ui!d fuis nzsponruu{ Ul tfui mArty t"2J\WZSts of U:S ~wfu-s. 'Tfteu. was a. fU22d. for a. s:taru:furc! tm.£.ves ft.it ~o tiu1t a. UtiR.f would. '-nnw ~xm:t!y what tl::Jcls he ca.niRd: attd a. systRtn. for quu:fJ~~ loca.tu-,q ea.ch tDo(_ Now IZlJ~ m£mber of the Guiu:L tfuit Ftas titfaf abi.Li.ti£s can oum. oni:?. of tiu stntu!ari! rtuc2.rruirU?S Ciuwi tI1.rof tcx:i kits. Tiuz. ~it. is housm. in a folruit th£ si2£ of a snw11 &ooL tt nuznsums 7" 09 g" &y 1 " thu:i. lj?.t it conta.i.ns 1Z1J~11.t19 tlULt a wclL equipcd thief could nad. lnis is accom.p(i.sfm &y i.ncorpora.tin-9 di£ rt1.a9i.c in ct b119 of fwldittq into tlt£ f cu:fur so tfu:it Lt f10u!s much nwre than it a.ppea.rs UJ. Tiiis is w!va.n~ 1x> aII. t:hie.ves baa.use tfu:. Ut would a!most. ,uver Enz rr:roqni:z.al as a. thuvcs ~it baa.use it is too sm.a!L yet ~ amoun.t of tDols i.t h.olds will 0099[£ ~ orc!innt1;J tfuvers mind. 'Th.£ b.Lt is co~ru.ctml lifuz. a ~ wW1. ma.ny paqas:. !w::h p~e cott.ta.ins podt£ts atui loops fut f10£d ~ tools . As mcft. Pc:19Z is turmzd. die n£W pnqe reveals nwre mu{ tnanz. toofs. At fi.rst 9(0.ncfZ. it 11.'.E1lC'.ER.NA1ltt:8 6UtLD 'JHt'.EVt:8 X.tT wouid appmr tfuit the JoCder u,ouui f10W: only 01\£ of tJw.e pogzs but 1hi-~ri tf-uz tttnqic of tf~ bag of fwuii.~, the H.t actuaffy conta.i.n.s ov~f one lu.,tuLrftl J>WJfS. tu w:fditi.on. a.ft.er tJui. Cast PC1'9'- is tuniro., h ilt wi!L. u.nf old, sa.uru. ti..m£S to reuroL tit£ Car 92. tooCs thnt a. thi.~J will 1UU!d. for ~mp££, you wi.IL fi,ru! Cat19 pry Ears, a. for.di~ f.add:£r , ct small colu:tpsab[2- taff£, etc .... ALtfwWJh noU1ltuJ but tfoEves tods catt Euz caniai in ti1£ lit. a.if. tfo:. tooCs a.ru! supp.uzs ln tfuz lit am a.asi.£.y repCaa:w~ dtrouqk tlte G.uilif.. rt:ERC:E1lNA.1lt:ES fiUtLD 'JJ!t:EV:ES X,tT 'Tools 8ct'ewcfrwers -- siz.t12-t'a!. si.2£s a f all typ~ of t1Dtl'tUll. sct'ei,vcfri.vers a.tu{ ttt.icro-screwdrivczn:. '.P(i.ers -- i.ndtuuttg Cociitt'J pliRt-s, wi.r-e p[fors, nippers , gt"ippa-s, cCrunpi.ng, tt£d:du no~, cutti..ng a.nd probi,n.g. 1famnw.rs -- i.n.c:[w:C.i..ng wood.en mo!lcts, s~ ho.1tutuz:rs ( i.tt tfu: Cast scu:ti.Dn for larg~ tools ) , 11tountru,~rit19 hantm~.rs , 9~-t1t cutti,r,g fuin-imers, st.one cuttin~ kam.mct's, tru:~- fuin-itn£t·s, a.ru!. ca.rpentry na.mttlet'"s. Cftisds -- btcfudi.tt~ ro~- chi.s2!s, wood, cfiisds, mctal cf1isds, run ro& c!ri.{fa. :PtU"&L113 -- i.ndudi.t1'3 f)t'OOes mu£ cirifn.. Lh1zna1'2S -- normal si.212s to v12ry St-nail ~. soc~ts. ratcfuts, ttu.t U1t'WI01£S, a.ml juz.,"<i&Ut izxtentions . si.2£s. 11'ldud.itu:J pi.pe. driuecs, ad.just.afie :Mmsuring d:£vu:szs - - i.m(ud.bt~ ya.rdstims, n1frrs , tni.crom~.ttzrs, cc.Lipers, and squares. Sa.ws -- Lnclw:C.i..ng tru2ta! cu.tti.tlg, tvood. cu.ttu19, !:.toi1£. cutt.i..n~, ta:zot sews, fu:u:::k saws, cu·ui wi.n~ SC1Uts. iJ-li..ves -- incCudi~ kntves of aU shapes a.nd si.z£s (110tt-w~npon), buu:~r, f isfl f t.futi.rtg, siittntfUJ, wooc£ CCU"l-'1.,t'lCJ, rtU?.nt cut.tin~ 11tu£. a1( ivu:h sfuirpe.ttin~ !:.toruzs. fifos -- oil siz£s muf sfuipes (i .. 12 .• rou.nd, Jfnt, squar12., tt"iottqfo). rtERCER.NA.'.R. t'.ES 6UtL1) THl'.EV'.ES X.lT 'T ooCs {Couti.11.W1.d. ! Sfwi,rs -- for 1tU2taL, wood., a.tul pa.per . ~&?S -- for ho[t!tn9 doors a.nd. other usizs. Had£ of sU?R(, ~ - woai, rubbu, cmd ston£. "C" C:!amps -- use,fu! for fu>Cditt~ thi.nqs tn pf.ace wriif.e iuotfd.11q 0tt tfuz.m. Of wnW 9"WZ. S:~~- Ma.ny Otit£t OOU~ USl2S . PuU£Ys -- us£d. with topcz.s ta tt'IO\J~ fuuwy law!.s . Sprb~s -- varwus types of coifs of ru..fJenznt fam9ths a.ru.i si22s. Us£f u! i,n. ~tti.N_J traps a.ruf repairi.~ CUJ.maqe1d mnchnni.s-ms. Page 2 nE1lCER.NA1ltE8 auiLn mtEVES X.t'J Hatel"W!: LJire -- i,nc(uru,"-9 th.Ln. coppe.r tt.1ir12., silver wi.m, 9oul wiriz., stez!. u.,i,ce of n11£ta!. gua~azs, VIZt'Y rU3uf winz. of ail sms, su.pe:.r StrDtLCJ wi..n, of very smaJr 9U0132, atid. bra.id& wire of all St21ZS. Mo.tk.i~ d:£vu:2S -- indud~ d-dk,, pencils, pens, variDw. i.nh, a.ru! ttacoiaus U'\t.1u.ible ma.rtitu;J ~uia2s. CotcHttq - - i.t1dw!i119 rope, !.tri.~ , brn.u:wl fRnth£c, attd: sili,. fastetu.rs -- btcCwlitu;J tu1us, scmws, oo[ts, nuts, ~ &oCtt, J-fwols, carr~e lxits, tacls, thumb tacks, CU1d was~s . .Adcsiv12. tnpl?S -- Lnc[w!L11-9 mask.i~ ~. strappu'l':J ta.pczs , su.rgica( to.pczs, a.nd CWLt ta.pizs . G!tK o.nd. pasu -- uo.rwus tl_:,pes of c/.ue cuu! past£ tD stict tta.rious types of mntzriafs togrztfuzr. Copy pnpzt· - - This papzr is u.sm wi..th sp£Cid. fluids a.tu!. inks to ~u:nU.y copy a.n.y tton.-mngi.cal. wri.ti..ntJ, printi.ruJ, kuzn:xj.yph.i.cs, symboCs, maps, or g[yphs. Thu. copy proc'2SSis usob~ ott!y by thuvcs: a!1hougk th£ process is ctrotm f>~J ~ic us2rs that am n-uzmbers of ~ G.wld.. 1fuz. proazss makRS an ,z:xru:t copy of th£ sa.nur. sw. of the orqitta!. lt will copy cdors, o.nd portra.its of pwple don£ in a:fura! ow. ac£ i!up(ica.taf £x.actly. '1.11. ord£r to copy, 1112 shmzts m.w.t be. pf.am;{. Jra.t. 013ni.t1st. di£ on:Ji..ru1L Severa! sn&22t.s mtt. bz. usm. to copy very la.tqci iuims. fu ;;hc£ts of sp~ po.per aNf spczciaL f[u~ au~ a.va.ifabfo. only to n-uzmbers. of th£ M.£razt·nat'U¼ G.uwl. (CbntifW'!d.} Page3 nER.CER..NA1lt:E8 autLD 'JHtEV:E8 rrtT 'Th.is copy procczss will flDt copy maqicaL boofts , tonuis , (ibrr:mu., scroU.s, Of atty t11oC113icca[ wrlt.ittS:f or a.n.y typ1i. 'In£ ropy proc2Ss requi.t-e& On£ turtt JHZ-f" sJiR&?.t cmd. ott!y cme sh.tt.t can l"llZ dorui a.t a. tim£.. Assassins a.ttd. monks ca.nnot usrz. tft.is JJt'IX'2SS ci112-n 1houqft. ~J Juwe uiuzf-!.ift£ 001.Hties . Xcmp wuztaL -- sma1I pw:2!:. of m£td. tD repa.ir 0t· cot1Struct. sm.aU. IUV102S. N12ru:iles a.tu£. plns -- sewi.,t19 ru2edus attd. stmUJht. pitts wi.,th d1nnd for sewi.ttS:f mu!. meruHn~ . 1.md sLWJs -- for scr£Wlfl':, i.ntD sdi.d ston£. To US£, a, floIB is d.rillizd atuf. tit£. sLWJ is Jiaced i.nsiruz.. 'JH£n. a scmw is scmwcc! into tfw. Coot£. Scuidpnpef Putty, day, nnd wax. -- us2,f for ~ro!ifl':J cr~RS, n-10ld.ttq i.mpn:ssi.otts , iz.tc ..•. Cem'2nt -- Jor patching Of srolittq sro11£Worl .. Lu.brim.ting oi! a,nd 9rea.s£ 1lust pendt'ntincJ oil -- to ft12£ stw:l hU'l':J~ a.nd Cocls so th.at. doors will open sifuntly . Soa.p fabric a.nd lmtfu?r -- piuczs for patdti..tUJ dotft.i.ru_J , cti.di..rtg itt crmti..ng d£squ.is12s or ntt-~J oti1ct" use .. 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'lt is invaLuab~ in cuzmn1ti.1th~ tf1~ si.zz of qf.,n storuzs . ~11ifyt.t113 rj..assfLS - s;e.veraL s;i.22s for a.x.a.nti.tti.1~ st1d! i.t.£,ns cu·u:!:. fawest1.9a.tit~ cnu:u' czt.c •.•• JewtZUtfS (au.pe -- US£4 to CU?Urt11.in£ tfuz. a.pproximat£ vaiuQ. of q£m stntu?s. 'Jn.i.s ium is useless without tl1£ prom- tra.hti.tl'3 &y a. ccmp~nt j12tvef£r or C}2m cutmr. Hi.croscopcz. -- useful i.n a.naLysinq fXlLVcfu:rs, compouttds, and crystals . Conta,itt£ts - 1.,arious 9Cass am!. t1'UZtaL. ron.tniners it.ti.th. cu:ising Cltu:t. smling d£vi.crzs for stori.NJ itrems c!isr::oi•eru!. in c!un~Eons . 1'1Dt31u:ts -- c:cufd cm1C2ivably f1(1.v£ nui.ny L~. 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1 Races Revised The Kobold Kings Races Revised The Kobold Kings 1 2 Races Revised The Kobold Kings supeR genius pResenTs Each of the products in the Super Genius Presents line is the strong vision of a single game designer, bypassing the normal planning, development, and revision process used for most Super Genius Games products. While we consider those processes to be a major part of maintaining a high level of compatibility, quality, and balance in our main product lines, we also know that sometimes a writer has a strong vision that doesn’t exactly match the style of our company, or that the designer doesn’t want to be diluted through normal development processes. In those cases, if we believe in the skill and vision of the designer, we now have the option of presenting their work without laying claim to it as part of one of our standard product lines. While most Super Genius Games products are the carefully developed work of a team (even when there’s only one designer, the input of the whole Super Genius staff is likely to have effected the product), Super Genius Presents are the editorial pages, the solo rants, and the soapboxes. As a company we’re giving individual creators a chance to present their ideas more directly to the consumer. As commercial works we’ll try to ensure such products are professionally produced and edited, but the tone, content, and voice are largely under the control of the authors. The auThoR Owen K.C. Stephens is an experienced and well- known game designer, with credits dating back to the late 1990s for games that focus on fire-breathing lizards and laser swords. He has worked with numerous role-playing game companies, has more than 250 RPG credits, and is currently the Lead Developer of Super Genius Games. The Kobold Kings The Kobold Kings” is a term used by the common civilized races to describe those kobolds that differentiate themselves from the sniveling, fearful, treacherous, and cowardly nature that otherwise defines their race as a whole. Most common humanoid races believe the kobold kings are just exceptional kobolds – paragons of their race who, through a quirk of bloodline or an unusual degree of talent and determination, manage to achieve a higher degree of skill in magic or learn more advanced fighting techniques. In some ways this is true – occasionally, a kobold clan will produce a kobold king child as a throwback to a time when that branch of the race was stronger and closer to their draconic forefathers. But its also an extremely dangerous misunderstanding of what the kobold kings are, for there are places far from other civilized nations where entire kingdoms are populated with the more potent, more noble kin of kobolds. Those nations are generally too far from other settled lands for the kobold king nations to pose a threat, often located in vast cavern systems deep below the ground, in the center of vast swamps, or perches on massive plateaus with no paths to the lowlands. But the day may yet come when the border lands of the humans, elves, and dwarves discover just how numerous and dangerous the kobold kings truly are. Some lone kobold kings born into tribes of lesser kobolds often have no idea what they truly are, and accept that they are simply more blessed with the courage and power of a distant winged ancestor than their clan-mates. But in lands were the kobold kings have maintained their own civilizations (as well in the few kobold tribes that have remembered how they came to be), the kobold kings know their traditional name. They are the Koldemar, and their history holds the secret of why kobolds think themselves the inheritors of the dragons, and why so few of them show the nobility and power of their distant progenitors. 3 Races Revised The Kobold Kings Races Revised The Kobold Kings 3 hisToRy of The Kobolds and KoldemaR According to the oldest kobold legends and records, their forefathers were once clans of proud and savage lizardfolk who lived in a vast continent ruled by a council of the most ancient dragons—great wyrms of every color and alignment who had, in their ancient wisdom, made peace among themselves. While other younger dragons continued to struggle against each other in the name of different ethos (and the acquisition of vast hoards), these great wyrms had evolved beyond such petty concerns. They existed primarily to study the mysteries of the universe uncovered over millennium-long lifetimes and saw no need to fight one another. The lizardfolk native to this collection of lands worshiped the great wyrms as gods, and in return the great wyrms protected the lizardfolk and empowered them with mighty magics much as true deities empower clerics, inquisitors, and paladins. Sometimes the great wyrms took the form of lizardfolk themselves, and spent time among their worshipers, training the most clever and breeding with the most comely. Their demidragon offspring in return were treated as great lizardfolk heroes, and also protected and mixed with the greatest of the lizardfolk. After generations, so strong was the draconic blood within these lizardfolk tribes that they had become as much dragon as humanoid, and they came to call themselves dragonfolk. The dragonfolk were as advanced as any civilization in those days, and while they lacked the blessing of omnipotent (if distant) true gods, they did enjoy the aid of the great wyrms, who could offer much more direct and immediate aid. The dragonfolk empire spread, their champions grew in power and cunning, and their territories increased. They came to have many different forms, from Huge bipedal dragonmen to Small, quick dragonlings – all taking the colors and features of many different breeds of dragons. Exactly how the downfall of the dragonfolk came to pass is lost to the ages, as even koldemar accounts no longer agree on the details. Some claim the dragonfolk became so powerful that all other civilized races came to fear them, and prayed to their true gods to destroy the dragonfolk before they conquered the world. Others say the great wyrms who had protected the dragonfolk empire eventually reached the end of their incredibly long lifespans, and their passing left the dragonfolk confused and vulnerable. Some even blame the dragonfolk themselves, recounting how they came to believe they were as powerful as the great wyrms they worshiped, and that the dragons struck down their towers and fortresses in retaliation for such hubris. What all the kobold accounts agree on is that the dragonfolk suffered some terrific calamity that weakened them and, in the years that followed, armies of other races attacked them on all fronts. The dragonfolk were outnumbered and unable to call upon their draconic defenders. Fearful of the dragonfolk’s power, and desirous of their treasures, the humanoid armies smashed all dragonfolk fortresses and cities, and worked to scourge the whole of their race from the land. In the face of this holocaust, the Medium and Large dragonfolk could not escape. But the smaller of their kind, those who embodied the speed and cleverness of younger wyrmling dragons, could move through enemy lines and hide in places bigger dragonfolk couldn’t. Those Small dragonfolk who escaped the destruction of their homeland moved far from all settled lands, and began building new strongholds. These became the koldemar, the mighty and regal last line of dragonfolk. Those Small dragonfolk who were captured by attacking humanoids, however, were enslaved and forbidden to follow their own traditions, or speak of their true origins. The strong among them were killed, and their numbers reaped of those with courage or insight. In time those nations who had taken them prisoner lost track of their slaves, and the survivors went on to form their own clans as kobolds, a shadow of the race they had been. Kobolds and KoldemaR While this document often refers to kobolds and koldemar separately, for nearly all purposes the two races are interchangeable. Koldemar have different initial racial traits, as they retain more of the draconic power of their line, but any prerequisite or game mechanic that affect kobolds affect koldemar (and vice versa), and kobolds and koldemar are the same race for all prerequisites. Koldemar are designed to be a player-character race on equal footing with the core races from the Pathfinder Roleplaying Game Core Rulebook, and the changes made to the race are an effort to bring them up to par. While they aren’t “normal” kobolds, and are always defined by (and have their CRs determined by) their class levels, they can be used in any situations where kobolds are called for. 4 Races Revised The Kobold Kings KoldemaR in youR campaign The idea of an older noble race of kobold-kin can be smoothly added into most campaigns without disrupting any existing history or cosmology. Since the game rules seem to support that kobolds truly are distantly related to dragons, and there is a huge gap in power between the weakest dragon and a kobold, it stands to reason there is a “missing link” between the two bloodlines. Fantasy settings often have numerous sub-races, related as elves and drow are related, or gnomes and svirfneblin, or rock dwarves, hill dwarves, mountain dwarves, and duergar. There’s no reason why one sub-race of kobolds should throw things out of balance, either game mechanically or culturally. Koldemar societies also give a GM an opportunity to play with player’s expectations. As the dragonfolk that both kobolds and koldemar are descended from took traits from a wide range of dragons, there’s no need for koldemar to be “Usually Lawful Evil,” or live in simple tribal arrangements. A lost koldemar kingdom could easily be based on the height of Aztec glory, the Shogunate era of Japan, or even the high court romances of King Arthur. Koldemar can be lawful good champions of the draconic ideal, chaotic evil demon-worshipers of fiendish cunning and power, or just another race where each member’s alignment varies as much as humanity’s. This broader variety can also give players interested in playing a kobold but not wanting to be a craven henchman named “Opeem,” a chance to make exactly the kobold character they envision (even if it’s actually a koldemar). A GM who doesn’t want to add a whole culture to a campaign can decide there are no koldemar kingdoms left, and only allow them as the rare throwback from kobold bloodlines. This still gives players a chance to have “kobold” PCs balanced with other race choices, and for the GM to throw players the occasional surprise without really changing anything else about a campaign. inTRoducing a KoldemaR inTo a campaign Even if a campaign has added koldemar as a fairly widespread option in the world, that doesn’t always make it easy to find a reasonable way for a koldemar PC to join a group of more traditional characters. Kobolds are generally seen as “the enemy” by the societies most PCs come from, and tolerance for strangers isn’t always high on their list of virtues. If kobolds (or at least koldemar) are considered “just another race” in a world where orcs, ratfolk, and minotaurs can walk side-by-side with humans and elves, there’s no problem. For campaigns with less open-minded and egalitarian societies, the following suggestions are designed to help introduce a small number of koldemars into a more traditional group of characters. exploReR Just as elven and gnomish explorers may find lost civilizations in the dense jungles of far-away lands, a sole koldemar explorer might stumble across the lands of a campaign while exploring far from his own homeland. The koldemar’s 5 Races Revised The Kobold Kings Races Revised The Kobold Kings 5 obvious refinement and quality gear are his pass into civilized humanoid cities, though he will be met with suspicion and prejudice. If the koldemar is a dedicated explorer he may decide he needs to learn all he can of these new lands before returning home, giving ample reason to stay with an adventuring party. Alternatively, the koldemar explorer might have gone through some disaster on his explorations (a massive sea storm, an earthquake, month-long blizzards) and become so badly lost he has no idea where “home” is. The idea of a visitor who cannot go home is common in fantasy literature, and again creates a strong motivation for the koldemar PC to go adventuring, looking for hints on how to go back to his own lands. foundling Another common fantasy trope is the child found by a group other than his own people, and raised as if he was one of them. This koldemar doesn’t even know if he has lands of his own, or if he is just a kobold with greater education and training. Among those who raised him or lived nearby his adoptive parents, the foundling is accepted because they have known him for years. When he goes farther afield, the foundling KoldemaR (Kobold King) Racial TRaiTs +2 Dexterity, +2 Charisma, -2 Strength: Koldemar are not enough larger than their kobold cousins to be noticeably stronger and remain just as quick, but they have significantly more endurance and force of personality. Reptilian: Koldemar are humanoids with the reptilian subtype. Kolkin: Koldemar count as kobolds for purposes of all game rules (including prerequisites and targeting effects). Small: Koldemar are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks. Normal Speed: Koldemar are quick, and retain a base speed of 30 feet despite their diminutive size. Darkvision: Koldemar can see in the dark up to 60 feet. Armor: Koldemar have a +2 natural armor bonus. Clever: Each koldemar has a natural knack for a few skills. Each koldemar selects three skills at character creation. One of these must be a Craft, Knowledge, or Profession skill. Once selected, these skills cannot be changed. These skills are always class skills for the Koldemar, and it receives a +2 racial bonus to them. This trait can be replaced by any trait that replaces the kobold crafty trait. Languages: Koldemar begin play speaking Common and Draconic. Koldemar with high Intelligence scores can choose from the following as bonus languages: Dwarven, Ignan, Giant, Goblin, Terran, and Undercommon. koldemar runs afoul of whatever laws and bigotry the GM thinks would be standard for his world. But as long as a few members of an adventuring party come from his hometown, the foundling is accepted as a known and trusted neighbor. my enemy’s enemy In most cases, kobolds and other groups of humanoids (especially “civilized” humanoids) have very little common ground on which a koldemar character could forge an alliance with other PCs. However, if a small village of mixed dwarven/human population and a nearby kobold mine both found themselves under assault from a group of powerful, militant hobgoblins (or facing destruction from a powerful monster or fighting a curse of the dead turning into hungry undead, or any other massive regional threat), the common threat might well be enough for the town to accept at least a single kobold champion into their midst. And if a single koldemar player character lives within the kobold clan, he is most likely their greatest champion. (And if he is young, the aging kobold chieftain might send him in the hopes he doesn’t grow up to become a rival for the clan’s leadership.) 6 Races Revised The Kobold Kings KoldemaR names While most kobold tribes have lost too much of their original cultural heritage to still have :traditional” names (instead often adopting bits and pieces of draconic words as names, or taking names from strong cultures around them), those koldemar nations still in existence have retained a connection to the names of their dragonfolk forefathers. Of course it’s not within the scope of a product this size to provide a list of every traditional koldemar name. Instead the following lists provide the msot common elements used to create koldemar names, as well as some idea what conceptual ideas such names tend to include within their meaning. Alternate spellings have been provided in some cases. Each name is made of one prefix and one suffix (suffixes being broken into elements most common in male and female names). In rarer cases, a name may be made of two prefixes, or a prefix and two suffixes. The best way to use these lists is to wither pick sounds that sound cool and form a name from them (and then determine the name’s meaning), or two look through the conceptual elements and build a name with a meaning you like. If a name is needed quickly, a d20 can be rolled for the prefix and then for the gender-appropriate suffix. If you don’t like a particular combination of name prefixes and suffixes, add an a, b, d, f, g, i, k, m, t, v, or z between the prefix and suffix. Although not every combination of prefixes and suffixes will sound right, usually only a minor change is called for. Koldemar Name Prefixes 1. Aa-, Aan-: Beneveolent, powerful. 2. Af-, Asf-: History, legend, past 3. Ay-, Aya-, Aym-: Moon, pure, silver 4. Az-, Azi-: Great, precious, respected, rare 5. Ba-, Bas-: Fang, fanged, smiling 6. Bi-, Bri-: Hundred, sky, thousand, vast 7. Char-, Chri-: Berserk, berserker, rage, storm. 8. E-, El-, En-: Learned, scroll, any spellcaster 9. Fik-, Fir: Champion, dangerous, death, warrior 10. Gha-, Ghal-: Changing, fluid, river, sea 11. Ghi-, Ghiz-: Cold, ice, winter 12. Ghu-, Ghur-: Dark, shadowed, night 13. Gu-, Gulg-: Cave, consuming, mouth, void 14. Ha-, Hra-, Hrad-: Last, lost, hidden, patient, secret 15. Ka-, Kan-. Kha-: Destined, fated, chosen one 16. Ko-, Kol-: Dragon 17. Lha-, Lhar-: Enemy, foe, human, giant 18. Mhe-, Mher-: Defender, defense, keep, tower, wall, warden 19. Nha-, Nhar-, Nhaz-: Curse, debt, gate, horror 20. Tze-, Tziv-: Defense, food, shield, shielding Male Koldemar Name Suffixes 1. -ar, -ahr, -jha: Craft, crafter, magic, secret, skill 2. -bold, -bhol: Family, kin, son, father 3. -bru, -brur: Knight, warrior, any melee weapon (dagger, lance, sword, and so on) 4. -demar, -dhr: Imperial, king, lord 5. -dil, ndil: flying, winged, wings. 6. -djid, -diir: Ancient, eldest, old, older 7. -gis, -gris, -griv: Air, ghost, mist, phantom 8. -gzel, -zel: Ally, shield, rider, twin 9. -jal, -jha, -jhal: Home, homeland, mine, tunnel 10. -l, -lhak: Brace, fierce, honor, honored 11. -nar, -nha: Grave, necromancer, undead, unending 12. -rh, -rhuk: Claw, tooth, primal, any natural attack 13. -ser, -seren: Rune, sigil, any magic item 14. -rha, -ram: Black, chromatic, green, prismatic, any color 7 Races Revised The Kobold Kings Races Revised The Kobold Kings 7 15. -tn, -tin, -trin: Any metal, metallic, strong, undefeated. 16. -tz, triz: any element (air, earth, fire, water) 17. -vha, -vhar: hunter, killer, slayer 18. -wah, -whar: Armor, armored, fortress 19. -zin, -zn, -z: Hardy, tough, any rock or stone 20. -zli, -zte, -ztet: Border, mountain, stalwart, warning Female Koldemar Name Suffixes 1. -bah, -bha: Gift, oath, vow 2. -dah, -dha: Bronze, metallic, steel, alloy 3. –dwi, -dwin: Family, kin, daughter, mother 4. -fi, -fsyn, fys: Speaker, singer, roar 5. -ghr, -ghir: Egg, first, new, young 6. -hra, hrin: Forest, primal, nature, the land, the kingdom 7. -mhes: Diamond, unbreakable 8. -nah, -ina: Cloud, mist, silk, silken, swift 9. -nysah, -sah: Imperial, lady, queen, royal 10. -rika, -rhi: Guardian, keeper, teacher 11. -rhis, -rhy: Graceful, any ranged weapon (arrow, bow, crossbow, bolt, and so on) 12. -rhel: Angel, celestial, outsider 13. -shad, -shev: any element (air, earth, fire, water) 14. -sh, -she: Healer, living, oracle 15. –shak, -shaki: Beautiful, prefect, swift 16. -shar, -shwar: Gem, pearl, wise, wisdom. 17. -ti, tiyr: Chromatic, hoard, wealthy, any color 18. -vii, -viit: Clever, mistress, skilled 19. -vin, -vn: Assassin, hidden, secret, shadow 20. -yah, -yn, -y: Bright, intelligence, scholar, mistress KoldemaR Racial Rules The following game rules apply to the koldemar, and the various options can be taken by koldemar or kobolds. alTeRnaTe Racial TRaiTs The following racial traits may be selected instead of existing kobold/koldemar racial traits. Players should consult their GMs before selecting any of these new options – even a campaign allowing kobold and koldemar PCs may not allow all of these options. Beast Bond: Some kobolds have a talent for training animals and beasts to help them both on and off the battlefield. Kobolds with this racial trait gain a +2 racial bonus on Handle Animal and Ride checks. Handle Animal and Ride are always class skills for them. This racial trait replaces crafty or clever. Dragonfolk: Rarely, a koldemar is born who has the full stature of the dragonfolk of old. Such koldemar have +2 Strength and +2 Charisma (replacing the normal koldemar ability adjustments), and are size Medium. This replaces the Small, normal sped, and clever traits. (If this trait is selected with the Old Blood feat, the koldemar still loses the clever trait as an exception to how that feat normally works.) Dragon Scaled: Some kobolds are hatched with scales of such vivid color that their connection to a particular sort of true dragon seems undeniable. Whether this coloration is just a quirk of a stray egg or a trait shared by all the members of a tribe, these kobolds gain a resistance that makes them especially suited to work alongside dragons matching the color of the kobold’s scales. Black scaled, green scaled, copper-scaled, and blue-green-scaled (brine) kobolds with this racial trait gain acid resistance 5. Blue scaled, bronze-scaled, sky-blue scaled (sky), and blue-white-scaled (cloud) kobolds with this racial trait gain electricity resistance 5. Red scaled, sea-green-scaled (sea), volcanic-black- scaled (underworld), gold-scaled, and jet-black-scaled (magma) kobolds with this racial trait gain fire resistance 5. White scaled and silver-scaled kobolds with this racial trait gain cold resistance 5. Jade-scaled (forest) kobolds with this racial trait gain DR 5/piercing or slashing. White gold-scaled (sovereign) and pearlescent-scaled (crystal) kobolds with this racial trait gain sonic resistance 5. Dark-grey-scaled (umbral) kobolds with this racial trait gain +4 to saves vs death effects, ability drains, ability damage, and negative levels. This racial trait replaces the armor racial trait. Gliding Wings: Some kobolds are born with wings that, while too weak for actual flying, do allow them to fall at a very slow and safe pace. A kobold with wings can use them to glide. It can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, it may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet it falls. This racial trait replaces crafty or clever. Water Adaptation: Some kobolds show signs of a sea dragon lineage, and are born with webbed hands and feet and a fluked tail. A kobold with this trait has a natural swim speed of 20, and can hold its breath for a number of minutes equal to its Constitution score. This racial trait replaces crafty or clever. 8 Races Revised The Kobold Kings favoRed class bonus opTions When a koldemar takes a level in his favored class, he gains a bonus. Under the core rules, that bonus is either an additional skill point or an extra hit point. However, the Advanced Player’s Guide introduced a new set of racial favored class options. Members of specific races can get these benefits when they gain a level in a class that is listed as a favored class for their race. The koldemar gain the same favored class options as kobolds in some classes (included below and marked with an asterisk for convenience), but also have new favored class options for every other class as well. Some of these options can only be taken by a koldemar that has taken the Draconic Aspect feat (see New Feats). Additionally, koldemar may choose to take the bonus listed under “any” when it takes a level in its favored class, regardless of what that class is. Bonuses listed as a fraction (+1/2, +1/3 and so on) must be taken often enough to form a whole number to be useful (having a +1/2 bonus to something does you no good until you take it again, and have a +1 bonus). Some of these bonuses have been presented in official Pathfinder Roleplaying Game rulebooks, and are marked with an asterisk. Any: +1 to attack rolls to confirm a critical hit against a foe that is flat-footed, flanked by you, or denied its Dex bonus to AC. Alchemist: Add +1 foot to the splash radius of bombs the alchemist creates & throws. Multiples of less than +5 feet have no effect. Antipaladin: Add +1 foot to the radius of the antipaladin’s aura of cowardice. Multiples of less than +5 feet have no effect. Barbarian: Add 5 feet (up to 15 feet maximum) to the barbarian’s speed when she is raging. This bonus stacks with a class’s fast movement feature and applies only under the same conditions as that ability. Barbarian: Delay the onset of fatigue the barbarian suffers after raging by 1 round. (If the barbarian is 17th level and has selected this at least five times, the barbarian can enter a rage while fatigued or exhausted.) Bard: Treat the bard’s level as +1/2 higher for purpose of determining the effect of the fascinate bardic performance.* Cavalier: Add 5 feet (up to 15 feet maximum) to the cavalier’s mount’s speed when it uses the charge or withdraw action.* Cleric: Add +1 to channel energy damage dealt to creatures denied their Dexterity bonus to AC (whether or not the creature has a Dexterity bonus to AC).* Druid: Add +1/2 to the druid’s wild empathy bonus.* Fighter: Add +1/2 to damage rolls the fighter makes with weapon attacks against an opponent he is flanking or an opponent that is denied his Dexterity bonus to AC.* Fighter (Draconic Aspect koldemar only): Add 1 to the fighter’s energy resistance against the energy type corresponding to the koldemar’s dragon type from the Draconic Aspect feat (maximum +10). Gunslinger: Add +1/4 to the dodge bonus to AC granted by the nimble class feature (maximum +4).* Inquisitor: Add +1/4 to the sacred bonus to AC granted by the protection judgment (maximum +4). Magus: Add a +1/2 bonus on concentration checks made to cast defensively.* Monk: Add +1/3 to the monk’s AC bonus class feature.* 9 Races Revised The Kobold Kings Races Revised The Kobold Kings 9 Ninja: +1/4 a bonus ki point. These ki points can only be used to power talents with “bomb” in their title, or those that only require a ki point be left in the ninja’s ki pool. Oracle: Add +1/4 to the armor or natural armor bonus granted by oracle spells she casts on herself.* Paladin: Add +1 foot to the radius of the paladin’s aura of courage. Multiples of less than +5 feet have no effect. Ranger: Add +1/4 to the number of opponents the ranger may select when using hunter’s bond to grant a bonus to allies. All selected creatures must be of the same type.* Ranger: Add +1/2 to damage rolls made by traps the ranger has crafted. Rogue: Add +1/2 to the rogue’s trap sense bonus to AC.* Rogue: Add +1/2 to damage rolls made by traps the rogue has crafted. Samurai: Add +1/3 to the number of uses per day of the samurai’s resolve. Samurai (Draconic Aspect koldemar only): Add +1/2 to damage rolls the samurai makes for attacks against an opponent wielding a weapon that is bane vs dragons, or who has dragons as a favored enemy. Sorcerer: Choose acid, cold, electricity, or fire damage. Add +1/2 point of the chosen energy damage to spells that deal the chosen energy damage cast by the sorcerer. Sorcerer (Draconic Aspect koldemar only): Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast, and must deal damage of a type corresponding to the sorcerer’s dragon type from the Draconic Aspect feat. Summoner: Add +1 hp to creatures summoned with the summoner’s summon monster spell-like ability. Summoner: Add +1 foot to the range of the summoner’s eidolon’s breath weapon. Multiples of less than +5 feet have no effect. Requires the eidolon to have the breath weapon evolution. Summoner: Add +1/2 to the number of times per day the summoner’s eidolon can use its breath weapon. Requires the eidolon to have the breath weapon evolution. Witch: Add +1/3 to the number of 1st level patron spells the witch may prepare. After gaining 1 bonus 1st level preparation, this bonus can be applied to a bonus 2nd level spell, then a bonus 3rd level spell, and so on. Wizard: The bonus the wizard gains from his familiar increases. If the bonus is normally +3 or higher, it increases by +1/2. If the bonus is +2, it increases by +1/3. If the bonus is +1, it increases by +1/4. favoRed class opTions foR supeR genius classes For campaigns using classes taken from the various Genius Guide .pdfs released by Super Genius Games, the following favored class options are available to kobolds that take levels in these classes. Archon: Add +1/4 to the archon’s favored spell bonus. Armiger: Add +1/2 to the armiger’s AC vs traps. Death Knight: +1/4 grave strike/day. Death Mage: +1/6 a bonus fetish power (regardless of what death bond the death mage has selected). Dragonrider: +1/2d6 to dragon steed’s breath weapon. Godling, Any: +1/2 divine trait rank. Magister: +1/2 a bonus spell known from the sorcerer class spell list (regardless of the magister’s selected spell lists). Must be at least 1 level lower than the highest level spell the magister can cast. Mosaic Mage: +1/6 a red spectrum power (regardless of the mosaic mage’s own spectrum). Shadow Assassin: +1/6 daggermaster bonus. Shaman: Reduce the time needed to gain a +1 circumstance bonus to Perform (ritual) checks to summon spirits by 1 minute. Templar: Add curse resistance bonuses to saves against one of the following types of effects: acid descriptor spells, cold descriptor spells, death effects, electricity descriptor spells, fear descriptor spells, fire descriptor spells, sleep effects, paralysis effects, poisons, sonic descriptor spells. Time Thief: +1/3 motes/day. Time Warden: +1/3 motes/day. Vanguard: +1/2 to damage done with a vanguard blast. War Master: +1 a round/day of battle tactics. Witch Hunter: Add +1/2 to damage rolls the witch hunter makes with devoted strikes. 10 Races Revised The Kobold Kings Kobold aRcheTypes The following class archetypes are available exclusively to creatures with some draconic blood that are not true dragons, including kobolds, koldemar, and half-dragons. apocalypse (fighTeR aRcheType) The apocalypse is a kobold or koldemar warrior who has dedicated himself to strengthening his bloodline’s ties to dragonkind and mastering the art of fighting like a dragon. The name comes from the kobold collective noun for dragons (an “apocalypse of dragons,” much as you might refer to a herd of cattle, or a murder of crows). While many kobolds focus on the spell ability and breath weapons of dragons, an apocalypse learns to grow the steel-hard scales and razor-sharp claws of true dragons, and draw on his draconic blood’s link to a hoard to augment the power of his natural weapons and defenses. Armored Hide (Ex): An apocalypse grows a set of “overscales” that grant an armor bonus to AC, separate from any natural armor the apocalypse possesses. An apocalypse’s overscales grant him an armor bonus to AC equal to 5, +1/3 his apocalypse level. Overscales have no arcane spell failure or skill check penalty. This does not prevent an apocalypse from wearing a suit of armor, but armor bonuses to AC from multiple sources do not stack. This ability replaces the bonus feat the fighter receives at 1st level. Draconic Perseverance (Ex): Starting at 2nd level, the apocalypse gains some measure of a dragon’s immunity to incapacitating spells. The apocalypse gains a +1 bonus to saving throws against magic sleep effects and paralysis effects. This bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery. Natural Weapons (Ex): The apocalypse begins to take on the natural characteristics of his dragon forefathers at 4th level, and gains two claw attacks. These are primary natural weapons that deal 1d3 damage for a Small apocalypse, and 1d4 for a Medium apocalypse. An apocalypse cannot fight with his claws and manufactured weapons on the same round. This damage increases to 1d4 Small/1d6 Medium at 5th level, 1d6 Small/1d8 Medium at 9th level, 1d8 Small/2s6 Medium at 13th level, and 2d6 Small/2d8 Medium at 17th level. This ability replaces the ability for the apocalypse to be able to take fighter feats (levels in apocalypse do not count as levels of fighter for any feat prerequisites) and weapon training. Eldritch Dragon (Su): An apocalypse can ritualistically consume precious metals and gems (literally eating the materials) to feed his inner dragon, using the draconic lust for a hoard to call forth the power of his distant draconic ancestors. The effect of this is to gain enhancement bonuses and special magic qualities on his natural attacks and overscales (see armored hide, above) that function just as the powers for magic weapons and armor do. This works as the Rune Scales feat (see New Feats, below), except the apocalypse uses this ability for magic armor enhancement bonuses and properties (using the rules to craft magic armor) on his overscales, and for magic weapon enhancement bonuses and properties (using the rules to craft magic weapons) on his claws (and any natural bite or tail attack, if he has gained such natural attacks through some means). Each natural attack is augmented as a separate weapon. This ability replaces the bonus feat a fighter receives at 6th level. 11 Races Revised The Kobold Kings Races Revised The Kobold Kings 11 Bonus Feat: At 12th and 18th level the apocalypse gains a bonus feat. This bonus feat may be any metamagic feat (it’s not unusual for an apocalypse to multiclass with sorcerer levels), or any feat with kobold, dragon type, or reptilian subtype as a prerequisite. The apocalypse must meet all the feats prerequisites normally. haRasseR Kobolds are well-known as trap-builders, both because they often must fight creatures bigger than themselves (and it’s a good idea to soften up such foes before attacking them directly), and because they often live in caves and similar tight spaces (where traps make a much better defense than a gate, as many of your enemies can dig through the cave wall if they know you’re defending a passageway). Some kobolds and koldemar are master trap-builders, able to draw upon their draconic desire to “protect the hoard and lair” to drive themselves to extraordinary exertion to create very effective traps quickly and efficiently from a collection of carried materials. Quick Traps (Ex): The harasser can make a trap quickly a number of times per day equal to half his harasser level plus his Dexterity bonus (minimum 1). The DCs for Perception checks to notice the trap, Disable Device checks to disable it, and for saving throws to avoid it are equal to 10 + 1/2 the harasser level + the harasser’s Dexterity bonus. A harasser begins knowing one form of quick trap (see below), but gains additional quick traps at 5th, 9th, 13th, and 17th level. A harasser may also spend a rogue talent or a feat to gain an additional form of trap. Setting a quick trap is a full round action that provokes attacks of opportunity. A trap fills a single 5 foot square, and cannot be placed in the same area as another trap or a magical trap such as a glyph of warding. The harasser only needs simple materials to create the trap, such as a piece of cloth, a small amount of metal (such as a dagger, iron spike, or a few nails), a foot of rope or vine, and so on. (Treat the harasser’s trap making kit as a material component pouch.) All harasser traps are Trigger: location, and Reset: none unless they specify otherwise. Harasser traps are always extraordinary and Type: mechanical, and last 1 day per harasser level or until it is triggered, whichever comes first. A trap’s DC decreases by 1 for each full day that passes after it is set. Traps marked with an asterisk (*) add to or modify the effects of another trap; a harasser can add one of these trap types to any standard trap (this costs 1 additional use of the trap ability). The quick traps ability replaces the sneak attack dice gained at 1st, 5th, 9th, 13th, and 17th levels, as well as one skill point/level. A rogue with the archetype still receives sneak attack dice at 3rd, 7th, 11th, 15th and 19th level. Alarm Trap* Effects When the trap is triggered, it also creates a momentary loud noise equivalent to the audible alarm version of alarm. Burning Trap* Effects A harasser can only add this to a fire trap. If the triggering creature fails its Reflex save, it catches on fire, taking 1d6 points of fire damage at the start of its turn for 1d4 rounds. The burning creature can attempt a new save as a full round action. Dropping and rolling on the ground grants a +4 bonus on this save. apocalypse aRcheTypes For those who have one of the Super Genius Games archetype or template books, the first of which is The Genius Guide to Archer Archetypes, the apocalypse option can be treated as the archetypes or PC template from those products. The fighter abilities an apocalypse does not gain are exactly the same as those given up by fighters sacrificing the Battle Master archetype to gain a new one. A GM could thus allow kobolds of other classes to gain access to the apocalypse by giving up the archetype package normally granted to their class, as defined in Archer Archetypes. The apocalypse should still be restricted to kobolds and similar dragonkin races. Note that it is not necessary to have The Genius Guide to Archer Archetypes to use the apocalypse as described here—as an alternate power structure for fighters. While the harasser doesn’t remove exactly the same abilities a rogue gives up using the Archer Archetypes rules (it retains the trap sense ability and gives up 1 skill point/level), it too is balanced to be added as an archetype for any class using the archetype system from those .pdfs. 12 Races Revised The Kobold Kings Caltrop Trap* Effects After it is triggered, a caltrop trap also fills its space with caltrops. The harasser must provide a set of caltrops to set this trap, though they may be gathered and reused afterwards if they are not destroyed. A caltrop trap may be set as a solo trap, or added to another kind of trap. Command Trap* Effects A command trap does not activate unless the harasser sets it off with a remote switch (generally a rope or lever). The harrier must be within short range (25 ft. +5 ft./2 harasser levels) to set off a command trap, which is a move action. The Perception DC to discover a command trap is 2 higher than normal. Complex Trap* Effects A complex trap resets itself once, using springs or counterweights set by the harasser when the trap is set. The harasser may have the delay occur between 1 to 10 rounds after the trap is triggered (decided when the trap is created). Deadly* Effects Only a weapon trap may be deadly. If a target is flanked, flat-footed, helpless, or denied his Dexterity bonus to AC when attacked by a deadly trap, he takes additional damage equal to the harasser’s sneak attack dice (at the time the trap was set). This damage counts as sneak attack damage for all purposes. Exploding Trap* Effects A harasser can only add this to a fire trap. The trap explodes in fire, filling all squares adjacent to the trap and dealing a number of points of fire damage equal to 1d6 + 1/2 the harasser’s level (Reflex negates). If it is an extraordinary trap, the harasser must use an explosive material such as alchemist’s fire when setting the trap. Fire Trap Effects The trap explodes in flames, dealing a number of points of fire damage equal to 1d6 + 1/2 the harasser’s level to the triggering creature (Reflex negates). If it is an extraordinary trap, the harasser must use an explosive material such as alchemist’s fire when setting the trap. Marking Trap* Effects If the triggering creature fails its save against the trap, it is marked with a dye and/or scent of the harasser’s choosing. A scent mark decreases the DC of tracking the marked creature by scent by 4. The mark can be washed off with vigorous scrubbing, but fades on its own over several days. Poison Trap* Effects The trap poisons the creature that triggers it. If it is a supernatural trap, the poison deals 1d2 Con damage per round for 6 rounds. The harasser must provide 1 dose of contact, inhaled, or injury poison when setting the trap, and the trap uses that poison’s effects and DC. A poison trap may be set by itself, or may be added to another trap. Snare Trap Effects The trap constricts around a limb or other part of the triggering creature’s body (Reflex avoids). The creature cannot move from the location of the trap, unless the harasser included a “leash” when setting the trap, in which case the creature is limited to the length of the leash. The trapped creature can escape with an Escape Artist check (DC equal to the trap’s DC) as a full round action. The trap or its leash has a number of hit points equal to 1/2 the harasser’s level, or can be burst as a full round action with a DC 25 Strength check. The trap can hold up to a Medium creature; each extra daily use of the harasser’s trap ability spent when the trap is set increases the maximum size of creature the trap can hold. At the harasser’s option, if there is a tall object or structure nearby, she can have the trap lift the creature. Splash Trap* Effects A splash trap also has an effect on every space adjacent to it. Creatures in those spaces gain a +4 bonus to any saving throw the trap allows or skill check it requires to avoid or escape its effects, and any attack the trap makes against creatures in adjacent spaces is at a -4 penalty. Weapon Trap Effects The trap launches an attack at the creature that triggers it. Its attack bonus is equal to the harasser’s level (at the time the trap was set), and it deals 1d6 points of damage plus +1/2 harasser levels. 13 Races Revised The Kobold Kings Races Revised The Kobold Kings 13 14 Races Revised The Kobold Kings new feaTs Kobolds and koldemar have access to the following feats. dRaconic aspecT You possess some of the qualities of your dragon ancestors. Prerequisite: Kobold. Benefit: Your scales take on the color and some of the resistances of one of the chromatic dragons. Choose of the following dragon types listed below. Your scales take on the color of that dragon (and you may gain some of its body or facial features), and you gain the special defense listed with its type. Chromatic: black (acid resistance 5), blue (electricity resistance 5), green (acid resistance 5), red (fire resistance 5), or white (cold resistance 5) Imperial: forest (DR 5/piercing or slashing), sea (fire resistance 5), sky (electricity resistance 5), sovereign (sonic resistance 5), underworld (fire resistance 5) Metallic: brass (fire resistance 5), bronze (electricity resistance 5), copper (acid resistance 5), gold (fire resistance 5), silver (cold resistance 5) Primal: brine (acid resistance 5), cloud (electricity resistance 5), crystal (sonic resistance 5), magma (fire resistance 5), umbral (+4 to saves vs death effects, ability drains, ability damage, and negative levels). Special: If you have the dragon scaled racial trait, your scale color does may not change and you can gain a +1 natural armor bonus instead, if you prefer. Alternatively, you may pick a Draconic Aspect that does not match the coloration of your dragon-scaled trait, gaining the normal benefits of both and gaining mixed scale coloration. dRaconic bReaTh You possess draconic defenses and a draconic breath weapon. Prerequisites: Draconic Aspect, kobold. Benefit: You gain a +2 bonus to saving throws against sleep and paralysis effects. You gain a breath weapon that is determined by your scale coloration from either the Draconic Aspect feat or the dragon scaled racial trait. Using a breath weapon is a standard action that does not provoke attacks of opportunity. You can use your breath weapon once per day. Creatures within the area of your breath weapon who succeed at a Reflex saving throw (DC 10 + your character level + your Constitution modifier) take only half damage. Chromatic Black (Su): You breathe a 30 ft line of acid that deals 2d6 points of acid damage. Blue (Su): You breathe a 30 ft line of electricity that deals 2d6 points of electricity damage. Green (Su): You breathe a 15 ft cone of acid that deals 2d6 points of acid damage. Red (Su): You breathe a 15 ft cone of fire that deals 2d6 points of fire damage. White (Su): You breathe a 15 ft cone of cold that deals 2d6 points of cold damage. Imperial Forest (Su): You breathe a 15 ft cone of wooden splinters that deals 2d6 points of piercing damage. Sea (Su): You breathe a 30 ft line of water that deals 2d6 points of bludgeoning damage. Sky (Su): You breathe a 15 ft cone of electricity that deals 2d6 points of electricity damage. Sovereign (Su): You roar a 15 ft cone that deals 2d6 points of sonic damage. Underworld (Su): You breathe a 30 ft line of magma sparks that deals 2d6 points of fire damage. Metallic Brass (Su): You breathe a 30 ft line of fire that deals 2d6 points of fire damage. Bronze (Su): You breathe a 30 ft line of electricity that deals 2d6 points of electricity damage. Copper (Su): You breathe a 30 ft line of acid that deals 2d6 points of acid damage. Gold (Su): You breathe a 15 ft cone of fire that deals 2d6 points of fire damage. Silver (Su): You breathe a 15 ft cone of cold that deals 2d6 points of cold damage. Primal Brine (Su): You breathe a 30 ft line of acid that deals 2d6 points of acid damage. Cloud (Su): You breathe a 15 ft cone of electricity that deals 2d6 points of electricity damage. Crystal (Su): You breathe a 15 ft cone of vibrations that deals 2d6 points of sonic damage. Magma (Su): You breathe a 15 ft cone of fire that deals 2d6 points of fire damage. Umbral (Su): You breathe a 15 ft cone of umbral darkness that deals 1d6 points of negative energy damage. (This does not heal undead.) 15 Races Revised The Kobold Kings Races Revised The Kobold Kings 15 Special: Kobold sorcerers with either the Draconic or Kobold bloodline can use their Charisma modifier instead of their Constitution to determine the number of times per day they can use this breath weapon and the DC of this breath weapon. dRaconic glide You possess draconic defenses and wings that allow you to glide. Prerequisites: Draconic Aspect, kobold. Benefit: You gain a +2 bonus on saving throws against sleep and paralysis effects. You grow a pair of wings that you can use to fall and glide at a safe pace. You can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, you may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet you fall. Special: If you have the gliding wings racial trait, instead of the above abilities, you gain an actual fly speed of 30 feet with poor maneuverability. You may still choose to glide (using the rules for gliding wings) rather than fly if it’s more useful in a specific circumstance. dRaconic paRagon You can shrug off sleep and paralysis effects as well as any dragon, and your draconic aspects improve. Prerequisites: Draconic Aspect, either Draconic Breath or Draconic Glide, character level 10th, kobold. Benefit: You gain an additional +2 bonus to saving throws against sleep and paralysis effects. You can use your breath weapon twice per day and your breath weapon damage increases to 4d6 points of energy damage. Your wings from the Draconic Glide feat grow stronger, granting you a fly speed of 20 feet with average maneuverability (40 feet with average maneuverability if you also have the gliding wings racial trait). exTRa dRaconic bReaTh You can use your draconic breath weapon more often. Prerequisites: Draconic Aspect, Draconic Breath, kobold. Benefit: You may use your breath weapon gained from Draconic Breath two additional times per day. You must wait 1d4 rounds between uses of your breath weapon. Special: This feat may be taken more than once. Its effects stack. gReaTeR dRaconic bReaTh Your draconic breath weapon grows in power. Prerequisites: Draconic Aspect, Draconic Breath, Draconic Paragon, kobold. Benefit: The range and damage of your breath weapon gained from Draconic Breath increased. Double your breath weapon’s range. Increase the damage by +1d6 for every three hit dice or levels you possess. Kobold ambusheR (combaT) You are adept at moving fast and staying hidden. Prerequisites: Stealth 4 ranks, kobold. Benefit: You take no penalty on Stealth checks when you move up to your full speed. You can use the run or charge action and remain hidden, taking a 10 penalty on the check to do so. Normal: When moving greater than half speed up to your full speed, you take a 5 penalty on Stealth checks. When you are able to run or charge while using Stealth, you take a 20 penalty on the Stealth check. Kobold snipeR (combaT) You snipe quickly, making it harder for others to find the location of your attack. Prerequisites: Stealth 1 rank, kobold. Benefit: When you are sniping, you only take a 10 penalty on your Stealth checks to stay hidden. Normal: You take a 20 penalty on your Stealth check to maintain your obscured location while sniping. Tail TeRRoR (combaT) You have strengthened your tail enough to make slap attacks with it. Prerequisites: Base attack bonus +1, kobold. Benefit: You can make a tail slap attack with your tail. This is a secondary natural attack that deals 1d4 points of bludgeoning damage. Furthermore, you can augment your tail slap attack with a kobold tail attachment. For the purpose of weapon feats, you are considered proficient with all kobold tail attachments. old blood You have developed traits from one or more of the old clans of dragonfolk. Prerequisites: Cha 13, kobold. Benefit: Select one alternate kobold racial trait. (See Alternate Racial Traits, above.)You gain that trait, without losing the racial trait it normally replaces. 16 Races Revised The Kobold Kings Rune scales Your can use your hereditary link to the power of dragons and sorcerers to bind magic enchantments directly to your body. Prerequisites: Cha 13, dragon type or dragon or reptilian subtype. Benefit: With this feat you can infuse yourself with magic power to turn parts of your body into living magic items. This is done through complex rituals that involve drawing forth the mystic essence of your ancient ancestors and their innate magic powers. Rune scales can only duplicate a small range of magic items. Only wondrous items that grant constant bonuses (and have no other abilities) and take a body slot, rings, and rods can be duplicated by a rune scale. Additionally a rune scale cannot duplicate items with charges (though items with uses/day are fine), an item that conjures or summons anything, an item that acts as a weapon, or one that forces other creatures to make saving throws. Thus a rune scale could duplicate a lesser rod of enlarge spell or belt of giant strength +2, but not a rod of the python or bag of tricks. Creating a rune scale is very similar to creating the item its duplicating the effect of, but this feat replaces the appropriate item creation feat and your character level replaces caster level for any calculations based on caster level. You can only create rune scales on your own body, and each rune scale takes one day to create (regardless of its base price). Each rune scale is placed on the body slot its matching item would use (rods take the hand body slot). If a magic item is then placed on the body slot, the associated rune scale stops functioning until the item is removed. Rune scales have the same creation cost as the items they emulate. A rune scale can be re-inscribed, to improve or change the powers it has. When this is done, the cost of the new rune scale is reduced by half the cost of the existing rune scale (with a minimum cost of any rune scale of 100 gp). A rune scale can be targeted by a sunder attempt, or any ability that can damage armor. Any damage done to one of your rune scales is also dealt to you. A rune scale has hp equal to your Constitution score plus half your level, and has any DR or similar defenses you have. If a rune scale takes half its hit points in damage, it gains the broken condition. A rune scale with the broken condition remains nonfunctioning until it heals. Healing a broken rune scale is as difficult as healing 1d6 points of temporary ability damage (rolled when the rune scale is broken), and anything that could heal such damage (including natural healing over time, lesser restoration spells, and so on) can heal the rune scale. A rune scale that takes all its hp in damage is destroyed, and must be recreated by performing the ritual (and spending the cost) all over again. (Anything a GM would rule could restore a destroyed magic item could also restore a destroyed rune scale.) sea dRaKe You have features taken from the dragons of the river, lake, swamp, and sea. Prerequisites: Draconic Aspect, kobold. Benefit: You have a natural swim speed of 20, and can hold your breath for a number of minutes equal to your Constitution score. 17 Races Revised The Kobold Kings Races Revised The Kobold Kings 17 Special: If you have the water adaptation racial trait instead of the above abilities, your swim speed increases to 30 feet, and you can breathe air or water at will. Tail focus You have trained your tail to be used for more than just balance. Prerequisites: Dragon type or dragon or reptilian subtype, tail. Benefit: You can hold one held magic item in your tail and use it normally, leaving your hands free. You cannot make attacks with a melee or ranged weapon held in your tail, but could cast spells from a wand or staff clutched in your tail, or use a rod or similar held item. new iTems The more advanced koldemar society has the resources and craftsmen to create items designed specifically for their own use (though lone kobold geniuses may have also created such items after sparks of inspiration). new equipmenT Due to their draconian features, koldemar often have use for equipment other humanoids find out of place. Buckler, Tail A tail buckler acts like a normal buckler, but is carefully balanced and constructed to be strapped to the tail of a tailed creature. The tail cannot be used for any other purpose while wearing a tail buckler, and if any other equipment is strapped to the tail the AC bonus of the buckler is lost. Buckler, Tail; 50 gp; 2 lbs.(1) (1)When made for Small characters. When made for Medium creatures this item weights twice as much. Gauntlets, Clawed Clawed gauntlets act like spiked gauntlets but are martial weapons, and if worn as a pair (cost and weight given are for a single clawed gauntlet) a second claw attack can be made as a secondary attack. Appropriate feats that give bonuses to attacks and damage with claws (such as Weapon Focus and Weapon Specialization) may also apply to claw gauntlet attacks (and vice versa) at the GM’s discretion. Gauntlets, Clawed; 15 gp; 1/2 lbs.(1) (1)When made for Small characters. When made for Medium creatures this item weights twice as much. Pouch, Tail A tail pouch is typically made of soft leather, with a wide belt with a tough cloth or sharkskin interior. It straps snugly to the tail of a kobold or similar creature. Because the tail can be brought up to the wearer’s hands easily, an item can be removed from a tail pouch carefully (a standard action that does not provoke an attack of opportunity) or quickly (a move action that provokes normally). It typically holds 1 lb. or 80 cubic inches (4 inches x 4 inches x 5 inches). Pouch, Tail (empty); 2 gp; 1/8 lb.(1) (1)When made for Small characters. When made for Medium creatures this item weighs four times more, and can carry four times more material. special maTeRials Elfhide: Elfhide is made from the supple and resilient leather created by tanning the skin of an elf, half- elf, or gnome. Elfhide is most common in koldemar communities who have encountered one-too-many elven adventurers in dragonhide armor, and decided that if a group has no problem wearing the skin of a sapient creature, they should have no problems being turned into armor when defeated. Because of its extraordinary flexibility and toughness when alchemically preserved, elfhide armor can be much thinner than normal leather without sacrificing protective power. Spell failure chances for armors and shields made of elfhide are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0). Elfhide armor and shields are always masterwork (and the modifiers for masterwork are already calculated into the modifiers for elfhide). Elfhide items weigh half as much as the same item made of standard leather. Items not primarily made of leather or hide cannot be made out of elfhide. Type of Elfhide Item Item Cost Modifier Light Armor +600 gp Medium Armor +2,400 gp Shield +600 gp Other items +120 gp/lb. 18 Races Revised The Kobold Kings new magic aRmoR The following magic armor is designed specifically by koldemar, though in some cases other races could use it as well. woodsTalKeR aRmoR Aura: faint conjuration; CL: 3rd Slot: armor; Price: 12,600 gp; Weight: 5 lbs.(1) Description This +1 shadow elfhide (see above) studded leather is normally given to scouts and huntsmen in koldemar communities. Any round that the wearer takes no movement and is in a natural setting, the armor also provides concealment (20% miss chance) until the wearer once again moves. construction requirements Craft Magic Arms and Armor, obscuring mist; Cost: 6,300 gp. (1)When made for Small characters. When made for Medium creatures this item weighs twice as much. new magic iTems The following magic item is designed specifically by koldemar, though other races could use it as well. pRopiTious pouch Aura: moderate conjuration; CL: 6th Slot: —; Price: 500 gp; Weight: 1 lb. Description This pouch is made of soft but sturdy leather, fastened by a single bone button. The pouch appears large enough to hold about a quart of material. In fact it is very similar to the side pouches on a handy haversack, and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. Additionally, when the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what the pouch contains. Retrieving any specific item from a propitious pouch is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does. A propitious pouch can also be used as a tail pouch (see above). In this case, retrieving a single specific item from it is a swift action. construction requirements Craft Wondrous Item, secret page; Cost: 250 gp 19 Races Revised The Kobold Kings Races Revised The Kobold Kings 19 appendix a: sTandees 20 Races Revised The Kobold Kings we eRR on The side of awesome! Designer: Owen K.C. Stephens Editor: Jeremy Miller Project Manger: Lj Stephens Cover Art: Jacob E. Blackmon Interior Art: Jacob E. Blackmon Graphic Design and Typesetting: Hyrum Savage and Lj Stephens Creative Director: Stan! Produced by: Super Genius Games www.supergeniusgames.com Contents Copyright ©2012 Super Genius Games For more information about Super Genius Games, and our upcoming products, follow us on Facebook: www.facebook.com/SuperGeniusGames, Twitter: Owen: @Owen_Stephens, Hyrum: @savageplanet and/or Super Genius Games: @SuperGeniusRPG, or at our Yahoo Group: http://Games.Groups.Yahoo.com/Group/Super-Genius/ All logos are the trademark of Super Genius Games All rights reserved. Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc. Compatibility with the Pathfinder Roleplaying Game requires the Pathefinder Roleplaying Game from Paizo Publishing, LLC. See http://Paizo.com/PathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game compatibility logo are the trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game compatibility license. See http://Paizo.com/PathfinderRPG/compatibility for more information on the compatibility license. DESIGNATION OF PRODUCT IDENTITY The Super Genius Games (SGG) and OtherWorld Creations (OWC) company, names and logos; the “Super Genius Presents Races Revised The Kobold Kings” name and logo; all artwork, backgrounds, and logos; all trade dress, and graphic design elements. DECLARATION OF OPEN CONTENT: All game mechanics, proper names of classes, prestige classes, archetypes, feats, skills, spells, magic items, monsters, rituals, artifacts AND/OR the names of abilities presented within this book are open game content as described in Section 1(d) of the License. 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COPYRIGHT NOTICE 15. COPYRIGHT NOTICE Open Game Licence v 1.0a © 2000, Wizards of the Coast, Inc. System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Bestiary © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by: Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary 2 © 2010, Paizo Publishing, LLC; Authors: Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary 3 © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Baphomet from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Genie, Marid from the Tome of Horrors Compete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Grippli from the Tome of Horrors Compete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Nereid from the Tome of Horrors Compete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor. Super Genius Presents Races Revised The Kobold Kings © 2012, Super Genius games; Author: Owen K.C. Stephens Special Thanks: to my two primary playtesting groups: Bane of the Apocalypse: Ian Allen, Marc Curlee, Lj Stephens; The Summer Solstice in Winter: Carl Gilchrist, John Menzie, Lj Stephens
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f ang, Beak, and Claw is a short DUNGEONS & DRAGONS® adventure for four characters of about 8th level, one of whom should be a ranger or have some skill at tracking. The number of creatures at the end of the adven- ture can be increased or decreased to accommodate more or less pow- erful characters. Although this adventure was written to be used with the new edi- tion of the .FORGOTTEN REALMS® Campaign Setting, it is also suit- able for use in most other medieval fantasy settings, including those of the Dungeon Master’s own creation. Preparation To run this adventure, you need the new edition Player’s Handbook, DUNGEON MASTER’S Guide, and Monster Manual.® Monster statistics noted in each encounter are abbreviated, but provide the Monster Manual page number for full statistics of common monsters. Background Fang, Beak, and Claw involves an evil druid of Malar, his cronies, and a tamed owlbear. Living in a sheltered grove altered by the druid’s spells, they are using the beast to harass loggers in the woods and help in their cruel hunts. Two years ago, a druid named Jorren saw his favorite portions of the forest become despoiled when settlers moved into the area and began felling trees. They ignored his requests to stop and his offers of guidance as to how they could acquire wood without causing so much damage to the wilderness. Angered, he turned to worshiping 2 This layout intentionally begins on page 2. There is no page 1. Editing: Miranda Horner and John D. Rateliff Cartography: Dennis Kauth Typesetting: Sue Weinlein Cook Web Production: Julia Martin Web Development: Mark Jindra Graphic Design: Robert Campbell, Robert Raper Visit our website at <www.wizards.com/forgottenrealms> Based on the original DUNGEONS & DRAGONS game by E. Gary Gygax and Dave Arne- son and on the new edition of the DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. D&D, DUNGEONS & DRAGONS, DUNGEON MASTER, MONSTER MANUAL, and FORGOT- TEN REALMS are registered trademarks owned by Wizards of the Coast, Inc. All Wiz- ards characters, character names, and the distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc. This material is protected under the copyright laws of the United States of Amer- ica. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. This Wizards of the Coast game product contains no Open Game Content. No por- tion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit <www.wizards.com/d20>. ©2001 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A. Credits A FORGOTTEN REALMS CAMPAIGN SETTING ADVENTURE BY SEAN K REYNOLDS Fa n g , b e a k , a n d c l a w Malar instead of the more benign nature deities, and eventually suc- cumbed to evil, nursing his anger with plots of revenge upon the encroaching towns. After liberating an owlbear egg from a nest deep within the forest, he raised the chick-cub and managed to tamed it somewhat. Now, from the shelter of his forest home, he sends his pet to kill small groups of loggers, explorers, and remote farmers. Sometimes he enhances it with some of his long-lasting spells, or he and his half-orc ranger cohorts join the beast in attacking small homesteads, their skills leaving few tracks and much fear over what is responsible. Adventure Synopsis The heroes are called in to investigate several grisly murders or animal maulings near a remote forest village. Some of the murder sites have large bear-like and bird tracks (some adventurers may realize this means an owlbear is responsible), while some have no tracks whatsoever. The locals have limited skill in tracking and are cannot follow the prints back to their source. Attacks continue to occur while the heroes are on the job, and eventually they can follow a trail from one attack until they reach the creature’s lair, which isn an overgrown section of the forest. The owlbear is a pet of an evil druid, who is accompanied by a couple of evil rangers and several guardian and sentry animals. The druid is orchestrating the attacks to punish settlers for destroying the forest. He can be convinced to stop the attacks if the villagers agree to use methods that are more friendly to the wilderness. Character Hooks Reward: A local noble, mayor, or other leader learns of the attacks and offers a reward for whoever destroys the creature and ends the attacks (this is the default hook assumed for this scenario). Investigation: Church superiors or a druidic society (who may sus- pect a druid is involved) could assign a nature cleric, druid, or ranger in the group to investigate the attacks and discover who or what is responsible. Aid: The heroes are going to or returning from an adventure and pass through or near the most recent attack site, finding tracks and possibly a survivor needing aid. On Commission: A powerful NPC with a guardian owlbear (alter- natively, a spellcaster seeking unusual material components) wishes to add to her collection. She hires the PCs to track this rampaging owlbear to its nest and see if there are any eggs or chick-cubs. Druid of Malar The first two encounters represent the investigation leading up to the third or main encounter. A. Homesteaders This simple wooden home is the residence of a family of seven (a married couple, four children, and the husband’s elderly father). In the most recent attack, the door to their home was broken down while all but the old man were out gathering wood or food. The grandfather was killed and partially eaten. The cause of death is sev- eral large claw marks and birdlike bites. The creature’s tracks have been somewhat covered up (Track DC 17), although after 100 yards the attempts to cover them end. From this point the trail is normal (Track DC 14). The heroes do not find the more obvious trail unless they miss the first one and try searching a wider area for tracks. B. The Vanishing After about a mile, the tracks simply stop (the owlbear returned to the druid, who cast pass without trace on it, and the two of them returned to their home). The only feature nearby is an outcropping of rock, but the tracks end more than ten yards from it (nothing is unusual about the rock). This encounter lets the heroes know that the thing they follow is not just a simple animal. They can attempt to follow it magically, or they can wait for another attack to occur. The trail from the next attack or and the one after that don’t vanish (the druid needed to prepare other spells that day) and the heroes can track it (Track DC 14) all the way to the druid’s grove. C. Grove (EL 8) Jorren has used plant growth spells to increase the amount of vege- tation in the area, creating a dense grove of trees, saplings, and shrubs that conceal his home and are difficult to pass through. From this base, he sends the owlbear out to attack, counting upon the con- cealment of the grove and the abilities of his allies to keep them from being discovered. If they are attacked, see the general tactics section below. The thick vegetation created by the plant growth spells slows crea- tures passing through it to a speed of 5 feet (10 feet for Large or larger creatures). Within the grove are several open areas, used by Jorren, his ranger allies, and animal companions (two wolverines, three owls, and six weasels), and the owlbear. Jorren can pass through the tangled vegetation at normal speed because of his druidic woodland stride ability. The wolverines have a few squat tun- nels that PCs can crawl through, although they are not easy to notice (Search DC 20). The other animal companions can either fly or are small enough to crawl through the growth unimpeded. The rangers access the open areas by means of elevated stout branches tied together to form 12-inch-.wide catwalks, climbing the trees (Climb DC 15) to reach them. Small platforms tied high in the tree trunks overlook the interior open areas and key positions along the outer perimeter of the grove, allowing a stable place to sit, stand, or fight. The open areas within the grove are either exposed to the sky or par- tially covered with sparse high branches from the surrounding trees. The ground in these areas is cleared of leaves and debris to prevent unwanted noise. Any fires made are small and built within a circle of damp earth to prevent accidental fires. The druid leaves no tracks (due to his trackless step ability) and the rangers take great care to leave no signs of their travels within 100 yards of the grove. As a result, the only tracks visible are those of animals and the owlbear. 1. OWLBEAR NEST The owlbear drags its kills to its nest and uses one end as a sleeping area. The PCs may find one fairly fresh corpse of a creature here (typically a deer or one of the slain loggers), although the intelligent residents carry them away before they stink enough to attract too much attention. The owlbear has no treasure of its own. DOwlbear: hp 52; see Monster Manual page 148. 2. COOKING AREA The humanoids cook their meals on a small fire in the center of this area. Nearby is a small area of flat stones that keeps a wooden chest from contacting the ground. The chest holds cooking supplies, some dried vegetables and fruit, and some wooden bowls and utensils. A small open barrel stands nearby to collect rainwater. Fang, Beak, and Claw 3 3. DRUID Jorren spends about half the day or night in this area, planning attacks or fortifying the grove. Because of his animal companions and the owlbear, he is very difficult to surprise, and the animals alert him (either with physical contact or with noise) when strangers approach. DJorren, male human Drd6 of Malar: CR 6; Medium-size humanoid; HD 6d8+6; hp 37; Init +2; Spd 30 ft.; AC 17 (touch 12, flat-footed 15); Atk +5 melee (1d6/18–-20, masterwork scimitar), or +8 ranged (1d4, sling); SA spells; SQ animal companions, nature sense, resist nature’s lure, trackless step, wild shape (2/day), wood- land stride; AL NE; SV Fort +6, Ref +4, Will +8; Str 10, Dex 14, Con 13, Int 13, Wis 16, Cha 13. Skills and Feats: Animal Empathy +8, Concentration +8, Handle Animal +8, Heal +6, Knowledge (nature) +8, Swim +6, Wilderness Lore +10; Dodge, Scribe Scroll, Track, Weapon Focus (sling). Possessions: +1 leather armor, large wooden shield, masterwork scimitar, sling, 10 masterwork sling bullets, scrolls (3 cure light wounds, 2 pass without trace, 2 barkskin, 2 chill metal, delay poison, warp wood, 2 greater magic fang, neutralize poison, 2 protection from elements, 2 water breathing,), potion of blur, wand of cure light wounds (5 charges), 50 gp. Spells Prepared (5/4/4/3; base DC = 13 + spell level): 0—cure minor wounds, detect poison, know direction, light, mending; 1st— entangle, faerie fire, obscuring mist, summon nature’s ally I; 2nd— charm person or animal, summon swarm (2), tree shape; 3rd—cure moderate wounds, poison, summon nature’s ally III. 4. ANIMALS The druid’s animal friends make their lair here, and 1d3–1 wolver- ines, 1d3 owls, and 1d4+1 weasels are present in the vicinity when the PCs arrive. The wolverines have dug themselves a small den in this area (barely larger than the two of them). The weasels have small tunnels along the far end, and the owls nests in the nearby trees. The animals are loyal to the druid and attack any stranger whothat enters the area. DWolverines (2): hp 24, 26; Monster Manual page 204. DOwls (3): hp 4, 4, 6; Manual page 199. DWeasels (6): hp 2 each; Monster Manual page 203. 5. RANGERS The two rangers claim this area as their own. The trees near the walkways have small pegs hammered into them to aid in climbing (Climb DC 12). The rangers stay alert for the signals from the ani- mals and beast, so they are difficult to surprise as well. DCogol and Harrik, female half- orcs Rgr2: CR 2; Medium-size humanoid; HD 2d10+2; hp 17, 20; Init +2 (Dex); Spd 30 ft.; AC 15 (12 touch, 13 flat-footed); Atk +3/+3 melee (1d8+3/x3, battleaxe) plus 1d6+3/19-–20, short sword), or +5 ranged (1d6+2/x3, mighty composite short bow); SQ favored enemy (humans), darkvision; AL NE; SV Fort +4, Ref +2, Will +1; Str 16, Dex 15, Con 13, Int 10, Wis 12, Cha 7. Skills and Feats: Animal Empathy +0, Climb +7, Hide +6, Move Silently +5, Spot +3, Swim +4, Wilderness Lore +5; [Ambidexterity], Track, [Two-Weapon Fighting), Weapon Focus (composite short- bow). Possessions (each): Masterwork studded leather, battleaxe, short sword, mighty composite short bow (+2 Str bonus), 20 arrows, tan- glefoot bag, 2 smokesticks (each tied to a tindertwig), potion of cure light wounds. Fang, Beak, and Claw 4 Tactics The druid and rangers prefer to defend their home from the cat- walks and platforms (30 feet in the air) where they gain one-quar- ter concealment (10% miss chance). The druid uses his spells and sling against opponents. Since he can pass through the heavy growth at his normal movement rate, he might attack from the ground, springing from the brush long enough to attack, then retreating on his next action. During the combat he calls out that the adventurers must be punished, in a manner similar to those who ignored his pleas to protect the forest. The rangers deploy their tanglefoot bags at opponents, followed by arrow attacks. The wolverines attack anyone the druid specifies, while the owls and weasels are trained to harry spellcasters. The owlbear has to force its way through the thick brush to reach interior areas but attacks as soon as it can. If their lives are in danger, the rangers use their smokesticks to give them- selves concealment and try to escape, while the druid uses wild shape to become an owl and fly away (possibly returning later for a retal- iatory attack). The animals and owlbear fight to the death or until the druid retreats or calls them off. Conclusions Should the heroes defeat the owlbear but the rangers and druid escape, it is likely that Jorren and the ladies join or start a cell of the People of the Black Blood, who cause trouble in the area for a long time to come. If the humanoids are defeated but the heroes have to retreat from the owlbear, it remains in the area and continues to harass nearby folk until it is disposed of. If the heroes try to negotiate with Jorren, he is willing to talk. The druid wants what he has wanted all along—for the locals to practice conservation in the forest—although he is cynical about their willingness to do so. His attitude is currently Hostile (see the DUNGEON MASTER’S Guide page 149), and he needs to be influenced to at least Indifferent toward the PCs before he agrees to make peace and to teach the locals how to do better. He refuses to pay compensation for any injuries or deaths he has caused, but he does use his spells to help the community should they abide by his requests. It is likely that eventually he changes his alignment back to neutral. Fang, Beak, and Claw 5
textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/3.0 Adventures/Fant, Beak, And Claw.pdf
Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2007 Wizards of the Coast, Inc. Visit the LIVING GREYHAWK website at www.rpga.com. COR7-14 The Densac Queen A One-Round Dungeons & Dragons® Living Greyhawk™ Core Adventure Version 1 by Chris Chesher and Gordon Smith Circle Reviewers: Creighton Broadhurst Reviewer: Sam Weiss Playtesters: Rod Bruce, Mike Duran, Dan Erbacher, Josh Flint, Joshua Freeman, Shawn Goldman, Troy McNemar, Alex Mobley, Tim Pitcock, Mickey Tan, and Erin Wilson. Years ago a sailing ship mysteriously appeared inland on the busy trade route into the Wild Coast towns. It was quickly turned into a way-station. Not long after, the Pomarj pushed north and trade dropped to a trickle. Nowadays only a few desperate souls are willing to brave this rainy night in the name of the Greyhawk Guilds. A one-round Core adventure set in Domain of Greyhawk for characters level 1-15 (APLs 2-12). Resources for this adventure [and the authors of those works] include Complete Warrior [Andy Collins, David Noonan, Ed Stark], Dungeonscape [Jason Bulmahn and Rich Burlew], GHB7-01 Raiders of the Chaos Fields [Creighton Broadhurst] Hordes of the Abyss [Ed Stark, James Jacobs, Erik Mona], and Magic Item Compendium [Andy Collins, Eytan Bernstein, Frank Brunner, Owen K.C. Stephens, John Snead]. COR7-14 The Densac Queen Page 1 RPGA® SANCTIONED PLAY Most likely you ordered this adventure as part of an RPGA event from the RPGA website, or you received it from your senior gamemaster. To play this adventure as part of the LIVING GREYHAWK campaign—a worldwide, ongoing D&D® campaign set in the GREYHAWK setting— you must sanction it as part of an RPGA event. This event could be as elaborate as a big convention, or as simple as a group of friends meeting at the DM’s house. To sanction an RPGA event, you must be at least a HERALD-LEVEL™ gamemaster. The person who sanctions the event is called the senior gamemaster, and is in charge of making sure the event is sanctioned before play, runs smoothly on the date sanctioned, and then reported back to the RPGA in a timely manner. The person who runs the game is called the session Dungeon Master (or usually just DM). Sometimes (and almost all the time in the cases of home events) the senior gamemaster is also the session DM. You don’t have to be a HERALD-LEVEL GM to run this adventure if you are not the senior GM. By sanctioning and reporting this adventure you accomplish a couple of things. First, it is an official game, and you can use the AR to advance your LIVING GREYHAWK character. Second, players and DMs gain rewards for sanctioned RPGA play if they are members of the DUNGEONS & DRAGONS REWARDS program. Playing this adventure is worth two (2) points. This adventure retires from RPGA-sanctioned play on December 31, 2008. To learn more about the LIVING GREYHAWK character creation and development, RPGA event sanctioning, and DUNGEONS & DRAGONS REWARDS, visit the RPGA website at www.rpga.com. PLAYERS READ NO FARTHER If you are planning on playing this adventure, stop reading now. The rest of the information in this adventure is for the DM only. If you read farther than this section, you’ll know too much about its challenges, which kills the fun. Also, if you’re playing this adventure as part of an RPGA-sanctioned event, reading beyond this point makes you ineligible to do so. PREPARING FOR PLAY To get the most out of this adventure, you need copies of the following D&D rule books: Player’s Handbook, Dungeon Master’s Guide, and the Monster Manual. Throughout this adventure, text in bold italics provides player information for you to paraphrase or read aloud when appropriate. Information on nonplayer characters (NPCs) and monsters appear in abbreviated form in the adventure text. Refer to Appendix 1 for full information on NPCs and monsters. For your convenience, Appendix 1 is split by APL Along with this adventure, you’ll find a RPGA session tracking sheet. If you’re playing this adventure as part of an RPGA-sanctioned event, complete and turn in this sheet to your senior GM directly after play. You’ll also find a LIVING GREYHAWK adventure record (AR). You need one copy of this for each participating player. LIVING GREYHAWK LEVELS OF PLAY Because players bring their own characters to Living Greyhawk games, this adventure’s challenges are proportionate to the modified average character level of the PCs participating in the adventure. To calculate the Average Party Level (APL), follow the process below: 1. Determine the character level for each of the PCs participating in the adventure. Each PC may bring one animal, plus any creatures gained from class abilities to help in combat. (PCs can bring more creatures but they cannot help in combat). If you deem that the animal bestows a significant benefit in combat add the animal’s CR to the level of the PC it is accompanying for calculating APL. (Animals gained from class abilities and one standard horse, warhorse, or riding dog for a PC with Mounted Combat do not affect APL). 2. Sum the results of step 1 and divide by the number of characters playing in the adventure. Round to the nearest whole number. 3. If you are running a table of six PCs, add one to that average. Throughout this adventure, APLs categorize the level of challenge the PCs face. APLs are given in even-numbered increments. If the APL of your group falls on an odd number, ask them before the adventure begins whether they would like to play a harder or easier adventure. Based on their choice, use either the higher or the lower adjacent APL. APL also affects the amount of experience and gold a PC can gain at the end of the adventure. A player character more than three levels higher than the APL at which the adventure is played cannot participate. If a player character is more than two levels away from the APL at which the adventure is played, he suffers a 50% penalty to the amount of gold and XP gained in the adventure. This simulates the fact that either the PC was not challenged as much as normal or relied on help by higher-level characters to reach the objectives. Living Greyhawk adventures are designed for APL 2 and higher. Four or five 1st-level characters may find the challenge of an APL 2 adventure difficult. Suggest the following to these groups to help increase their chances of success: 1. Enlist a sixth player. 2. Advise characters to buy riding dogs to help protect them and fight for them. These APL calculation rules reference version 7.0 of the Living Greyhawk Campaign Sourcebook. If you are playing COR7-14 The Densac Queen Page 2 this adventure in 2008, check the current version of the LGCS and follow any updated rules presented within. TIME UNITS AND UPKEEP This is a standard one-round Core adventure, set in Domain of Greyhawk. Most characters pay 2 time units per round but characters with the Domain of Greyhawk as their home region only pay 1 time unit per round. Adventurer’s Standard Upkeep costs 12 gp per time unit. Rich Upkeep costs 50 gp per time unit. Luxury Upkeep costs 100 gp per time unit. Characters that fail to pay at least Standard Upkeep retain temporary ability damage until the next adventure, must buy new spell component pouches and healer’s kits, and may suffer other in-game penalties (or possibly gain in-game benefits) as may be detailed in this adventure. A character that does not pay for at least Standard Upkeep may avoid the above-described penalties by living off the wild. If the character possesses four or more ranks in Survival and succeeds on a DC 20 Survival check, he heals temporary ability damage as if he had Standard Upkeep, may refill spell component pouches and healer’s kits, and may restock up to 20 arrows or bolts if the character has at least four ranks in Craft (bowmaking). PCs may Take 10 on this roll. Chapters 1 and 5 of the LGCS present more information about lifestyle and upkeep. ADVENTURE BACKGROUND In 573 CY private merchants operating from the City of Greyhawk financed a series of treasure seeking expeditions into the Olman Islands and various remote locations along the Densac Gulf. They constructed four ships specific for the task, the Densac Class, each dedicated to winds that would bring them to and from the heathen islands they sought to plunder. The Densac Queen was one of these ships that set out in 575 CY. It reported to its fellows in the flotilla that it had obtained valuable but troubling cargo. A day into the Azure Sea on the return voyage the Densac Queen’s sister ship the Densac Maiden, reported an unknown energy vortex engulf the Queen. When the vortex dissipated, the ship, her crew, and all traces of flotsam were gone. Three months later in 577 CY, the Densac Queen appear several miles inland, on a small trail leading from the Bay Road to Castle Eyebite in the southern edge of the Domain of Greyhawk. The ship was at a 45 degree angle, with two thirds of it fused with the solid bedrock. There were no traces of the crew. Locals looted what they could until authorities arrived to try and make sense of the situation. There were legal battles over ownership and such, but the merchants finally sold off rights to the wreck and those rights passed from person to person for over a year. Eventually, a group of merchants turned the ship into a waystation for those travelling along the Bay Road. Unknown to the locals, this waystation was turned into a small outpost for the Slavelords of the Pomarj. Trapdoors and a prison underneath held lone travelers who would not be missed. With the fall of the Slave Lords in 579 CY, it fell out of use, but kept its secret. During the Greyhawk wars in the early 580’s CY, the orc forces of the Pomarj surged north and captured the Wild Coast. The Densac Queen is only 90 miles north of the buffer zone. The reemerging Slavelords have not only re-opened the Densac Queen as a slave pit, but they’ve also started excavating the buried hold of the ship. The suspected value of the cargo is being leveraged to win favor with the Pomarj orcs whom they are allied with. Those Pomarj orcs now use the secret slave pit as a meeting place as they receive clandestine visits from representatives of the Domain of Greyhawk. Many small bribes have gone north from this location. Recently, the slavers discovered a strange altar buried in the Densac Queen’s hold and thought to offer it as a gift to improve relations between two powerful domains. Unfortunately, during the altar’s excavation several powerful demons trapped within, escaped and ran amok These meetings have been going on for a while now, and during that time, with only a few renegade exceptions, the various orc tribes occupying the Wild Coast have stopped raiding north. ADVENTURE SUMMARY As the adventure starts, those PCs who belong to the various Greyhawk affiliations are acting on mission statements given to them by their superiors to visit the craft village of Zulern, north west of Safeton. The amount of information about the mission each PC starts with varies depending on their mission statements. PCs who do not belong to an affiliation can still participate, but they are just normal caravan guards, as opposed to honor guards. Introduction: The PCs arrive in the craft village of Zulern late the night before the first day of Richfest. The next day starts with a page fetching them at the Stone Cutter Inn. The PCs have the option of going straight to see the garrison commander for their mission, or investigate some pre-festival activities for Richfest. Encounter 1A: Not far outside of Zulern on the Bay Road, the weather has taken a turn for the worst and some of the bridges and fords are no longer safe for the wagons. What’s worse, the PCs encounter a local patrol heading to warn Zulern that orc war bands have come up from the buffer zone and are lootings unprotected sites along the Bay Road. The PCs need to decide if they can carry on or take a detour along the back roads near the old and creepy Densac Queen waystation. Encounter 1B: This encounter handles the PCs decision to keep with their original route and head along the Bay Road assuming they can get the wagons across COR7-14 The Densac Queen Page 3 the flooded streams. This encounter covers the journey to Safeton and several attacks by orc warbands. Encounter 2: As the PCs traverse the miles from the Bay Road to the Densac Queen, they encounter a horse with no rider. The horse gives clues to foul play somewhere in the direction the PCs are heading. There is a letter in the saddlebags indicating clandestine involvement of the Guild of Wizardry in the area. Encounter 3: This details secondary structures inside the waystation compound. These include the barn, the outhouses, well, slaughterhouse and chicken coop. Each of these locations can give observant PCs clues to what’s really going on and some can give items that help in the final ritual. Encounter 4: This details the above ground main structure. The floor of the barroom has many trap doors (the number depends on the APL) that are waiting to drop PCs into the slave pit below. Encounter 5: This covers the side rooms of the main floor. This includes the stair access to the on-deck memorial for the Densac Queen, the sleeping quarters and the kitchen. Some of these side rooms have items that help with the final ritual. Encounter 6: This covers the back room and stairs leading into the cellar. A secret door here leads into the secret Slavelord base. The passageway just passed the secret door is trapped. Encounter 7: This is the slave pit that the trapdoors in the bar drop PCs into. Each trapdoor has a spring- loaded cage waiting for unsuspecting travelers. A bugbear slave master waits to poke new slaves with his longspear. This bugbear has been possessed by a geucubu demon. In the sub-room where the bugbear lives, an item can be found that helps in the final ritual. Encounter 8: This covers the remaining rooms of the secret slaver base. This includes the passageways, the meeting hall and the living quarters. The PCs find many dead bodies - orc, slaver and guilder. In the meeting hall, the PCs recover some documents from the Pomarj agents, and some damaged documents from the Guilders. Encounter 9: This deals with a secret door that leads into an excavation of the Densac Queen’s rear cargo hold that has been fused with the rock. An altar of olman craft has been partial uncovered but that was enough to cause all this chaos and death. After touching the altar, the PCs can figure out they need to do a primitive ritual with common household items to re-imprison three escaped demons. While the PCs search around the compound for the items, one of the escaped demons makes poltergeist- like attacks on the PCs. Once the ritual is completed, the PCs must flee before being sucked into oblivion. Encounter 10: This short encounter deals with the distance needed to travel and the stop over at South Watch waystation. This encounter is otherwise uneventful. Conclusion: The PCs arrive at Safeton. If they’ve made it before the sun goes down on the last day of Richfest, they are successful (assuming, of course, that the cargo is intact). PREPARATION FOR PLAY The first thing a DM needs to do is determine which (if any) Greyhawk City affiliations the PCs belong to. Try to collect this information in secret, as some PCs may wish to keep their allegiances confidential. Once determined, issue each PC the appropriate mission statement (Player Handout 9). This gives each player an insight into what might be happening. This adventure deals with a loumara demon called a geucuba from the Hordes of the Abyss. It has both natural invisibility and possession abilities. The complete rules for the latter can be found in said book (summaries of these rules appear in Appendix 2). NEW RULE ITEMS Core adventures often utilize new rules items –including new classes, prestige classes, races, feats, spells, and equipment (including magic items) – that do not appear in any of the three core D&D books (Player’s Handbook, Dungeon Master’s Guide, or Monster Manual). The full write- up of any featured feats, spells, or equipment appears in Appendix 2. Information on featured classes, prestige classes, and races appears in the relevant creature’s stat block. This adventure includes all the information required to run these characters. The DM should double- check that he fully understands any new rule items presented in this adventure before play begins. INTRODUCTION The PCs are in the village of Zulern at about 10 a.m. on Starday, the first day of the weeklong summer festival of Richfest. It is assumed that the PCs arrived in the village late last night and sought accommodations in the Stone Cutter Inn. Different PCs have different motivations based on their faction affiliations (or lack there of), but the majority of PCs are here to do some sort of menial favor on behalf of their affiliation. Anyone else can make up their own reason and/or tag along in the confusion. Lieutenant Sceeveit, the garrison commander, finds a place in his heart to let stragglers in on this less than glorious job. �The Village of Zulern: Nonstandard; N; 200 gp limit; Assets 4,260 gp; Population 532; Isolated (97% human, 2% elf, 1% halfling). Authority Figures: Sida, male human expert 3 (village elder); Lieutenant Sceeveit, male human fighter 9 (garrison commander); Aveena Darmal, female human cleric (Pelor) 5; Figura, male human cleric (Zilchus) 4. Important Characters: Mal Holjin, male human expert 6 (proprietor of the Stone Cutter Inn). Zulern is a village of 532 folk, run by members of the guilds-really, the senior blacksmith, tanner, stonemason (there are small stone quarries north of the village) and COR7-14 The Densac Queen Page 4 anyone else they feel like co-opting. Zulern is an unusual community in that most of its folk are neutral-aligned, hardworking, decent people who deeply resent the raids from bandits from surrounding territories (notably Pelgaryn). The population has swelled by nearly 200 extra unskilled laborers, fleeing farms and manors close to the buffer zone. Some have tried to join the various craft guilds, but there is only room for so many apprentices, particularly when outsiders are involved. This has lead to some contention. Zulern also includes a group of 16 high elves, including a fighter/wizard and a priestess of Erevan Ilesere, who is often absent, traveling within the Gnarley and Welkwood. At the time of this adventure, the elves are away. Zulern has accepted Greyhawk‘s rule; a force of some 40 militia is stationed here. One member is noteworthy: an 9th-level fighter-lieutenant native of the village, who commands the garrison and is a lay preacher of the cult of Mayaheine (which is growing in popularity in Zulern). The local militia is increasingly well armed and armored. The view from the Stone Cutter Inn is gloomy as drizzle absconds with what could have been a beautiful gift from the Summer Queen on this first day of Richfest. Despite the conditions, the laborers of the village of Zulern go about setting the stage for the important festival week of Richfest. The most noise, however, comes from a group of men arguing about wagons, from a warehouse across the village square. A young boy runs below your window and shouts, “Great adventurers! Sorry if I’m waking you, but Lieutenant Sceeviet wishes to speak to you at the garrison at your, uhm, ‘earliest convenience’?” For PC’s who like to eavesdrop, they can attempt a DC 20 Listen check to make out that, the men at the wagons are arguing about critical cargo deadlines and a late departure. Mal Holjin, the proprietor of the Stone Cutter Inn, and bigwig at the quarry north of the village, is much too busy with preparations for the festival week to give time to what he considers (mistakenly or not) apprentice adventurers. The big, burly man is still courteous to the PCs, even providing the room for the night free as gift to the Greyhawk Guilds, but he directs all questions to Lieutenant Sceeveit, or anyone else who’ll get the PCs out of his thinning hair. If asked what his hurry is, he’ll informs the PCs that he must make ready for tonight’s gathering of his fellow quarry men and stone cutters at his establishment. �Mal Holjin: N male human expert 6. The village of Zulern has many interesting features for such a small village, but only those with relevance to this adventure are listed here for the PCs to interact with. The PCs are free to explore as they wish, but keep track of how much time the PCs spend, as their adventure is time sensitive down to the hour. Crossing the village means going through or near the village square. THE VILLAGE SQUARE Several stages and booths are having their finishing touches put on them. A pole with a gilded glass orb and markings of the Sun Father, sits in the center of the square, as young girls dressed in customs of the Summer Queen disconnect colored ribbons from the pole to save them from the rain. Young boys play nearby in the mud, a rough and tumble game ruining their winged orange tiger costumes. One boy, no older than five, is dressed in fine merchant clothes and sobs profusely as the girls drape the colored ribbons on him like a human coat rack. The majority of these booths won’t be operational till the afternoon and evening festivities truly kick off. For those PCs interested, they can pick up a few sweets and token trinkets for a handful of copper pieces, but anything of true value has yet to arrive on display. Zulern’s festival is dedicated to Pelor the Sun Father, Sotillion the Summer Queen, and her husband Zilchus the Great Guildmaster. It also has many dedications to Mayaheine the Shield Maiden, as she has become the towns default patron. Zulern is guild centric in its society and controlled by the various craft guilds of Greyhawk City. This festival weeks centers on celebrating the guilds and the bounty they bring here. The crying little boy is named Zevin and he is the son of the senior blacksmith. He has been picked to represent Zilchus the Great Guildmaster during the festival pageantry and thus leaving him in the nominal care of the gaggle of young girls aged six to ten, picked to represent Sotillion the Summer Queen. Suffice it to say, Zevin is not enjoying his treatment, especially since he would like nothing more than to join the other boys his age dressed as the winged orange tiger servant of the Summer Queen. Those boys are expected to be more free willed and rambunctious. The rest of the children do not have much to say to the PCs, but approaching Zevin gets the following response. The young boy sniffles back his tears and says, “I don’t want to be a stupid Great Guildmaster, I want to be a tiger! “, as he points at the other boys his age rough housing. Another ribbon is draped over his outstretched arms. The two most obvious options open to the PCs (other than doing nothing) is to convince the boy to accept his role in society or to help the boy escape his bonds and COR7-14 The Densac Queen Page 5 play with his peers. Both results have different consequences. A DC 15 Knowledge (religion), or a DC 12 Knowledge (local: core) reveals the following insight into the situation: The girls represent the lackadaisical and somewhat self-indulgent nature of society in regards to enjoying the riches earned from hard work. The young boys in the winged tiger costumes represent the coming of age, when those in the society choose which role to take in adulthood. The lone boy represents the role of self-sacrifice and duty to their society. The person who must lead and provide for others not solely for personal gain, but to protect against the greedy and selfish. Questioning the young boy just gets him to repeat his complaint of wanting to play with the other boys instead of standing around acting as furniture for the less than sympathetic girls. The children do not understand the symbolism in the pageantry they are going to be participating in all week (and neither do most of the adults), they just know that is what done every year. Left to his own devices, Zevin keeps complaining and begrudgingly doing what is expected of him. Should the PCs interfere with an argument and a successful DC 15 Diplomacy check, Zevin has one of two response. If there are conflicting views from the PCs, the highest Diplomacy check wins. If the PCs convince Zevin that it is a good thing to be the Great Guildmaster, read: Zevin stops crying and holds his head up high and his arms out straighter to better support the ribbons. “My people need me to be strong for them and to guide them. I can do this!” Shortly, Zevin informs his father of this revelation and his father thanks the PCs by rewarding them later. If the PCs convince Zevin that he should break free and go play with the other boys, read: A wide smile appears on Zevin’s face as he throws his ribbon bonds to the ground and runs into the playful melee. “Thanks!” he shouts as he gleefully becomes covered in mud. A warm wind blows out of the south comforting you from the drizzle. The PCs have gained a small blessing from Sotillion the Summer Queen in the form of endure elements spell (CL 20) for embracing freewill in her honor. Any PC who argued against Zevin from joining the boys does not benefit from this. Mounts and animal companions are not affected. This favor also plays a small role later in the adventure. Keep track of the first time PCs that helped liberate the boy go to sleep (or if they ride on the wagon, they nod off for just an instant). When they do, hand out Player Handout 6. THE GARRISON A wooden palisade marks the location of the village garrison. The flag of the City of Greyhawk flies over its walls. It is obvious this complex has been hastily expanded over the last few years. A statue depicting Mayaheine the Shield Maiden watches over the troops in the courtyard. This garrison of Domain of Greyhawk troops originally numbered twenty, but with the influx of refugees, increased raiding of the Pomarj, and the banditry of Pelgaryn, their number has been increased to 50. The garrison itself has grown to handle this influx as well as to temporarily safely house the original population level of 300 people, but with a population of nearly 500 now, those refuges could be in for some trouble. The PCs have no trouble entering as troops stationed at the open gates are expecting them and escort them to the office of Lieutenant Sceeveit. The office of Lieutenant Sceeveit is sparse of luxuries but filled with models and diagrams for defensive emplacements and troops movements. The aging officer holds a miniature soldier in his hand as he decides where to place it among a tiny mock-up Zulern, holding its own tiny festival. “Ah, Greetings! I am Lieutenant Sceeveit of Zulern. I see the Guilds have been kind to us to provide such extraordinary honor guards.” Sceeveit was born and raised in Zulern and takes his position very seriously. The moving of these ‘toys’ to him is a form of worship to Mayaheine the Shield Maiden. The Guilds of Greyhawk promised him some of their finest members and affiliates to serve as an honor guard to transport the ceremonial merchandise from Zulern to Safeton before the end of Richfest. The original plan was to have the goods delivered on Godsday, but production delays have made this time frame very risky. The new plan is to hurry the transport out today (its already late in leaving) and get to Safeton safely within six days. The goods need to arrive before dusk on Freeday. Failure to arrive means a huge loss of face for Zulern, and by extension, the guilds of Greyhawk. The following are sample questions the PCs might ask, but do not need to ask it verbatim to receive the answer. Any entry marked with an asterisk is a subject the lieutenant brings up himself if the PCs don’t inquire about it. • *What do you require of us? “Wagon Master Ullhan has three wagon loads of our top craft goods that must reach Safeton before the end of Richfest. It was supposed to be there by Godsday, but making that due date is looking grim. We would need to do COR7-14 The Densac Queen Page 6 20 miles a day, forgoing the safety of the way stations.” • *How long do we have? “Not including today, you have five days maximum to reach Safeton. If the cargo is not present by Freeday, Zulern will loose much face within the Safeton market. “ • How many days in a week? “There are seven days in a week. Starday, Sunday, Moonday, Godsday, Waterday, Earthday and Freeday. You need to be in Safeton in time to present our goods while the sun still shines.” • Why leave it so late? “We had planned to ship out several days ago, but there have been production delays with the various levels of craftsmen, including the increasing burden of unskilled labor in the form of refuges from the countryside.” • Do you suspect sabotage? “No, No, nothing quite so nefarious. We’re just over worked and don’t have enough resources.” • *Do you have anything for us? “I have a map for you and a document for each of you. The document proves you to be an honor guard so patrols on the way don’t mistake you for bandits or raiders.” • Tell me about Pelgaryn?” Pelgaryn is a town some 40 miles or so east of here along the Bay Road. It’s not under the sway of Greyhawk City. Its refuge for small time bandits and cutthroats. One day, I’m sure, they’ll be dealt with.” • What route do we take? “The Wagon Master will discuss the route and such with you, but I want to warn you to be careful. While raids from the Pomarj buffer zone just 90 miles south of us have been quiet of late, bandits still roam the area.” • How far do we have to go? “By the main road, it’s a little less than 80 miles. I hope this drizzle doesn’t hinder you too much.” • What are you paying us? “From what I understand, the guilds of Greyhawk are providing us your services for free, or for stipends at least, and you are doing this to earn favor among your guild seniors.“ • What about the weather? “Be careful of this drizzle, for it could easily turn harsh. This rain is a bad omen. The Shield Maiden can protect our flanks, but overhead is out of her domain.” • Anything interesting in these parts? “There are many ‘odd’ locations within a days ride of here, but I don’t have time to go into them all and I don’t see what it has to do with your mission. The wagon master can fill you in during your trip.” • What about the Densac Queen? “The Densac Queen is one of the old waystations that doesn’t get used much because its on the side roads in the countryside. Some say it is haunted by the ghosts of the sailors who disappeared on it; others say it was cursed by the gods of the southern islands. I have been there a few times, never staying long. It’s creepy, but hardly evil.” • Dangers? “The Bay Road has risk of bandits during the night, so waystations are the key. Daylight attacks are not unheard of, but rare due to heavy patrols. In the past, orcs would be a constant threat as small bands pushed north to pillage the abandoned farmsteads, but they’ve been very quite for the past few months. I’m sure the wagon master can tell you all kinds of tales. “ Sceeveit is not trying to hide anything from the PCs, but there are some topics that are just none of the PCs business. So if it’s not covered here, and it doesn’t seem relevant to the mission at hand, Sceeveit politely shuts down the PCs line of questioning. �Lieutenant Sceeveit: LG male human fighter 9. THE WAGON MASTER Several burly teamsters prepare to load polished marble blocks onto a wagon with a hoist. Various other kinds of crafted trade goods are in the process of being loaded into two other wagons. An even bigger man, obviously in charge, directs things. "Damn you to Baator, we should have been out of here hours ago!" says the leader. The man notices you. "Are you the honor guard?" This is Wagon Master Ullhan and his crew of five teamsters. They handle the cargo, drive the three horses, and ride the three wagons. This wagon train was supposed to leave Zulern around 7am today, but delays have pushed the final departure time to noon at the earliest. Wagon Master Ullhan is ultimately in charge of the trade expedition, but he is no fool and is willing to discuss the route (time permitting) and leave ‘security’ issues up to the PCs. Ultimately, though, Ullhan does what’s best for the cargo and to meet his deadline, even if that means forced marches, hustling, and taking detours to avoid danger. Ullhan has nothing to hide from the PCs and as long as it doesn’t delay him from the already delayed departure time, and doesn’t damage the goods, he’s fine with the PCs inspecting the cargo. �Ullhan: N male human commoner 2/expert 2; Handle Animal +8. �Teamsters (5): N male human commoner 2; Handle Animal +5. �Horse, Light (3): hp 19; MM 273. The following are sample questions the PCs might ask, but do not need to ask it verbatim to receive the answer. Any entry marked with an asterisk is a subject that Ullhan brings up himself if the PCs don’t mention it. • *Who are you: “I am Wagon Master Ullhan and this is my crew of teamsters. We’ve done the Safeton Run many times, and by the Great Guildmaster, we’re going to get it done this time too!” COR7-14 The Densac Queen Page 7 • *What do you require of us? “You are to be our honor guard. Not only will you protect us, but you’ll play a small ceremonial roll when we reach Safeton, showing how the mother guilds in the City favor us.” • What is the cargo? “One wagon is being filled with polished marble slabs from one of our famous quarries. The other two are filled with various crafted trades good representing every guild affiliate we have in town. “ • Why is this so important? “The value of the goods is only a few hundred gold pieces at most, but that’s not what’s at issue. The majority of this town is based on exporting guild crafts to the nearby towns and villages. If we can’t make the promised presentation of goods by the end of Richfest, we’ll loose face in Safeton and the independents will eat into our business.” • What about bandits or raiders? “By The Dweller’s soles, bandit raids are our biggest threat now that the orcs in the buffer zone have quieted down. But if we can hit each waystation along the way for a safe night, and the patrols along the Bay Road keep us safe during the day, I think we’ll be all right.” • Does the town have business rivals? “There are some who would benefit from this cargo not arriving, like the independent craftmen in Safeton, but they’ve been feeding off our crumbs, not taking our pies.” • *What is our route? “The wagon train is going along the Bay Road, first east towards Pelgaryn, then onward south to Safeton. In total, the trip is roughly 80 miles as the road goes. Roughly every 16 miles is a waystation where we can stay the night and be relatively safe. Patrols also check in at each station to see if any travelers are missing.” • What is Pelgaryn? “Pelgaryn is a town independent from Greyhawk rule. It’s led by a half-orc bandit and is filled with cutthroats and thieves who like to raid the countryside. Raids against Zelurn have been few ever since the majority of people fled their homes and estates in the countryside when the Pomarj invaded. Now the bandits spend most of their time looting abandoned manor houses.” • *What’s our first stop? “Once we finally depart, we have to make 15 miles today to reach the first waystation. It will be dark by that time, but this close to Zelurn, I think it’s worth the risk to drive hard to make safe point. As long as this rain stays a drizzle, we’ll be ok.” • How fast is the caravan? “We reach about two miles per hour on the Bay Road. This drizzle won’t slow us down, though I am considering making our days longer and perhaps double timing it over the safer stretches of road.” • Why not just teleport there? “Take a look at those teamsters! I have to keep working with them long after you’ve moved on to your next job and it never pays to threaten the perceived job security of teamsters. Thanks but no thanks.” • Are there any river crossings or tolls? “Along the Bay Road, there are several small rivers that run either into Darmal’s Spill or into the Bay itself. Most of these are fordable, and the rest have simple bridges over them. If the water levels stay down, we’ll be alright. Just don’t go and offend The Storm Lord or else he’ll rise out of the bay to punish us.” • Who is the Storm Lord? “By all the salt water in Limbo, don’t say such a thing! You’ll insult him for sure. Oh Storm Lord, Sailor of the Sea and Sky, spare us your wet winds mighty Procan so that we are not washed out into the Bay.” • Do we get horses or other supplies? “I was under the impression you we’re providing your own equipment and mounts. But we are more than happy to share food, water, and lodgings at the waystations with you.” • *What kind of input do you want from us? “We’re all in this together. I may be the Great Guildmaster of this cargo run, but I still expect everyone to pull their own weight, and that includes knowing when to speak and when to keep their ‘mouthers’ shut. I make the final call on all travel and cargo related decisions, but you keep us safe.” • What about the Densac Queen? “Do not say the name of that ship of the damned that now curses the Dweller’s roads. That’s one waystation that is not on our route. It’s in the back trails that criss-cross the countryside; the Bay Road takes a more direct path to Safeton. I don’t even want to speak of it.” • What if we pestered you about the Densac Queen? “Stop pestering me about that cursed site! They say a demon of the deep hurled that poor ship so high in the sky, that the men became lost in another dimension, and it landed thousands of miles away, only half in phase with our world. The only things left are the ghostly howls of the damned crew, as they shake the chains of their eternal doom. I’ve heard the rattles and moans myself one night. I’ve never been back since. NOW NO MORE OF THIS!” • Will you fight for us? “We have our clubs and knifes, and a crossbow per wagon, but we are not soldiers. We’ll do what we can, but don’t expect much from my men, they’re brave, but they got families. I won’t let them be used as simple fodder.” Without the involvement of the PCs, the wagon train is ready to go at 1 p.m. If the PCs can help in some fantastic way, such as useful magic or extraordinary strength, this is brought forward to a noon departure, assuming of course the PCs started helping before noon. If the PCs get side tracked elsewhere in Zelurn, such as chasing red herrings or making Gather Information checks, the wagon train is ready by 1 p.m. but has to wait for the PC’s leave. COR7-14 The Densac Queen Page 8 Treasure: The only treasure here is the contents of the wagons and the possessions of Ullhan and his teamsters. Ullhan has two potions of cure light wounds that he will let the PCs use, if the need is dire. Otherwise, he saves them for the horses if they should get badly injured. DEVELOPMENT Keep track of what time the wagon train departs at and any change of plans the PCs might convince Ullhan to take, such as hustling the wagons. If the PCs successfully convinced young Zevin to embrace his ceremonial roll for Richfest, word has spread to Zevin’s father, Zavin the Senior Blacksmith of Zulurn and he comes to give his thanks to the PCs. A small-sized ogre of a man approaches you with sweat dripping down his brown and a thick leather apron around his front. He raises his thick hammer at you and booms, “YOU! You’re the ones who spoke to my son Zevin about his roll in Richfest!”. The big man smiles and adds, “I wanted to thank you for doing what I had not been able to do. He’s going to make the whole village proud some day. You be sure to check back with me, as I’m going to spend Richfest thinking up something nice for you.” From here, keep track of the distance, speed and route the wagon train takes. All daylight is gone by 9 p.m. during this high summer festival week, but by 3 p.m. a quickly moving storm comes inland off the bay. Rivers swell, small bridges collapse and movement along the coastal Bay Road becomes difficult (reduced to 75% movement rate). The storm is a combination of heavy rain and strong winds. See pages 93-95 of the Dungeon Master’s Guide for weather effects and flooding. OVERLAND TRAVEL It’s possible the PCs want to either hustle or do a forced march to reach their destination. (PH 164—Overland Movement). PCs hustling or doing a forced march risk fatigue or worse. The teamsters are not at risk because they are riding the wagons, but each horse pulling the wagons is at great risk. The wagons themselves are heavily loaded with delicate crafts. While the nooks and crannies have spaces for several Small creatures to ride, they have no space for Medium creatures. Each wagon can be made to allow up to two extra Medium creatures ride along (thus ignoring the checks for overland movement), but for every Medium creature added, add +1 point of nonlethal damage, per hour, when hustling or on forced marches. With the exposure to rain and wind, Ullhan gets very concerned about the overnight health of his animals should they become fatigued or exhausted. While no game mechanic exists, Ullhan fears the horses of dying from pneumonia if left outside and untreated. 1A: THE DIVERTING PATROL As the PCs begin their journey, they discover that their movement rates are reduced by weather conditions and furthermore that the expected path has become treacherous. They have to decide between taking a crossroad towards The Densac Queen or continuing along their initial route. With a sense of urgency, Ullhan and his crew set out for the trade road towards Pelgaryn, but by 3 p.m. severe storm clouds come rolling in from the Woolly Bay. As the rain starts to fall, the roads become muddy as simple brooks swell to rush water across your path slowing your pace. By 5 p.m., as you reach a crossroad heading southwest, a group of mounted soldiers approach your group along the road from the east. Allow the PCs to prepare for meeting the patrol. If in their paranoia they wish to buff, let them, however, this is not a combat encounter and it should be fairly obvious to the PCs that the patrol is friendly. The leader of the patrol, Rayek Findalon, is tall and charismatic. He gets to the point quickly and prefers not to dwell on idle gossip. �Rayek Findalon: NG male human (Oeridian) fighter 4/expert 2; hp 43. �Soldiers (4): N male human warrior 2; hp 11 each. �Warhorse, Light (5): hp 22 each; MM 274. The leader of the patrol approaches your group holding his hand up as an obviously peaceful gesture. “The name is Rayek – I’m responsible for this group of hometown heroes, doing our part to keep the lands free from orc incursions. I hate to be the bearer of bad news, but you aren’t going to make it very far down this road tonight.” The following are sample questions the PCs might ask, but do not need to ask it verbatim to receive the answer. Any entry marked with an asterisk is a subject the NPC brings up himself if the PCs do not inquire about it. • *What is stopping us? “It is a double night of bad omens. We are rushing to all towns and villages, sounding alarm of orc raiders pushing north along the Bay Road, looting anything unwalled settlements. To make matters worse, the bridge a mile east of here has collapsed into the swollen stream.” • *What about the stream? “A stream down the way abounds with Procan’s tears this night and has knocked out the bridge towards Pelgaryn. You could probably ford it on foot with great effort but those wagons are another story. You’ll lose your cargo if you try to cross.” COR7-14 The Densac Queen Page 9 • Can we just “wait it out” and cross when the waters recede? “You can try, however you never know how long The Storm Lord’s fury may last.” • *Is there another way past that stream? “You can divert to stay the night at The Densac Queen 10 miles south from here. Just take the crossroad leading southwest Castle Eyebite. It will be slow going with those wagons, but you should make it before dark. In the morning, you can then head southeast among the trails that lead by abandoned estates and farms eventually leading towards Safeton.” • What is “The Densac Queen”? “The Densac Queen is one of the old waystations that doesn’t get used much because it is on the side roads. Some say it’s haunted by the ghosts of the sailors who disappeared on it; others say it was cursed by the gods of the south islands. I have been there a few times, never staying long. It’s creepy, but hardly evil.” • Did you say sailors? “Yes. The Densac Queen is a ship that magically appeared on dry land years ago. No-one really knows why or how it got there, but it was adopted as a waystation and even added to over the years.” • Do you need our help wiping out the orcs? “I’ll never say no to someone exterminating those vile creatures.” Upon hearing this, Ullhan speaks up, “We were told that the Greyhawk Guilds sent your team to safeguard us to Safeton. Wiping out orcs wasn’t part of the arrangement we had with them or by proxy, with you.” Preparing to move on, Rayek concludes, “If you do choose to go to by way of The Densac Queen, please warn them about the orc raiders we’ve seen recently. Let them know that we’ll be by in a day or two to check on them.” If the PCs choose to investigate the stream first, to validate Rayek’s story, they do indeed find the stream running too quickly and too deep to risk the wagons. It takes an hour to reach the stream and an hour to return to the crossroad. Keep track of time accordingly using the charts in Appendix 3. Ullhan’s preference, although grudgingly, is to proceed to The Densac Queen as he refuses to allow his wagons to enter the stream. If convinced about the safety of his wagons crossing the stream, Ullhan is willing to skip The Densac Queen and to continue along the bay road. However, this skips most of the adventure and leads directly to Encounter 1B, bypassing all encounter taking place at the Densac Queen. If the PCs choose to cross the stream towards Pelgaryn: • Use “The Bay Road Route” in Appendix 3. • Proceed to Encounter 1B. If the PCs choose to take the crossroad towards The Densac Queen: • Use “The Densac Route” in Appendix 3. • Proceed to Encounter 2. 1B: THE BAY ROAD The PCs have chosen to ignore the obvious plot hook towards The Densac Queen by continuing on their original route and thus miss most of the adventure. After getting the wagons across the stream, their path is described in “The Bay Road Route” in Appendix 3. Each waystation is roughly a day’s distance from the other. It is assumed that the PCs sleep at the various waystations, but this is not required. Three times, the PCs encounter a warband of orcs before reaching Safeton: • After leaving Borka’s Roadhouse (1B) • After leaving Borka’s Bayside Inn (1C) • After leaving The Woolly Rose (1D) WAYSTATION 1:BORKA’S ROADHOUSE By 6 p.m. you reach the stream with the washed out bridge. Ullhan fidgets waiting for you safely transport his wagons across. Discretion is left to the DM (reward any creative plan with success) to determine if the PCs devise a plan for getting the wagons across safely. If the wagons are damaged, the adventure ends in failure. Once they are across, read: Relieved, Ullhan says “The first waystation, Borka’s Roadhouse, is roughly 5 miles further east. Let’s get moving.” Assuming the PCs continue, they should reach Borka’s Roadhouse by about 9:30 p.m. Several hours later, you reach Borka’s Roadhouse. There are no patrons staying at the Inn giving you free choice of rooms, but little opportunity for conversation. Ullhan negotiates for rooms on the PCs’ behalf at each waystation. At a random hour during the trip to Krandel’s Retreat, the wagon train is attacked on the road. The terrain is a simple road with sparse trees on either side and does not intentionally give an advantage to the PCs or warband. APL 2 (EL 4) �Orc of the Black Skull (6): male orc warrior 1; hp 5 each; Appendix 1. APL 4 (EL 7) �Ogre: hp 29; MM 198. �Orc of the Black Skull (6): male orc warrior 2; hp 11 each; Appendix 1. COR7-14 The Densac Queen Page 10 APL 6 (EL 9) �Hill Giant (1): hp 102 each; MM 123. �Orc of the Black Skull (6): male orc warrior 3 hp 16 each; Appendix 1. APL 8 (EL 11) �Hill Giant (2): hp 102 each; MM 123. �Orc of the Black Skull (4): male orc warrior 7; hp 38 each; Appendix 1. APL 10 (EL 13) �Hill Giant (2): hp 102 each; MM 123. �Orc of the Black Skull (6): male orc warrior 4; hp 27 each; Appendix 1. �Orc Wizard (2): male orc wizard 9; hp 56; Appendix 1. APL 12 (EL 15) �Stone Giant (3): hp 119 each; MM 124 �Orc of the Black Skull (6): male orc warrior 7; hp 38 each; Appendix 1. �Orc Wizard (2): male orc wizard 11; hp 73; Appendix 1. Tactics: At APLs 10 and 12, the spellcasters are prepared much like a PC would be (both have false life already up, for example). Note that at APL 12 the wizards t have prepped using their lesser metamagic rod of empower. Treasure: Refer to the Treasure section of this adventure to determine what the PCs find here. Note, that the wizards have left their spellbooks in their lair. Development: After combat is resolved, proceed to Encounter 1C. 1C: GETTING PAST PELGARYN In this encounter, the PCs continue towards Pelgaryn, reaching the second waystation and then turning southwards towards Safeton. WAYSTATION 2: KRANDEL’S RETREAT Nestled in the trees away from the road is Krandel’s Retreat. The main room is filled with patrons sharing drinks and stories. If the PCs want to chat with the patrons of Krandel’s Retreat, allow the PCs who actively speak with patrons a Gather Information roll: • DC 5: Orcs from the Pomarj have been quiet in these parts lately. • DC 7: Bandit activity has been on the rise near Pelgaryn as of late. Be careful out there! • DC 10: A “buffer zone” exists between The Domain of Greyhawk and the Pomarj. Hopefully, having that there keeps accidental flare-ups from occurring between the two powers. • DC 13: There is another roadside Inn a few miles south of Pelgaryn called Borka’s Bayside Inn. I hear that it is Borka’s original business although he’s expanded to a few other locations over the past few years. • DC 15: There are still orcs looting abandoned manor houses south of here yet north of the buffer zone. WAYSTATION 3:BORKA’S BAYSIDE INN Getting past Pelgaryn poses no actual threat. However, the PCs should feel the need for caution from bandits while in the proximity of the town. Ask the PCs for any special preparations they are taking before they leave Krandel’s Retreat in the morning. Read: After successfully skirting around Pelgaryn and avoiding the notice of bandits, you push on for the last few miles southward until reaching Borka’s Bayside Inn. You are greeted by Borka Thandleton, proprietor of Borka’s many fine roadside establishments. “Nasty weather we’re having lately isn’t it? Come in, come in! But please – scrape the mud off your boots before entering the main room.” Borka is a very friendly businessman and knows that if he treats his customers well, he’ll earn their return business. He is the type of businessman who gives a good product at a fair price and includes a free round of drinks for weary travelers. If asked about his multiple roadside businesses, he simply responds, “The Great Guildmaster has surely blessed me.” and then changes the topic. Borka is not a pivotal NPC by any means and has no ulterior motives. �Borka Thandelton: N male human cleric 3 (Zilchus). The PCs can rest here in safety. At a random hour during the trip to The Woolly Rose, the wagon train is attacked on the road. Re-use the combat found in Encounter 1B. After combat is resolved, proceed to Encounter 1D. 1D: TOWARDS SAFETON In this encounter, the PCs continue towards Safeton, reaching their second waystation and then turning southwards towards Safeton. WAYSTATION 4: THE WOOLLY ROSE The Woolly Rose sits atop a bluff overlooking its namesake - the Woolly Bay. Signs of disrepair are obvious; the hitching post in front of the Inn is cracked, the paint on the door is faded, and several shattered windows mar the Inn’s facade. COR7-14 The Densac Queen Page 11 If the PCs investigate, they find the owner of the Inn, Roselyn Al’Maken inside. She doesn’t know much and generally keeps to herself. �Roselyn Al’Maken: N female human expert 4. The following are sample questions the PCs might ask, but do not need to ask it verbatim to receive the answer. • Why is the Inn in such bad shape? “I get the occasional rowdy guests, like all Inns do. Rumors of marauding orcs and invading armies, drives business away so I can’t afford to keep the place up.” • Do you need any help? “No, thanks for the offer but I’m managing ok.” • Have you seen any orcs around here lately? “I haven’t, but I had guests who said they ran across some closer to Safeton.” SAFETON – THE HOME STRETCH At a random hour during the trip to Safeton, the wagon train is attacked on the road. Re-use the combat found in Encounter 1B. After combat is resolved, proceed to the Conclusion. 2: THE APPROACH The PCs are now on the country trail that eventually leads to Castle Eyebite. The Densac Queen waystation is approximately 10 miles from the fork in the Bay Road (Encounter 1A). The countryside between Zulern and Castle Eyebite has many such country trails of assorted grade. Many of these roads have fallen into severe degradation because many of the nearby farms, hamlets, and manors have been abandoned by people fleeing the arrival of the orcs, many seasons ago. Most of these abandoned structures are in varying states of disrepair and looted. Consult the chart in Appendix 3 to gauge how far the PCs travel, what time it is, and any other time- triggered events listed. Once the PCs are about half way to the Densac Queen, read the following (keep in mind if its dusk or night); Directly ahead on the trail, the light reveals a saddled horse with smears of blood on it. There is no rider in sight, but the horse’s reins are attached to a wooden railing that it has been dragging along the muddy track. It looks at you and gives a distressed whinny. The animal is not physically injured (but it is fatigued) and the blood on it is not its own. The blood belongs to its former master, an apprentice wizard and member of the Greyhawk Guild of Wizardy. This is the same apprentice mentioned in the Guild of Wizardy affiliation handout. The animal witnessed its owner being slain by the possessed Guild of Wizardry representative who stole two horses and fled into the night. During the magical melee, this horse became so spooked that it broke the post it was tied to in the barn. The horse has been dragging the post ever since. The horse is still a bit skittish but successful DC 10 Handle Animal or DC 15 wild empathy brings the animal under the PCs’ control. Two attempts can be made on the animal (but not by the same PC), before it canters off. The horse can be caught, but it wastes an hour doing so (be sure to keep track of these time delays). What’s important about the horse is the documents stashed in the saddle bag. Once the PC’s get a close look at the horse, read: The chestnut brown mare is splashed with blood, including over the ornate saddle and bag. The saddle and the bags have the markings of the Guild of Wizardy of Greyhawk City. The bags carry mundane equipment one might find on an apprentice wizard, including a beginner’s spellbook. The bag also contains a letter the apprentice was writing to his father. The letter is unfinished. Give the PCs Player Handout 2. Light Horse: hp 19 (fatigued); MM 273. Treasure: Refer to the Treasure section of this adventure to determine what the PCs find here. (The saddlebags contain scrolls and potions lower level PCs may find useful in later encounters). Once the PCs are done looting, they can carry on the next five miles to the Densac Queen waystation. THE FINAL APPROACH This text below assumes that dusk has arrived, or at the very least, the storm clouds have made it dusk-like. Adjust accordingly if it is past 9pm and thus dark. The bow of a ship rises above a wooden palisade, hanging motionless at a 45 degree angle. The carving of a beautiful woman with orange wings folded back, holding a bottle of wine, decorates the bow. The palisade’s double gates hang open, swaying gently in the wind in lonely accompaniment to the smoke-barren chimney of the main house that surrounds the ship. Development: By this point, the wagon master is uneasy. His gut feeling is that something is not quite right, but he also knows that that the horses could use the rest before pushing on overland. The wagon master agrees if the PCs tell him to hold back until they say it’s safe to enter. COR7-14 The Densac Queen Page 12 3: SIGNS OF INN−FIGHTING This encounter deals with all the small buildings and their goings on outside of the main structure. As the PCs approach the gates (or observe the insides of the compound from some angle), read the following (taking into account the light levels). A wooden palisade 100 ft. or more across guards several buildings that make up the Densac Queen way station. The gates hang open revealing the main building, a single story ranch-style structure built around a massive sailing ship growing out of the ground at an angle. Wooden beams hold up the bow up the ship. Others buildings include a barn, outhouses, a well, slaughterhouse and a chicken coup complete the compound. There is no sign of occupation. The ground is muddy from the rain and tracking is difficult, but there are tracks leading out of several of the structures. Those sub-encounters list the relevant information. Once the PCs wave the wagon train into the compound, they head for the roundabout and ask the PCs if it’s safe to start unhitching the horses and put them in the barn for the night, and so on. Failure to do so could severely jeopardize the health of the horses. Ullhan and his teamsters do their best to defend the barn. If the PCs explain they are in dire need of assistance, Ullhan offers his two healing potions (if unused). If many PCs are injured or trapped, the crew comes to the aid of the PCs by lifting them out of holes or dragging their bodies back to the barn. The crew does not climb down shafts, go into rooms with multiple dead bodies, or do manual labor for the PCs (such as digging). The crew runs at the first encounter of supernatural effects, like the demon or the altar. If a teamster is killed or badly injured by traps or the bugbear, they retreat to the barn. THE GATES These thick and sturdy wooden gates seal with buttresses. While certainly not meant to stop an army, these walls have helped keep out simple brigands. The clue here is that the gates are undamaged and beam has been removed and thrown aside. (The two possessed people calmly let themselves out and didn’t bother to close the door behind them). The beam weighs approximately sixty pounds. THE BARN The barn doors are open and flapping in the wind. The wind or something just as violent has knocked over stacks of hay and damaged some of the horse posts. A broken open stall reveals the gruesome sight of a dead horse, a tell tale hoof indicates its condition is not unique among the other stalls. The majority of the damage done in the barn was from the magic used by the possessed Guild of Wizardry representative as controlled by the guecubu. Due to their chaotic nature, the two demons killed all life they saw. This included all the horses (save the two they needed to ride out on, the one that escaped, and the cat that stayed hidden). Underneath the hay, A DC 12 Search check finds the cold body of the apprentice wizard and a stable boy. Both have been killed by damage from a magic missile spell. The apprentice’s toad familiar was squished within the boy’s pocket by a boot. The horses have wounds consistent with various types of orb spells. On the ground in front of two empty stalls are full feedbags with broken straps, as if removed violently. (These were attached to the horses that were taken). All of the dead horses still have their feedbags attached. This is a clue to the PCs that two horses are missing. The saddle of one of the dead horses has the marks of the trade scales, the sign of the Merchant and Traders Union of Greyhawk City. The bags attached to it contain a page of notes and some basic merchant gear. See Player Handout 3. Once the PCs have made themselves obvious, the cat appears on the rafters of the barn. It carefully watches the PCs. It is the local mouser and not any one’s familiar. If the PCs have the ability, they can get a very rough breakdown of the events here from the cat: that two new humans who didn’t smell right anymore, came back to the barn, killed everyone with rage and lights, took their horses, and left. Treasure: Refer to the Treasure section of this adventure to determine what the PCs find here from the corpses and saddlebags. THE WAGON ROUNDABOUT This is a cobble stone path that leads from the entrance and forms a loop in the southeast corner of the compound. This is where wagons are put to turn around and left to sit if need be. There are stone anchor slots in the ground and poles to go with them that are stored against the wall. This is so tarps can be draped over cargo if need be. There are no wagons here, nor has there been in a while, suggesting to the PCs that who ever was involved in this mystery was not a cargo hauler. THE WELL This is a stone well, complete with a rope, bucket, and a little open roof. Its water is reasonably fresh. The PCs are welcome to search it and even climb down its 20 ft. depth. They find nothing of interest but do waste their time, perhaps even an hours worth. COR7-14 The Densac Queen Page 13 THE OUTHOUSES Two very small buildings with a single door each stand nearly side by side. Each door has a design cut through its upper section. The first is that of a crescent moon, and the other is that of a star. There are the outhouses of the compound. A little surprise has been left in the one with the crescent moon. During the violence, the member of the Mercenaries Guild of Greyhawk (who was possessed along with the wizard) took out his sword and did a number on his own apprentice just coming out of the outhouse. The apprentice, named Wilfon of Dreeder Street, was mortally wounded and when he was able to, crawled into the outhouse hoping for safety. He scrawled his Last Will and Testimony onto the sidewall with some chalk. This is Player Handout 4. Treasure: Refer to the Treasure section of this adventure to determine what the PCs find here. Befitting his station, his gear is typical for a 1st-level fighter. THE SLAUGHTERHOUSE This ten foot by ten foot building gives off the stench of processed carcasses. Old bones and feathers litter the perimeter as if thrown there by some unknown beast. This is the compound’s slaughterhouse where they process chickens and whatever livestock they get their hands on. The remains of a pig hang from a hook, halfway in the process of being salted or smoked. If the PCs search the area and succeed on aDC 10 Search check, roll 1d6 on the following table to see what is found. 1-3: smoked pig meat 4-6: salted pig meat THE CHICKEN COOP The door to the coop is broken open and singed feathers litter the ground. When the demons made their escape, they started killing everything in sight, just to make sure there were no witnesses. In this case, the wizard dropped a fireball into the chicken coop in case anyone was hiding there. If a PC spends succeeds on a DC 10 Search check, roll 1d6 on the following table to see what he finds. 1-3: charred chicken corpse 4-5: charred feathers 6: pristine chicken feathers. 4: THE BAR ROOM The door opens to reveal a bar room not unlike many others. It has tables and chairs, a bar and stools, and some doors leading off to other rooms. What is slightly different about this bar room is the exposed ship hull décor, the posts holding up the bow, and the stairs leading up to the slanted deck of the ship. No one is here to greet you. The bar room of this inn is not much different than any bar found in Greyhawk City, except this one has several trapdoors laced about the floor. Encounter 5 details the stairs leading up and the doors leading into the kitchen and the sleeping areas. Encounter 6 details the door leading to the storage room and basement. BEHIND THE BAR A male human lies crumpled on the floor, little remaining of his head. His clothes befit that of an innkeeper. Hidden behind the bar is a lever that toggles between, all trapdoors locked, all trapdoors fall open, or all trapdoors active. It can’t do individual trapdoors. A DC 25 Search check finds the lever. The innkeeper was hit in the face with a Melf’s acid arrow. The innkeeper has a set of keys that opens all locks in the compound, including any found in the slaver’s lair (unless otherwise noted). There is a small amount of coins behind the bar. TRAPDOORS AND POISONED PITS These trapdoors are all spring loaded for weight more than 50 pounds, anything less and they do not flip open. They are well disguised, but should liquid be spilled, it would drain down the minuscule gap. The map shows where the trapdoors are located. Anyone falling through a trapdoor immediately enters Encounter 7. The trap door quickly springs closed again (the poison, however, does not reset automatically). The falling PCs find themselves in a cage hanging a few feet off the ground watched by an angry looking bugbear slave master. The wooden shaft between the trapdoor and the cage is climbable (APL2-6: DC 20 Climb check; APL 8-12: DC 25 Climb check). Once the PCs have either destroyed or held open the wooden trapdoor (DC 13 strength check), they can lower ropes to climb down the shaft or make a DC 15 Jump check to leap down safely. The number of trapdoors varies per APL and is noted below. The locations of the trapdoors appear on the DM’s Map 1 in order of appearance. For example, if an APL has 2 trapdoors, use locations 1 and 2; if an APL has 4 trapdoors, use locations 1 to 4. �Bar Room Floor: 1 in thick wood; hardness 5; hp 10; AC 5; Break DC 18 and then 3 in. thick stone; hardness 8; hp 45; AC 5; Break DC 28. �Spring Loaded Trapdoor: 1 in. thick; hardness 5; hp 10; AC 5; Break DC 18. COR7-14 The Densac Queen Page 14 APL 2 �Spring Loaded Trapdoor (2): CR 2; mechanical; touch location (50 lb. or more); automatic reset (see text); DC 17 Reflex save avoids; 10 ft. deep poisoned pit shaft (1d6, fall); Search 15; Disable Device DC 20. APL 4 �Spring Loaded Trapdoor and Shaft (3): CR 3; mechanical; touch location (50 lb. or more); automatic reset (see text); DC 22 Reflex save avoids; 10 ft. deep poisoned pit shaft (1d6, fall plus carrion crawler brain juice, DC 13 Fortitude save resists, paralysis); never miss; onset delay (2 rounds); Search DC 24; Disable Device DC 24. APL 6 �Spring Loaded Trapdoor and Shaft (4): CR 5; mechanical; touch location (50 lb. or more); automatic reset (see text); DC 24 Reflex save avoids; 10 ft. deep poisoned pit shaft (1d6, fall plus ungol dust, DC 15 Fortitude save resists, 1 Cha/1d6 Cha + 1 Cha drain); never miss; onset delay (1 round); Search 24; Disable Device DC 26. APL 8 �Spring Loaded Trapdoor and Shaft (5): CR 7; mechanical; touch location (50 lb. or more); automatic reset (see text); DC 26 Reflex save avoids; 10 ft. deep poisoned pit shaft (1d6, fall plus insanity mist, DC 15 Fortitude save resists, 1d4 Wis, 2d6 Wis); never miss; onset delay (1 round); Search 23; Disable Device DC 27. APL 10 �Spring Loaded Trapdoor and Shaft (6): CR 9; mechanical; touch location (50 lb. or more); automatic reset (see text); DC 29 Reflex save avoids; 10 ft. deep poisoned pit shaft (1d6, fall plus insanity mist, DC 15 Fortitude save resists, 1d4 Wis, 2d6 Wis); never miss; onset delay (1 rounds); Search 24; Disable Device DC 35. APL 12 �Spring Loaded Trapdoor and Shaft (6): CR 11; mechanical; touch location (50 lb. or more); automatic reset (see text); DC 29 Reflex save avoids; 10 ft. deep poisoned pit shaft (1d6, fall plus dragon bile, DC 26 Fortitude save resists, 3d6 Str); never miss; onset delay (1 rounds); Search 24; Disable Device DC 39. EL Note: The CR for the trapdoor and poisoned shaft and the cage and the bugbear slaver in Encounter 7 combine to calculate the EL of Encounter 7. PCs falling through the trapdoor immediately proceed to Encounter 7. Development: It is possible one or more PCs fall into the cages of Encounter 7 meeting the bugbear slaver there. PCs can try breaking open trapdoors and climb down or run down the basement stairs to aid them. 5: THE ADJOINING ROOMS This encounter covers all of the adjoining the common room rooms besides the storage and basement. While these rooms have no real monetary value, they do hold items that can help PCs perform the final ritual in Encounter 9. Each room also presents poltergeist activity for a limited number of rounds once the demon leaves the bugbear slavemaster. See Encounter 9 for details of the poltergeist activity. KITCHEN Shelves, cupboards, and hanging pots indentifies this as an unremarkable kitchen. This area contains an essentially unlimited supply of knives, pans, and other items to be thrown by the poltergeist. Every time the PC succeeds on a DC 10 Search check, roll 1d6 on the following table to see what he finds. 1: Pots and pans 2: Fruits and vegetables 3: Severed hands and fingers 4: Firkin of cheap ale 5: Powerful spices 6: Silverware SLEEPING QUARTERS Of the eight rooms, only two appeared to have permanent residents. The larger of the two is bare and ill-kept, while the smaller one has many cheap trinkets, most made of lead. There are eight sleeping chambers in this side part. Six are meant for double occupancy with bunk beds, while the farthest two belong to the stable boy and the innkeeper; the rest of the slavers bunk in the lair below. Every time a PC succeeds on a DC 10 Search check, roll 1d6 to see what he finds. 1: Extra bedding 2: Poorly crafted lead trinkets 3: Clothes 4: Lead shot and crafting tools 5: A kit for melting lead 6: A model ship with yellow sails THE DENSAC QUEEN The main hold of the ship has been exposed to create room for the main bar room and stairs have been put in to provide access to the deck of the ship. The deck (along with the rest of the ship) is at a 45 degree angle, so it’s not the easiest thing to stand on. The stairs exit near the main mast of the ship. There is a small shrine to Procan here and a plaque dedicated to the missing sailors and the ship in general. The plaque is Player Handout 5. COR7-14 The Densac Queen Page 15 PCs working for the Guild of Wizardy must spend one round, collecting the samples from the ship’s deck. 6: STORAGE OF DEATH This encounter deals with the main floor storeroom, the stairs that lead into the basement, the basement itself, and the secret door (and its adjacent trap) that leads into the slaver’s lair. PCs entering these areas may draw the wrath of the demon. THE STORAGE ROOM Simple wooden stairs lead down twenty feet to the basement. Crates and trunks fill this storage room. There is nothing particularly sinister or nefarious in here. One chest at the back of the room is filled with manacles and leg irons, though. THE BASEMENT The air is wet and cool like any other root cellar. Barrels, boxes, and crates line the walls. This area serves as a root cellar and storage area for stuff that can be moved up the stairs. �Secret Stone Door: 4 in. thick; hardness 8; hp 60; AC 5; Break DC 28; Search DC 25. Trap: As indicated on DM’s Map 1, 10 ft. in from the secret door is a pressure plate on the floor connected to a camouflaged launcher (the exact nature of the projectiles changes with APL). The pressure plate is set to trigger at fifty pounds or more, launching the projectiles at the squares listed by the trap (changes with APL). As indicated on the map, around the corner is a lever that when triggered, deactivates the trap for ten rounds before resetting. The slavers use this to exit safely. A guard typically waits by the switch, to help his comrade through, but he was when everyone else was killed. APL 2 (EL 2) �Double Barrel Fusillade of Darts Trap: CR 2; mechanical; location trigger; automatic reset; hidden switch bypass; Atk +10 ranged (1d4+1, dart); multiple targets (fires 2d4 darts at each target in two adjacent 5-ft. squares) ; Search DC 14; Disable Device DC 22. APL 4 (EL 4) �Dual Javelin Trap: CR 4; mechanical; location trigger; automatic reset; Atk +16/+16 ranged (1d6+4, javelin); multiple targets (fires 1 javelin at each target in two adjacent 5-ft. squares); Search DC 22; Disable Device DC 20. APL 6 (EL 6) �Fusillade of Spears: CR 6; mechanical; proximity trigger, automatic reset; hidden switch bypass; Atk +21 ranged (1d8 spear); multiple targets (1d6 spears per target in a 5 ft-by-15-ft. area); Search DC 26; Disable Device DC 20. APL 8 (EL 8) �Melf’s Acid Arrow Trap: CR 8; magic device; visual trigger (true seeing); automatic reset; hidden switch bypass; Atk +9 ranged touch; spell effect (Melf’s acid arrow, 18th-level wizard, 2d4 acid damage for 7 rounds); multiple targets (fires 1 Melf’s acid arrow at each target in two adjacent 5-ft. squares); Search DC 27; Disable Device DC 27. APL 10 (EL 10) �Energy Drain Trap: CR 10; magic device; visual trigger (true seeing); automatic reset; hidden switch bypass; Atk +8 ranged touch; spell effect (energy drain, 17th-level wizard, 2d4 negative levels for 24 hours, DC 23 Fortitude save negates); Search DC 34; Disable Device DC 34 APL 12 (EL 12) �Crushing Wall Trap: CR 12; mechanical; location trigger; automatic reset; hidden bypass switch; no attack roll required (18d6, crush); Search DC 27; Disable Device DC 33. Development: The bugbear may hear the PCs as thety move through this area, particularly if the PCs make too much noise dealing with the secret door or trap. 7: THE SLAVE PIT This is the chamber where wayward travelers who won’t be missed are dumped through the trap doors in Encounter 4 and fall down a shaft until they fall through the spring loaded hatch of a dangling cage. There is one cage per trapdoor. The bugbear slave master comes out from his jail cells in an adjoining room and proceeds to process the new slave. Once processed, the slave is thrown into a prison cell in the adjoining room. Cages dangle a few feet off the ground kept in place by chains connecting to both the ceiling and the floor. Blood and gore cakes the floor. A door on the north wall is open and in the archway is a furry 7 ft. tall humanoid with a bear- like nose. The room has three doors, but only the door to the west is currently closed. (None are locked, but all can be). Both the bugbear and the innkeeper have a set of keys. �Wooden Doors: 1 in. thick; hardness 5; hp 10; AC 5; Break DC 18. Trap: The CR for the trapdoor and poisoned shaft in Encounter 4, the cage, and the bugbear slaver are combined to reach the EL of this encounter. The CR for COR7-14 The Densac Queen Page 16 the combined trapdoor and poisoned shaft portion of this encounter appear in Encounter 4. Onset Delay: At all APLs, the trap has an onset delay. If a PC is coated in contact poison as he falls through the shaft (APLs 2, 4, and 12) he is coated in the stuff and it affects him after the onset time has passed. If the trap has inhaled poison (APLs 6, 8, and 10), the cloud of gas descends from the pit shaft after the requisite number of rounds. When a PC fails his Reflex save for the trapdoor in Encounter 4, he drops down a 10 ft. smooth shaft, aiming him directly through the waiting open spring locked door on top of the cage. A PC is granted an additional Reflex save (as per APL and trap listing) to avoid entering the cage. Success means the PC is now on top of the swaying cage. Whether inside or on top of the cage, PCs need to make a DC 22 Balance check each round to remain standing, otherwise they fall and are considered prone. Remember that a creature attacked while balancing is considered flat-footed (unless they have 5 ranks in Balance—PH 67). A PC can squeeze through the bars with a DC 30 Escape Artist check. For each bar successfully removed (for example, sundered, broken, and so on), award a +5 circumstance bonus to their Escape Artist check. �Iron Cage Bars: 1 in. thick; hardness 10; hp 30; AC 5; Break DC 24. The bars of the cage provide cover (+4 to AC, +2 Reflex saves). The cage has a locked secondary door on its side through which the bugbear retrieves subdued victims. A PC with feather fall or that climbs down a rope into this chamber can chose not to fall into the cage. Creatures: This is the bugbear slave master and servant of the slave lords who operate this hidden station. This is home and he loves his work. Recently, he has become possessed by a guecubu demon. The demon cannot move more than 500 ft. from the altar that imprisons it. So it waits until the right kind of people show up to free it. The demon is using the ally ability of its possession. Once the bugbear is killed, the demon flees unharmed to observe the PCs and waits, attempting to possess any that fall asleep. APL 2 (EL 4) �Cage Trap: CR -; mechanical; location trigger; manual reset; lock bypass (Open lock DC 30 on either door); DC 17 Reflex avoids entering the cage (save or fail, see text above for balancing); Search DC 20; Disable Device DC 20 (on top hatch only, opens door). �Slave Master: male bugbear; hp 16; Appendix 1. APL 4 (EL 6) �Cage Trap: CR -; mechanical; location trigger; manual reset; lock bypass (Open lock DC 30 on either door); DC 22 Reflex avoids entering the cage (save or fail, see text above for balancing); Search DC 20; Disable Device DC 20 (on top hatch only, opens door). �Slave Master: male bugbear fighter 3; hp 58; Appendix 1. APL 6 (EL 8) �Cage Trap: CR 4; mechanical; location trigger; manual reset; lock bypass (Open lock DC 30 on either door); DC 24 Reflex avoids entering the cage (save or fail, see text above for balancing); Search DC 20; Disable Device DC 20 (on top hatch only, opens door). �Slave Master: male bugbear fighter 5; hp 84; Appendix 1. APL 8 (EL 10) �Cage Trap: CR -; mechanical; location trigger; manual reset; lock bypass (Open lock DC 30 on either door); DC 24 Reflex avoids entering the cage (save or fail, see text above for balancing); Search DC 20; Disable Device DC 20 (on top hatch only, opens door). �Slave Master: male bugbear fighter 7; hp 105; Appendix 1. APL 10 (EL 12) �Cage Trap: CR -; mechanical; location trigger; manual reset; lock bypass (Open lock DC 30 on either door); DC 29 Reflex avoids entering the cage (save or fail, see text above for balancing); Search DC 20; Disable Device DC 20 (on top hatch only, opens door). �Slave Master: male bugbear fighter 9; hp 114; Appendix 1. APL 12 (EL 14) �Cage Trap: CR -; mechanical; location trigger; manual reset; lock bypass (Open lock DC 30 on either door); DC 29 Reflex avoids entering the cage (save or fail, see text above for balancing); Search DC 20; Disable Device DC 20 (on top hatch only, opens door). �Slave Master: male bugbear fighter 11; hp 133; Appendix 1. Tactics: The bugbear in his normal duties waits for his masters to pick out a lone mark then drop him down the chute. The bugbear then proceeds to subdue the prisoner through the cage bars. When the bugbear is satisfied he has subdued his new slave, he unlocks the side door on the cage and throws the person into a cell in the adjacent room. The PCs falling through the chutes are no exception. The bugbears primary goal for a caged single PC is to use non- lethal damage. If the bugbear’s life becomes endangered, he switches to lethal damage hoping for the chance of knocking a captive out. If a foe has escape from its cage, the bugbear is more inclined to use lethal force in the gamble to capture. If necessary, the bugbear uses one of its potions to stabilize a victim. At APLs 8-12, the bugbear attempts to use the dislocator enhancement of his longspear on those who are not in cages. If he successfully transports a PC into a cage he grumbles “Back in your box!” in Common. COR7-14 The Densac Queen Page 17 Special consideration is to be taken for fighting in and out of the cage bars. Treasure: Refer to the Treasure section of this adventure to determine what the PCs find here. Development: Once the bugbear is dead, the guecubu possessing it escapes unseen (unless the PCs have special means of seeing it) and starts to prowl around, watching the PCs, waiting to slip into one of them when they sleep, or at least play poltergeist and harass them. The guecubu immediately suppresses its aura, but the air still fills with the copper smell of fresh blood. This allows the PCs a Knowledge (the planes) check (see Encounter 9). (Its important to remember to make the eerie smell known to the PCs as it could be their first real clue as to something supernatural is afoot). The guecuba only turns on its full aura when it attacks. See Encounter 9 and Poltergeist Activity for more information. THE PRISON CELLS This section contains empty prison cells, lockable with either the bugbear’s or inkeeper’s keys. There is also a small area where the bugbear lives. A plate of his favorite meal, human fingers, sits half eaten on a table beside a dissembled trap. When working, the trap sprays a mist of sleep gas, but the mechanism is broken. The poison agent is in glass capsule marked “sleep poison”. If used during the final ritual, this gas makes all those in a 5-foot radius fall unconscious as if affected by drow poison (MM 103). 8: THE SLAVE LAIR This encounter contains three parts. The hallway with most of the bodies in it, a meeting area, and a general living quarters. THE HALLWAY At the far end of this hallway are the door to the living quarters and a secret door leading to the excavation site. The corridor has five bodies near the secret door. These unfortunates were all stunned by the altar when they began experimenting with it. The demons then possessed who they could (the two guilders) and proceeded to slaughter those sleeping on the ground. Four of the bodies are human and one is an orc. The two possessed guilders then went on a killing spree, leaving only the bugbear alive for the last demon to use. The two guilders looted those they slew. THE MEETING AREA This is a small conference room. All the occupants are dead but many of their possessions remain. A member of the Merchant’s and Traders’ Union is here; he has been run through with a sword. In front of him are some documents, but ink has spilled on most of it. (Player Handout 7). This document suggests an agreement in the works between orc forces to the south and Greyhawk forces in the north; a non-aggression pact. It also appears many bribes on a personal level are going to senior guild officials to swing internal politics towards acceptance of the truce. The bodies include two humans, one well-dressed half-orc, and two orcs. Searching the half-orc gives the PCs the Room and Board in Highport AR access. Treasure: Refer to the Treasure section of this adventure to determine what the PCs find here. THE LIVING QUARTERS These are basic living quarters. An orc and a human were killed here by the guilders. It was a very one-sided battle. There is nothing of interest, here. 9: THE ALTERED ALTAR A secret door hides the excavation room, so that should the place fall, there is still some chance of the new treasures the slavers have discovered remaining hidden. �Secret Stone Door: 4 in. thick; hardness 8; hp 60; AC 5; Break DC 28; Search DC 25. While come parties may not find the secret door right away, a good clue it its location is all the bodies in close proximity to it. If the PCs remark on this, give them a +2 circumstance check to find the door. Once the PCs are in the room, consult the information under Altering the Altar. Until then, use the following section to handle the guecubu stalking the PCs. POLTERGEIST ACTIVITY Once the demon is roaming free and invisible, it attacks with a method to its madness. Each time the PCs start to interact with a location or sub-location, within the compound (inside and out), it attacks by using its telekinesis first and then moving on to its other attacks if the PCs start to catch on to what’s happening (DM’s discretion). Each time the demon manifest itself (for example, the PCs enter a room and start searching it, the demon starts to throw furniture at them) the action only lasts a number of rounds equal to the APL+1 (for example, at APL 2, the demon harasses the PCs in each room for a maximum of 3 rounds). Obviously, the demon can only be in one place at one time, so clever PCs could fan out and search for what they need at the same time. The guecubu is restricted to be within 500 ft. of the altar, but it also cannot be within sight of the altar while the ‘eyes of the dreamer’ are open. This means the PCs are safe within this room as long as the eyes of the skull are open. If the PCs activate the pattern of the altar and close COR7-14 The Densac Queen Page 18 the eyes, the stalking guecubu is free to attack, unless otherwise bound. Each time the guecubu prepares to attack, it makes its presence known (including its aura) with the following box text. The coppery scent of fresh blood wells up strangely in the air, despite the lack of any obvious source. APL 2 (EL 4) �Guecubu: hp 26; Appendix 1. APL 4 (EL 6) �Guecubu: Advanced 8 HD; hp 52; Appendix 1. APL 6 (EL 8) �Guecubu: Advanced 12 HD; hp 78; Appendix 1. APL 8 (EL 10) �Guecubu: Advanced 16 HD; hp 104; Appendix 1. APL 10 (EL 12) �Guecubu: Advanced 20 HD; hp 130; Appendix 1. APL 12 (EL 14) �Guecubu: Advanced 24 HD; hp 156; Appendix 1. A successful Knowledge (the planes) check reveals the following information about guecubu demons. A successful check also reveals all the information gained from lesser checks. • DC 14: Demonic spirits such as guecubus exist only to murder the living. They have no real desire to gather treasure, gain power, or rule nations. • DC 19: A guecubu possess no physical body. Its presence is easily dismissed as a bad dream, symptom of fatigue, or minor hallucination. • DC 24: Guecubus are telekinetic. Their touch can put a creature into a deep sleep. • DC 29: A guecubu’s presence can go undetected for months, even by its host. ALTERING THE ALTAR The bedrock of the east wall has been excavated, layer by layer, gradually narrowing in the middle. Some items, such as ropes and winches are clearly visible within the exposed rock, as if a fossil. In the center of the dig, is a black stone altar cut away from the surrounding rock. It rests at a 45 degree angle. Mystic symbols and carvings and a platinum skull with ruby eyes adorn the altar. This is altar is of ancient Olman craft, but it is not dedicated to any known god. If it was a god, that god has gone on to the sleep of death in the Dreaming Gulf (layer 230 of the Abyss), and these guecuba are remnants of his dreams. Anyone physically touching the altar (even if gloved, or via an instrument) receives a minor shock and are stunned for a moment; hand them Player Handout 8. Examining the altar closely reveals the following; The top of the altar has a platinum skull with inset ruby eyes. Displayed before the skull are three jade stones, each the size of a man’s fist. Each stone has an intricate ring of silver inlay around the stone. Damage to parts of the altar is visible, possibly from picks during excavation. Two of the silver inlays are damaged. A round Olman-style seasonal calendar is prominent on the front facing of the altar surrounded by runes and pictograms. The altar radiates strong abjuration and conjuration magic (DC 23 Spellcraft). If the PCs desire the defeat off all three geucubu (the two that have escaped already) or if they can’t defeat the lurking geucubu in combat, they need to defeat the altar (or flee). Defeating the altar takes several steps. • The first step is to examine the altar and figure out how it works. • The second step is to collect up the various items around the compound that can assist the final ritual. This also includes using those items and fixing the silver inlay on the altar. • The third step is to manipulate the altar’s seasonal disk and set it in motion. As it goes through the seasons, a trap is activated and a summon monster spell is activated. This part of the trap can be by- passed by disarming the trap. • During the fourth, and final step, the winter season reaches the apex of the calendar and the eyes of the altar close and all the jade stones with a functioning silver inlay summon a geucubu each and hold them there. This is where the PC casters must but themselves to sleep to do a quick test of wills in their sleep (possibly using the sleep poison found earlier). STEP 1 The altar comprises the platinum skull, the three jade stones, the silver inlays around the stones, a seasonal disk, and several runes. These parts cannot be separated. Comprehend languages, reading Olman, or a DC 15 Decipher Script check reveals the runes placed about the altar are specifically ordered. Read: “Passage. Death. Dreaming. Cycle. Spring. Summer. Autumn. Winter. Summon. Protection. Imprisonment. Evil. Chaos. Magic. Ritual. Dreaming. Passage.” The instructions left for those who find the altar are less than ideal as they feared that its power could be used for other purposes. COR7-14 The Densac Queen Page 19 A DC 23 Spellcraft check confirms that the silver inlays around each of the jade stones is working in combination with a modified (containing) magic circle against evil spell-like effect, but that the two damaged inlays have nullified the containment effect and need to be recast with melted silver. To do this requires a smelting kit and a supply of pure silver. A DC 15 Dexterity check is required to pour the new inlay. Alternatively, the PC can substitute the Dexterity check for a relevant Craft or Profession check. A check is need for both broken inlays. Do not inform the PC if it worked. Any inlay that is not repaired, does not summon back the corresponding demon. (This affects the campaign consequences of the adventure) STEP 2 The vision lists items that may help the PCs carry out the ritual. The items are the silversmith gear (found in the stable boy’s room), silver (found as silverware in the kitchen), an animal carcass (the slaughter house), feathers (the chicken coop), spices for the meat (the kitchen), and a sleep aid in the form of gas (the bugbear’s lair) or as a scroll in the apprentice wizard’s saddlebag. STEP 3 This starts once the PCs choose to start rotating the disk on the front of the altar. It starts in the spring setting and continues the rotation on its own, going through summer, autumn, and then winter. It takes ten rounds to complete each season. Spring has no harmful effects, but it does start the jade stones glowing. The disk can be reset if the device is disarmed (see trap block below), but if started again it needs to be disarmed after each new start. Summer makes the jade stones glow more intensely. It also activates the trap in the altar (see below). Autumn increases the glow and the metal eyelids start to appear on the skull, but they only droop, not actually closing. At APLs 8, 10, and 12, the trap activates again (unless previously disarmed). Winter brings on the next and final step. Trap: The summoned creature ends when the next season starts. If the trap is disarmed in either season, it is fully disarmed and no more monsters or spell effects occur again. The DM has choice over what creatures from the appropriate lists appear. There is no alignment restriction. APL 2 (EL 2) �Summon Monster I Trap: CR 2; magic device; touch trigger; automatic reset; spell effect (summon monster I, 2nd-level wizard); Search DC 26; Disable Device DC 26. APL 4 (EL 4) �Summon Monster III Trap: CR 4; magic device; touch trigger; automatic reset; spell effect (summon monster III, 6th-level wizard); Search DC 28; Disable Device DC 28. APL 6 (EL 6) �Summon Monster V Trap: CR 6; magic device; touch trigger; automatic reset; spell effect (summon monster V, 10th-level wizard); Search DC 30; Disable Device DC 30. APL 8 (EL 8) During both the summer and autumn periods the trap activates. � Summon Monster VI Trap: CR 6; magic device; touch trigger; automatic reset; spell effect (summon monster V, 10th-level wizard) Search DC 31; Disable Device DC 31. APL 10 (EL 10) During the summer period, the power word stun trap activates. During autumn, the summon monster V trap activates. �Power Word Stun Trap: CR 8; magic device; touch trigger; automatic reset; spell effect (power word stun, 15th-level wizard), Search DC 33; Disable Device DC 33. � Summon Monster VIII Trap: CR 8; magic device; touch trigger; automatic reset; spell effect (summon monster VIII, 10th-level wizard); Search DC 30; Disable Device DC 30. APL 12 (EL 12) During both the summer and autumn periods, the trap activates. � Wail of the Banshee Trap: CR 12; magic device; touch trigger; automatic reset; spell effect (wail of the banshee, 17th-level wizard; DC 23 Fortitude save negates); multiple targets (up to 17 creatures); Search DC 34; Disable Device DC 34. STEP 4 Winter starts with the closing of the ruby eyes of the platinum skull. Immediately afterwards the three jade stones create a mini vortex above each and summon the corresponding demon to await imprisonment. During the ten rounds of the winter phase, the three demons cannot harm the PCs, even if the silver inlays are unrepaired. However, if the inlays are still damaged, the corresponding demons are returned to where they were summoned from one round after arriving. Sometime during the winter phase, one or more PCs need to fall asleep. When this happens, PC must metally battle against the demons. Each sleeping PC attempt a DC 18+APL Will save. If even one sleeping PC passes, the demons are trapped again. Sleeping PC gets a bonus of +1 to this Will save for each of the following ritual focus items they used: wearing pristine feathers, eating animal carcass, or eating spiced food. COR7-14 The Densac Queen Page 20 Once the winter phase is over, the entire compound starts to shake. A vortex of energy opens up in the sky and slowly starts to descend around the altar and the compound. The PCs have 20 rounds to flee before the vortex engulfs the Densac Queen. Obviously, sleeping or comatose PCs must be carried out. PCs who end up in the vortex receive the Sucked into a Vortex AR entry. If the PCs bound all three demons, they gain the Saved the Domain AR entry. If even one demon escaped, the PCs do not receive the AR entry. 10: ON THE ROAD AGAIN Using the overland map provided, plot the PCs progress via the back roads. The severe storm stops on noon of the second day. The bridge on the trail to South Watch is intact and presents no problem for the wagons and it is not difficult finding abandoned structures to rest in. Once at South Watch, the horses can be switched for fresh ones on the expense of Zulern. The small garrison at South Watch informs the PCs that patrols are converging north of Safeton to outflank the orc raiders. CONCLUSION After a hard journey, the walls of Safeton are in sight. A mounted patrol sallies forth to escort you the final leg. The population of Safeton is trying to keeping its mind on the festival week and not the bands of orcs looting the countryside. In keeping with that, they are happy to see the arrival of the wagons from Zulern. If the PCs have arrived before the sun sets on the last day of Richfest, there is still time to present the gifts to Safeton and promote the craft village. If this is the case, the PCs gain the Mission Accomplished AR entry. Now is also the time to count up which PC gained points for their given affiliations and record the gain (or loss) on their AR. All affiliation members gain a single point if the cargo made it on time and intact. Additionally, members of various affiliations can earn bonus affiliation points as detailed below. The Guild of Wizardry Members of the Guild of Wizardry can gain the following bonus affiliation points: • Half point for collecting the samples from the hull of the Densac Queen. Merchants’ and Traders’ Union Members of the Merchants’ and Traders’ Union can gain the following bonus affiliation points: • Half point for paying respects at the maritime shrine on the deck of the Densac Queen. • Half point for reporting back with Player Handout 7. Mercenaries’ Guild Members of the Mercenaries Guild can gain the following bonus affiliation points: • Full point for each orc warband destroyed. • Half point for arranging a decent burial for the kid from Dreeder Street or, at least, having a drink in his honor. Cartographers’ Guild Members of the Cartographers’ Guild can gain the following bonus affiliation points: • Half point for paying respects at the maritime shrine on the deck of the Densac Queen. • Half point for creating an up-to-date map of the back trails in the countryside between the Densac Queen and Safeton. Thieves’ Guild Members of the Thieves’ Guild can gain the following bonus affiliation points: • Half point for reporting the presence of Slavelord agents to the guild. The Guild of Nightwatchmen Members of the Guild of Nightwatchmen can gain the following bonus affiliation points: • Half point for reporting the presence of Slavelord agents to the guild. Religious Organizations Members of one of the religious organizations of the Domain can gain the following bonus affiliation points: • Half point for clerics of Sotillion who experience the dream. • Half point for clerics of Zilchus if the blacksmith’s AR reward is gained. The End. CAMPAIGN CONSEQUENCES The result of this adventure directly affects events in the Domain of Greyhawk. If you are playing this event before 31 December 2007, please report your results to [email protected] by answering the following questions: 1. Were all three demons recaptured in the altar? 2. Did the PCs deliver their cargo to Safeton on time? COR7-14 The Densac Queen Page 21 EXPERIENCE POINT SUMMARY To award experience for this adventure, add up the values for the objectives accomplished. Then assign the experience award. Award the total value (objectives plus roleplaying) to each character. 1B: The Bay Road Save the wagon from the warband APL 2 120 XP APL 4 210 XP APL 6 270 XP APL 8 330 XP APL 10 390 XP APL 12 450 XP 1C: Getting Past Pelgaryn Save the wagon from the warband APL 2 120 XP APL 4 210 XP APL 6 270 XP APL 8 330 XP APL 10 390 XP APL 12 450 XP 1D: Towards Safeton Save the wagon from the warband APL 2 120 XP APL 4 210 XP APL 6 270 XP APL 8 330 XP APL 10 390 XP APL 12 450 XP 6: Storage of Death Survive the trap APL 2 60 XP APL 4 120 XP APL 6 180 XP APL 8 240 XP APL 10 300 XP APL 12 360 XP 7: The Slave Pit Survive the traps and/or the bugbear APL 2 120 XP APL 4 180 XP APL 6 240 XP APL 8 300 XP APL 10 360 XP APL 12 420 XP 9: The Altered Altar Successfully imprison all three demons. APL 2 120 XP APL 4 180 XP APL 6 240 XP APL 8 300 XP APL 10 360 XP APL 12 420 XP Story Award Wagons arrive in Safeton on time. APL 2 60 XP APL 4 90 XP APL 6 120 XP APL 8 150 XP APL 10 180 XP APL 12 210 XP Discretionary Roleplaying Award APL 2 30 XP APL 4 45 XP APL 6 60 XP APL 8 75 XP APL 10 90 XP APL 12 105 XP Total Possible Experience APL 2 450 XP APL 4 675 XP APL 6 900 XP APL 8 1,125 XP APL 10 1,350 XP APL 12 1,575 XP TREASURE SUMMARY During an adventure, characters encounter treasure, usually finding it in the possession of their foes. Every encounter that features treasure has a “treasure” section within the encounter description, giving information about the loot, coins, and magic items that make up the encounter’s treasure. The loot total is the number of gold pieces each character gains if the foes are plundered of all their earthly possessions. Looting the bodies takes at least 10 minutes per every 5 enemies, and if the characters cannot take the time to loot the bodies, they do not gain this gold. If you feel it is reasonable that characters can go back to loot the bodies, and those bodies are there (i.e., not carted off by dungeon scavengers, removed from the scene by the local watch, and so on), characters may return to retrieve loot. If the characters do not loot the body, the gold piece value for the loot is subtracted from the encounter totals given below. The coin total is the number of gold pieces each character gains if they take the coin available. A normal adventuring party can usually gather this wealth in a round or so. If for some reason, they pass up this treasure, the coin total is subtracted from the encounter totals given below. Next, the magic items are listed. Magic item treasure is the hardest to adjudicate, because they are varied and because characters may want to use them during the adventure. Many times characters must cast identify, COR7-14 The Densac Queen Page 22 analyze dweomer or similar spell to determine what the item does and how to activate it. Other times they may attempt to use the item blindly. If the magic item is consumable (a potion, scroll, magic bolts, etc.) and the item is used before the end of the adventure, its total is subtracted from the adventure totals below. Once you have subtracted the value for unclaimed treasure from each encounter add it up and that is the number of gold pieces a characters total and coin value increase at the end of the adventure. Write the total in the GP Gained field of the adventure certificate. Loot = Looted gear from enemy; Coin = Coin, Gems, Jewelry, and other valuables; Magic = Magic Items. 1: Introduction If the teamsters are slain: All APLs: Loot 32 gp; Coin 5 gp; Magic 8 gp; 2 potions of cure light wounds (4 gp each); Total 45 gp. 1B, 1C, 1D: The Bay Road series (each) APL 2: Loot 27 gp; Coin 6 gp; Total 33 gp. APL 4: Loot 340 gp; Coin 5 gp; Magic 150 gp; 6 potion of bear’s endurance (25 gp each); Total 495 gp. APL 6: Loot 365 gp; Coin 5gp; Magic 300 gp; 6 potions of bear’s endurance (25 gp each), 6 potions of bull’s strength (25 gp each); Total 670 gp APL 8: Loot 210 gp; Magic 1455 gp; Coin 5 gp; 6 potions of bear’s endurance (25 gp each), 6 potions of bull’s strength (25 gp each), 6 +1 battleaxes (192 gp each); Total 1670 gp. APL 10: Loot 266 gp; Magic 3421 gp; Coin 5 gp; 8 potions of bear’s endurance (25 gp each), 6 potions of bull’s strength (25 gp each), 6 +1 battleaxes (192 gp each), 2 brooches of shielding (125 gp), 2 gloves of dexterity +2 (333 gp each), 2 headbands of intellect +2 (333 gp each), 2 ring of protection +1 (166 gp each); Total 3692 gp APL 12: Loot 266 gp; Magic 6771 gp; Coin 43 gp; 6 potions of bull’s strength (25 gp each), 6 +1 battleaxes (192 gp each), 2 brooches of shielding (125 gp), 6 gauntlets of ogre power (333 gp each), 2 gloves of dexterity +2 (333 gp each), 2 headbands of intellect +2 (333 gp each), 2 lesser metamagic rod of empower (750 gp each), 2 rings of protection +1 (166 gp each); Total 7080 gp. 2: The Approach All APLs: Loot 2 gp; Magic 14 gp; 2 potions of cure light wounds (4 gp each), scroll of magic weapon (2 gp), scroll of true strike (2 gp), scroll of sleep (2 gp); Total 16 gp. 3: Signs of Inn-Fighting All APLs: Loot 20 gp; Total 20 gp. 7: The Slave Pit APL 2: Loot 2 gp; Magic 8 gp; 2 potions of cure light wounds (4 each); Total 10 gp. APL 4: Loot 1 gp; Magic 396 gp; 2 potions of cure light wounds (4 each); +1 breastplate (112 gp), cloak of resistance +1 (83 gp), +1 longspear (192 gp); Total 397 gp. APL 6: Loot 1 gp; Magic 729 gp; 2 potions of cure light wounds (4 each); +1 breastplate (112 gp), cloak of resistance +1 (83 gp), gauntlets of ogre power (333 gp), +1 longspear (192 gp); Total 730 gp. APL 8: Loot 30 gp; Magic 1283 gp; 2 potions of cure light wounds (4 each); cloak of resistance +1 (83 gp), +1 dislocator longspear (692 gp), gauntlets of ogre power (333 gp), ring of protection +1 (166 gp); Total 1313 gp. APL 10: Loot 1 gp; Magic 2062 gp; 2 potions of cure light wounds (4 each); amulet of health +2 (333 gp); +1 breastplate (112 gp); cloak of resistance +1 (83 gp), +1 merciful dislocator longspear (1525 gp); Total 2063 gp. APL 12: Loot 30 gp; Magic 3700 gp; 2 potions of cure light wounds (4 each); amulet of health +2 (333 gp); boots of speed (1000 gp), cloak of resistance +2 (333 gp), gauntlets of ogre power (333 gp), +1 merciful dislocator longspear (1525 gp); ring of protection +1 (166 gp); Total 3730 gp. 8: The Slave Lair (meeting area) APL 2: Loot 50 gp; Magic 87 gp; wand of enlarge person (10 charges, 12 gp), wand of false life (10 charges, 75 gp); Total 137 gp. APL 4: Loot 50 gp; Magic 249 gp; horn of fog (166 gp), pearl of power (1st-level, 83 gp); Total 299 gp. APL 6: Loot 50 gp; Magic 483 gp; hat of disguise (150 gp), ring of counterspells (333 gp); Total 533 gp. APL 8: Loot 50 gp; Magic 958 gp; pearl of power (2nd- level) (333 gp), boots of levitation (625 gp); Total 1008 gp. APL 10: Loot 50 gp; Magic 1250 gp; pearl of power (3rd-level) (750 gp), horseshoes of a zephyr (500 gp); Total 1300 gp. APL 12: Loot 50 gp; Magic 1500 gp; ring of spell storing, minor (1500 gp); Total 1550 gp. Total Possible Treasure APL 2: 450 gp APL 4: 650 gp APL 6: 900 gp APL 8: 1,300 gp APL 10: 2,300 gp APL 12: 3,300 gp ADVENTURE RECORD ITEMS �Apprentice Spellbook: You’ve gained access to a beginner’s tome of magic. It contains the following spells: 0— daze, detect magic, light, mage hand, mending, message, ray of frost, read magic, touch of fatigue; 1st—comprehend languages, disguise self, erase, mage armor, magic missile, sleep, unseen servant; 2nd—resist energy, invisibility. �Blacksmith’s Thanks: You set his son straight, so Zavin grants you Open access to the following armor special abilities from Dungeonscape: swarmguard armor, durable armor, restful armor. �Affiliation Score Gained/Lost: You have gained/lost _____ points with the _________ affiliation. If you are affiliated COR7-14 The Densac Queen Page 23 with more than one group, add extra notes in notes section detailing you gain or loss. �Mission Accomplished: The wagons made it to Safeton on time. Zulern and your affiliation thank you. As a reward, they command the Domain’s best cobblers to give you Open access to boots of sidestepping (Dungeonscape). �Room and Board in Highport: You’ve gained the deed to a townhouse in the Pomarji city of Highport. Parts of the document can be easily faked, granted you a place to stay until some local officials catch on. The next ten adventures (not adventure rounds) taking place in either the Pomarj or the Wild Coast cost 1 less TU (minimum of 1). [] [] [] [] [] [] [] [] [] [] �Banished the Demons: You stopped an evil menace from terrorizing the countryside, but will anyone believe your story after all those drinks? Perhaps someone will later… �Sucked into a Vortex: You did not escape the Densac Queen quickly enough and have been sucked onto another plane. If you do not have the means to return home, you must pay 6 TU and 1,000 gp to return to Oerth. ITEM ACCESS APL 2: • Wand of enlarge person (10 charges) (Any; 150 gp; DMG) • Wand of false life (10 charges) (Any; 900 gp; DMG) • Apprentice’s Spellbook (Adventure; 2,000 gp; see above) APL 4 (all of APL 2 plus the following): • Horn of fog (Adventure; DMG) • Pearl of power (1st-level) (Any; DMG) APL 6 (all of APLs 2-4 plus the following): • Hat of disguise (Adventure; DMG) • Ring of counterspells (Core; DMG) APL 8 (all of APLs 2-6 plus the following): • Boots of levitation (Adventure; DMG) • +1 dislocator longspear (Adventure; 2,305 gp; Magic Item Compendium) • Pearl of power (2nd-level) (Any; DMG) APL 10 (all of APLs 2-8 plus the following): • Horseshoes of a zephyr (Adventure; DMG) • +1 merciful dislocator longspear (Adventure; 8,305 gp, Magic Item Compendium) • Pearl of power (3rd-level) (Any; DMG) APL 12 (all of APLs 2-10 plus the following): • Boots of speed (Adventure; DMG) • Lesser metamagic rod of empower (Adventure; DMG) • Ring of spell storing (Adventure; DMG) COR7-14 The Densac Queen Page 24 APPENDIX 1: APL 2 1B: THE BAY ROAD ORC OF THE BLACK SKULL CR 1/2 Male orc warrior 1 CE Medium humanoid (orc) Init +0; Senses darkvision 60 ft.; Listen -2, Spot -2 Languages Common AC 14, touch 10, flat-footed 14 (+3 armor, +1 shield) hp 5 (1 HD) Fort +3, Ref +0, Will -2 Weakness light sensitivity Speed 30 ft. (6 squares) Melee battleaxe +4 (1d8+4/x3) Ranged javelin +1 (1d6+3) Base Atk +1; Grp +4 Abilities Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6 Feats Weapon Focus (battleaxe) Skills Climb +4, Jump +4 Possessions studded leather, buckler, battleaxe, 5 javelins, 5 gp. Light Sensitivity (Ex) Black Skull orcs are dazzled (-1 on attack rolls, Search and Spot checks) in bright sunlight or within the radius of a daylight spell. 7: THE SLAVE PIT SLAVE MASTER CR 2 Male bugbear CE Medium humanoid (goblinoid) Init +1; Senses darkvision 60 ft., scent; Listen +6, Spot +2 Languages Common, Goblin AC 16, touch 11, flat-footed 15 (+1 Dex, +3 natural, +2 armor) hp 16 (3 HD) Fort +2, Ref +4, Will +1 Speed 30 ft. (6 squares) Melee longspear +7 (1d8+6/x3) or Melee morningstar +6 (1d8+4) Ranged javelin +3 (1d6+4) Base Atk +2; Grp +6 Combat Gear potion of cure light wounds (2) Abilities Str 19, Dex 12, Con 13, Int 10, Wis 10, Cha 9 Feats Alertness, Weapon Focus (longspear) Skills Climb +6, Hide +3 , Listen +6, Move Silently +9, Spot +2 Possessions leather armor, longspear, 5 javelins, morningstar, 5 gp. 9: THE ALTERED ALTAR GUECUBU* CR 4 * Fiendish Codex I 41 CE Medium outsider (chaotic, evil, extraplanar, incorporeal, Loumara) Init +2; Senses darkvision 60 ft.; Listen +12, Spot +12 Aura haunting aura (60-ft. radius, Will DC 15) Languages Abyssal, Common, telepathy 100 ft. AC 15, touch 15, flat-footed 13 (+2 Dex, +3 deflection) Miss Chance 50% hp 26 (4 HD); DR 5/cold iron or lawful Immune acid, electricity, fire Resist cold 10 Fort +6, Ref +6, Will +7 Speed fly 30 ft. (perfect) (6 squares) Melee touch +6 (sleep) Ranged thrown object +7 (2d6) Base Atk +4; Grp -- Special Actions possession, telekinesis Abilities Str --, Dex 15, Con 14, Int 10, Wis 16, Cha 17 SQ incorporeal, loumara traits, natural invisibility Feats Alertness, Persuasive Skills Bluff +12, Diplomacy +12, Disguise +10 (+12 acting in character), Forgery +7, Intimidate +14, Listen +12, Sleight of Hand +11, Spot +12 Haunting Aura (Su) Living creatures within 60 feet of a guecubu in its natural form must succeed on a DC 15 Will save or be shaken for as long as it remains within this area. An affected creature that rests within a haunting aura can do so but gains no benefits from sleeping and awakens fatigued. Once a creature makes this saving throw, it is immune to that guecubu’s haunting aura for 24 hours. Natural Invisibility (Su) This inherent ability is constant, allowing a guecubu to attack invisibly. This ability is not subject to invisibility purge. Possession (Su) A guecubu can possess any sleeping animal or humanoid. It must enter a square occupied by the sleeping creature to possess it. A DC 15 Will save resists the possession; however, a successful save does not cause the victim to awaken, nor is the victim aware of the possession attempt even after waking (although the victim can dimly recall some strange, otherworldly dream). A guecubu can take on the ally, controller, enemy, mutterer, or rider role. (Demonic Possession—Appendix 2). Sleep Touch (Su) A creature touched by a guecubu in its natural form must make a DC 15 Will save or fall into a deep sleep for 1 hour. A sleeping creature is helpless. Slapping or wounding the sleeping creature awakens it, but normal noise does not. This is a mind-affecting sleep effect. Telekinesis (Su) A guecubu can use telekinesis as a standard action (CL 4th). A guecubu can use this ability even while possessing a creature without that creature realizing it is technically the source of the effect. If it hurls something such as a boulder or other dense object, it deals 2d6 points of damage on a hit. Weapons hurled deal damage appropriate for the weapons in question. COR7-14 The Densac Queen Page 25 APL 4 1B: THE BAY ROAD BLACK SKULL WARRIOR CR 1 Male orc warrior 2 CE Medium humanoid (orc) Init +0; Senses darkvision 60 ft.; Listen -2, Spot -2 Languages Common AC 16, touch 10, flat-footed 16 (+5 armor, +1 shield) hp 11 (2 HD) Fort +4, Ref +0, Will -2 Weakness light sensitivity Speed 30 ft. (6 squares) Melee mwk battleaxe +6 (1d8+4/x3) Ranged javelin +2 (1d6+3) Base Atk +2; Grp +5 Combat Gear potion of bear’s endurance Abilities Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6 Feats Weapon Focus (battleaxe) Skills Climb +1, Jump +2 Possessions masterwork breastplate, buckler, masterwork battleaxe, 5 javelins, 5 gp. Light Sensitivity (Ex) Black Skull orcs are dazzled (-1 on attack rolls, Search and Spot checks) in bright sunlight or within the radius of a daylight spell. 7: THE SLAVE PIT SLAVE MASTER CR 5 Male bugbear fighter 3 CE Medium humanoid (goblinoid) Init +2; Senses darkvision 60 ft., scent; Listen +7, Spot +3 Languages Common, Goblin AC 21, touch 12, flat-footed 19 (+2 Dex, +3 natural, +6 armor) hp 58 (6 HD) Fort +10, Ref +7, Will +6 Speed 30 ft. (6 squares) Melee +1 longspear +12 (1d8+8/x3) or Melee morningstar +10 (1d8+5) Ranged javelin +7 (1d6+5) Base Atk +5; Grp +10 Atk Options Blind-Fight, Power Attack Combat Gear potion of cure light wounds (2) Abilities Str 20, Dex 15, Con 20, Int 10, Wis 12, Cha 6 Feats Alertness, Blind-Fight, Iron Will, Power Attack, Weapon Focus (longspear) Skills Climb +6, Hide +1, Listen +7, Move Silently +10, Spot +3 Possessions +1 breastplate, cloak of resistance +1, +1 longspear, 5 javelins, morningstar, 5 gp. 9: THE ALTERED ALTAR GUECUBU* CR 6 * Fiendish Codex I 41 CE Medium outsider (chaotic, evil, extraplanar, incorporeal, Loumara) Init +2; Senses darkvision 60 ft.; Listen +14, Spot +14 Aura haunting aura (60-ft. radius, Will DC 18) Languages Abyssal, Common, telepathy 100 ft. AC 16, touch 16, flat-footed 14; Dodge (+2 Dex, +4 deflection) Miss Chance 50% hp 52 (8 HD); DR 5/cold iron or lawful Immune acid, electricity, fire Resist cold 10 Fort +8, Ref +8, Will +9 Speed fly 30 ft. (perfect) (6 squares) Melee touch +10 (sleep) Ranged thrown object +12 (2d6) Base Atk +8; Grp -- Special Actions possession, telekinesis Abilities Str --, Dex 15, Con 14, Int 10, Wis 16, Cha 18 SQ incorporeal, loumara traits, natural invisibility Feats Ability Focus (possession), Dodge, Persuasive Skills Bluff +17, Diplomacy +17, Disguise +15 (+17 acting in character), Forgery +11, Intimidate +19, Listen +14, Sleight of Hand +15, Spot +14 Haunting Aura (Su) A living creature within 60 ft. of a guecubu in its natural form must succeed on a DC 18 Will save or be shaken while in the area. An affected creature resting within a haunting aura gains no benefits from sleeping, awakening fatigued. Creatures succeeding on the saving throw are immune for 24 hours to that guecubu’s haunting aura. Natural Invisibility (Su) This inherent ability is constant, allowing a guecubu to invisibly attack. This ability is not subject to invisibility purge. Possession (Su) A guecubu can possess any sleeping animal or humanoid but must enter its square to possess it. The victim is entitled to a DC 20 Will save to resist possession; however, a successful save does not awaken the victim, nor is the victim aware of the possession attempt after waking (although he dimly recalls strange, otherworldly dreams). A guecubu can take the ally, controller, enemy, mutterer, or rider role while possessing a creature. (Demonic Possession—Appendix 2). Sleep Touch (Su) A creature touched by a guecubu in its natural form must make a successful DC 18 Will save or fall into a deep sleep for 1 hour. A sleeping creature is helpless. Slapping or wounding the sleeping creature awakens it, but normal noise does not. This is a mind-affecting sleep effect. Telekinesis (Su) A guecubu can use telekinesis as a standard action (CL 8th). It can use this ability while possessing a creature without that creature realizing it is the source of the effect. If it hurls a boulder or other dense object, it deals 2d6 points of damage on a hit. Weapons hurled deal normal damage COR7-14 The Densac Queen Page 26 APL 6 1B: THE BAY ROAD BLACK SKULL WARRIOR CR 2 Male orc warrior 3 CE Medium humanoid (orc) Init +0; Senses darkvision 60 ft.; Listen -2, Spot -2 Languages Common AC 17, touch 10, flat-footed 17 (+6 armor, +1 shield) hp 16 (3 HD) Fort +4, Ref +1, Will +1 Weakness light sensitivity Speed 30 ft. (6 squares) Melee mwk battleaxe +7 (1d8+4/x3) Ranged javelin +3 (1d6+3) Base Atk +3; Grp +6 Combat Gear potion of bear’s endurance, potion of bull’s strength Abilities Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6 Feats Iron Will, Weapon Focus (battleaxe) Skills Climb -1, Jump +1 Possessions masterwork banded mail, buckler, masterwork battleaxe, 5 javelins, 5 gp. Light Sensitivity (Ex) Black Skull orcs are dazzled (-1 on attack rolls, Search and Spot checks) in bright sunlight or within the radius of a daylight spell. 7: THE SLAVE PIT SLAVE MASTER CR 7 Male bugbear fighter 5 CE Medium humanoid (goblinoid) Init +3; Senses darkvision 60 ft., scent; Listen +9, Spot +3 Languages Common, Goblin AC 22, touch 13, flat-footed 19 (+3 Dex, +3 natural, +6 armor) hp 84 (8 HD) Fort +11, Ref +8, Will +6 Speed 30 ft. (6 squares) Melee +1 longspear +15/+10 (1d8+12/x3) or Melee morningstar +13/+8 (1d8+6) Ranged javelin +10/+5 (1d6+6) Base Atk +7; Grp +13 Atk Options Blind-Fight, Power Attack Combat Gear potion of cure light wounds (2) Abilities Str 22, Dex 16, Con 20, Int 10, Wis 12, Cha 6 Feats Alertness, Blind-Fight, Iron Will, Power Attack, Weapon Focus (longspear), Weapon Specialization (longspear) Skills Climb +7, Hide +2 , Listen +9, Move Silently +12, Spot +3 Possessions +1 breastplate, cloak of resistance +1, gauntlets of ogre power, +1 longspear, 5 javelins, morningstar, 5 gp. 9: THE ALTERED ALTAR GUECUBU* CR 8 * Fiendish Codex I 41 CE Medium outsider (chaotic, evil, extraplanar, incorporeal, Loumara Init +2; Senses darkvision 60 ft.; Listen +18, Spot +18 Aura haunting aura (60-ft. radius, Will DC 20) Languages Abyssal, Common, telepathy 100 ft. AC 16, touch 16, flat-footed 14; Dodge, Mobility (+2 Dex, +4 deflection) Miss Chance 50% hp 78 (12 HD); DR 5/cold iron or lawful Immune acid, electricity, fire Resist cold 10 Fort +10, Ref +10, Will +11 Speed fly 30 ft. (perfect) (6 squares) Melee touch +14 (sleep) Ranged thrown object +16 (2d6) Base Atk +12; Grp -- Special Actions possession, telekinesis Abilities Str --, Dex 15, Con 14, Int 10, Wis 16, Cha 19 SQ incorporeal, loumara traits, natural invisibility Feats Ability Focus (possession), Ability Focus (sleeping touch), Dodge, Mobility, Persuasive Skills Bluff +21, Diplomacy +21, Disguise +19 (+21 acting in character), Forgery +14, Intimidate +23, Listen +18, Sleight of Hand +19, Spot +18 Haunting Aura (Su) A living creature within 60 ft. of a guecubu in its natural form must succeed on a DC 18 Will save or be shaken while in the area. An affected creature resting within a haunting aura gains no benefits from sleeping, awakening fatigued. Creatures succeeding on the saving throw are immune for 24 hours to that guecubu’s haunting aura. Natural Invisibility (Su) This inherent ability is constant, allowing a guecubu to invisibly attack. This ability is not subject to invisibility purge. Possession (Su) A guecubu can possess any sleeping animal or humanoid but must enter its square to possess it. The victim is entitled to a DC 22 Will save to resist possession; however, a successful save does not awaken the victim, nor is the victim aware of the possession attempt after waking (although he dimly recalls strange, otherworldly dreams). A guecubu can take the ally, controller, enemy, mutterer, or rider role while possessing a creature. (Demonic Possession—Appendix 2). Sleep Touch (Su) A creature touched by a guecubu in its natural form must make a successful DC 22 Will save or fall into a deep sleep for 1 hour. A sleeping creature is helpless. Slapping or wounding the sleeping creature awakens it, but normal noise does not. This is a mind-affecting sleep effect. Telekinesis (Su) A guecubu can use telekinesis as a standard action (CL 12th). It can use this ability even while possessing a creature without that creature realizing it is the source of the effect. If it hurls a COR7-14 The Densac Queen Page 27 boulder or other dense object, it deals 2d6 points of damage on a hit. Hurled weapons deal damage appropriate for the weapon in question. COR7-14 The Densac Queen Page 28 APL 8 1B: THE BAY ROAD BLACK SKULL WARRIOR CR 7 Male orc warrior 7 CE Medium humanoid (orc) Init +0; Senses darkvision 60 ft.; Listen -2, Spot -2 Languages Common AC 17, touch 10, flat-footed 17 (+6 armor, +1 shield) hp 38 (7 HD) Fort +6, Ref +2, Will +2 Weakness light sensitivity Speed 30 ft. (6 squares) Melee +1 battleaxe +12/+7 (1d8+7/x3) Ranged javelin +7/+2 (1d6+4) Base Atk +7; Grp +11 Atk Options Power Attack Combat Gear potion of bear’s endurance, potion of bull’s strength Abilities Str 18, Dex 11, Con 12, Int 8, Wis 7, Cha 6 Feats Iron Will, Power Attack, Weapon Focus (battleaxe) Skills Climb +2, Jump +4 Possessions masterwork banded mail, buckler, +1 battleaxe, 5 javelins, 5 gp. Light Sensitivity (Ex) Black Skull orcs are dazzled (-1 on attack rolls, Search and Spot checks) in bright sunlight or within the radius of a daylight spell. 7: THE SLAVE PIT SLAVE MASTER CR 9 Male bugbear fighter 7 CE Medium humanoid (goblinoid) Init +3; Senses darkvision 60 ft., scent; Listen +11, Spot +3 Languages Common, Goblin AC 22, touch 14, flat-footed 19; Dodge, Elusive Target, Mobility (+3 Dex, +3 natural, +5 armor, +1 deflection) hp 105 (10 HD) Fort +12, Ref +9, Will +5 Speed 30 ft. (6 squares) Melee +1 dislocator longspear +17/+12 (1d8+12/x3) or Melee morningstar +15/+10 (1d8+6) Ranged javelin +12/+7 (1d6+6) Base Atk +9; Grp +15 Atk Options Blind-Fight, Power Attack Combat Gear potion of cure light wounds (2) Abilities Str 22, Dex 16, Con 20, Int 10, Wis 12, Cha 6 Feats Alertness, Blind-Fight, Dodge, Elusive Target, Mobility, Power Attack, Weapon Focus (longspear), Weapon Specialization (longspear) Skills Climb +7, Hide +2 , Listen +11, Move Silently +13, Spot +3 Possessions masterwork breastplate, cloak of resistance +1, +1 dislocator longspear, gauntlets of ogre power, morningstar, ring of protection +1, 5 javelins. 9: THE ALTERED ALTAR GUECUBU* CR 10 * Fiendish Codex I 41 CE Medium outsider (chaotic, evil, extraplanar, incorporeal, Loumara Init +2; Senses darkvision 60 ft.; Listen +22, Spot +22 Aura haunting aura (60-ft. radius, Will DC 23) Languages Abyssal, Common, telepathy 100 ft. AC 17, touch 17, flat-footed 15; Dodge, Elusive Target, Mobility (+2 Dex, +5 deflection) Miss Chance 50% hp 104 (16 HD); DR 5/cold iron or lawful Immune acid, electricity, fire Resist cold 10 Fort +12, Ref +12, Will +13 Speed fly 30 ft. (perfect) (6 squares) Melee touch +18 (sleep) Ranged thrown object +21 (2d6) Base Atk +16; Grp -- Special Actions possession, telekinesis Abilities Str --, Dex 15, Con 14, Int 10, Wis 16, Cha 20 SQ incorporeal, loumara traits, natural invisibility Feats Ability Focus (possession), Ability Focus (sleeping touch), Dodge, Elusive Target, Mobility, Persuasive Skills Bluff +26, Diplomacy +26, Disguise +24 (+26 acting in character), Forgery +19, Intimidate +28, Listen +22, Sleight of Hand +23, Spot +22 Haunting Aura (Su) Outside of a host body, a guecubu’s presence is unnerving and distracting. Any living creature within 60 feet of a guecubu in its natural form must succeed on a DC 23 Will save or be shaken for as long as it remains in this area. An affected creature that attempts to rest within a guecubu’s haunting aura can do so but gains no benefits from sleeping and awakens fatigued, as if it had not slept at all. Once a creature makes this saving throw, it is immune to that particular guecubu’s haunting aura for 24 hours. Natural Invisibility (Su) This ability is constant, allowing a guecubu to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell. Possession (Su) A guecubu can possess any sleeping animal or humanoid. It must enter a square occupied by the sleeping creature to possess it. This victim is entitled to a DC 25 Will save to resist possession; however, a successful save does not cause the victim to awaken, nor is the victim aware of the possession attempt even after waking (although the victim can dimly recall some strange, otherworldly dream). A guecubu can take on any of the following roles while possessing a creature; ally, controller, enemy, mutterer, or rider. See Demonic Possession in Appendix 2 for more information. COR7-14 The Densac Queen Page 29 Sleep Touch (Su) A creature touched by a guecubu in its natural form must make a successful DC 25 Will save or immediately fall into a deep sleep for 1 hour. A sleeping creature is helpless. Slapping or wounding the sleeping creature awakens it, but normal noise does not. Waking a creature is a standard action. This is a mind-affecting sleep effect. Telekinesis (Su) A guecubu can use telekinesis as a standard action (caster level 16th). A guecubu can use this ability even while possessing a creature without that creature realizing it is technically the source of the effect. If a guecubu hurls something such as a boulder or other dense object, it deals 2d6 points of damage on a hit. Weapons hurled in this manner deal damage appropriate for the weapons in question. COR7-14 The Densac Queen Page 30 APL 10 1B: THE BAY ROAD BLACK SKULL WARRIOR CR 4 Male orc warrior 5 CE Medium humanoid (orc) Init +0; Senses darkvision 60 ft.; Listen -2, Spot -2 Languages Common AC 17, touch 10, flat-footed 17 (+6 armor, +1 shield) hp 27 (5 HD) Fort +5, Ref +1, Will +1 Weakness light sensitivity Speed 30 ft. (6 squares) Melee +1 battleaxe +10 (1d8+7/x3) Ranged javelin +5 (1d6+4) Base Atk +5; Grp +9 Atk Options Power Attack Combat Gear potion of bear’s endurance, potion of bull’s strength Abilities Str 18, Dex 11, Con 12, Int 8, Wis 7, Cha 6 Feats Iron Will, Weapon Focus (battleaxe) Skills Climb +1, Jump +3 Possessions masterwork banded mail, buckler, +1 battleaxe, 5 javelins, 5 gp. Light Sensitivity (Ex) Black Skull orcs are dazzled (-1 on attack rolls, Search and Spot checks) in bright sunlight or within the radius of a daylight spell. BLACK SKULL WIZARD CR 9 Male orc wizard 9 CE Medium humanoid (orc) Init +6; Senses darkvision 60 ft.; Listen +0, Spot +0 Languages Common AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 deflection) hp 56 with false life (9 HD) Fort +5, Ref +5, Will +6 Weakness light sensitivity Speed 30 ft. (6 squares) Melee mwk dagger +5 (1d4+1) Ranged light crossbow +6 (1d8) Base Atk +4; Grp +5 Atk Options Point Blank Shot, Precise Shot Combat Gear potion of bear’s endurance Wizard Spells Prepared (CL 9th): 5th—waves of fatigue 4th—empowered scorching ray, invisibility greater 3rd—dispel magic, empowered ray of enfeeblement, haste, fly 2nd—false life�(14 hp), glitterdust (DC 15), scorching ray, see invisibility, Tasha’s hideous laughter (DC 15) 1st—mage armor�, magic missile (2), shield, true strike 0—detect magic (2), ghost sound, message �Already cast Abilities Str 12, Dex 15, Con 14, Int 17, Wis 10, Cha 8 Feats Empower Spell, Improved Initiative, Point Blank Shot, Precise Shot, Scribe Scroll, Skill Focus (Concentration) Skills Concentration +17, Knowledge (arcana) +15, Spellcraft +15, Tumble +8 Possessions brooch of shielding, gloves of dexterity +2, headband of intellect +2, light crossbow, masterwork dagger, ring of protection +1, 115 gp. Light Sensitivity (Ex) Black Skull orcs are dazzled (-1 on attack rolls, Search and Spot checks) in bright sunlight or within the radius of a daylight spell. 7: THE SLAVE PIT SLAVE MASTER CR 11 Male bugbear fighter 9 CE Medium humanoid (goblinoid) Init +3; Senses darkvision 60 ft., scent; Listen +13, Spot +3 Languages Common, Goblin AC 22, touch 13, flat-footed 19; Dodge, Elusive Target, Mobility (+3 Dex, +3 natural, +6 armor) hp 114 (12 HD) Fort +12, Ref +10, Will +8 Speed 30 ft. (6 squares) Melee +1 merciful dislocator longspear +20/+15/+10 (1d8+13/19-20x3) or Melee morningstar +18/+13/+8 (1d8+7) Ranged javelin +14/+9/+4 (1d6+7) Base Atk +11; Grp +18 Atk Options Blind-Fight, Power Attack Combat Gear potion of cure light wounds (2) Abilities Str 25, Dex 16, Con 18, Int 10, Wis 12, Cha 6 Feats Alertness, Blind-Fight, Dodge, Elusive Target, Improved Critical (longspear), Iron Will, Mobility, Power Attack, Weapon Focus (longspear), Weapon Specialization (longspear) Skills Climb +8, Hide +2, Listen +13, Move Silently +14, Spot +3 Possessions amulet of health +2, +1 breastplate, cloak of resistance +1, +1 merciful dislocator longspear, 5 javelins, morningstar, 5 gp. COR7-14 The Densac Queen Page 31 9: THE ALTERED ALTAR GUECUBU* CR 12 * Fiendish Codex I 41 CE Medium outsider (chaotic, evil, extraplanar, incorporeal, Loumara Init +2; Senses darkvision 60 ft.; Listen +26, Spot +26 Aura haunting aura (60-ft. radius, Will DC 25) Languages Abyssal, Common, telepathy 100 ft. AC 17, touch 17, flat-footed 15; Dodge, Elusive Target, Mobility (+2 Dex, +5 deflection) Miss Chance 50% hp 130 (20 HD); DR 5/cold iron or lawful Immune acid, electricity, fire Resist cold 10 Fort +14, Ref +14, Will +15 Speed fly 30 ft. (perfect) (6 squares); Spring Attack Melee touch +22 (sleep) Ranged thrown object +25 (2d6) Base Atk +20; Grp -- Special Actions possession, telekinesis Abilities Str --, Dex 15, Con 14, Int 10, Wis 16, Cha 21 SQ incorporeal, loumara traits, natural invisibility Feats Ability Focus (possession), Ability Focus (sleeping touch), Dodge, Elusive Target, Mobility, Persuasive, Spring Attack Skills Bluff +30, Diplomacy +30, Disguise +28 (+30 acting in character), Forgery +23, Intimidate +32, Listen +26, Sleight of Hand +27, Spot +26 Haunting Aura (Su) Outside of a host body, a guecubu’s presence is unnerving and distracting. Any living creature within 60 feet of a guecubu in its natural form must succeed on a DC 25 Will save or be shaken for as long as it remains in this area. An affected creature that attempts to rest within a guecubu’s haunting aura can do so but gains no benefits from sleeping and awakens fatigued, as if it had not slept at all. Once a creature makes this saving throw, it is immune to that particular guecubu’s haunting aura for 24 hours. Natural Invisibility (Su) This ability is constant, allowing a guecubu to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell. Possession (Su) A guecubu can possess any sleeping animal or humanoid. It must enter a square occupied by the sleeping creature to possess it. This victim is entitled to a DC 27 Will save to resist possession; however, a successful save does not cause the victim to awaken, nor is the victim aware of the possession attempt even after waking (although the victim can dimly recall some strange, otherworldly dream). A guecubu can take on any of the following roles while possessing a creature; ally, controller, enemy, mutterer, or rider. See Demonic Possession in Appendix 2 for more information. Sleep Touch (Su) A creature touched by a guecubu in its natural form must make a successful DC 27 Will save or immediately fall into a deep sleep for 1 hour. A sleeping creature is helpless. Slapping or wounding the sleeping creature awakens it, but normal noise does not. Waking a creature is a standard action. This is a mind-affecting sleep effect. Telekinesis (Su) A guecubu can use telekinesis as a standard action (CL 20th). A guecubu can use this ability even while possessing a creature without that creature realizing it is technically the source of the effect. If a guecubu elects to hurl something such as a boulder or other dense object, it deals 2d6 points of damage on a hit. Weapons hurled in this manner deal damage appropriate for the weapons in question. COR7-14 The Densac Queen Page 32 APL 12 1B: THE BAY ROAD BLACK SKULL WARRIOR CR 7 Male orc warrior 7 CE Medium humanoid (orc) Init +0; Senses darkvision 60 ft.; Listen -2, Spot -2 Languages Common AC 17, touch 10, flat-footed 17 (+6 armor, +1 shield) hp 38 (7 HD) Fort +6, Ref +2, Will +2 Weakness light sensitivity Speed 30 ft. (6 squares) Melee +1 battleaxe +12/+7 (1d8+7/x3) Ranged javelin +7/+2 (1d6+4) Base Atk +7; Grp +11 Atk Options Power Attack Combat Gear potion of bear’s endurance, potion of bull’s strength Abilities Str 18, Dex 11, Con 12, Int 8, Wis 7, Cha 6 Feats Iron Will, Power Attack, Weapon Focus (battleaxe) Skills Climb +2, Jump +4 Possessions masterwork banded mail, buckler, +1 battleaxe, 5 javelins, 5 gp. Light Sensitivity (Ex) Black Skull orcs are dazzled (- 1 on attack rolls, Search and Spot checks) in bright sunlight or within the radius of a daylight spell. BLACK SKULL WIZARD CR 11 Male orc wizard 11 CE Medium humanoid (orc) Init +6; Senses darkvision 60 ft.; Listen +0, Spot +0 Languages Common AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 deflection) hp 71 with false life (11 HD) Fort +5, Ref +5, Will +7 Weakness light sensitivity Speed 30 ft. (6 squares) Melee mwk dagger +6 (1d4+1) Ranged light crossbow +7 (1d8) Base Atk +5; Grp +6 Atk Options Point Blank Shot, Precise Shot Combat Gear potion of bear’s endurance Wizard Spells Prepared (CL 11th): 6th—flesh to stone (DC 19) 5th—waves of fatigue 4th—enervation, invisibility greater 3rd—dispel magic, empowered ray of enfeeblement, haste, fly, silent glitterdust (DC 15) 2nd—false life� (22 hp), scorching ray (2), see invisibility, Tasha’s hideous laughter (DC 15) 1st—mage armor�, magic missile (2), shield, true strike 0—detect magic (2), ghost sound, message �Already cast Abilities Str 12, Dex 15, Con 14, Int 17, Wis 10, Cha 8 Feats Empower Spell, Improved Initiative, Point Blank Shot, Precise Shot, Scribe Scroll, Skill Focus (Concentration), Silent Spell Skills Concentration +19, Knowledge (arcana) +13, Spellcraft +17, Tumble +8 Possessions brooch of shielding, gloves of dexterity +2, headband of intellect +2, lesser metamagic rod of empower, light crossbow, masterwork dagger, ring of protection +1, 115 gp. Light Sensitivity (Ex) Black Skull orcs are dazzled (- 1 on attack rolls, Search and Spot checks) in bright sunlight or within the radius of a daylight spell. 7: THE SLAVE PIT SLAVE MASTER CR 13 Male bugbear fighter 11 CE Medium humanoid (goblinoid) Init +3; Senses darkvision 60 ft., scent; Listen +15, Spot +3 Languages Common, Goblin AC 22, touch 14, flat-footed 19; Dodge, Elusive Target, Mobility (+3 Dex, +3 natural, +5 armor, +1 deflection) hp 133 (14 HD) Fort +13, Ref +11, Will +9 Speed 30 ft. (6 squares); Spring Attack Melee +1 merciful dislocator longspear +23/+18/+13 (1d8+15/19-20x3) or Melee morningstar +21/+16/+11 (1d8+8) Ranged javelin +16/+11/+6 (1d6+8) Base Atk +13; Grp +21 Atk Options Blind-Fight, Power Attack Combat Gear potion of cure light wounds (2) Abilities Str 27, Dex 16, Con 18, Int 10, Wis 12, Cha 6 Feats Alertness, Blind-Fight, Dodge, Elusive Target, Improved Critical (longspear), Iron Will, Mobility, Power Attack, Spring Attack, Weapon Focus (longspear), Weapon Specialization (longspear) Skills Climb +8, Hide +1, Listen +15, Move Silently +14, Spot +3 Possessions amulet of health +2, boots of speed, masterwork breastplate, cloak of resistance +2, gauntlets of ogre power, +1 merciful dislocator longspear, morningstar, ring of protection +1, 5 javelins COR7-14 The Densac Queen Page 33 9: THE ALTERED ALTAR GUECUBU* CR 14 * Fiendish Codex I 41 CE Medium outsider (chaotic, evil, extraplanar, incorporeal, Loumara Init +2; Senses darkvision 60 ft.; Listen +30, Spot +30 Aura haunting aura (60-ft. radius, Will DC 28) Languages Abyssal, Common, telepathy 100 ft. AC 18, touch 18, flat-footed 16; Dodge, Elusive Target, Mobility (+2 Dex, +6 deflection) Miss Chance 50% hp 156 (24 HD); DR 5/cold iron or lawful Immune acid, electricity, fire Resist cold 10 Fort +16, Ref +16, Will +19 Speed fly 30 ft. (perfect) (6 squares); Spring Attack Melee touch +26 (sleep) or Ranged thrown object +30 (2d6) Base Atk +24; Grp – Atk Options Blind-Fight Special Actions possession, telekinesis Abilities Str --, Dex 15, Con 14, Int 10, Wis 16, Cha 22 SQ incorporeal, loumara traits, natural invisibility Feats Ability Focus (possession), Ability Focus (sleeping touch), Blind Fight, Dodge, Elusive Target, Iron Will, Mobility, Persuasive, Spring Attack Skills Bluff +35, Diplomacy +35, Disguise +33 (+35 acting in character), Forgery +27, Intimidate +37, Listen +30, Sleight of Hand +31, Spot +30 Haunting Aura (Su) Outside of a host body, a guecubu’s presence is unnerving and distracting. Any living creature within 60 feet of a guecubu in its natural form must succeed on a DC 28 Will save or be shaken for as long as it remains in this area. An affected creature that attempts to rest within a guecubu’s haunting aura can do so but gains no benefits from sleeping and awakens fatigued, as if it had not slept at all. Once a creature makes this saving throw, it is immune to that particular guecubu’s haunting aura for 24 hours. Natural Invisibility (Su) This ability is constant, allowing a guecubu to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell. Possession (Su) A guecubu can possess any sleeping animal or humanoid. It must enter a square occupied by the sleeping creature to possess it. This victim is entitled to a DC 30 Will save to resist possession; however, a successful save does not cause the victim to awaken, nor is the victim aware of the possession attempt even after waking (although the victim can dimly recall some strange, otherworldly dream). A guecubu can take on any of the following roles while possessing a creature; ally, controller, enemy, mutterer, or rider. See Demonic Possession in Appendix 2 for more information. Sleep Touch (Su) A creature touched by a guecubu in its natural form must make a successful DC 30 Will save or immediately fall into a deep sleep for 1 hour. A sleeping creature is helpless. Slapping or wounding the sleeping creature awakens it, but normal noise does not. Waking a creature is a standard action. This is a mind-affecting sleep effect. Telekinesis (Su) A guecubu can use telekinesis as a standard action (CL 20th). A guecubu can use this ability even while possessing a creature without that creature realizing it is technically the source of the effect. If a guecubu elects to hurl something such as a boulder or other dense object, it deals 2d6 points of damage on a hit. Weapons hurled in this manner deal damage appropriate for the weapons in question. COR7-14 The Densac Queen Page 34 APPENDIX 2: NEW RULES ITEMS POSSESSED CREATURES To use its possession ability, a fiend must be adjacent to its desired target and in incorporeal form. A protection from evil spell (or similar effect) makes any creature immune to possession attempts. An unprotected target must succeed on a Will saving throw (DC 10 + ½ fiend’s HD + fiend’s Cha modifier) to avoid possession. An evil target takes a -2 circumstance penalty on this saving throw, and a target that is actually committing an evil act at the time of the attempt takes a -4 circumstance penalty. The DM can roll the saving throw secretly to prevent a player from knowing whether or not his character has become possessed. Once a creature makes a successful save against possession, that fiend can not attempt to possess that creature again for 24 hours. On a failed save, the victim is possessed. A fiend in possession of a body becomes part of the victim. It is aware of what is going on around the creature whose body it possesses and can see and hear as well as its victim can. A possessing fiend can, at any time, speak mentally to the creature it possesses in a language that creature can understand, although if the victim isn’t very intelligent, its comprehension might be limited. A creature possessed by a fiend doesn’t always know that it is possessed. Furthermore, a fiend can attempt to hide its presence within a possessed creature, so that it can pass through a magic circle against evil, enter a forbiddance-warded church, or escape detection by a detect spell or effect. To hide its presence, the fiend must succeed on a special “mental” Hide check using its Intelligence modifier rather than Dexterity modifier. The DC for this check is 10 + level of the spell from which it wishes to hide + spellcaster’s relevant ability modifier (just like the saving throw DC of a spell). The fiend gains a +4 circumstance bonus on its Hide check if it is not currently controlling the victim. A possessing fiend has immediate access to all its victim’s current thoughts, as though using the detect thoughts spell, except that it automatically reads surface thoughts. If desired, a possessing fiend can probe the possessed creature’s memories as well, but the victim is allowed a Will save (DC 10 + ½ fiend’s HD + fiend’s Cha modifier) against this effect. If the save is successful, the victim keeps the fiend out of his thoughts for 24 hours. Whether the save succeeds or fails, probing memories automatically reveals the fiend’s presence to the victim. Physical harm to the possessed creature does not harm the fiend. Killing the possessed victim forces the fiend’s incorporeal form back onto the Ethereal Plane, but it is unharmed and can attempt a new possession whenever it desires. Not even other incorporeal creatures can harm a possessing fiend. A fiend possessing a creature can take any one of six roles with respect to its victim: ally, controller, enemy, mutter, rider, or transformer. The fiend can switch from one role to another as a free action. This adventure only deals with two of the six possible roles. Ally: If the victim is aware of the possessing fiend and willing to serve as its host, the fiend can grant a +4 profane bonus to any one of the possessed creature’s ability scores. This bonus is granted at the conclusion of a bargaining period between the fiend and the possessed creature (they can communicate telepathically with each other). The fiend is in control of this bonus and can take it away as a free action if the possessed creature fails to act in a desired manner. If the possessed creature continues to disobey the fiend’s instructions, the fiend can go from ally to controller or from ally to enemy as a free action. Rider: Much of the time, a possessing fiend simply rides along with its victim, giving no clue as to its presence. The fiend might combine riding with hiding to get into an area protected by forbiddance or slip past a magic circle against evil near a target it could not otherwise approach. A fiend in the role of rider might eventually decide to take on the role of ally or controller instead. Doing so makes its presence known to the victim, although a victim with a low Intelligence score might not understand what is happening to it. FEATS Elusive Target Trying to land a blow against you can be a maddening experience. Prerequisites: Dodge, Mobility, base attack bonus +6. Benefit: The Elusive Target feat enables the use of three tactical maneuvers. Negate Power Attack: To use this maneuver, you must designate a specific foe to be affected by your Dodge feat. If that foe uses the Power Attack feat against you, the foe gains no bonus on the damage roll but still takes the corresponding penalty on the attack roll. Diverting Defence: To use this maneuver, you must be flanked and you must designate one of the flanking attackers to be affected by your Dodge feat. The first attack of the round from the designated attacker automatically misses you and may strike the other flanking foe instead; the attacking creature makes an arrack roll normally, and its ally is considered flat-footed. If the designated attacker is making a full attack against you, its second and subsequent attacks function as normally. Cause Overreach: To use this maneuver, you must provoke an attack of opportunity from a foe by moving out of a threatened square. If the foe misses you, you can make a free trip attempt against this foe, and the foe does not get a chance to trip you if your attack fails. Source: Complete Warrior 110. MAGIC ITEMS Dislocator, weapon enhancement Price: +1 bonus Property: Weapon COR7-14 The Densac Queen Page 35 Caster Level: 12th Aura: Strong; (DC 21) conjuration Activation: Swift (mental) Benefit: When you activate a dislocator weapon, the next successful attack you make before the end of your turn causes your target to be teleported up to 10 feet in any direction you choose (Will DC 17 negates). You can’t teleport a target into an occupied space (such an attempt automatically fails and wastes the effect). Projectile weapons bestow this property on their ammunition. A dislocator weapon functions three times per day. Prerequisites: Craft Magic Arms and Armor, teleport. Source: Magic Item Compendium 32. COR7-14 The Densac Queen Page 36 APPENDIX 3: DM TRAVEL HELPER CHARTS Use these charts to keep track of distances and times between points along the PCs’ chosen route. The first three hours of day one are at 2 mi/hr. The rest of the week, due to rain, is at 1.5 mi/hr. If the PCs devise a different way and rate to travel, adjust accordingly. For convenience, all important distances are divisible by 1.5 (normal travel rate per hour during the storm). To determine # of hours for a given distance, consult Day 1 and Day 2-N charts. DISTANCES BETWEEN LOCATIONS BY PC ROUTE CHOSEN The Densac Queen Route The Bay Road Route (via waystations) Start End Distance Zulern Rain starts 6 miles Rain starts Crossroad (find patrol) 3 miles Crossroad Densac Queen 10 miles (19 miles from Zulern) Densac Queen SouthBridge 9 miles SouthBridge Safeton via more windy roads 53 miles Total Distance 81 miles Start End Distance Zulern Rain starts 6 miles Rain starts Crossroad (find patrol) 3 miles Crossroad Bridge 1.5 miles Patrol at Bridge 1: Borka’s Roadhouse 4.5 miles (15 miles from Zulern) 1: Borka’s Roadhouse 2: Krandel’s Retreat 16.5 miles 2: Krandel’s Retreat Pelgaryn 15 miles Pelgaryn 3: Borka’s Bayside Inn 1.5 miles 3: Borka’s Bayside Inn 4: The Woolly Rose 16.5 miles 4: The Woolly Rose Safeton 15 miles Total Distance 79.5 miles TRAVEL DISTANCE POSSIBILITIES PER DAY Day 1 Assumes 2 mi/hr for 3 hours then 1.5 mi/hr Day 2 – N Assumes 1.5 mi/hr Travel Hours at wagon speed Distance (miles) Forced March checks 1 2 2 4 3 6 4 7.5 5 9 6 10.5 7 12 8 13.5 9 15 1 10 16.5 2 11 18 3 12 19.5 4 13 21 5 14 22.5 6 15 24 7 16 26.5 8 Travel Hours at wagon speed Distance (miles) Forced March checks 1 1.5 2 3 3 4.5 4 6 5 7.5 6 9 7 10.5 8 12 9 13.5 1 10 15 2 11 16.5 3 12 18 4 13 19.5 5 14 21 6 15 22.5 7 16 24 8 COR7-14 The Densac Queen Page 37 APPENDIX 3: DM TRAVEL HELPER CHARTS Use this chart to keep track of which hours the PCs travel. Forced March hours (those beyond the 8th in a day), should follow the rules on page 164 of the Player’s Handbook. It starts to rain at 3 p.m. on the first day and continues throughout the week (hence the slower speeds of the wagons shown starting at that time). The first 5 hours have been filled in to prevent confusion over the transition of movement rates due to rain. If the party leaves Zulern later than noon, adjust the “Sum” column appropriately. It also happens to represent when the PCs find the Domain Patrol at the crossroad for The Densac Queen route. Day 1 Day 2 Day 3 Day 4 Day 5 Day 6 Day 7 Miles Sum Miles Sum Miles Sum Miles Sum Miles Sum Miles Sum Miles Sum 1 2 3 4 5 6 7 8 9 10 11 NOON 2 2 1 2 4 2 2 6 3 1.5 7.5 4 1.5 9 5 6 Too Late 7 8 9 10 11 12 # Hours Used COR7-14 The Densac Queen Page 38 DM MAP 1 This is a map of the bar and basement built around the Densac Queen. The Densac Queen rises at a 45 degree angle out of the ground. The solid curved portion shown in the top half of the map represents the front of the ship as it rises out of the building above the front entry doors and supported by four beams. The dashed lines in the bar section represent where they hull was opened to make room for the bar itself. The upper deck of the Densac Queen is reached via stairs going up within the bar section. The back doors leading to the wagon roundabout are not shown here. The only portion of this ship in the basement level is the cargo hold. COR7-14 The Densac Queen Page 39 DM MAP 2 COR7-14 The Densac Queen Page 40 PLAYER HANDOUT 1 COR7-14 The Densac Queen Page 41 PLAYER HANDOUT 2 The follow is a letter scribed in practiced penmanship. It is obvious that the paragraph breaks are where the letter was started up again after some period between. Dear Father: I am writing to inform you that all is well here in the city. While at first I missed life in the manor, I have been quickly won over by the wonders that each district, each street, each back ally, has to offer. I am sorry I resisted your intentions at first, and fear not, your money is being well spent. My apprenticeship is coming along splendidly, though I think some of my fellow first-years are somewhat jealous of implied connections. I had chance to deliver your letter of introduction on my behalf, but the master says he remembers me from his stay at the manor when I was much younger. I must admit he looks just as I remember him. As you said, he has taken me on as his special apprentice, thus forgoing many of the more basic classes at the college. There is some trepidation as now I’m his servant, but this is better than serving the senior students at the college. I have learned so much, more than any other first year I know of. I have taken several trips with the master, both around the city and to a few places beyond. For the most part, I handle his horse and gear, take care of the menial chores, and other tasks he cannot be bothered with, but still, when it is just us, he teaches me so much. Just being around him as he solves problems is so grand, if only there was magic to measure the experiences I have gained just by being in his presence. My one gripe is when he brings me along on his ‘secret works’, I always have to wait outside or in the stables. I want to be by his side as he conducts mysteries for the guild. I will send this letter to you soon Father. We are in One Ford heading south on the North Road, if I can find a courier along the way, and if master lets me, I will send this letter off to you. It should reach you shortly this far south. I am giddy with excitement, as I have had to wait in the stables in every town now, always prepared to flee without gear at a moments notice. When the master gets like this, I know we are doing something extra secret and one day, he will let me in on it. <the letter is unsigned, and quite possibly had room for more entries> COR7-14 The Densac Queen Page 42 PLAYER HANDOUT 3 A scrap of parchment from a ledger was used to jot down notes. - Confirm size and weight of object. Will need to confirm what kind of stone it is made out of and what kind of protrusions/carvings or what have you are made of. Cross check those with someone is the stonecutters section on best method for removal and transport back to the city. - Look into transport costs and availability. Use our own pool, or hire out to one of these locals? Will need to supply own labor because it would not do to have their kind as labor. That just would not be cost effective—grayskins would take too bribes to explain to locals. - Remember to ask them about southern trade goods. If this goes through, would make a fortune if can beat the others to that route. Maybe one of the local chiefs can be agreeable to let my wagons through, but toll the others. - Need a private meeting with the Wizardry representative. Hope this is not all too good to be true; will need to read his report on the item in question before anyone else. If this truly can lead to the treasure haul our want-to-be friends promise, then need to get a good line on some ships. If it is even half as valuable as they say, I am sure our leaders will know which way the wind is blowing. It is just so much more cost effective when everyone agrees. Its time to put bad blood aside. - Note: Ask them about the profitability margins of acquisition and transport of sentient labor units. If the laws change to accommodate an open trade, even on the slide, I think I could wet my beak in that market. Tons of gutter snipes in the city who would never be missed. Would have to make arrangements and get guarantees from their leaders that my own workers would not ‘go missing’ on trade routes. - Personal: Suggest to them that even more bribes are needed to swing the vote, and that I can provide information of what people truly want, for a price. Cut here PLAYER HANDOUT 4 The following is barely legible chalk scrawl on an outhouse wall. Last Will And Testimony I Wilfon of Dreeder Street, dues paid in full member of the MercenaryGguild of Greyhawk, make this out to be my final wishes. I want all my possession sold to raise a bounty to have that traitor and murderer Solious Kneecapper hunted down and killed. I may be new to the guild, but to lure me down here under the pretense of being his back up for a big political deal, then tell me nothing of what’s it is really about, only to run me through with his sword, not even give a dying man a reason, not even a gloat! When I meet Kneecapper again, in Baator, I’ll stare right back at that crazy look in his eyes and show him what a guy from Dreeder Street can do! On Dreeder Street, we do not turn on a friend for no reason. -Wilfon of Dreerder Street, City of Greyhawk. COR7-14 The Densac Queen Page 43 PLAYER HANDOUT 5 The following is engraved on a silver plaque affixed to the mast of the Densac Queen. “Life came from the sea and to the sea all life will return. We beseech you Procan, Sailor of the Sea and Sky, give rest to the souls whom sailed over your protective waves. Let them sleep with the fishes and not with the worms. Let their ship bring them passage to you and your watery grave.” - “Prayer for lost ships and crews” scriptures of Sailor of the Sea and Sky. This is the Merchant vessel The Densac Queen, constructed to sail the warm southern waters to explore the riches hoarded by the island heathens. It was on a return trip from the gulf of her namesake that she disappeared. The nearest ship reported a great storm of energy engulf The Densac Queen. Less than ten minutes later, the energy storm had dissipated, and the Densac Queen has disappeared. The Densac Queen was found the next day by a passing farmer as you see it now. It’s bow proud in the air and two thirds of the ship melded with the bedrock below it. Who knows just how much treasure was stolen from it’s hold before authorities arrived, but if the log books made it through this nightmare journey, they’ve yet to surface. Above all else, the real tragedy is the loss of all hands. They braved the gales of Ready’reat and hoards of primitives, only to be taken by a demon of the seas. Thirty-two men down on the Densac Queen. This leaves only their wives, sons, and daughters to remember. Captain Barrett shall be missed. - City of Greyhawk’s Maritime Temple of Procan. Cut here PLAYER HANDOUT 6 A dream amid the summer night. In your dream you’re on the bow of a ship, a warm pleasant wind blows out of the south. All around you is ocean. Looking down, you see the carving of a beautiful woman with orange wings folding out from behind her, wrapping around the sides of the bow. You sense a commotion and feel compelled to watch the stern of the ship and the entrance to its secondary hold. Captain Barrett is mustering some of his larger men to arms. “Get down there and stop that fool! Don’t let him mess with the stones on that thing. I’ll toss him and his ill-begotten savage altar overboard. Break the door down!” The Captain’s voice betrays his fear. A sailor on watch starts to point directly up and yells, “Storm! Vortex! Demons! “, and looking up it is indeed all three. The mass of crackling energy drops toward the ship like a teacup over a spider. Looking down again, the carved lady on the bow looks up at you and says, “Summer is not time for nightmares. Banish back the three before their power grows. Trap them within the stones. They can not bear the sleeper’s gaze, but sending the sleeper into winter’s slumber allows the nightmares to be banished”. With that, you feel weightless and a large clawed hand comes to rest on your back and shoulder. You wake with a start. COR7-14 The Densac Queen Page 44 PLAYER HANDOUT 7 This is the remains of several parchments that are badly fire damaged and blown apart. The following are excerpts that can be made out. They are in no particular order. “…to be ratified by a full member vote. If the case is to be kept private, then accounts shall be kept off book via the appointed rep of the Merchants Guild. If public, tariffs and property repayments shall go directly to city coffers and redistributed to members who have signed agreement (see list and signing agreement in appendix four). All parties involved shall abide by final decision concerning private or public.” “…military shall be rotated off border at a rate of 10% per month….follow-up of repatriation of Wild Coast. Reimbursement costs shall be made full in a timely manner for any additional harassment by rogue elements. A claims court shall be set in full at South Watch and Safeton, with courier service to Pomarj ambassador in Greyhawk City. “ “[note in a margin] >This won’t fly. They’ll get the Merchant guild vote with these bribes, but with the current mandate and distribution of power, this won’t gain our support. Tell his Lordship to baator with the treasures, we need assurances of border safety! You can’t make it work without us, so this whole clause must be rewritten.” “Wagon Routes: (1A) Bay Road (south); Jurisdiction shall be divided between appointed Merchant guild Rep and local authorities. Security fees of local authorities to be paid to Mercenary guild for all caravan duties. (1B) Wolly Bay; All ships shall require Cartographer Guild members on board and….” “…neutrality in all other matters not relating to trade. The City of Greyhawk is and shall always be, open to whom ever wishes to sell their goods. Peace shall…” “<in-formal handwriting > …but if that is still the case, we are going to need some serious concessions here. The ramifications are huge! With all the finger pointing, not to mention these new allegations that only those against the treaty are having their assets harassed by these new bandit threats, we need to be on the same page. We all have a lot to lose if this goes bust. Now that we’ve started, if this fails, the power vacuum shall cripple our city, not to mention bring renewed hatred on the Pomarj. Our people need to think they can trust those who represent them, be it guild master, judge or council member. With all these refuges, mob action is a real threat. “ COR7-14 The Densac Queen Page 45 PLAYER HANDOUT 8 A vision forces its way into your mind like a bolt of energy. You are atop a stepped pyramid high above the jungle treetops. The air is heavy with the coppery scent of fresh blood. Around you are Olman people, dressed as priests and warriors, blood and feathers. Chanting in their strange tongue fills the air, but you can just make it out in the back of your mind. They’re calling for an old forgotten being to enter an even deeper sleep, to take back his dreams of them. Your hand is resting on a black altar with a platinum skull and ruby eyes. A high priest is setting three jade stones into sockets in front of the skull. As he does this, a silver smith pours his liquid craft into the inlays as the altar combines the pour with its magic. “…to your stones, I call you! To each drifting dream, return to your dreamer, plague us no more. It is your winter and our spring. We shall face the trials of the seasons with eyes open, until it is our winter and we shall sleep and our dreams shall come to us and be banished along with yours. The murderous dreams that fear your gaze shall flock to your dreaming eyes.” The priests have finished the preparations and start to manipulate a stone disk on the front of the altar. “In each season we battle, each season we prepare to face our dreams.” As the priest stops turning the disk, metal eyelids form on the skull, covering the ruby eyes. An even greater unsettling feeling washes over you as three clouds of whirling energy appear like vortexes linked to each of the jade stones. “From great distance, you have been returned. Nightmares three, be replaced with our summer dreams. Be replaced with our own unsettling dreams, we shall dine on dry meat and spice, manifesting the unsettling slumber” With that, the priests start to ravenously feed on a carcass of a wild boar. All the while the energy vortexes whirl, trying to break the invisible bonds that hold them. Then priests then ingest a strange potion and slump over, fast asleep. They kick and sweat in their slumber as the warriors watch the altar carefully. After some time, the sleeping priests calm down, and the disk on the front of the altar moves on its own and the ruby eyes open once more, but as they do, the vortexes are sucked into the altar. Then the warriors pick up the sleeping priests, thrown them on over their shoulders and start to run down the steps of the pyramid. One warrior looks back to you and yells, “Run you fool, chaos as awakened, let it take its course!” . Looking up, a giant vortex of energy is lowering around the entire pyramid. Strange beings ride the swirling winds. The warriors have escaped the pyramid with their sleeping comrades, but it’s too late for you. You awake back to reality with a jolt. COR7-14 The Densac Queen Page 46 PLAYER HANDOUT 9 THE GUILD OF WIZARDRY Mission: We have picked you to represent our guild along with our brother guilds of the City of Greyhawk in being an honor guard in the craft village of Zulern. To further show the importance of guild unity and organized labor, Zulern will once again delivery examples of its goods to the town elders of Safeton. You shall be on hand to both protect these goods and to put on a show of strength and solidarity. Report to Lieutenant Sceeveit in Zulern. He has been informed you will check into a room at the Stone Cutter Inn. Your stipend shall be covered by us and expect to be looked upon favorably when you complete this task. Rumors: The area around Zulern has many places of (minor) wonder. Currently, new research is being done in teleportation by the guild and samples from the mast, ribs, and bow plate of the Densac Queen would come in handy. If you are able, take these sample and bring them back with you. Happenstance: While on your journey south to Zulern, you came across a fellow apprentice of the guild tending his master’s horse. He seemed excited and let on that he was on special assignment as his master was doing a great task for the guild. The apprentice quickly caught a hold of his loose tongue and excused him from your company. The apprentice was with two boys of the same age, but seemed to belong to different guilds. MERCHANTS' AND TRADERS' UNION Mission: The guild has picked you to represent it along with our brother guilds of the city of Greyhawk. The craft village of Zulern is an extension of various guilds here in the city and we exercise a certain amount of control in the area via this base of operations. Every year during the Richfest week, Zulern offers samples of its craft to the towns around it. This year, you shall be part of an honor guard, representing the honor and solidarity of our guild to the people of Safeton. The cargo has been promised for Godsday, so you will need to hurry. Any loss of face in Safeton will affect our market share in that city. They will move in and take our stalls, thus not sharing the space. Report to lieutenant Sceeveit once you have checked into the Stone Cutters Inn and had a good rest. Rumors: The countryside around Zulern is under-populated due to migration of refuges to the cities in reaction to orc raids over the years. We have it on good authority that the orcs raids are settling down and peace could be in our grasp. Be on the lookout for any information leading to the renewing of trade routes and commerce to the abandoned rural areas. There is big coin in shipping back and re-supplying refugees. As well, if possible, pay your respects on behalf of the guild for the lost souls aboard the Densac Queen. They were our brothers. Happenstance: On the trip south to Zulern, you caught site of a senior member of the guild you had seen only once before at the guild house. He was dressed down as is standard on business trips to keep a low profile. He was telling the innkeeper he and his entourage would be leaving extra early in the morning to try and beat the weather south. MERCENARIES' GUILD Mission: We mercenaries provide muscle for those who can pay for it, few questions asked. Now we are paying you to go to the village of Zulern and flex some muscle for the locals. Report to Lieutenant Sceeviet of the local garrison on the first day of Richfest. He has your marching orders. You are doing this for the ‘honor’ of the guild, so do not disgrace us, or we will disgrace you, with extreme prejudice. Honor is opportunity, so do not fail. Rumors: The countryside is mostly abandoned due to migrations to the cities due to the constant threat of orcs. Killing orcs is part of our business and business has been a little slow of late, so anything you can do to give the economy a kick start would look good on you because it would look good on us. Happenstance: On the trip down south to Zulern, you saw one of them Dreeder Street kids ( a street in the slums, known for toughs). A mass of them joined the guild just before you did. They are all city folk to the core, so it is a bit odd one of them would be this far south on a guild job. COR7-14 The Densac Queen Page 47 CARTOGRAPHERS' GUILD Mission: You have been selected above all others to represent our guild to the craft village of Zulern in the southeastern portion of the Domain of Greyhawk, some 90 miles north of the Pomarj buffer zone. Meet at the Stone Cutter Inn and report to Lieutenant Sceeveit on the first day of Richfest. We understand you will be traveling to Safeton from there. Do well on our behalf and we shall do well upon your behalf. Rumors: There are many wondrous sites, though many of them have been mapped, it never hurts to recheck. The population in the countryside is mostly gone, but one day when peace arrives, they shall resettle. And with resettlement comes land disputes and surveying, all of which could line our pockets well to fund great expeditions. Keep your ears open for contacts on this. If you can make it there, please pay your respects to the memorial at the Densac Queen. Many of those sailors had close ties with our guild and our services. Happenstance: Nothing unusual has happened THIEVES’ GUILD Mission: For reason you do not need to know, you are going to be ‘representing’ us in the village of Zulern during the week of Richfest. Don’t mess this one up! When you get in town, you are to stay at the Stone Cutter Inn. Then on the first day of Richfest, you report to the local twerp named Lieutenant Sceeviet. He is expecting people from all the guilds of the City, so you are going to be reporting in for the Baker’s and Cook’s Guild. Do what they ask and keep any eye out on everything. We stand to profit from them being successful. Rumors: You are going to be close to the Pomarj buffer zone, so expect Pomarj and slaver agents everywhere. They cut into our own rackets too deeply. Anything that makes them suffer makes us happy. Happenstance: While you were being sent out of the city for this job, several of the more promising young recruits were being rounded up for a ‘special duty’ which rumor has it, is to be very lucrative, but not all the masters of the guild seem to agree. GUILD OF NIGHTWATCHMEN Mission: Greetings soldier in the fight against the tides of unlawfulness! In a bid to expand our influence against the chaotic hordes to the south, we have selected you to represent our commonsense revolution among in village of Zulern and town of Safeton. This special duty takes place during the festival week of Richfest. Please report to Lieutenant Sceeviet of the local military garrison on the first day of Richfest where he will give you more instructions. We believe you will be handling the duties of an Honor Guard. Make us proud, make us sturdy, make us wise. Rumors: Don’t be fooled by the reports that orc tribes in the Pomarj buffer zone have settled down. It’s only a matter of time before they rise up again in greed and rebellion. It’s their nature. Punish them for this if possible, thus allowing all those who have fled to the cities to return safely to their country homes. Be on the lookout for the criminal element that tries to prosper in these lawless lands between centers of justice, and stay clear Pelgaryn. It’s a bandit town with not a lick of goodness to it. One day, this town shall be struck by The Cudgel. Happenstance: Before leaving the city, more senior members have been pulled from their usual tasks and being put on highly secretive missions, both in the city and without. The new recruits are also being screened heavier, but you seemed to have passed with flying colors. GENERIC CHURCH Mission: The craft village of Zulern, like most communities in the Domain of Greyhawk, is holding its Richfest celebrations. Much of our new congregation is made up of refuges that fled that area near the Wild Coast buffer zone. Farms, estates, and whole hamlets abandoned and moved to larger population centers, such as our city. But some of those people moved to smaller locations such as Zulern seeking trade jobs. We have learned that several of the various guilds from the city are sending representatives to Zulern to perform an honorary task. While the guilds attend to wining over the people’s minds and coin, you shall win over their hearts and soul. Report to the garrison commander of Zulern as our representative. Rumors: Refugees from the south of the Domain of Greyhawk tell many stories of orc raids and inhuman cruelties caused by orcs of the Pomarj. There is an ocean’s worth of bad blood boiling over against those gray-skinned humanoids amongst the city’s population. Some want to garrison the buffer zone in force, others want to purge the orcs out of the Wild Coast and not stop till the Pomarj is humanoid free. Not far from Zulern is the maritime memorial of the Densac Queen, a ship dedicated to the southern wind goddess. The ship lays inland and a testimony to the many lives lost at sea on fruitless treasure hunts. Some say its haunted by the spirits of the missing crew, but no church has ever sponsored a spiritual purge of the wreck, nor has one ever been requested. Happenstance: Nothing note worthy. COR7-14 The Densac Queen Page 48 PLAYER HANDOUT 10
textdata/thevault/Living Greyhawk/Modules/Core/597/COR7-14 The Densac Queen (2-12)/COR7-14 The Densac Queen.pdf
GP Starting GP Lifestyle � None � Standard (12 gp x TU) � Rich (50 gp x TU) � Luxury (100 gp x TU) Lifestyle Cost Other Coin Spent Total Coin Spent - GP GP Spent GP Subtotal + GP GP Gained GP Subtotal + GP GP Gained GP Subtotal - GP GP Spent GP FINAL GP TOTAL Items Sold Total Value of Sold Items Add ½ this value to your gp value Items Bought Total Cost of Bought Items Subtract this value from your gp value XP Starting XP - XP XP lost or spent XP Subtotal + XP XP Gained FINAL XP TOTAL XP TU Starting TU 1 or 2 TU TU Cost - TU Added TU Costs TU REMAINING ITEMS FOUND DURING THE ADVENTURE Cross off all items NOT found APL 2 -4: � ‡Blessed Bandage (Freq: Adv, HB, 10 gp) � *•Boots of Striding and Springing (Freq: Adv, DMG, 5,500 gp) � Bullet of Sound (Freq: Adv, MH, 196 gp) � †‡+1 Cloak of comfort (Freq: Regional, CM, 3,000 gp) � †Elixir of Blindsight (Freq: Adv (limit 1), DrM, 1,000 gp) � †‡Everlasting Rations (Freq: Adv, HB, 350 gp) � Rod of sure striking (Freq: Adv, DMG2, 4,000 gp) � Spellguard rings (Freq: Regional, CM, 4,000 gp) � Vest of resistance +1 (Freq: Adv, CArc, 1,000 gp) � Wand of cure light wounds (Freq: Adventure, DMG, 750 gp, limit 3) APL 6 (all of APL 2-4 plus the following): � +2 Ring of protection (Freq: Adv, DMG, 8,000 gp) � ‡Daern’s Instant Tent (Freq: Adv, HB, 9,000 gp) � †Horizon goggles (Freq: Regional, CM, 8,000 gp) � Masterwork Elven Courtblade (Freq: Adv, RW, 450 gp) � Shield of the Winged Crusade (Freq: Adv, DrM, 3,170 gp) � *•†Survival Pouch (Freq: Adventure, RW, 5,000 gp) CArc – Complete Arcane CM – Complete Mage DMG2 – Dungeon Master’s Guide II Dr – Draconomicon DrM – Dragon Magic HB – Heroes of Battle PH2 – Player’s Handbook 2 RW – Races of the Wild Adventure Record# 597 CY A D V E N T U R E L E V E L O F P L A Y (CIRCLE ONE) APL 2 max 450xp; 450gp APL 4 max 675xp; 650gp APL 6 max 900xp; 900gp � Gnomish Spectacles Upgrade: Based on experiences in this adventure, this character may upgrade the Gnomish Spectacles from VER6-02: Delve the Wizard’s Dungeon with the following powers at the following cost after any Verbobonc regional adventure: � +2 Charisma for the spectacles. Cost: 1,500 gp; +1 to Ego score. If this raises two attributes to 14 or more, the spectacles gain the power of speech (Common, Gnome and Dwarf) and 120 ft. low-light vision and hearing. � 10 ranks in Diplomacy for the spectacles. Cost: 5,000 gp; +1 to Ego score. If the Gnomish Spectacles cannot speak, it can only aid the wearer with the wearer’s Diplomacy checks via empathy. � Resurgence on the wearer 1/day. 1,000 gp; +1 to Ego score. � Metaorganizational Access: Members of the following metaorganizations at the time of this adventure receive Frequency: Regional access to items marked with their organization’s symbol: † - Protectors of the Iron Wood ‡ - House Galens, House Haxx • - Church of Trithereon * - The Battirovka Family � Attacked the Mist Children Elves: All Trusts of Lord Shannus this character has are deleted. The character gains a Galans Token. This token may be traded in at any time for any of the following: � Three (3) influence Points with Lord Galans. � � � � One-time access to any wondrous item from the DMG valued at 3,000 gp or less. Galans Tokens used for this purpose stack; for example, spending three Galans Tokens allows one-time access to any wondrous item from the DMG valued at 9,000 gp or less (this excludes the bag of tricks tan but voids all three Galans Tokens). � Defended the Mist Children Elves: All Galans Tokens this character has are deleted. The character gains a Trust of Lord Shannus. This trust may be expended at any time for any of the following: � Three (3) influence Points with Lord Shannus. � � � � Access to the one of the following: � dragon disciple (brass only), � dragon samurai MH(brass only, first three levels), or � dragon shaman PH2 (brass only, first three levels) classes. The character must meet all alignment requirements for these classes. � Access to the Sense Weakness DR feat and the Initiate of the Draconic Mysteries prestige class DR. This Record Certifies that _______________________________________________ Played by____________________________________________ Player RPGA # Has Completed VER7-02: Storm the Dragon’s Bastion A Regional Adventure Set in the Verbobonc Region Event: _________________________________ Date: ________ DM:___________________________________________________ Signature RPGA # Play Notes: � Gained a level � Lost a level � Ability Drained ______________ � Died � Was raised/res’d � Was reincarnated _________________________________________ _________________________________________ Home Region______________________
textdata/thevault/Living Greyhawk/Modules/Verbobonc/597/Normal Scenarios/VER7-02 - Storm the Dragon's Bastion (APL 2-6)/VER7-02 - Storm the Dragon's Bastion UPDATED AR.pdf
GP Starting GP Lifestyle � None � Standard (12 gp x TU) � Rich (50 gp x TU) � Luxury (100 gp x TU) Lifestyle Cost Other Coin Spent Total Coin Spent - GP GP Spent GP Subtotal + GP GP Gained GP Subtotal + GP GP Gained GP Subtotal - GP GP Spent GP FINAL GP TOTAL Items Sold Total Value of Sold Items Add ½ this value to your gp value Items Bought Total Cost of Bought Items Subtract this value from your gp value XP Starting XP - XP XP lost or spent XP Subtotal + XP XP Gained FINAL XP TOTAL XP TU Starting TU 1 or 2 TU TU Cost - TU Added TU Costs TU REMAINING ITEMS FOUND DURING THE ADVENTURE (Cross off all items NOT found) APL 6: � Arcane Scroll of Alter Self (Adventure, 3rd level caster, DMG) � Bag of Holding – Type II (Adventure, DMG) � Dust of Tracelessness (Adventure, DMG), Necklace of Adaptation (Adventure, DMG) � Ranzak’s Spellbook I (Adventure, see spellbook attachment) APL 8 (APL 6 Items plus): � Dahkto’s Spellbook I (Adventure, see spellbook attachment) � Eyes of the Eagle (Adventure, DMG) � Oil of Align Weapon (Evil) (Adventure, 3rd level caster, as per DMG, Price: 300 gp) � Ranzak’s Spellbook II (Adventure, see spellbook attachment) � Wand of Cure Light Wounds (Adventure, 1st level caster, DMG) APL 10 (APL 6, 8 Items plus): � +1 Bane (Human) Heavy Flail (Adventure, DMG) � +1 Large Greatsword (Adventure, DMG), +1 Large Mithral Breastplate (Adventure, DMG) � Cloak of Charisma +4 (Adventure, DMG), Cloak of Displacement, Minor (Adventure, DMG) � Cloak of Resistance +2 (Adventure, DMG), Dusty Rose Ioun Stone (Adventure, DMG) � Hat of Disguise (Adventure, DMG), Pink Ioun Stone (Adventure, DMG) � Ranzak’s Spellbook III (Adventure, see spellbook attachment) � Ring of Protection +2 (Adventure, DMG) � Utheniak’s Spellbook I (Adventure, see spellbook attachment) � Wand of Invisibility (Adventure, 3rd level caster, DMG) � Wand of Magic Missile (Adventure, 5th level caster, DMG) APL 12 (APL 6, 8, 10 Items plus): � Dahkto’s Spellbook II (Adventure, see spellbook attachment) � Headband of Intellect +4 (Adventure, DMG) � Ranzak’s Spellbook IV (Adventure, see spellbook attachment) � Ring of Resilience (Adventure, see above) � Winged Boots (Adventure, DMG) APL 14 (APL 6, 8, 10, 12 Items plus): � +2 Mithral Full Plate (Adventure, DMG), +3 Adamantine Greatsword (Adventure, DMG) � Cloak of Resistance +3 (Adventure, DMG) � Dahkto’s Spellbook III (Adventure, see spellbook attachment) � Ranzak’s Spellbook V (Adventure, see spellbook attachment) APL 16 (APL 6, 8, 10, 12, 14 Items plus): � +1 Keen Battleaxe (Adventure, DMG), +2 Breastplate (Adventure, DMG) � Arcane Scroll of Cloudkill (Adventure, 9th level caster, DMG) � Belt of Giant Strength +4 (Adventure, DMG) � Collar of Resistance +2 (Adventure, MotW) � Dahkto’s Spellbook IV (Adventure, see spellbook attachment) � Metamagic Rod, Maximize, Lesser (Adventure, DMG) � Metamagic Rod, Quicken, Lesser (Adventure, DMG) � Ranzak’s Spellbook VI (Adventure, see spellbook attachment) � Ring of Protection +3 (Adventure, DMG) � Utheniak’s Spellbook II (Adventure, see spellbook attachment) APL 18 (APL 6, 8, 10, 12, 14, 16 Items plus): � +2 Hide Armor (Adventure, DMG), Boots of Elvenkind (Adventure, DMG) � Brooch of Shielding (Adventure, DMG), Cloak of Elvenkind (Adventure, DMG) � Cloak of Resistance +4 (Adventure, DMG) � Collar of Resistance +3 (Adventure, MotW) � Druid’s Vestment (Adventure, DMG), Gloves of Arrow Snaring (Adventure, DMG) � Headband of Intellect +6 (Adventure, DMG), Lantern of Revealing (Adventure, DMG) � Metamagic Rod, Quicken (Adventure, DMG), Periapt of Wisdom +4 (Adventure, DMG) � Ranzak’s Spellbook VII (Adventure, see spellbook attachment) � Wand of Cure Moderate Wounds (Adventure, 3rd level caster, DMG) Adventure Record# 594 CY A D V E N T U R E L E V E L O F P L A Y (CIRCLE ONE) APL 6 max 900 xp; 900 gp APL 8 max 1,125 xp; 1,300 gp APL 10 max 1,350 xp; 2,300 gp APL 12 max 1,575 xp; 3,300 gp APL 14 max 1,800 xp; 6,600 gp APL 16 max 2,025 xp; 9,900 gp APL 18 max 2,250 xp; 17,000 gp Cross out any game effects this character does not gain. � Renown of the Sheldomar Valley: For demonstrating bravery and fortitude in rescuing representatives from several nations from a fate worse than death, this PC has been widely recognized by those saved. The PC receives a +2 circumstance bonus to skill checks relating to interpersonal contact (Diplomacy, Sense Motive, Bluff, and Intimidate) with authorities of all the Sheldomar Valley nations, the Knights of the Watch/Dispatch, and the Knights of Luna. Fame is fleeting, so this benefit expires one calendar year from the date on this AR. If the PC participated in the companion Interactive, Cry of Despair, then their reputation is improved further, increasing the circumstance bonus to +3 and its lifespan to two calendar years from the date on this AR. � Favor of the Knights of Luna: The Knights wish to reward the daring and selflessness of this PC and inspire others to like deeds. They call on the craftsmen and artisans of the ancient realm of Celene to make suitable rewards. This favor may be exchanged for access (Frequency: Adventure) to purchase any four items listed below (circle them). PCs who participated in the companion Interactive, Cry of Despair, gain more complete access from this favor, they may gain access (Frequency: Adventure) to purchase all items listed below instead of just four. All items purchased will be engraved with prominent sigils of the Knights of Luna. Mark this favor as USED after it is used. The items available are: elven chain, boot of elvenkind, cloak of elvenkind, armor of the unending hunt (CW), elven lightblade (CW), elven thinblade (CW), elven double bow (A&EG), elven rope (A&EG), elven tree tent (A&EG), elven mead (A&EG), elven aleeian wine (A&EG), elven moondrop (A&EG), forester’s cloak (A&EG), bow of songs (A&EG), elven leaf arrow (A&EG) – limit 5 arrows, Larethian protector (A&EG). � Favor of Duke Luschan of Gradsul: The Duke is pleased that you have salvaged his assemblage and is keen to reward you in a public manner. A PC who died in his “extended service” in this scenario will be raised at the Duke’s expense and lauded for their sacrifice. This consumes this favor. This favor may also be exchanged for access (Frequency: Adventure) to purchase any one cape, cloak, shirt, or robe listed below at a 10% discount negotiated by the Duke’s seneschal (circle the one selected). PCs who participated in the companion Interactive, Cry of Despair, gain more complete access from this favor, they may gain access (Frequency: Adventure) to purchase any two capes, cloaks, shirts, or robes listed below at a 10% discount negotiated by the Duke’s seneschal (circle the ones selected). All items purchased will be patterned in the Duke’s colors with the symbol of his house prominently displayed on the visible side. Mark this favor as USED after it is used. The items available are: cape of the mountebank, cloak of arachnida, cloak of the bat, cloak of charisma, cloak of displacement, minor, cloak of elvenkind, cloak of the manta ray, cloak of resistance (+1 to +5), robe of blending, robe of scintillating colors, robe of useful items, cloak of elemental protection (MH), cloak of thorns (MH), shirt of resilience (MH), cloak of shelter (A&EG), dragonhide mantle (Draconomicon), mantle of the silver wyrm (Draconomicon). � Favor of the Knights of the Watch/Dispatch: The Knighthood was in danger of losing a major engagement and is eternally grateful for the heroic actions of the PC. As such, Knight Commander Wainwright, Monster of the Earth, presents the heroes with a chalice (no gp value) commemorating their feats of arms this day. This chalice may be redeemed at any of the Knighthood’s armories in exchange for access (Frequency: Adventure) to an upgrade (listed below) to the PC’s arms or armor. PCs who participated in the companion Interactive, Cry of Despair, are further recognized with a signet ring of platinum (no gp value). This ring may be redeemed with the chalice to increase the list of upgrades available and to allow a second pick off the list. Circle the upgrade access gained and mark this favor as USED after it is used. The upgrades available from the chalice are: +1 enhancement bonus (armor/shield/weapon); +2 enhancement bonus (armor/shield/weapon); armor special abilities: light fortification, spell resistance (13), glamered, slick, shadow, silent moves; shield special abilities: arrow catching, bashing, blinding, light fortification, arrow deflection, animated, spell resistance (13); weapon special abilities: any DMG +1 or +2 bonus equivalent (excluding vicious, unholy, and wounding). The upgrades available if the signet ring is also redeemed are: +3 enhancement bonus (armor/shield/weapon); armor special abilities: improved slick, improved shadow, improved silent moves, acid resistance, cold resistance, electricity resistance, fire resistance, sonic resistance, ghost touch, invulnerability, moderate fortification, spell resistance (15), wild; shield special abilities: acid resistance, cold resistance, electricity resistance, fire resistance, sonic resistance, ghost touch, moderate fortification, spell resistance (15), wild; weapon special abilities: speed. � Favor of Duke Grenowin of the Duchy of Ulek: The relieved host of the assemblage has personally appeared to express his gratitude to the PCs for their decisiveness and daring-do. He expresses a desire to reward the valor of the PC through his many benevolent contacts in the area. As such, his Lord of Embassy will be directed to establish the PC’s desire and then act on it. This favor may be exchanged for access (Frequency: Adventure) to purchase any one masterwork or +1 PH-standard weapon, shield, or armor composed of one of the materials listed below at a 10% discount negotiated by the Duke’s seneschal (circle the material selected). PCs who participated in the companion Interactive, Cry of Despair, are treated even more regally; the discount increases to 20% and the PC may choose access to two items, each made of the same or a different material (circle the materials selected). All items purchased will be marked with the symbol of the Duke’s house prominently displayed. Mark this favor as USED after it is used. The materials available are: adamantine, dragonhide, mithral, darkwood, solarian truesteel (A&EG), bronzewood (A&EG), ysgardian heartwire (A&EG). � Ring of Resilience: This ring is reddish-brown and lumpy, resembling a scab around the wearer’s finger. The wearer of the ring automatically becomes stable if his hit points drop to between -1 and -9 inclusive. The ring doubles the wearer’s normal rate of healing or allows normal healing of wounds that would not do so normally. Hit point damage that involves bleeding (such as damage caused by the horned devil’s infernal wound ability), is negated for the wearer of the ring, but he is still susceptible to damage from bleeding that causes Constitution loss, such as that from a wounding weapon. Moderate conjuration; CL 12th; Forge Ring, heal; Price 22,500 gp; Weight 0 lbs. This Record Certifies that __________________________________________ Played by______________________________________ Player RPGA # Has Completed SHE4-03 Breaking Point A Metaregional Adventure Set in the Sheldomar Valley Event: _________________________________ Date: ________ DM: __________________________________________________ Signature RPGA # Play Notes: � Gained a level � Lost a level � Ability Drained ____________ � Died � Was raised/res’d � Was reincarnated _________________________________________ _________________________________________ _________________________________________ Home Region______________________ GP FINAL GP TOTAL FINAL XP TOTAL XP TU REMAINING Adventure Record# 594 CY A D V E N T U R E Cross out any game effects this character does not gain. � Ranzak’s Spellbook I: 1st--grease, mage armor, ray of enfeeblement, unseen servant; 2nd—glitterdust, mirror image, see invisible; 3rd—dispel magic, slow. Market Price: 800 gp; Weight: 3 lbs. � Ranzak’s Spellbook II: 2nd—flaming sphere; 4th—confusion, greater invisibility. Market Price: 500 gp; Weight: 3 lbs. � Ranzak’s Spellbook III: 1st-- shield; 3rd—haste; 4th—solid fog; 5th—improved blink (CD), baleful polymorph. Market Price: 900 gp; Weight: 3 lbs. � Ranzak’s Spellbook IV: 6th—contingency, disintegrate, flesh to stone. Market Price: 900 gp; Weight: 3 lbs. � Ranzak’s Spellbook V: 3rd—fly; 5th— Mordenkainen’s private sanctum; 6th—repulsion; 7th—forcecage, prismatic spray. Market Price: 1,400 gp; Weight: 3 lbs. � Ranzak’s Spellbook VI: 5th—hold monster; 6th— greater dispel magic; 7th—spell turning; 8th—Bigby’s clenched fist, Otto’s irresistible dance. Market Price: 1,700 gp; Weight: 3 lbs. � Ranzak’s Spellbook VII: 4th—dimension door; 8th—horrid wilting; 9th—wail of the banshee. Market Price: 1,050 gp; Weight: 3 lbs. � Dahkto’s Spellbook I: 1st--grease, mage armor, ray of enfeeblement, unseen servant; 2nd—glitterdust, mirror image, see invisible; 3rd—dispel magic, slow. Market Price: 800 gp; Weight: 3 lbs. � Dahkto’s Spellbook II: 1st-- shield; 2nd—flaming sphere; 3rd—fireball, haste; 4th—confusion, greater invisibility, solid fog; 5th—improved blink (CD), baleful polymorph, cone of cold; 6th—contingency, disintegrate, flesh to stone. Market Price: 2,700 gp; Weight: 3 lbs. � Dahkto’s Spellbook III: 3rd—fly; 5th— Mordenkainen’s private sanctum; 6th—repulsion; 7th—forcecage, prismatic spray. Market Price: 1,400 gp; Weight: 3 lbs. � Dahkto’s Spellbook IV: 5th—hold monster; 6th— greater dispel magic; 7th—spell turning; 8th—Bigby’s clenched fist, Otto’s irresistible dance. Market Price: 1,700 gp; Weight: 3 lbs. � Utheniak’s Spellbook I: 1st – burning hands, enlarge person, expeditious retreat, feather fall, mage armor, magic missile, protection from good, ray of enfeeblement, shield, shocking grasp; 2nd – bear’s endurance, glitterdust, Melf’s acid arrow, scorching ray; 3rd – dispel magic, haste. Market Price: 1,200 gp; Weight: 3 lbs. � Utheniak’s Spellbook II: 3rd –displacement, greater magic weapon; 4th- greater invisibility, solid fog. Market Price: 700 gp; Weight: 3 lbs. This Record Certifies that __________________________________________ Played by______________________________________ Player RPGA # Has Completed SHE4-03 Breaking Point A Metaregional Adventure Set in the Sheldomar Valley And Gained Access to Spellbooks Event: _________________________________ Date: ________ DM: __________________________________________________ Signature RPGA # Play Notes: � Gained a level � Lost a level � Ability Drained ____________ � Died � Was raised/res’d � Was reincarnated _________________________________________ _________________________________________ _________________________________________ Home Region______________________
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RACE CREATION COOKBOOK Compatibility with the Pathfinder Roleplaying Game Roleplaying Game requires the Pathfinder Roleplaying Game Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/Pathfinder Roleplaying GameRPG for more information on the Pathfinder Roleplaying Game Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. 3.5 SYSTEM COMPATIBLE LPJ9587 WRITTEN BY Neal Bailey COVER ART Anthony Cournoyer GRAPHIC DESIGN & LAYOUT Louis Porter, Jr. Design LOUIS PORTER, JR DESIGN 5580 SW 97th Terrace Cooper City, FL 33328 [email protected] www.lpjdesign.com Louis Porter Jr. Design, Devil’s Workshop & logos are a trade- mark owned by Louis Porter Jr. Inc. All rights reserved. All other content is copyright 2009 Louis Porter Jr. Design Inc. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This book is compatible with 3rd Edition and Revised 3rd Edition rules. This edition of adventure planner is produced under version 1.0a and/or draft versions of the Open Game License and the System. Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate later versions of the license and document. Designation of Open Game Content: All the material that appears in the System Reference Document is open, and all other material is not. The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Race Creation Cookbook, Copyright 2009, Louis Porter Jr. Design, Inc. Race Creation Cookbook PAGE 1 OF 31 RACE CREATION COOKBOOK INTRODUCTION TO RACE BUILDING Constructing good races is an important part of world building. The societies of individual races can serve as excellent starting points for character development while providing numerous hooks and pathways for the GM to build adventures around. When constructing a race, there are 3 primary concerns you should look at: • Utility for the Player: A race isn’t going to serve much of a purpose if nobody wants to play it. A well- made race should be interesting to the players in terms of both abilities and flavor. • Balance in the Game: You don’t want to provide an individual player with too much mechanical advantage over the others. A little bit of advantage, especially if a player has to work it out and ‘tweak’ it, can be rewarding for some but going overboard may cause other players to complain. • Consistency in the Setting: Setting up interactions that mesh well with the setting is useful for players who are more into immersion, while providing inter- esting avenues for adventure. These concerns can have various levels of impact depending on what your group thinks of as fun, of course, but you wouldn’t have picked this supplement up if you weren’t concerned about balance. So here we’re mainly going to deal with two things: the relative power of different racial features, and a few suggestions as to how to use them in an interesting way. A breakdown of the stan- dard races is also available. Let’s cut to the chase! A POINT-BASED RACE CREATION SYSTEM The system used in this book is straightforward, simply build a race to your specifications using the point costs supplied for all abilities. LA +0 races should start at around 100 to 120 points. This is actually somewhat stronger than an average core race, but it allows a bit of lassitude for creating more interesting species. For each LA +1 beyond that, you can expand the points available by 100-120. If you feel the need to lower or raise either of these values for a lower or higher powered campaign, feel free to do so. SECTION 1: CORE ABILITY SCORE ADJUSTMENTS These are the first racial adjustments you’ll probably be looking at when building a race. All of the races in Pathfinder Roleplaying Game are adjusted in one of two ways: • +2 to two ability scores and -2 to another • +2 to any ability score (this adjustment is used for races with human blood.) In some ways, this is equitable and a useful starting point to begin race construction. If you wish, you can use this standard Pathfinder Roleplaying Game template and it won’t cause serious problems. In other ways this isn’t equitable because certain ability scores have much more weight for certain characters. Each set of ability score adjustments will have a particular profile that provides advantage to particular base classes. This is complicated by the fact that some base classes have much more inherent power than others. BUYING STAT ADJUSTMENTS Assuming you’ve decided not to use the basic +2 to two stats, -2 to another, we’ve averaged the values of all the stats across classes and provided a chart below. These values aren’t really indicative of how much a stat will be worth to any particular build but do give an overall impres- sion of how useful a given stat is. Stat Average Value Strength 26 Dexterity 40 Constitution 32 Intelligence 42 Wisdom 37 Charisma 49 Note: When creating stat adjustments, it is wise not to go beyond a total adjustment of +4 per LA, and never more than +2 in any one stat per LA. Otherwise you can wind up with things like spell DCs going way too high for a given level. STRENGTH Raw Adjustments: For every 2 points of strength past 10, the character gains a +1 to hit with melee, and a +1 to damage with melee or hurled weapons. This damage is increased by 50% when wielding a weapon two-handed. Skills: Climb, Swim. These are both relatively weak skills that quickly lose their use on the advent of mid-level magic. Both have armor check penalties. They are consid- ered mid-level since you’re pretty much guaranteed to be able to use one or the other at some point. Other: Strength increases carrying capacity. This can also be rendered ineffectual by magic. Many GMs also simply PAGE 2 OF 31 RACE CREATION COOKBOOK don’t pay attention as encumbrance is a degree of micro- management that can be a bit tiresome. Classes: Favors melee classes. Barbarian, fighter, monk, some rogue builds, some cleric builds, some druid builds, paladins, melee rangers – all of these can benefit from the extra hit and damage a high strength brings. ASSESSMENT Strength, in a classically run campaign, tends to be quite useful at low level then quickly takes a dive as magic and bonus damage from various sources outstrips it. However, in a lower-magic setting strength becomes progressively more powerful. This is also true in a more survival-oriented campaign, where the opportunity to refresh magic is rare and certain spells (rope trick and its ilk) are restricted. Additionally, the feat Power Attack increases the value of strength when it is taken. Racial Associations Positive Keywords: Martial, powerfully built, large, stern, just, associated with symbols of power, or associated with ruling gods. Negative Keywords: Violent, warlike, savage, slaves, corrupt, associated with brutal and ancient deities, associ- ated with destruction. Strong races are often related to powerful local creatures such as dragons or giants. The Sun is a traditional symbol associated with strength, as is the element Fire. If your campaign world has vastly different symbols and associa- tions of power (say for example Dragonflies are considered harbingers of the deities), then the connections to that symbol may imply a number of completely different racial features (insectial races could have strength adjustments.) Physical size and strength can also imply stupidity or a race that is used for labor purposes. VALUES OF EACH INDIVIDUAL ADJUSTMENT: +1 to hit: Equivalent, but stacking with Weapon Focus. 15 points. Value is 5 points for sorcerers and wizards, who still need some attack bonus for melee touch. +1 or +1.5 to damage: Equivalent but stacking with ½ of weapon specialization. 8 points or 12 points. Skills: +1 to 2 moderate skill checks. 4 points. Encumbrance: Equivalent to a very weak feat. 4 points. Note: ranged stats assume composite weapons. • Barbarian: 31 points per +2 • Barbarian (2 hander): 35 points per +2 • Bard: 23 points per +2 • Cleric (caster): 23 points per +2 • Cleric (melee): 31 points per +2 • Druid (caster): 23 points per +2 • Druid (melee): 31 points per +2 • Fighter: 31 points per +2 • Fighter (2 hander): 35 points per +2 • Monk: 31 points per +2 • Paladin: 31 points per +2 • Ranger (melee): 31 points per +2 • Ranger (ranged): 16 points per +2 • Rogue (melee): 31 points per +2 • Rogue (utility or ranged): 13 points per +2 • Sorcerer: 13 points per +2 • Wizard: 13 points per +2 DEXTERITY Raw Adjustments: For every 2 points of dexterity past 10, the character gains a +1 to hit with ranged, a +1 dodge bonus to AC, and +1 to initiative. Skills: Acrobatics, Disable Device, Escape Artist, and Stealth are all high-value skills. Fly and Ride are medium value, and sleight of hand is low value. Most have armor check penalties. Many of these skills are quite useful for combat mobility. Other: Dexterity increases reflex saves by +1 for every 2 points past 10. While reflex is the weakest save, it still has some small impact at lower levels and against some effects. Classes: Favors ranged classes and rogues. Many classes can now benefit from several skills that were traditionally thought of as ‘rogue’, like stealth and acrobatics. However, these skills are strongly hampered by the heavy armor worn by some front-line classes. This is relieved by mid to late level where magic, special materials, or class features mitigate this effect somewhat. ASSESSMENT Dexterity starts out very useful, dips a bit in the mid levels, and then becomes useful again towards the end when initiative is essential. The value of dexterity is really dependent on what type of armor you’re planning on using, since both the effectiveness of the powerful dexterity skills and the dodge bonus to AC are hampered by heavier armor. This cannot be modeled with a point buy system because players will look for a desirable max dexterity cap, and past this point a +2 to dexterity won’t do very much PAGE 3 OF 31 RACE CREATION COOKBOOK for them. The point values below assume that the +2 to dexterity will be fully utilized. Racial Associations Positive Keywords: Graceful, subtle, quick, associated with messengers, associated with travel, wilderness, elusiveness. Negative Keywords: Sneaky, underhanded, cowardly, unpredictable, associated with outsiders, associated with deep wilderness. Quick races are often tied to sylvan creatures. They are traditionally associated with the element of Air and flight. The theme of subtlety over brute force is physically oriented when it comes to high dexterity races, in this case grace and precision is the name of the game. Quick races can also be tied to dance and beauty, as well as nomadic people. VALUES OF EACH INDIVIDUAL ADJUSTMENT: +1 to AC: Equivalent to, but stacking with Dodge. 14 points. +1 to hit with ranged weapons: Equivalent but stacking with weapon focus. 15 points. This is downgraded to 5 points for sorcerers and wizards, both of whom will often use ranged touch attacks but who don’t use them as frequently as a regular ranged fighter. +1 to initiative: Equivalent to 1/4th of improved initiative, stacks. 5 points. +1 bonus to 4 good skills, 2 medium skills, and a poor skill: Total value is 17 points. +1 bonus to reflex saves: Equivalent to ½ of lightning reflexes, stacks. 3 points. Note: The actual value of AC and the skills can drop significantly for arcane casters, depending on their build and the magical defenses they use. • Barbarian: 34 points per +2 • Bard: 34 points per +2 • Cleric (melee): 34 points per +2 • Cleric (ranged): 54 points per +2 • Druid: 34 points per +2 • Fighter (melee): 34 points per +2 • Fighter (ranged): 54 points per +2 • Monk: 34 points per +2 • Paladin: 34 points per +2 • Ranger (melee): 34 points per +2 • Ranger (ranged): 54 points per +2 • Rogue (melee): 34 points per +2 • Rogue (utility or ranged): 54 points per +2 • Sorcerer: 34 points per +2 • Sorcerer (ranged touch specialist): 44 points per +2 • Wizard: 34 points per +2 • Wizards (ranged touch specialist): 44 points per +2 CONSTITUTION Raw Adjustments: For every 2 points of constitution past 10, the character gains a +1 hit point per hit die. Skills: None. Constitution does come into play frequently for effects which test concentration and endurance, however. These effects function much like skills, but are conditional enough that they aren’t factored into the equa- tion. Other: Constitution increases fortitude saves by +1 for every 2 points past 10. Fortitude is likely the second most powerful save, preventing a variety of heavy damage or debilitating effects. Classes: Constitution is important to every class. Extra hit points are essential and have an additive effect for every level, and a high fortitude save is extremely important to avoid serious problems like poison and petrification. ASSESSMENT Constitution has a fairly constant value across all classes. Proportionately it’s slightly more useful to classes with low hit dice and less armor, because a flat 1 hit point per level is a buffer against incoming damage that a good AC and high hit die can’t provide. Even given this, a good constitu- tion is essential for every class and you can never safely dump it. In most cases it is a secondary or tertiary stat. Racial Associations Positive Keywords: Hardy, vital, associated with plains or forests, long-lived, associated with difficult conditions, earthy, healthy, fecund Negative Keywords: grunt labor, over populated, simple, associated with animals or wild blood, stubbornness, slow, abused Races with a high constitution are known for durability and a number of associated qualities such as longevity, resistance to disease, ability to survive in difficult condi- tions, and the element earth. At the same time, the high survivability of such a race can transform them into an easy labor pool or slave people. Long lifespans can make a high-constitution race stubborn or slow in thought or deed. The idea of extreme resilience being associated with PAGE 4 OF 31 RACE CREATION COOKBOOK wild animals or mixing with animals is a common theme, making constitution a good pick for a ‘beastman’ type race. VALUES OF EACH INDIVIDUAL ADJUSTMENT: +1 hp per level: Similar to toughness or having your hit die improved by 1. Worth 25 points. +1 bonus to fortitude saves: Equivalent to ½ of great fortitude, stacks. Worth 4 points. Bonus to concentration and endurance-related checks. Worth +1 points. • All classes are roughly equivalent, with constitution being worth 30 points. One could argue that the stat is slightly more valuable for smaller hit die classes, along the lines of 34 points, both for the bonus to concentra- tion and the relatively higher hit point contribution. INTELLIGENCE Raw Adjustments: For every 2 points of intelligence past 10, the character gains a +1 skill point per hit die. Skills: Lots. Spellcraft, a high value skill, all the knowl- edge skills, which are mid value, plus appraise and craft. Appraise is low value, craft is generally low value but it depends a lot on the campaign. Casting: Intelligence is especially useful for the Wizard and other intelligence-based casters. Each 2 points of intel- ligence beyond 10 translate into a +1 DC on ALL spells, as well as a selection of bonus spells castable per day. This is a huge advantage and any intelligence-based casters should prioritize intelligence at the expense of all other stats. Classes: The value of intelligence varies by class. For fighters and clerics or really any class that isn’t expected to have a high skill selection, intelligence can be dumped unless it’s needed to qualify for a prestige class or a feat. For wizards and other intelligence-based classes, the value is off the charts, worth close to three times as much as any other stat. Rogues benefit slightly from Major Magic (+5). ASSESSMENT Intelligence was always a strong stat for wizards and a reasonable stat for skill-monkey type rogues or bards, at least as far as their utility got them. It was a dump stat for most other classes, however. Things have changed a bit now with the restrictions of cross-class skills lifted. Intelligence is still potentially a dump stat, but it generally outpaces charisma by a wide margin for those classes who could previously choose to dump either. Racial Associations Positive Keywords: Scholarly, reserved, magical, advanced, mystical, ancient civilizations, languages, psionics, contemplation, technological Negative Keywords: Arrogant, stuffy, detail-obsessed, aristocratic, detached, uncaring, frail Intelligent races are often associated with magic, espe- cially arcane magic. Oftentimes, the ancient super-race in any campaign world is noted for its great intelligence and skill with magic and technology. In the most archetypical variants of this type of society, enhanced intelligence usually comes with a degree of arrogance that causes a fall from grace or great sorrow for their people. Intelligence can imply scholarly or scientific attitudes or a reserved character as well. A race’s higher intelligence can mirror a weakness in the body or even a weakness in morality. VALUES OF EACH INDIVIDUAL ADJUSTMENT: +1 skill point per level: 20 points. +1 to spellcraft, knowledge skills, appraise and craft: 15 points total. While the knowledge skills are assumed to be moderate value (2 points per +1), any individual char- acter is not going to use more than half of them since all members of a group can cover the various knowledges as a group. Additionally, only casters actively need spellcraft. +1 bonus to save DCs for intelligence-based casters: Assuming the average caster makes use of 4 schools that have frequent saves, this is worth 4(!) applications of the Spell Focus feat. This is not a cheap feat either, that’s 15 points a pop. The bonus spells are secondary at around 20 points. • Barbarian: 32 points per +2 • Bard: 35 points per +2 • Cleric: 32 points per +2 • Druid: 35 points per +2 • Fighter: 32 points per +2 • Monk: 32 points per +2 • Paladin: 35 points per +2 • Ranger: 35 points per +2 • Rogue: 40 points per +2 • Sorcerer: 35 points per +2 • Wizard: 115 points per +2 WISDOM Raw Adjustments: Wisdom has no raw adjustments. PAGE 5 OF 31 RACE CREATION COOKBOOK Skills: Only a handful, but most are really good. Perception is one of the only two ‘top’ level skills, useful to absolutely everyone. Sense motive will have a use in every non-combat encounter. Survival has a moderate value. Meanwhile, profession is bad. Other: Wisdom increases will saves by +1 for every 2 points past 10. Will is the most powerful save, preventing a cornucopia of debilitating effects that have the potential to put someone out of combat instantly. Casting: Wisdom is just as useful for wisdom-based casters as intelligence is for wizards. Each 2 points of wisdom beyond 10 translate into a +1 DC on ALL spells, as well as a selection of bonus spells castable per day. Again, any wisdom-based casters should prioritize wisdom at the expense of all other stats. Classes: Wisdom is universally slightly useful because it boosts a few very important skills and the most impor- tant save. However, outside of wisdom-based classes like clerics and druids (or the partial casters, paladin and ranger), it’s usually safe to leave wisdom at around 10 or even 8; you won’t be gaining much active bonus from it. Monks use wisdom fairly heavily. It increases their Ki pool (+10) and improves the save DCs of their various fist powers (+15). Finally, it even boosts their AC (+15). Rangers get a boost from wisdom as well – it increases the duration of their hunter’s bond (+5 points), and grants bonus spells and save DCs (+40). ASSESSMENT Wisdom is still most useful for wisdom-based casters, but with the retooled way of dealing with cross-class skills, important wisdom based skills like perception and sense motive are now universally useful. This being said, not everyone in the party has to be super perceptive, and assuming there are enough people who can serve as scouts, the more fighting-based characters can settle for a minimum value that lets them access their class features and any needed feats. Racial Associations Positive Keywords: Austere, ancient, cautious, perceptive, faithful, mentally strong, righteous, noble, ascetic, associ- ated with religion. Negative Keywords: Dogmatic, fanatic, withdrawn, super- stitious. Wisdom is usually seen as a positive trait as is made clear by the list of positive keywords. If you need a negative attribute, it’s the core stat for Clerics and Druids and so you can take the negative aspects of religion and apply them to a wise race. Wisdom really only covers perception and divine spell- casting, and so most wise races are associated with either or both of those. Wisdom is also seen as something like intelligence but more ‘natural’ and untrained. So a race of old forest shamans or treant-like creatures could easily have a wisdom focus. VALUES OF EACH INDIVIDUAL ADJUSTMENT: +1 to Will saves: Equivalent to ½ of iron will, stacks. Worth 3 points. +1 to perception, sense motive, heal, survival, and profession: 12 points. Two top-level skills, two mid, and one that is generally useless. +1 bonus to save DCs for wisdom-based casters: Assuming the average caster makes use of 4 schools that have frequent saves, this is worth 4 applications of the Spell Focus feat. This is not a cheap feat either, that’s 15 points a pop. The bonus spells are secondary at around 20 points. This is costed identically to intelligence. • Barbarian: 15 points per +2 • Bard: 15 points per +2 • Cleric: 95 points per +2 • Druid: 95 points per +2 • Fighter: 15 points per +2 • Monk: 55 points per +2 • Paladin: 15 points per +2 • Ranger: 60 points per +2 • Rogue: 15 points per +2 • Sorcerer: 15 points per +2 • Wizard: 15 points per +2 CHARISMA Raw Adjustments: No raw adjustments for charisma. Skills: Charisma has 7 skills, one of which is top tier – use magic device. This is a fantastic skill. The others are all mixed bag. They are all social or subterfuge type skills which are going to vary in value depending on the campaign. Other: Charisma doesn’t do a hell of a lot! Casting: Another caster stat. Charisma is very useful to bards and sorcerers because they derive their bonus spells and save DCs from it. Prioritize charisma as one of these classes and you’ll not regret it. PAGE 6 OF 31 RACE CREATION COOKBOOK Classes: Charisma is useful, primarily, for bards and sorcerers. Bards gain extra rounds from their Bardic Music class feature (+5). Some sorcerer bloodlines gain a few extra uses of powers (+10). Clerics can benefit from the channel energy feature as well, improving the save DCs and gaining extra uses of their channel energy feature (+15). Paladins gain extra channel energy uses (+8), a bonus to all their saves (+18), a boost to their attack bonus when smiting (+5), a bonus to their AC against targets of their smite (+5), a more powerful lay on hands (+5), and increased spell DCs and bonus spells out of charisma (+40). That’s a lot of stuff. ASSESSMENT Charisma is great for three classes. For Bards and Sorcerers, it is directly tied to their casting abilities. Paladins make use of charisma for a good chunk of their class features as well. Clerics also have some secondary benefit from charisma. Anyone else can honestly dump this stat unless they want to be the party face. Racial Associations Positive Keywords: Outgoing, Open, Tolerant, Beautiful, Forceful, Diplomatic, Gregarious, Social, Courtly. Negative Keywords: Deceptive, Shifty, Manipulative, Two- Faced, Superficial, Flighty. Charisma is primarily concerned with social skills. This means if you’ve got a race of loners, you’re probably not looking into charisma as a stat boost. The stat can be used to highlight both the positive and negative associations of being very social; in many societies these aspects are different sides of the same coin. Charisma can also simply be impressive beauty. When you’re dealing with a wide variety of different races this can get hard to adjudicate, so as opposed to physical elements a crafty GM can use more subtle and indi- rect forms of beauty – such as a smooth, lulling voice, a powerful and compelling aura, or unnaturally pleasing movement. VALUES OF EACH INDIVIDUAL ADJUSTMENT: +1 to use magic device, bluff, diplomacy, disguise, handle animal, intimidate, perform: 16 points. A top level skill, two high skills, two mid and two low means charisma is about as diverse as dexterity for skill selection. +1 bonus to save DCs for charisma-based casters: Assuming the average caster makes use of 4 schools that have frequent saves, this is worth 4 applications of the Spell Focus feat. This is not a cheap feat either, that’s 25 points a pop. The bonus spells are secondary at around 20 points. This is costed identically to intelligence. • Barbarian: 16 points per +2 • Bard: 121 points per +2 • Cleric: 31 points per +2 • Druid: 16 points per +2 • Fighter: 16 points per +2 • Monk: 16 points per +2 • Paladin: 97 points per +2 • Ranger: 16 points per +2 • Rogue: 16 points per +2 • Sorcerer: 106 points per +2 • Sorcerer with beneficial bloodline: 126 points per +2 • Wizard: 16 points per +2 SECTION 2: BONUS FEATS VERSUS RACIAL FEATURES After looking at ability score adjustments, you want to take a look at which feats and free features are best suited for your race. Let’s first define the difference between Feats and racial Features: • Bonus Feats: These are identical to the feats found in any sourcebook. They are simply provided as a bonus at first level. Once you have a feat, you generally cannot take another – they do not stack. • Racial Features: Racial features are similar to feats, but stack with them. For example, the Elven Magic racial feature that provides a +2 bonus to caster level checks to overcome spell resistance is identical to the feat Spell Penetration, but is considered a racial bonus and stacks with Spell Penetration. Either Bonus Feats or Racial Features can be applied as advantages for your race. There are advantages to each. • Bonus Feats are more like a head start. Since they don’t stack with feats selected from leveling, a race with Bonus Feats can’t actually become stronger than other races in their focus if the member of another race invests in the feat as well. This prevents some game balance problems. • Racial Features are an indication that a race is strictly better at certain things than members of all other races. They can double up with feats that focus in the same areas as their Racial Features. This provides good flavor but can result in some balance problems. As a result, Racial Features are costed 25% higher than bonus feats. PAGE 7 OF 31 RACE CREATION COOKBOOK FEAT LIST Following is a list of feats and their point values when provided as a bonus feat. Most feats left out were deemed inappropriate as racial features. SCORING: • Feats that provide bonuses to skills are calculated depending on the value of the individual skills. For those feats that provide bonuses to class skills, the feat is considered to have a +1 value per skill due to the greater likelihood of overcoming an opponent’s CMD. Additionally, most of these Feats now provide extra bonuses at higher ranks. This is factored into the value, boosting the feat’s point total by an additional 1 point for each skill that is a class skill. • Other feats use point values as an approximation. The very best feats have a 30 point value – these are must- have feats for the appropriate class and define roles. 20 point feats are conditional but useful – they emphasize an aspect of a class that you may want to focus on. 15 point feats focus on smaller niches. Feats that are worth 10 points or less are generally not considered useful or are useful only for very specific synergies. • ‘Extra’ feats (such as Extra Channel): This class of feats often has no effect except for specific classes that have the class feature which is boosted. However, if you present them as bonus feats, you may wish to allow a member of the race to use the class features they pertain to the number of times granted by the ‘Extra’ feat with an equivalent level equal to their character level. If you do this they are worth twice the highest listed value – the diversity of nabbing outside class features makes them valuable. An exception lays in Extra Mercy– this feat makes no sense without already having the lay on hands class feature. • Other factors were taken into consideration. For example, the feat ‘Run’ is slightly more valuable to those who favor melee and wear lighter armor as it allows quick movement around the battlefield, and less valuable to those who can easily access alternate movement types. PROVIDING RACIAL FEATS You’ll notice that some of the feats have all different values for different classes. So how do you assess the general value of a feat? The answer is simple – you don’t. Instead, provide multiple choices for feats so that each class has a feat of roughly equal benefit to choose from. The point cost for this feat selection is equal to the benefit you’re looking for in each. GENERAL FEATS This is the list of general feats that are universal enough to be appropriate for a race to have as racial feats. Following, we have a list of selected combat feats. Toughness overvalued?: 1 hp per level may not seem to be worth 25 points. But consider that hit points are the ultimate defense – they are a buffer against death from damage (the most common form of death, made even more common in Pathfinder Roleplaying Game). nothing else even matters that much, especially in the late game, so it is essential not to undervalue hit points. SECTION 3: SKILL ADJUSTMENTS Skill adjustments are a safe and easy way to provide a little flavor to a race without risking any severe imbalance. By their nature they do allow breaking skill caps for a given character level, but skills are a weaker feature in the game and as such breaking cap isn’t generally going to result in balance issues. We’ve compiled a list of all the different skills available and provided rough point equivalencies for each. The very weakest skills are worth 1 point for a +1, the strongest up to +4. Each is categorized by the ability scores that govern them. Skill bonuses are more valuable if they’re applied to a class skill. This is worth an extra point for every +1 bonus to the skill. All the values given in the tables below are for a +1 racial bonus to a given skill. Simply multiply the number below by the actual bonus you want to provide to get the point cost. If you want to calculate it by specific class you can, or you can just use the average for general purposes. If you want to have conditional skill bonuses (features such as stonecunning are an example of this), you can reduce the cost of the skill. Skill costs should not be reduced below ½ point for +1. Always dole out skill bonuses in even numbers. Conditional Modifier Severity: Mild (stops use up to 25% of the time). Skill cost reduction: -1/2 Conditional Modifier Severity: Moderate (stops use up to 50% of the time). Skill cost reduction: -1 Conditional Modifier Severity: Severe (stops use more than 50% of the time). This includes self-cast only for buffs. Skill cost reduction: -2 Note: It is generally unwise to provide bonuses greater than +4 to any given skill per LA (with +4 starting at an LA 0 race). PAGE 8 OF 31 RACE CREATION COOKBOOK GENERAL FEATS Value to Specific Classes Feat Name barb bard cleric druid fight monk pal ranger rog sorc wiz Acrobatics 12 12 10 12 10 12 10 10 12 12 12 Acro. Steps 15 10 10 10 15 10 15 15 15 10 10 Alertness 18 18 18 20 16 20 18 18 20 16 16 Al. Channel 0 0 15 0 0 0 15 0 0 0 0 Animal affinity 12 8 8 12 12 8 12 12 8 8 8 Athletic 6 4 2 6 6 6 2 6 6 2 2 Aug. Summon 0 15 15 15 0 0 0 0 0 15 15 Com. Casting 0 10 10 10 0 0 5 5 0 10 10 Command Und 0 0 15 0 0 0 0 0 0 0 0 Deceitful 10 14 10 10 10 10 10 10 14 12 10 Deft Hands 8 10 8 8 8 8 8 8 12 8 8 Diehard 10 10 10 10 10 10 10 10 10 10 10 Elem. Channel 0 0 10 0 0 0 10 0 0 0 0 Endurance 6 6 6 6 8 6 8 6 6 6 6 Eschew Mat. 0 10 10 10 0 0 5 5 0 10 10 Extra Channel 0 0 20 0 0 0 15 0 0 0 0 Extra Ki 0 0 0 0 0 20 0 0 0 0 0 Extra LoH 0 0 0 0 0 0 15 0 0 0 0 Extra Mercy 0 0 0 0 0 0 15 0 0 0 0 Extra Perform 0 15 0 0 0 0 0 0 0 0 0 Extra Rage 20 0 0 0 0 0 0 0 0 0 0 Fleet 12 12 6 6 4 12 4 6 12 6 6 Great Fort 8 8 8 8 8 8 8 8 8 8 8 Imp Great Fort 8 8 8 8 8 8 8 8 8 8 8 Iron Will 6 6 6 6 6 6 6 6 6 6 6 Imp. Iron Will 6 6 6 6 6 6 6 6 6 6 6 Lightning Ref. 6 6 6 6 6 6 6 6 6 6 6 Imp. L. Ref. 6 6 6 6 6 6 6 6 6 6 6 Mag. Apt 12 16 14 14 12 12 14 14 14 16 14 Mar. Weapon 0 12 12 6 0 6 0 0 12 6 6 Master Craft 15 8 0 0 15 15 12 12 15 0 0 Nimble Moves 8 5 5 5 8 8 8 5 8 6 6 Persuasive 10 12 10 8 10 10 10 10 12 10 8 Run 14 12 10 8 10 14 10 12 14 8 8 Self-Sufficient 10 8 10 10 10 8 10 12 8 8 8 Skill Focus 12 12 12 12 12 12 12 12 12 12 12 Spell Focus 0 25 25 25 0 0 10 10 0 25 25 Stealthy 12 16 12 12 12 16 12 14 16 12 12 Toughness 25 25 25 25 25 25 25 25 25 25 25 PAGE 9 OF 31 RACE CREATION COOKBOOK COMBAT FEATS Value to Specific Classes Feat Name barb bard cleric druid fight monk pal ranger rog sorc wiz Agile Man. 11 12 11 11 20 20 11 20 30 11 11 Arcane Arm. T 0 0 0 0 0 0 0 0 0 15 15 Arcane Strike 0 15 0 0 0 0 0 0 0 15 15 Blind-Fighting 15 10 15 10 15 15 15 15 15 5 5 C. Off-guard 11 9 11 5 11 5 11 11 11 0 0 Combat Exp. 5 5 11 5 11 11 11 5 11 0 0 Combat Ref. 15 11 18 15 20 15 18 18 18 0 0 Critical Focus 11 11 11 11 11 11 11 11 11 5 5 Deadly Aim 11 15 15 11 15 11 11 20 15 5 5 Def. Combat T 0 20 30 20 0 30 0 0 30 15 15 Deflect Arrow 11 11 11 11 11 11 11 15 11 15 15 Dodge 14 14 14 14 14 14 14 14 14 14 14 Ex. Wep Prof 15 11 15 11 15 11 15 15 15 5 5 Imp. Bull Rush 15 11 15 15 15 15 15 11 11 5 5 Imp. Feint 11 15 11 11 15 15 11 11 20 5 5 Imp. Grapple 20 11 15 20 20 0 15 15 11 5 5 Imp. Initiative 20 20 20 20 20 20 20 20 20 20 20 Imp. Overrun 15 11 15 11 15 11 15 11 11 5 5 Imp. Sunder 15 11 15 11 15 15 15 11 11 5 5 Imp. Trip 15 11 15 15 15 11 15 15 11 5 5 Imp. unarmed 11 11 11 5 11 0 11 11 11 5 5 Int. Prowess 7 5 5 5 7 7 7 5 5 0 0 Mobility 9 9 9 9 9 9 9 9 9 5 5 Mounted Com. 13 11 13 18 15 11 20 20 11 5 5 Penet. Strike 12 9 12 9 12 9 12 12 12 4 4 Point-Blank S. 11 11 15 11 15 11 11 20 20 11 11 Power Attack 20 11 20 15 20 15 20 20 15 5 5 Precise Shot 15 11 20 15 20 11 15 20 20 15 15 Quick Draw 11 15 11 9 15 9 11 11 20 5 5 Rap. Reload 11 15 15 5 15 5 11 15 15 5 5 Weapon Fin. 9 11 9 9 15 15 9 20 20 5 5 Weapon. Foc. 15 15 15 15 15 15 15 15 15 9 9 Weapon. Spec 15 15 15 15 15 15 15 15 15 5 5 PAGE 10 OF 31 RACE CREATION COOKBOOK STRENGTH Skill Name barb bard cleric druid fight monk pal ranger rog sorc wiz avg Climb 3 3 2 3 3 3 2 3 3 2 2 3 Swim 3 2 2 3 3 3 2 3 3 2 2 3 DEXTERITY Skill Name barb bard cleric druid fight monk pal ranger rog sorc wiz avg Acrobatics 4 4 3 3 3 4 3 3 4 3 3 3 Disable device 3 3 3 3 3 3 3 3 4 3 3 3 Escape art 3 4 3 3 3 4 3 3 4 3 3 3 Stealth 3 4 3 3 3 4 3 4 4 3 3 3 Fly 2 2 2 3 2 2 2 2 2 3 3 3 Ride 3 2 2 3 3 3 3 3 2 2 2 3 SoH 1 2 1 1 1 1 1 1 2 1 1 1 INTELLIGENCE Skill Name barb bard cleric druid fight monk pal ranger rog sorc wiz avg Spellcraft 3 4 4 4 3 3 4 4 3 4 4 4 K: arc. 2 3 3 2 2 2 2 2 2 3 3 2 K: dun. 2 3 2 2 3 2 2 3 3 2 3 2 K: eng. 2 3 2 2 3 2 2 2 2 2 3 2 K: geo. 2 3 2 3 2 2 2 3 2 2 3 2 K: hist. 2 3 3 2 2 3 2 2 2 2 3 2 K: local 2 3 2 2 2 2 2 2 3 2 3 2 K: nature 3 3 2 3 2 2 2 3 2 2 3 2 K: noble 2 3 3 2 2 2 3 2 2 2 3 2 K: planes 2 3 3 2 2 2 2 2 2 2 3 2 K: rel. 2 3 3 2 2 3 3 2 2 2 3 2 Appraise 1 2 2 1 1 1 1 1 2 2 2 1 Craft 2 2 2 2 2 2 2 2 2 2 2 2 WISDOM Skill Name barb bard cleric druid fight monk pal ranger rog sorc wiz avg Percept 5 5 4 5 4 5 4 5 5 4 4 5 Sense 3 4 4 3 3 4 4 3 4 3 3 3 Heal 2 2 3 3 2 2 3 3 2 2 2 2 Survival 3 2 2 3 3 2 2 3 2 2 2 2 Prof. 1 2 2 2 2 2 2 2 2 2 2 2 CHARISMA Skill Name barb bard cleric druid fight monk pal ranger rog sorc wiz avg UMD 4 5 4 4 4 5 4 4 5 5 4 4 Bluff 3 4 3 3 3 3 3 3 4 4 3 3 Diplom 3 4 4 3 3 3 4 3 4 3 3 3 Disguise 2 3 2 2 2 2 2 2 3 2 2 2 Handle 3 2 2 3 3 2 3 3 2 2 2 2 Intim. 2 2 1 1 2 2 1 2 2 2 1 2 Perform 1 5 1 1 1 2 1 1 2 1 1 2 PAGE 11 OF 31 RACE CREATION COOKBOOK SECTION 4: DEFENSIVE RACIAL FEATURES Defense is less exciting than offense, because it tends to be more about what a race can avoid as opposed to what they actually do. The flip side of the coin is that defensive abili- ties are good for flavor – what a race has resistances to can be a strong indication of what they have to deal with on a daily basis. For example, a race who regularly swims in mildly acidic waters may have Acid Resistance. Defensive abilities are costed somewhat lower than offen- sive ones – their utility is entirely dependent on what the GM happens to use in his campaign. There are some types of energy damage and status effects that are more common than others, however. There are several defensive features available to races that are within the scope of this book. • Energy Resistance • Damage Reduction • Effect Immunities • Saving Throw Bonuses • Armor Class bonuses ENERGY RESISTANCE On average, even an energy resistance of 20 will prob- ably not prevent more than a few hundred damage over a character’s lifetime. In the extremes, however, it can trump entire encounters by rendering the character impervious to an enemy’s attack. Take this into consideration when designing both races and encounters. In order to calculate the value of Energy Resistance, we assumed roughly 12 encounters per level (actually the number would be slightly higher if you assume all encoun- ters are at a par CR, but we all know GMs like to chal- lenge their players a little bit!). We calculated the number of monsters that have an attack that deals appropriate energy damage of a pool of 300 monsters from the SRD (that is most of them. Some were left out for being deriva- tive and strict melee-based monsters. If anything this anal- ysis overemphasized the importance of energy resistance.) We assumed an encounter would last 5 rounds, and that a character was likely to be hit by at most 2 energy attacks in that time. (This is generous). • Number of Monsters with Fire energy damage: 43/300 (14.3%) • Number of Monsters with Electric energy damage: 29/300 (9.6%) • Number of Monsters with Cold energy damage: 22/300 (7.3%) • Number of Monsters with Acid energy damage: 29/300 (9.6%) • Number of Monsters with Sonic energy damage: 8/300 (2.6%) Anticipated maximum instances of energy damage over a character’s lifetime (228 battles) • Fire: 65 • Electric: 43 • Cold: 33 • Acid: 43 • Sonic: 11 Lifetime/Per Battle damage absorption (averaged) Resistance 5 10 15 20 Fire 325/1.4 650/2.9 975/4.3 1300/5.7 Electric 215/0.9 430/1.9 645/2.8 860/3.8 Cold 165/0.7 330/1.4 495/2.2 660/2.9 Acid 215/0.9 430/1.9 645/2.8 860/3.8 Sonic 55/0.2 110/0.5 165/0.7 220/1.0 Worth noting that Fire Resistance 20, the best energy resis- tance, provides about the same amount of health over a character’s lifetime as being able to cast cure light wounds as a second level caster 4 times per day. Energy damage tends to be in spikes, but still. Take that as you will. Hit points are nearly always restored on a daily basis. Assuming 4 encounters per day, here are the amount of hit points per day each energy resistance is worth: Resistance 5 10 15 20 Fire 5.6 11.6 17.2 22.8 Electric 3.6 7.6 11.2 14.4 Cold 2.8 5.6 8.8 11.6 Acid 3.6 7.6 11.2 14.4 Sonic 0.8 2.0 2.8 4.0 Here is the point cost value table: Resistance Type 5 10 15 20 Fire 6 13 19 26 Electric 4 8 12 16 Cold 3 6 9 12 Acid 4 8 12 16 Sonic 1 3 4 5 Rationale: The feat Toughness was given a value of 25 points, and it provides a maximum of 20 hit points at 20th PAGE 12 OF 31 RACE CREATION COOKBOOK level. Toughness is scaled as hit points per level, whereas energy resistance is generally frontloaded in a lump sum, which would seem to favor energy resistance. However, extra hit points are additive and energy resistance is granted by a number of spells and pieces of equipment that don’t stack. Given these circumstances, it is assumed that they are of roughly equivalent value. Thus, the cost is 1.25 points per hit point per day. VULNERABILITIES Without knowledge of each specific energy attack it is difficult to assign values to vulnerabilities, although we can calculate the number of attacks they affect and antici- pate an expected output based upon standard curve energy damage – 1d6/level (3.5 per level). (36.75 average). Lifetime Expected Energy Type instances damage load Fire 65 2389 Electric 43 1580 Cold 33 1213 Acid 43 1580 Sonic 11 404 Then we take the damage load, divide it by 228 then multiply it by 4 (or just divide it by 72) for the daily load. Half of this value is the number of extra hit point damage a vulnerability will cause on an average day across all levels. Expected Daily Vulnerability Bonus Vulnerability damage load Load Damage points Fire 2389 33 17 +21 Electric 1580 22 11 +14 Cold 1213 17 9 +11 Acid 1580 22 11 +14 Sonic 404 6 3 +4 IMMUNITIES Just take the daily load and multiply it by the value of hit points (1.25). Energy type Daily Load Cost Fire 33 41 Electric 22 28 Cold 17 21 Acid 22 28 Sonic 6 8 SPECIFIC RESISTANCES FIRE RESISTANCE The most common energy type your character will come across. Each level of arcane spell from 1 to 4 has at least one core fire-damage spell, and those are the levels where blasting damage still threatens a character. Additionally, fire damage is likely to be the most common type of environmental energy damage a character will encounter – camp fires, forest blazes, and extreme heat are all fire damage that many PCs will deal with in one way or another. Fire resistance is a good choice for fire elemental races, devilish races, or those from hot climates. ACID RESISTANCE Acid damage tends to occur with subterranean creatures. It isn’t strange for a party to come across pools of acid in a dungeon, to deal with acid traps, or to be devoured and digested by something terrible. This is the most ‘natural’ seeming damage type. Acid resistance is a good choice for subterranean, jungle, or plant-based creatures, especially if they use acid attacks themselves. ELECTRICAL RESISTANCE Electrical damage is usually associated with storms, the element of air, and a few oddball creatures like the arrow- hawk. it is not a common damage type amongst monsters but there are a lot of low level spells that deal electrical damage. Electrical resistance works with air-based races, those asso- ciated with storms, seamanship, or druidic powers. COLD RESISTANCE The second least common damage type. There are a handful of spells that deal cold damage, few monsters use it, and only in extraordinary circumstances are you going to see cold energy damage from the environment, as extremely cold areas are generally handled with constitu- tion checks. Cold resistance works for creatures from cold climates, those associated with living in the water, and even races associated with darkness. SONIC RESISTANCE An oddball energy type that rarely saw use until people realized nothing really used it. Sonic damage is rarely resisted and precious little utilizes it; however many player builds use it extensively. PAGE 13 OF 31 RACE CREATION COOKBOOK Sonic resistance works for creatures based around music or sound. It is almost a giveaway ability under normal circumstances. DAMAGE REDUCTION Damage reduction applies to all physical damage. It starts out very useful at lower levels and stays somewhat useful towards mid level. By high level, however, its power drops off when tens or hundreds of damage is being thrown around per hit. In order to calculate the value of Damage Reduction, we assumed 12 encounters per level. Since almost all monsters have some form of melee damage, damage reduction is guaranteed to serve as, effectively, extra hps in each encounter. But how much damage will the damage reduc- tion actually prevent? We sampled 3 melee monsters at each CR, and deter- mined their number of successful melee attacks in a given combat. We assumed 1 full attack, 1 standard attack, and 3 rounds where the character wasn’t attacked or during which another ability was used. After this, we had an average AC calculated for each character class at each level and determined the number of attacks that would hit in a given combat. Here is the list of SRD monsters sampled. CR 1: Anim. Object (1, +1); Gnoll (1, +3); Krenshar (3, +2/0/0) CR 2: Bugbear (1, +5); Choker (2, +6/6); Hippogriff (3, +6/6/1) CR 3: Ankheg (1, +7); Deinonychus (4, +6/1/1/1); Dire Ape (3, +8/8/3) CR 4: Aranea (1, +5); Minotaur (3, +9/4/4); Gargoyle (4, +6/6/4/4) CR 5: Achaierai (3, +9/9/4); Mummy (1, +11); Green Hag (2, +13/13) CR 6: Megaraptor (4, +9/4/4/4); Ettin (2, +12/7); Girallon (5, +12/12/12/12/7) CR 7: Bulette (3, +16/10/10); Chimera (5, +12/12/12/10/10); Dragonne (3, +12/7/7) CR 8: Athach (5, +12/12/12/12/7); T. Rex (1, +20); Efreeti (2, +15/15) CR 9: Mohrg (2, +12/12); Triceratops (1, +20); Avoral (2, +13/13) CR 10: Bebelith (3, +19/14/14); Clay Golem (2, +14/14); Fire Giant (3, +20/15/10) CR 11: E. Earth Elemental (2, +27/27); Stone Golem (2, +18/18); Barbed Devil (2, +18/18) CR 12: G. Basilisk (1, +25); Frost Worm (1, +21); Leonal (3, +20/20/15) CR 13: Storm Giant (3, +26/21/16); Iron Golem (2, +23/23); Death Slaad (3, 20/20/18) CR 14: Nalfeshnee (3, +20/17/17); Nightwing (1, +18); Astral Deva (3, +21/16/11) CR 15: Marut (2, +22/22); Mummy Lord (1, +20); Elite Vampire (3, +16/16/11) CR 16: Planetar (3, +23/18/13); Nightwalker (2, +24/24); Horned Devil (5, +25/22/22/20/15) CR 17: Marilith (7, +24x6/22); Frost Jarl (4, +30/25/20/15); Aboleth Mage (4, +18/18/18/18) CR 18: Nightcrawler (2, +29/24); Decent Fighter (4, +33/28/23/18); Decent Rogue (3, +28/23/18) CR 19**: No data CR 20*: Tarrasque (6, +57/52/52/52/52/52); Balor (6, +31/30/26/25/21/16); Pit Fiend (6, +30/30/28x4) *outlier: The tarrasque is a ludicrous opponent in melee. It will almost always hit. Facing it in melee will be death. Therefore, we’re not going to be considering it for purposes of this chart as its CR is not actually in any way appropriate. It is included for completeness’ sake. **: There are no 19 CR monsters provided in the SRD. Instead, we simply advanced the CR 18 monsters by 1 level in fighter, thus increasing average BAB by 1 across all fields. CHARACTER ARMOR CLASS SAMPLES These stats are obviously not optimized for armor class. They are centered around providing a roughly average armor class while avoiding concentrating too much in defensive stats. NOTEWORTHY UPGRADES: • Mithral armor at level 4 • Rings of protection at 5, 10, 15, 20 • Armor +1 at 6, +2 at 9, +3 at 12, +4 at 15, +5 at 18 • Fighters, clerics, and paladins use shields that accrue pluses at 7, 11, 15, 19 PAGE 14 OF 31 RACE CREATION COOKBOOK CHARACTER ARMOR CLASS SAMPLES Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 bb 15 15 15 16 18 20 21 22 23 24 25 27 27 27 30 30 30 32 33 34 ba 14 14 14 16 17 18 19 20 21 22 23 24 24 24 27 27 27 28 29 30 cl 20 20 20 20 21 22 24 24 25 26 28 30 30 30 33 33 33 34 36 37 dr Druid is largely dependent on animal form ft 21 21 21 21 22 23 25 26 27 28 30 31 32 32 35 36 36 37 39 41 mo 14 14 14 15 16 17 18 21 22 23 24 26 26 26 29 32 32 33 34 38 pa 20 20 20 20 21 22 24 24 25 26 28 30 30 30 33 33 33 34 36 37 rg 14 14 14 17 18 19 20 20 21 22 23 24 24 24 27 28 28 29 30 32 ro 15 15 15 19 20 21 22 22 23 24 25 28 28 28 30 32 32 33 34 37 so 11 11 11 12 12 12 14 14 14 15 16 16 17 17 19 19 20 20 25 29 wi 11 11 11 12 12 12 14 14 14 15 16 16 17 17 19 19 20 20 25 29 ASSUMED DEXTERITY (ITEMS AND BONUSES FACTORED IN): lvl barb bard clr druid fight monk pal ran rog sor wiz 1 14 14 10 12 12 14 10 14 17 12 12 4 14 14 10 12 12 14 10 16 20 12 12 8 16 16 10 12 14 16 10 16 21 12 12 12 16 16 12 14 14 16 12 16 24 14 14 16 16 16 12 14 16 18 12 18 26 14 14 20 16 16 12 14 18 20 12 20 30 14 14 lvl Monk Wisdom 1 14 4 14 8 16 12 16 16 18 20 20 • Monks get bracers of armor +1 at 6, +2 at 9, +3 at 12, +4 at 15, +5 at 18. • A source of natural armor scales up at 7, 11, 15, and 19. • The barbarian has selected Guarded Stance and/or Rolling Dodge. PUTTING IT ALL TOGETHER Following is the master table that provides an approxima- tion of how many attacks will hit each character in a given battle with raw data. There are modifiers listed afterward for certain classes who are expected to have magical protection, special positioning, etc. KEY • #At: average number of attacks made (full attack + 1) • +H: the monster’s average +hit at a given CR Methodology: The number of attacks in each sample group was averaged and rounded to the nearest half. Then, each iterative attack in order was averaged (rounding to the nearest whole +hit, 5 rounds down). When only 1 or 2 iterative attacks were present in a set, they were not aver- aged against 0, only against the other iteratives remaining in the set. There are a few outliers in the chart (Marilith, I’m looking at you, plus the fact that there were exactly no CR 19 monsters aside from advanced ones and various stripes of dragons, dragons being a particularly severe outlier who vastly outclass their CR) but the general trend is an upward progression in base attack with a number of attacks staying steady at around 2.5. The number of hits is calculated based on an expected 12 battles per level. Fractions were rounded down at .5. PAGE 15 OF 31 RACE CREATION COOKBOOK For DR that can be pierced by specific material or aligned qualities, reduce the cost of the DR to 9 per point. For DR that can be pierced by magical weapons, reduce the cost of the DR to 7 per point. Note: When designing races, allowing more than 3 points of DR at low level may not be a good idea as it can completely negate a lot of physical damage. If you need CR #At +h brb bar clr fgt mnk pal ran rog sor wiz 1 1.5 +2/0 11 13 4 3 13 4 13 11 17 17 2 2 +5/5 20 22 11 9 22 11 22 20 27 27 3 2.5 +7/5/2 25 27 14 12 27 14 27 25 33 33 4 2.5 +7/5/4 23 23 15 13 25 15 21 17 31 31 5 2 +11/10 25 26 19 15 28 19 25 21 34 11 6 3.5 +11/8/8/8 30 33 22 20 36 22 31 25 11 11 7 3.5 +13/10/10/10 31 36 22 20 37 22 33 28 11 11 8 2.5 +16/14/12 29 33 25 21 31 25 33 29 11 11 9 1.5 +15/12 19 22 16 13 20 16 22 19 11 11 10 2.5 +18/15/12 28 32 24 20 30 24 32 28 11 11 11 2 +21/21 31 34 25 22 32 25 34 31 11 11 12 1.5 +22/20 23 28 19 17 25 19 28 20 11 11 13 2.5 +23/21/17 33 38 26 22 35 26 38 31 11 11 14 2.5 +20/17/14 26 32 18 15 28 18 32 24 11 11 15 2 +19/19 18 23 13 9 20 13 23 18 11 11 16 3.5 +24/21/20/18 34 43 26 18 29 26 40 29 11 11 17 5 +24/24/22/19/17 46 56 35 24 38 35 53 38 11 11 18 3 +30/25/21 37 42 32 25 35 32 41 35 11 11 19 3 +31/26/22 37 42 30 23 35 30 41 35 11 11 20 6 +30/30/27/26/24/22 59 72 46 29 42 46 72 46 11 11 LIFETIME ATTACKS TAKEN Lifetime Attacks per day Damage prevention Point Cost Class Attacks (Attacks/57) per day per DR 1 for 1/- DR Barbarian 585 10 10 13 Bard (melee) 677 12 12 15 Cleric 442 8 8 10 Druid Variable Fighter 350 6 6 8 Monk 588 10 10 13 Paladin 442 8 8 10 Ranger (melee) 661 12 12 15 Rogue (melee) 530 9 9 11 Sorc or other Ranged (3) 307 5 5 6 Wizard 284 5 5 6 Average value is 10 points per point of DR. to add more DR than 3, try starting at 3 and scaling it up every 5 levels or so. Note: If you want to provide a way to bypass damage reduction (through aligned weapons, etc) it reduces the cost. CORE ASSUMPTIONS: • At levels 5 or higher for wizards and 6 or higher for sorcerers, we will assume that they have either taken PAGE 16 OF 31 RACE CREATION COOKBOOK NATURAL ARMOR BONUS CR #At +hit Number of attacks missed per point of AC 1 1.5 +2/0 1.5 2 2 +5/5 1.8 3 2.5 +7/5/2 2.1 4 2.5 +7/5/4 2.1 5 2 +11/10 1.8 6 3.5 +11/8/8/8 2.7 7 3.5 +13/10/10/10 2.7 8 2.5 +16/14/12 2.1 9 1.5 +15/12 1.5 10 2.5 +18/15/12 2.1 11 2 +21/21 1.8 12 1.5 +22/20 1.5 13 2.5 +23/21/17 2.1 14 2.5 +20/17/14 2.1 15 2 +19/19 1.8 16 3.5 +24/21/20/18 2.7 17 5 +24/24/22/19/17 3.6 18 3 +30/25/21 2.4 19 3 +31/26/22 2.4 20 6 +30/30/27/26/24/22 4.2 NATURAL ARMOR BONUS DAMAGE TRANSLATION Average Damage Number of attacks Damage CR per attack missed per point of AC Prevented 1 3.9 1.5 5.85 2 5.8 1.8 10.44 3 10.5 2.1 22.05 4 7.1 2.1 14.91 5 10.9 1.8 19.62 6 9.8 2.7 26.46 7 9.7 2.7 26.19 8 17.5 2.1 36.75 9 15.2 1.5 22.8 10 18.3 2.1 38.43 11 19 1.8 34.2 12 18.3 1.5 27.45 13 23.9 2.1 50.19 14 17 2.1 35.7 15 18.3 1.8 32.94 16 21.6 2.7 58.32 17 19.5 3.6 70.2 18 18.9 2.4 45.36 19 18.9 2.4 45.36 20 16.4 4.2 68.88 PAGE 17 OF 31 RACE CREATION COOKBOOK to the air or applied some other defensive measure to prevent being targeted in melee. This is top priority for a wizard, and only allows a single attack to get through on round 1 before they are close to untouchable. (this is a fairly generous interpretation; much of the time an arcane caster will not be on the front lines or is being entirely evasive. Assuming 1 attack per battle connecting from a melee opponent to an arcane caster is an approximation but a fair one.) • The stats given are for dual wield melee rangers and melee rogues. Ranged versions of either class will have a profile similar to those of wizards and sorcerers. • Bards are treated as melee combatants here, however it’s likely that in most cases they are sideline fighters. You can apply the modifications made to sorcerers and wizards if your bard is not a melee fighter. • Different values are given to different classes and builds because melee defense has a highly variable value. You can use the average value for a universal point cost. • Point costs for DR were rounded up at .5. The cost calculation for DR was determined the same way as energy resistance – 1.25 points per hit point per day. NATURAL ARMOR BONUS So how much damage does +1 to AC wind up preventing, anyway? In order to figure this out we have to return to the monster sample. We use the same calculation for number of attacks attempted as we did for DR. It works out to be .3 attacks missed for every half attack, sitting at a base of 1.2 for 1 attack. A total of 45 lifetime attacks missed per point of AC. Now we’ll take a look at how much damage this translates into. That’s 646.74 damage prevented over a character’s life- time, total. If we take that by day, on average, a point of AC prevents 11 points of damage per day. This will obvi- ously be skewed lower in the lower levels and higher in the higher ones, but we need an average performance to work out a universal cost. Multiplying this by 1.25 (same as energy resistance and damage reduction) we find that 1 point of AC rounds up to be worth 14 points. Final Value per 1 AC = 14 points This is for dodge bonuses. Natural armor bonuses should be slightly less since they don’t apply some of the time. But only slightly – set it at 12 points. Note: When designing races, allowing more than 3 or 4 points in dodge/natural armor class as a racial feature could result in early game imbalances. SECTION 5: EFFECT IMMUNITIES AND SAVING THROW BONUSES Here we’ve arrived at the ‘other’ defenses. Arguably more important that energy resistance or damage reduction, effect immunities and saving throw bonuses can repel any of the various status conditions that most monsters throw around in battle. In order to determine the value of an effect defense or a saving throw bonus, we’ve calculated the frequency at which each attack is expected to be encountered. We used a sample of 300 monsters from the SRD. We assumed a lifetime of 228 encounters. Name of Number Percent Lifetime Effect recorded occurrence Encounter Disease 20 7% 16 Mind-affecting 99 33% 75 ‘Person’ 24 8% 18 Paralysis 34 11% 25 Poison 44 15% 34 Sleep 14 5% 11 Spells 110 37% 84 Petrification 8 3% 7 We’re going to need the frequency and number of each of the saving throws in total as well. Number Percent Lifetime Save Recorded Occurrence Encounter Fortitude 139 46% 105 Reflex 99 33% 75 Will 116 39% 89 Okay, let’s relate them now. We’re taking the total number of each effect encountered and relating them as a percentage of the total number of each saving throw they are generally associated with. This works great without modification except for paralysis – paralysis can commonly be either Fort or Will. We just averaged the two. Name of Number Save Percentage Effect recorded recorded of Save Disease 20 139 14% Mind-affecting 99 116 85% ‘Person’ 24 116 21% Paralysis 34 128 27% Poison 44 139 32% Sleep 14 116 12% Spells 110 special (special) PAGE 18 OF 31 RACE CREATION COOKBOOK Spells are something of a special case. Getting a truly accurate read isn’t easy given that spells are subject to all saving throws. Additionally, multiple instances of a single save type in a spell list tend to be redundant. Since the saves all have different frequencies we had to weight the different saves. Percentage of saves that were Fortitude: 39.27 Percentage of saves that were Reflex: 27.97 Percentage of saves that were Will: 32.77 We can use those as an average to determine the number of effective saves for each type of spell. However, since reflex spells were relatively less common (via simple observation, the majority of reflex saves were actually breath weapons or saves from things like ooze acid), we’re reducing the number of reflex spells by roughly 50% and distributing those between fort and will saves. The modified numbers are in brackets. Number of saves that were fortitude spells: 43 (50) Number of saves that were reflex spells: 31 (16) Percentage of saves that were will spells: 36 (44) So let’s finish this. Type of Number Number Percentage Spell recorded of saves of saves Fortitude Spells 50 139 36% Reflex Spells 16 99 16% Will Spells 44 116 38% Alright! Now that we have a rough lifetime occurrence, we can calculate how valuable these effects are in rela- tion to the respective saving throw modifying feats that would provide blanket bonuses to the saves which would normally prevent each effect. In order to do that we need data on the lifetime encounter rate of each saving throw. Costing: For a +1 bonus, we divide the lifetime occur- rence by ½ the number of fighting days (28) (the value was halved because of the relative power of save vs. effects). For immunity, we multiply that number by 30 for spells and effects (representing a full +30 bonus to a save, enough to render effective immunity). • Conditional immunities reduce the cost by 40 points. GENERAL SAVES Percentage Cost Cost for Effect Lifetime of saves for +1 Autosave Universal Fort 105 39% 4 113 Universal Reflex 75 28% 3 80 Universal Will 89 32% 3 95 SPELL SAVES Save Lifetime Cost for +1 Autosave Fort Spells 38 1 41 Reflex Spells 12 1 point for +2 13 Will Spells 34 1 36 Universal Spells 84 3 90 EFFECT SAVES Save Lifetime Cost for +1 Immunities Disease 16 1 point for +2 17 Mind-affecting 75 3 80 ‘Person’ 18 1 point for +2 19 Paralysis 25 1 27 Petrification 7 1 point for +4 8 Poison 34 1 36 Sleep 11 1 point for +2 12 SECTION 6 – SPELL-LIKE ABILITIES Many monsters possess an array of spell-like abilities, and it follows that these can be inborn features for playable races as well. Spell-like abilities, from a flavor perspec- tive, tend to seem more magical or sorcerous and may not be appropriate for a non-magical race unless justified as a mundane power. It is possible to alter a spell-like ability into an exceptional ability – this makes the ability seem more natural and innate as opposed to supernatural. However this comes at a slight cost penalty as exceptional abilities are slightly more powerful (immunity to dispels and spell resistance can go a long way.) To convert a spell-like ability to an exceptional ability, increase the base cost by 4 points. CHARACTERISTICS Spell-like abilities are generally meted out on a uses per day basis, to reflect the distribution of regular spells. A spell-like ability is treated exactly as the spell of the same name, although it will sometimes have a caster level that scales with character level. For purposes of this list, most spell-like abilities are restricted to first and second level spells, as those are the spells suitable for use with LA +0 races. There are a few exceptions from higher levels – these are mostly utility spells that have strong thematic components. There are also a few very niche spells from first and second level that have been omitted. PAGE 19 OF 31 RACE CREATION COOKBOOK RANKING AND COST The value of spell-like abilities was calculated in a way similar to feats. • 5 points or less: not a useful spell under most circum- stances. • 6-10 points: useful at lower levels. Most offensive abilities fall into this category • 11-15 points: Has some lasting utility even at high level. Often these spells are most useful outside of combat situations. • 16-20 points: Has utility through to high level. • 21 points or more: Quite powerful abilities that will be a boon to any class. For uses beyond the first per day, the cost is ½ the initial. Round up. RESKINNING Since racial abilities are all about flavor, it is perfectly acceptable to reskin spells into slightly altered forms to better suit a given race. For example, Acid Arrow could become Sound Arrow. Something like Bear’s Endurance could be renamed into a feature more in keeping with the race’s niche. Simple renamings or alterations of energy type are perfectly fine. Take more consideration when altering effects (transforming Rusting Grasp so that it now destroys stone would probably result in an altered point cost, for example.) Modifying to Supernatural: You can modify a spell-like ability into a supernatural ability for an additional 2 points, +1 per use beyond the first. Supernatural abilities are slightly more powerful than standard spell-likes. Modifying to Exceptional: Costs an additional 3 points, +1 per use beyond the first. Modifying to Conditional: Maybe the race in question can only use Aid when directly threatened. Maybe they can only use Acid Arrow when near a source of water. These are conditional modifiers, and can reduce the cost based upon severity. The table below shows the cost modifiers in light blue. Minimum cost is 1 point. Conditional Modifier Severity: Mild (stops use up to 25% of the time) Base Cost of spell-like ability 5-10: -2; 11-15: -3; 16+: -4 Conditional Modifier Severity: Moderate (stops use up to 50% of the time) Base Cost of spell-like ability 5-10: -3; 11-15: -5; 16+: -7 Conditional Modifier Severity: Severe (stops use more than 50% of the time). This includes self-cast only for buffs. Base Cost of spell-like ability 5-10: -4; 11-15: -7; 16+: -11 Cost for Spell first use Acid arrow 10 Acid Splash 5 Aid 15 Alarm 10 Align Weapon 15 Alter Self 15 Animal Messenger 10 Animal Trance 5 Animate Rope 11 Arcane Lock 11 Arcane Mark 5 Augury 20 Bane 10 Bear’s Endurance 14 Bleed 5 Bless 11 Bless Water 13 Bless Weapon 18 Blindness/Deafness 19 Blur 20 Bull’s Strength 14 Burning Hands 10 Calm Animals 11 Calm Emotions 12 Cat’s Grace 14 Cause Fear 5 Charm Animal 12 Charm Person 19 Chill Metal 10 Chill Touch 12 Color Spray 8 Command 14 Command Undead 10 Comprehend Lang. 12 Consecrate 12 Continual Flame 14 Create Food/Water 20 Create Water 12 Cure Light Wounds 12 Cure Mod. Wounds 16 Curse Water 13 Dancing Lights 5 Darkness 16 Darkvision 13 Daze 5 Daze Monster 8 Death Knell 8 Deathwatch 12 Delay Poison 10 Desecrate 12 Det. Animal/Plant 14 Detect Chaos/Evil/ Good/Law 12 Detect Magic 11 Detect Poison 9 Detect Scrying 13 Det. Secret Doors 13 Det. Snares/Pits 14 Detect Thoughts 15 Detect Undead 11 Discern Lies 16 Disguise Self 11 Divine Favor 17 Doom 8 Eagle’s Splendor 14 Endure Elements 15 Enlarge Person 19 Entangle 20 Enthrall 14 Entropic Shield 17 Erase 6 Exp. Retreat 15 Faerie Fire 12 False Life 11 PAGE 20 OF 31 RACE CREATION COOKBOOK Feather Fall 13 Find Traps 12 Flame Blade 12 Flaming Sphere 10 Flare 6 Floating Disk 11 Fly 21 Fog Cloud 14 Fox’s Cunning 14 Gaseous Form 20 Gentle Repose 11 Ghost Sound 8 Ghoul Touch 14 Glitterdust 23 Goodberry 11 Grease 16 Guidance 5 Gust of Wind 15 Heat Metal 10 Hide from Animals 14 Hide From Undead 12 Hideous Laughter 16 Hold Animal 15 Hold Person 16 Hold Portal 9 Hypnotic Pattern 10 Hypnotism 8 Identify 14 Inf. Light Wounds 6 Inf. Mod Wounds 9 Invisibility 18 Jump 13 Knock 12 Know Direction 7 Levitate 11 Light 7 Locate Object 14 Longstrider 12 Lullaby 5 Mage Armor 14 Mage Hand 7 Magic Fang 8 Magic Fang, Grt 16 Magic Missile 10 Magic Mouth 11 Magic Stone 9 Magic Vestment 17 Magic Weapon 9 Magic Weapon, Grt 18 Make Whole 14 Mending 7 Message 6 Minor Image 15 Mirror Image 18 Mount 12 Neutralize Poison 15 Obscure Object 13 Obscuring Mist 16 Open/Close 6 Owl’s Wisdom 14 Pass Without Trace 14 Prayer 15 Prestidigitation 8 Produce Flame 11 Prot. from Arrows 12 Prot. from Chaos/Evil/ Good/Law 12 Prot. from Energy 18 Purify food + drink 7 Pyrotechnics 13 Quench 15 Rage 13 Ray of Enf. 15 Ray of Frost 5 Read Magic 8 Reduce Animal 11 Reduce Person 14 Remove Blind/Deaf 14 Remove Curse 13 Remove Disease 13 Remove Fear 12 Remove Paralysis 14 Resistance 7 Resist Energy 14 Rope Trick 20 Rusting Grasp 18 Scare 11 Scorching Ray 15 See Invisible 14 Shatter 15 Shield 16 Shield of Faith 17 Shillelagh 13 Shocking Grasp 9 Silence 15 Silent Image 13 Sleep 8 Sound Burst 10 Speak with Animals 12 Speak with Dead 16 Speak with Plants 12 Spectral Hand 11 Spider Climb 15 Spike Growth 13 Spiritual Weapon 12 Status 15 Stone Shape 18 Summon Swarm 13 Touch of Fatigue 6 True Strike 11 Undet. Alignment 10 Ventriloquism 13 Warp Wood 13 Water Breathing 14 Water Walk 15 Web 18 Wood Shape 17 SECTION 7: SIZE AND CREATURE TYPE Different sizes and creature types are actually collections of lesser advantages and disadvantages covered in various sections of this book. We’ve compiled them into total point costs for the sake of convenience here. Some particularly broken or stupid abilities and types were omitted. SECTION 8: MISCELLANEOUS FEATURES These are traits and abilities found in various templates that can be extracted to serve as racial features. Many of these are difficult to assess and dependent upon the content of the campaign, use the point costs as guidelines. SECTION 9: MOVEMENT AND VISION Tactically useful, versatile and highly flavorful, increased movement speeds and alternate movement modes are a good way to add a little more definition to a race. There are 5 basic types of movement. Ranked from weakest to strongest, they are: Swim: while most of the time swim doesn’t do anything at all, if you’re faced with a large amount of water it can be a lifesaver. Land: General ground movement. Everyone has this, but some races are slower or faster than others. Climb: Climb is a fairly powerful movement mode. Although it can be emulated with the Climb skill, being able to climb quickly and freely opens a lot of tactical PAGE 21 OF 31 RACE CREATION COOKBOOK SECTION 7: CREATURE TYPE Type Bonuses Cost Aberration Darkvision 60 ft (24) 24 Air (sub) Always has fly speed (check for individual), no other restrictions varies Angel (sub) Darkvision 60ft (24) low light vision (12) immunity to acid (28), cold (21), petrification (8), resistance 10 to electricity (8) and fire (13), +4 saves versus poison (4), Tongues (su) Always active (45) 163 Aquatic (sub) Always has swim speed (varies, 15 for 30). Always breathes water, 20 (average) cannot breathe air without amphibious quality. (+10) Devil (sub) Immune to fire (41) and poison (36), resistance to acid 10 (8) and 175 cold 10 (6), See in Darkness (su) vision pierces any form of darkness (29, as per darkvision +5, Telepathy (su) (55) Chaotic (sub) Weapons count as chaotically aligned. Must have a chaotic alignment. 0 Cold (sub) Immunity to cold (21), vulnerability to fire (+50% damage) (+21) 0 Construct No constitution score (60), cannot be raised (+40), not at risk from 329 massive damage (5), destroyed at 0 hp (+6), -bonus hp by size (adds +12.5 to value per size category above tiny), Immune to poison (inclusive), stunning (15), critical hits (10), sleep (12), paralysis (27), diseases (inclusive), death effects (25), any type of energy drain (15) or ability damage (30), Immune to non-lethal damage (10), Low-light vision (12), darkvision to 60 feet (24), Immune to mind-affecting abilities (80), Does not eat (12), sleep (9) or breathe (29) Dragon Darkvision 60 feet (24), low-light vision (12), Immunity to sleep (12) 75 and paralysis (27) effects Earth (sub) If the creature has a burrow speed, he can burrow through solid rock 28 or 48 (+20 if has burrow speed), Tremorsense 60 feet (28) Eladrin (sub) Darkvision 60 feet (24), low-light vision (12), Immune to electricity (28) 136 and petrification (8), Resistance to cold 10 (6) and fire 10 (13), Tongues (su) always active (45) Elemental Darkvision 60 feet (24), Immunity to poison (36), sleep (12), 158 paralysis (27), stunning (15), Immunity to critical hits (10), flanking (14), Difficult to raise (+30), Does not eat (12), sleep (9), or breathe (29) Evil (sub) Must be evil. Weapons and natural attacks are treated as evilly aligned. 0 Extraplanar (sub) No adjustment 0 Fey Low-light vision (12) 12 Fire (sub) Immunity to fire (41), Takes an additional 50% damage from cold (+11) 30 Giant Large size (22), Low-light vision (12) 34 Goblinoid (sub) Goblin as a bonus language (…+1) 1 Good (sub) Must be good, Weapons and natural attacks are good-aligned 0 Guardinal (sub) Darkvision 60 feet (24), low-light vision (12), Immune to electricity (28), 295 petrification (8), Resistance cold 10 (6), sonic 10 (3), +4 racial bonus to saves versus poison (4), Law on hands (su) as per paladin but up to the character’s hit points in healing (175), Speak with animals (su) at will as free action. (35) Humanoid Standard 0 PAGE 22 OF 31 RACE CREATION COOKBOOK Incorporeal Difficult to judge, wide-ranging changes that go far beyond advantages DM’s choice and disadvantages in combat. Consider based upon merits of individual campaigns. Lawful (sub) Must be lawful. Weapons and natural attacks treated as lawfully aligned. 0 Monstrous Humanoid (sub) Darkvision 60 feet (24) 24 Outsider Darkvision 60 feet (24), Difficult to raise (+30), Do not eat (12) or sleep (9) 15 Plant Low light vision (12), Immunity to mind-affecting (80), Immunity to 161 critical hits (10), Immune to poison (36), sleep (12), paralysis (27), polymorph (-40), stunning (15), Do not sleep (9) Reptilian (sub) No adjustment Shapechanger (sub) Race must have ability to change shape. No adjustment. Demon (sub) Immunity to electricity (28) and poison (36), Resistance acid 10 (8), 146 cold 10 (6), fire 10 (13), Telepathy (su) (55) Undead Darkvision 60 feet (24), No constitution score but still gains bonus hps 389 from charisma modifier (110), -difficult raising (tricky) (+30), not at risk from massive damage (5), destroyed at 0 hp (+6), Immune to poison (inclusive), stunning (15), critical hits (10), necromancy effects (varies), sleep (12), paralysis (27), diseases (inclusive), death effects (25), any type of energy drain (15) or ability damage (30), -Immune to non-lethal damage (10), Low-light vision (12), Immune to mind-affecting abilities (80), Does not eat (12), sleep (9) or breathe (29), Uses charisma for concentration checks (0) Water (sub) Swim movement (varies, 15 for 30 feet), Can breathe water and air (as 41 per does not breathe – the extra bonuses) (26) SECTION 7: SIZE Size Modifiers Cost Small +1 AC (14), +1 to hit (15), +4 stealth (12), -4 grapples, assorted maneuvers (+20), 8 carrying ¾ (+4), equipment weight ½ (6), smaller weapons (+15) Medium None 0 Large -1 AC (+14), -1 to hit (+15), -4 stealth (+12), +4 grapples, assorted maneuvers (20) 22 +5 ft reach (30), Carrying x1.5 (4), Equipment weight x2 (-6), Larger weapons (15) options up for a character without being a real campaign breaker. Fly: Fly is a powerful movement mode. Suddenly, non- flying melee monsters are useless against you, you can easily scout, and a lot of obstacles are rendered inconse- quential. While being able to fly is certainly a cool racial feature, consider the tone of your campaign before creating a flying race. Burrow: Burrow is a crazy movement mode. It has a lot of similarities with flight in terms of bypassing obstacles, but it can also completely destroy earthen objects. A standard subterranean dungeon with any amount of sand, clay or loose earth is no match for a character with burrow. This is an interesting racial feature but consider the ramifications on your campaign. It’s hard to put a point value on some- thing that simply bypasses the environment. MOVEMENT SPEEDS Movement Mode 10 ft 20 ft 30 ft 40 ft 50ft Land 0 10 30 40 50 Swim 5 10 15 20 25 Climb 15 25 35 45 55 Flight (Average) 18 36 54 72 90 Flight (Good) 38 56 74 92 110 Burrow 20 40 60 80 100 • Average land movement speed is 30 for medium races. • Flight (Average): 30 ft was costed as per 4 uses of the spell (54 points), enough to keep flight up for the stan- dard 4 encounters per day. The actual fly spell is twice as fast and has additional manueverability, but can be dispelled. PAGE 23 OF 31 RACE CREATION COOKBOOK SECTION 8: MISCELLANEOUS FEATURES Feature Effect Cost Destroyed at 0 HP As per having 10 less hp at half cost +6 bonus points Difficult to Raise Requires limited wish+ +30 bonus points Does not breathe As per exceptional water breathing 4/day (self only) with a 29 few extra advantages (+3) Does not eat As per create food and water 1/day (self only, exceptional) 12 Does not sleep As per alarm 1/day (self only, exceptional) 9 Immune to Ability Damage Covers several spells and effects, as well as most poisons. 30 Difficult to assess objectively as there are 6 different stats to damage and effects will vary wildly by class, so just assessed as per a top feat. Immune to Critical Hits Actually prevents about 5% of incoming damage (some 10 creatures have larger critical ranges but confirmation bumps it back down to slightly more than 5%) (365 lifetime crit damage/57 days is 6.4 damage per day, worth 8 points, +2 for the occasional higher crit creature. 10 Immune to Energy Drain Only a few monsters and spells have this effect. More 15 dangerous to spellcasters. As per a specialized feat. Immune to Flanking This prevents a +2 to hit in some cases, and sneak attack 14 damage. Counting this as +1 to AC overall since opportunities for utility are mostly limited to preventing the hit bonus and not all the time. Immune to non-lethal damage Rarely useful. As per a poor feat. 10 Impossible to Raise Cannot be raised +40 bonus points No Constitution Score Partial Immunity to fortitude saves (still affected by object 60 saves) (110), no bonus hp from con (assuming average 14 con, -50) No risk from massive damage Yay you get to dodge a saving throw that is obsolete by 5 the time you have to make it Telepathy (su) As per supernatural comprehend languages 4 times a 55 day (14+7+7+7) but allows two way communication in stealth (+20) Tongues (su) As per supernatural comprehend languages 4 times a 45 day (14+7+7+7), but allows 2 way communication (+10) Tricky to Raise Requires resurrection+ +20 bonus points Self-healing As per amount of hps provided per day. In terms of the Varies, or 175 guardinal lay on hands ability, assume a d8 HD and a for the guardinal constitution of 14. version. Stability Armor movement penalty reduced by 10 feet. Treated 5 as per a 10 foot increase in movement but at ½ cost due to limited scope of use. PAGE 24 OF 31 RACE CREATION COOKBOOK • Flight (Good): 30ft was costed as per average maneu- verability, but scaled up by 20 points in each instance for the extra utility. VISION Different races have a variety of vision types. Sometimes being able to see in the dark is pretty handy, especially if you don’t have the spell Darkvision available. Speaking of that, we costed Darkvision the ability as per 2 casts of darkvision the spell. Low-light vision was deemed to be half as expensive. Costs are not proportional to their range. Simply having the ability is more valuable than the range per se, and so the lowest ranges are costed relatively higher. Vision Type 30 feet 60 feet 90 feet Low-Light Vision No range on low-light vision. Universally worth 12 Darkvision 20 24 28 Scent 22 26 30 Blindsense 22 26 30 Blindsight 40 50 60 Tremorsense 24 28 32 See Magic* 25 29 33 *As per Detect Magic, considered spell-like, at 4 uses per day (as it will be useful in pretty much every encounter). Most of the vision modes are used to detect invisible or hidden enemies, which can be easily replaced by a spell (or any number of spells depending on the specific opponent). The different vision modes are far more useful to monsters than they are for players, who are usually stacked to the gills with divinations. The spell See Invisible was taken as a general template for blindsense, even though the vision mode is slightly worse in some cases and slightly better in others. Scent is similar to Blindsense but worse in almost every way – it can’t pinpoint until you’re within 5 feet. It allows tracking, though, and recognizing particular smells, and thus for the additional utility it is assumed to be equal. Tremorsense is akin to Blindsense but does not require line of effect. Instead it requires that a target be moving, and on the ground. Usually this is a bit better than blindsense and that is reflected in the costing. Blindsight is the most powerful of the lot. It negates displacement, blur, almost all concealment, and has the added advantage of making a creature basically immune to blindness. SECTION 10: NATURAL ATTACKS Some races have claws, fangs, horns, hooves, tails, tenta- cles, and so on. So why let their monster brethren attack with claw and fang and not allow a race with natural weapons to make use of their sharpest parts? Certainly not because they’re too civilized; these are adventurers we’re talking about. The more ways you have to kill somebody and take their stuff, the better. We arrive at a problem when it comes to costing natural attacks. We have to look at how much damage these attacks can cause, whether they’re preferable to a held weapon, and whether they can be used as a secondary attack. At baseline, most races can punch for 1d3 nonlethal damage, at the cost of an attack of opportunity. With the feat “Improved Unarmed strike” this becomes 1d3 lethal damage with no AoO, so we’ll cost a natural attack for 1d3 at about 1/2 improved unarmed strike. Having a natural attack doesn’t qualify you for a lot of feat chains like IUS does). Primary attacks are those which replace a weapon attack. Secondary attacks can be used in addition to weapon attacks during a full attack action at a -5 to hit. Secondary attacks are just flat-out extra damage and are costed at the price of regular primary attacks x1.5. Natural Attack Cost for Cost for Damage Primary Secondary 1d2 2 points 3 points 1d3 4 points 6 points 1d4 6 points 9 points 1d6 8 points 12 points 1d8 10 points 15 points 2d4 12 points 18 points 1d10 14 points 21 points 1d12 16 points 24 points 2d6 18 points 27 points SECTION 11: APPENDIX A MONSTER TABLE It may appear that there are less than 300 monsters in this table (and there are). However, this is because several were removed to comply with the SRD. The data of similar crea- tures was instead included on the grand tally to account for their loss. PAGE 25 OF 31 RACE CREATION COOKBOOK SECTION 11: APPENDIX A MONSTER TABLE Name #att dis mind per para pois slp spell fire elec cold acid son saves Aboleth 4 1 1 F, W, Aboleth mage 4 1 1 1 1 1 F,R,W Achaeirai 3 1 F Allip 1 1 W Astral Deva 3 1 F,R,W Planetar 3 1 1 1 1 F,R,W Solar 4 1 1 1 1 1 1 1 F,R,W An. Object T 1 An. Object S 1 An. Object M 1 An. Object L 1 An. Object H 1 An. Object G 1 An. Object C 1 Ankheg 1 1 R Aranea 1 1 1 F, W Lantern Arc. 2 1 W Hound Arc. 3 1 1 W Hound Arc. H 5 1 1 W Trumpet Arc. 3 1 1 1 F,R,W Arrowhawk J 1 1 Arrowhawk A 1 1 Arrowhawk E 1 1 Assassin Vine 1 R Athach 5 1 F Azer 1 1 Name #att dis mind per para pois slp spell fire elec cold acid son saves Barghest 3 1 W Barghest, G 3 1 W Basilisk* 3 F Basilisk, GA* 3 F Behir 1 1 1 R Beh, Gauth 1 1 1 1 F, W Belker 5 F Blink Dog 1 Bodak 1 F Bugbear 1 Bulette 3 Name #att dis mind per para pois slp spell fire elec cold acid son saves Centaur 3 Chaos Beast 2 1 1 1 1 F Chimera 5 R Choker 2 PAGE 26 OF 31 RACE CREATION COOKBOOK Name #att dis mind per para pois slp spell fire elec cold acid son saves Chuul 2 1 F Chuul 2 1 F Cloaker 2 1 1 F, W Cockatrice* 1 F Couatl 1 1 1 1 1 1 F, W Name #att dis mind per para pois slp spell fire elec cold acid son saves Darkmantle 1 Delver 2 1 R Babau 3 1 1 R Balor 6 1 1 1 F, R, W Bebelith 3 1 F Dretch 3 1 F, W Glabrezu 5 1 1 W Hezrou 3 1 1 1 F, W Marilith 10 1 R, W Nalfeshnee 3 1 1 1 R, W Quasit 3 1 1 1 F, W Retriever* 6 1 1 1 F, R Succubus 2 1 1 F, W Vrock 5 1 F, R Derro 1 1 1 1 F, W Destrachan 2 1 F, R Barbed devil 2 1 1 1 1 1 F, W Bearded devil 2 1 1 F Bone Devil 4 1 1 1 F, W Chain Devil 6 1 W Erinyes 1 1 1 R, W Hellcat 3 Horned Devil 5 1 1 1 1 F, R, W Ice Devil 5 1 1 1 F, W Imp 1 1 1 1 F, W Lemure 2 Pit Fiend 6 1 1 1 1 1 1 F, R, W Devourer 2 1 1 F, W Digester 1 1 R Deinonychus 4 Elasmosaurus 1 Megaraptor 4 Triceratops 1 R Tyrannosaurus 1 1 Doppleganger 1 1 W Black Dragon 7 1 1 1 F, R, W Blue Dragon 7 1 1 1 F, R, W Green Dragon 7 1 1 1 1 F, R, W Red Dragon 7 1 1 1 F, R, W PAGE 27 OF 31 RACE CREATION COOKBOOK Name #att dis mind per para pois slp spell fire elec cold acid son saves White Dragon 7 1 1 1 F, R, W Brass Dragon 7 1 1 1 1 F, R, W Bronze Drag. 7 1 1 1 F, R, W Copper Drag. 7 1 1 1 F, R, W Gold Dragon 7 1 1 1 F, R, W Silver Dragon 7 1 1 1 1 F, R, W Drag. Turtle 3 1 R Dragonne 3 W Drider 3 1 1 1 1 F, R, W Dryad 1 1 1 1 1 R, W Duergar 1 Name #att dis mind per para pois slp spell fire elec cold acid son saves Giant Eagle 3 Bralani 2 1 1 1 1 R, W Ghaele* 2 1 1 1 1 1 1 1 F, R, W Air Elemental 2 R Earth Elem. 2 Fire Elemental 2 1 R Water Elem. 2 R Drow 1 1 F E. Filcher 1 E. Marauder 1 Ettercap 3 1 F Ettin 2 Name #att dis mind per para pois slp spell fire elec cold acid son saves Formian W. 1 Formian War 4 1 F Formian Task 3 1 1 F, W Formian Myr 2 1 1 1 F, W Formian Q. 1 1 1 1 1 1 1 F, R, W Frost Worm 1 1 1 R, W Shrieker Violet Fungus 4 1 F Name #att dis mind per para pois slp spell fire elec cold acid son saves Gargoyle 4 Djinni 2 1 R, W Efreeti 2 1 1 F, R, W Janni 2 1 F Ghoul 3 1 1 F Ghast 3 1 1 1 F Cloud Giant 3 1 Fire Giant 3 1 Frost Giant 2 Frost G. Jarl 4 1 1 1 F, W Hill Giant 2 PAGE 28 OF 31 RACE CREATION COOKBOOK Name #att dis mind per para pois slp spell fire elec cold acid son saves Stone Giant 2 Storm Giant 3 1 1 R Gib. Mouther 7 1 1 F, R, W Girallon 5 Gnoll 1 Svirfneblin 1 1 F Goblin 1 Clay Golem 2 Flesh Golem 2 Iron Golem 2 1 F Stone Golem 2 1 W G. Stone Gol. 2 1 W Gorgon* 1 F, R Gray Render 3 Grick 5 Griffon 3 Grimlock 1 Avoral 2 1 1 1 1 R, W Leonal 3 1 1 1 1 1 F, R, W Name #att dis mind per para pois slp spell fire elec cold acid son saves Annis 3 1 Green Hag 2 1 F, W Sea Hag 2 1 1 F, W Harpy 3 1 W Hell Hound 1 1 R Hippogriff 3 Hobgoblin 1 Homunculus 1 1 1 F Howler 2-5 1 R, W Hydra X Pyrohydra X 1 R Cryohydra X 1 R Kolyarut 2 1 1 1 1 F, W Marut 2 1 1 1 1 F, R, W Zelekhut 2 1 1 1 1 F, W Name #att dis mind per para pois slp spell fire elec cold acid son saves Inv. Stalker 2 Name #att dis mind per para pois slp spell fire elec cold acid son saves Kobold 1 Kraken 9 1 1 W Krenshar 4 1 W Kuo-Toa 2 1 R Name #att dis mind per para pois slp spell fire elec cold acid son saves Lamia 4 1 1 1 W Lammasu 2 1 1 R PAGE 29 OF 31 RACE CREATION COOKBOOK Name #att dis mind per para pois slp spell fire elec cold acid son saves G. Protector 2 1 1 R Lich 1 1 1 1 1 1 1 1 1 F, R, W Lillend 3 1 1 1 1 1 1 W Lizardfolk 3 Locathah 1 Werebear 3 1 F Wereboar 3 1 F Wererat 2 1 F Weretiger 3 1 F Werewolf 3 1 F WW Lord 4 1 F Name #att dis mind per para pois slp spell fire elec cold acid son saves Magmin 1 1 F, R Manticore 6 Medusa* 3 1 F Air Mephit 2 1 R Dust Mephit 2 1 R Earth Mephit 2 1 R Fire Mephit 2 1 1 R, W Ice Mephit 2 1 1 R, W Magma Meph. 2 1 1 F, R, W Ooze Mephit 2 1 1 1 F, R Salt Mephit 2 1 F, R, W Steam Mephit 2 1 1 R Water Mephit 2 1 1 1 F, R Merfolk 1 Mimic 2 R Minotaur 3 Mohrg 2 1 F Mummy 1 1 1 1 F, W Mummy Lord 1 1 1 1 1 1 F, W Name #att dis mind per para pois slp spell fire elec cold acid son saves Dark Naga 2 1 1 1 1 1 1 F, R, W Guard. Naga 1 1 1 1 1 1 1 F, R, W Spir. Naga 1 1 1 1 1 1 1 F, R, W Water Naga 1 1 1 1 1 F, W Night Hag 1 1 1 1 1 F, W Nightmare 3 1 F Cauchemar 3 1 F Nightcrawler 2 1 1 1 1 1 1 1 F, R, W Nightwalker 2 1 1 1 1 1 F, R, W Nightwing 1 1 1 1 1 1 F, R, W Nymph 1 1 1 1 1 F, R Name #att dis mind per para pois slp spell fire elec cold acid son saves Ogre 1 PAGE 30 OF 31 RACE CREATION COOKBOOK Name #att dis mind per para pois slp spell fire elec cold acid son saves Ogre Mage 1 1 1 1 1 1 R, W Black Pudding 1 1 R E. Black Pud 1 1 R Gel. Cube 1 1 1 F, R Gray Ooze 1 1 R Ochre jelly 1 1 R Orc 1 Otyugh 3 1 F Owl, Giant 3 Owlbear 3 Name #att dis mind per para pois slp spell fire elec cold acid son saves Pegasus 3 Phant. Fungus 1 Phase Spider 1 1 F Phasm 1 Pseudodragon 2 1 1 F Purple Worm 2 1 1 F Name #att dis mind per para pois slp spell fire elec cold acid son saves Rakshasa 3 1 1 1 1 F, W Rast 4 1 F Ravid 2 Remorhaz 1 1 F Roc 3 Roper 7 F Rust Monster 2 R Name #att dis mind per para pois slp spell fire elec cold acid son saves Sahuagin 3 Salamander 3 1 Sal. Noble 4 1 1 R Satyr 2 1 1 1 1 W Sea Cat 3 Shadow 1 Shad. Mastiff 1 1 W Sham. Mound 2 Shield guard. 2 1 Shock Lizard 1 1 R Skeleton var Skum 3 Red Slaad 3 1 F Blue Slaad 5 1 1 1 1 F, W Green Slaad 3 1 1 1 F, R, W Gray Slaad 3 1 1 F, R, W Death Slaad 3 1 1 1 1 F, R, W Spectre 1 F Androsphinx 2 1 1 1 1 F, W PAGE 31 OF 31 RACE CREATION COOKBOOK Name #att dis mind per para pois slp spell fire elec cold acid son saves Criosphinx 3 Gynosphinx 2 1 1 1 W Hieracophinx 3 Spider Eater 2 1 1 F Grig 1 1 1 F, R, W Nixie 1 1 1 1 W Pixie 1 1 1 1 R, W Bat Swarm 1 F Centipede Sw. 1 1 F Hellwasp Sw. 1 1 F Locust Swarm 1 F Rat Swarm 1 1 F Spider Swarm 1 1 F Tarrasque 6 1 1 W Tendriculos 3 1 1 F Thoqqua 1 1 R Titan 4 1 1 1 1 1 R, W Tojanida 3 R Treant 2 R Triton 1 Troglodyte 3 1 F Troll 3 Name #att dis mind per para pois slp spell fire elec cold acid son saves Unicorn 3 Cel. Charger 3 1 W Name #att dis mind per para pois slp spell fire elec cold acid son saves Vampire V 1 1 F, W Vamp. Spawn 1 1 1 F, W Vargouille 1 1 1 1 F Name #att dis mind per para pois slp spell fire elec cold acid son saves Wight 1 F Will O’ Wisp 1 1 Winter Wolf 1 1 R Worg 1 Wraith 1 F Dread Wraith 1 F Wyvern 6 1 F Name #att dis mind per para pois slp spell fire elec cold acid son saves Xill 4 1 F Xorn 4 Name #att dis mind per para pois slp spell fire elec cold acid son saves Yeth Hound 1 1 W Yrthak 3 1 LPJ9589 3.5 SYSTEM COMPATIBLE RACES OF OBSIDIAN T WILIGHT: LYKIAN COMING SOON POST APOCALYPTIC SURVIVAL HORROR FANTASY SETTING WWW.LPJDESIGN.COM LPJXXXX 3.5 SYSTEM COMPATIBLE RACES OF OBSIDIAN TWILIGHT: EXALTED LPJXXXX 3.5 SYSTEM COMPATIBLE RACES OF OBSIDIAN TWILIGHT: HARROWED LPJXXXX 3.5 SYSTEM COMPATIBLE RACES OF OBSIDIAN TWILIGHT: KHYMER LPJXXXX 3.5 SYSTEM COMPATIBLE RACES OF OBSIDIAN TWILIGHT: OSIRIAN A DARK STAR FELL FROM THE SKY BRINGING WITH IT THE END OF ALL THINGS! POST APOCALYPTIC SURVIVAL HORROR FANTASY SETTING COMING SOON FROM LOUIS PORTER JR. DESIGN WWW.LPJDESIGN.COM
textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ9587 - Race Creation Cookbook.pdf
132 Breed: Stream: Auspice: Clutch: Varna: Concept: Attributes Alertness_________________ Athletics__________________ Brawl_______________________ Dodge_____________________ Empathy__________________ Expression________________ Intimidation______________ Primal-Urge_______________ Streetwise__________________ Subterfuge_______________ Strength___________________ Dexterity_________________ Stamina____________________ Physical Social Mental Charisma_________________ Manipulation______________ Appearance_______________ Perception________________ Intelligence_______________ Wits_______________________ Abilities Talents Knowledges Skills Animal Ken_______________ Drive______________________ Etiquette__________________ Firearms__________________ Leadership________________ Melee____________________ Performance_______________ Repair____________________ Stealth_____________________ Survival__________________ Computer_________________ Enigmas__________________ Investigation______________ Law________________________ Linguistics________________ Medicine_________________ Occult____________________ Politics___________________ Rituals___________________ Science___________________ OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO Advantages Backgrounds Gifts Gifts ____________________________ ____________________________ ____________________________ ____________________________ ____________________________ OOOOO OOOOO OOOOO OOOOO OOOOO ____________________________ ____________________________ ____________________________ ____________________________ ____________________________ ____________________________ ____________________________ ____________________________ ____________________________ ____________________________ Renown Rage Health Gnosis Willpower Sun Dice Rank Glory o o o o o o o o o o J J J J J J J J J J Honor o o o o o o o o o o J J J J J J J J J J Wisdom o o o o o o o o o o J J J J J J J J J J o o o o o o o o o o J J J J J J J J J J o o o o o o o o o o J J J J J J J J J J o o o o o o o o o o J J J J J J J J J J Bruised J Hurt -1 J Injured -1 J Wounded -2 J Mauled -2 J Crippled -5 J Incapacitated J Name: Player: Chronicle: ____________________________ ____________________________ ____________________________ ____________________________ ____________________________ ____________________________ ____________________________ ____________________________ ____________________________ ____________________________ ____________________________ ____________________________ ____________________________ ____________________________ OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO Archid Traits Fetishes Item:___________________JDedicated Level____ Gnosis____ Power:______________________________________________ Item:___________________JDedicated Level____ Gnosis____ Power:______________________________________________ Item:___________________JDedicated Level____ Gnosis____ Power:______________________________________________ Rites _________________________________________ _________________________________________ _________________________________________ _________________________________________ _________________________________________ _________________________________________ _________________________________________ _________________________________________ Combat Brawling Chart Maneuver Roll Diff Damage Bite Dex+Brawl 5 Strength+1† Body Slam Dex+Brawl 7 Special Claw Dex+Brawl 6 Strength+2† Grapple Dex+Brawl 6 Strength Kick Dex+Brawl 7 Strength+1 Punch Dex+Brawl 6 Strength †These maneuvers do aggravated damage. Maneuver/Weapon Roll Difficulty Range Rate Clip Damage Armor:______________ Strength (___)____ Dexterity(___)____ Stamina(___)____ Manipulation(___)___ Difficulty: 6 Suchid Homid Other Traits Difficulty: 6 No Change Archid Strength (+4)____ Dexterity (-1)____ Stamina (+4)____ Manipulation(-3)____ Appearance: 0 CAUSES DELIRIUM IN HUMANS Difficulty: 6 134 Merits & Flaws _________________________________________ _________________________________________ _________________________________________ _________________________________________ _________________________________________ _________________________________________ _________________________________________ Merit Type Cost _________________________________________ _________________________________________ _________________________________________ _________________________________________ _________________________________________ _________________________________________ _________________________________________ Flaw Type Bonus Expanded Background Allies _________________________________________ _________________________________________ _________________________________________ _________________________________________ _________________________________________ Contacts _________________________________________ _________________________________________ _________________________________________ _________________________________________ _________________________________________ Kinfolk _________________________________________ _________________________________________ _________________________________________ _________________________________________ _________________________________________ Mnesis _________________________________________ _________________________________________ _________________________________________ _________________________________________ _________________________________________ Resources _________________________________________ _________________________________________ _________________________________________ _________________________________________ _________________________________________ Totem _________________________________________ _________________________________________ _________________________________________ _________________________________________ _________________________________________ Possessions Experience Wallow TOTAL:______ Gained From:____________________________________ ________________________________________________ ________________________________________________ ________________________________________________ __________________________________________________ _________________________________________________ TOTAL SPENT:______ Spent On:_______________________________________ _________________________________________________ Size:___________________________________________ Location:_______________________________________ ________________________________________________ _______________________________________________ Gear (Carried):___________________________________ __________________________________________________ _______________________________________________ Equipment (Owned):______________________________ _________________________________________________ Nature:_____________________________ Demeanor:__________________________ History ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ Prelude Age:_____________________ Hair:_____________________ Eyes:_____________________ Race:____________________ Nationality:_____________ Sex:_____________________ Height Weight Homid:__________________ Archid:_________________ Suchid:__________________ Description ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ Battle Scars:_______________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ___________________________________________________ Visuals Clutch Chart Character Sketch
textdata/thevault/World of Darkness (WoD) [multi]/unsorted/Werewolf the Apocalypse/Character Sheets/Mokole Character Sheet.pdf
Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006 The Death Of Sherlock Holmes Holmes is apparently dead, Watson asks the Brothers of Righteousness for help in solving the last case Holmes was working on. The time line isn’t of vital importance, but you may want to track it so that the Investigators think that it is. The game begins on Thursday May 7th 1891. Scene 1: The Meeting Of Brothers - Meet at John Holdsworth’s country house (on the estate of Shaw Royd, near Halifax). Review Dr. Watson’s letter (Handout1). Arrange for travel to London. (Carriage, then train then carriage.) The interior of Shaw Royd House, showing the feminine touch of Mrs Eliza Taylor-Holdsworth, Lady of the House. Will have some vague connection to a previous ‘case’, which may be spotted, if so it will point to similarities with an operation run by Moran some months ago. The connection may be in the last note from Watson, which mentioned a daring forgery operation, apparently being run out of Camden, in which Holmes believed Moriati’s right hand man, Moran, was acting under his own initiative. Meeting, eating, drinking, looking over letter and previous notes. Checking records and archives, planning the journey ahead. House servants: Butler – Robinson. Maid – Annie. Gardener – Mr Jake Bloomsbury. Cook – Mrs Rutherford. Stable Lad – Jake. Driver – John Markham. Purpose of the scene: To get the Investigators acquainted and to settle them in to their roles within the Brothers of Righteousness. Arrangements made by either John or Eliza will be through their ‘household’ and should be done with the minimum of fuss, monies are paid on accounts. The link to Moran and the Camden operation can either be discovered through Know / Idea rolls, or by digging through old papers and case notes in the library. This is an introductory scene that allows the Investigators to get in to character and to explore what they know about each other. It may be as well to begin the scene with each of the Investigators doing a brief two minute introduction of themselves, describing themselves as they’d wish to be seen by the world at large: physical description, personality traits, known likes and dislikes. Timings: 15 mins (character intro’s) + 20 mins for scene = 35 mins. Shaw Royd House: an exterior view, which does not do justice to the magnificent gardens. Scene 2: On To London – Accosted on the train by a strange old woman (cultist) who is trying to plant a token on one of the Investigators, probably on the Dr (Charles Makin) to mark him out for a possession at a later stage… scuffle will break out, old woman will prove stronger than she seems, but will eventually be over come (thrown from train?). Hansom Carriage from Marylebone to Baker Street. Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006 Pass through station, board train, settle in carriage. Flower seller – Sally Makepiece. Porters, station hands, station lads and helpers. Station Master – Mr Smith. Engineer – Arthur Spate. Other travellers; Businessman – John Charles. Lady – Mrs Emily Prattle, maid – Sarah. Army Officer – Captain George Larchmount (of the Surrey Larchmount’s). Old woman (cultist) – Mary. Cab / Carriage driver – Jeremy Clarkson. Halifax Station, as seen from the East. Purpose of the scene: To get one of the Investigators marked by the insane cultists. The old lady (flower seller) can quite easily be replaced by a young girl serving tea on the train. The important thing is that the attack is less than discrete and will end with the (inevitable) death of the cultist. The cultist could quite easily be a Ghoul, but just as easily merely a possessed and fanatical cult worshipper. Other passengers may get drawn in to the brawl and fight that ensues, and in the confusion it will be hard to spot the planting of the token. The cultists death will need to be explained, perhaps even covered up by the Investigators, as much through role playing as any skill checks. Timings: 20 mins. Scene 3: Dr Watson – Arrive at 221b Baker Street to find a Peeler on the door: Watson is missing. Inside Inspector LeStrade is interviewing Mrs Hudson. After gaining entry, speak with LeStrade and Mrs Hudson, get letter left by Watson (Handout2), or may have to search and find it, (it’s addressed to them). Suggests what may be happening, points them in the direction of Mycroft. Mycroft is at Diogonese Club. Watson has apparently been kidnapped by the cultists as a sacrifice, knowing that he has knowledge of their activity it serves a double purpose. May find the tome ‘the Black Book of Necrolatry’, in German from 1702, texts from the ‘Dreams from R’lyeh’. Some digging may show that the book was recently scored (accidentally burned) on a page referring to ‘the nameless mother’. Peeler – Constable Wilson. Street contact – Charlie Smith ‘Hokey Pokey’ – ice cream salesman. Holmes, LeStrade and Watson in happier times. Purpose of the scene: To get the Investigators to meet with LeStrade and to discover that Watson is missing. The plot would seem to be thickening, with a twist in that Mycroft is now apparently involved. This should be a character heavy scene, with the Investigators having free reign to search 221b baker Street. The book is very, very valuable, especially to cultists, Lewis may feel drawn towards the book in an unhealthy way. Gianluigi will realise it’s evil content almost through intuition. The letter from Watson is in fact a forgery (or can be), and you may want it penned by Holmes, as given away by Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006 the ‘the game’s afoot’ comment, written to fool all but those that know Holmes and Watson, or it may be written by the cultists to draw the Investigators towards Mycroft and the imminent fog. Timings: 20-30 mins. Scene 4: Mycroft – Travel to Diogonese Club, which is in St. James Palace in Pal Mall. On way pass through area of strange yellow fog, sulphurous and possibly poisonous, sight the effect it has had on some people (plague like symptoms and apparent ‘zombie’ traits), accident with cab, over turns, make way through ‘fog’ to Club. The fog is a venting, via the sewers, from the temple where the summoning of the Cthulhoid monster is to take place: it is intended to weaken minds ready for their consumption by she who must never be named. The trusty ‘Baker Street Irregulars’: invaluable allies and information gatherers. Mycroft is missing, not seen at his club since last night. Mycroft is impossible to track down if he wants to remain hidden. He has actually gone to a meeting with Moran to discuss immunity and communicate with Sherlock. Bump in to Baker Street Irregulars who have message for Mycroft, they might be persuaded to give to Investigators. Address of Moran’s store for stolen goods (at London Docks). Cab / Carriage driver – Mathew Black (from the Tillings Cab Company). Street contact – Edward ‘Teddy’ Entwhistle, rabbit salesman. Baker Street Irregulars (7) – Charlie, Jake, Bill, Arthur, Albert, Jed, Neddy ‘Sherlock’. London Bridge: Always crammed with people and carriages. Purpose of the scene: To get the Investigators through the fog and to find Mycroft missing. The fog may draw out some encounters with zombie like people who may attack any they find even mildly threatening. It can also be used as a cover of course for some red-herring criminal activity such as robbery or worse. Hansom cab accidents are common and notorious for their carnage, play it up! The Baker Street Irregulars will arrive as the Investigators leave the Diogonese club. They are known to be trusted confederates of Holmes and Watson, if pushed they may reveal that the message was from Mycroft, but will otherwise refer to a ‘gentlemen friend of Mr Holmes’. Timings: 20-30 mins. Scene 5: London Docks – The London Docks near London Bridge, investigate the area, run in to one of Moran’s henchman turned Ghoul servant. Find secret chamber, discover bodies. Discover tunnel to river side. Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006 Dockers – Rodney Templeman. Mark Deighton. Moran’s henchman – Sydney Dunn. London Docks, with the Excise House on the left. Purpose of the scene: To get the Investigators to the docks and to lead them to the inescapable conclusion that this is not merely a smuggling, or forging operation. The discovery of a large number of bodies from sacrifices, in a shallow grave, should be used to bring home the horrific nature of what’s gone on and what is possibly about to happen. Moran’s henchman will desperately try to escape to warn his comrades. The Investigators would be foolish to rush off and follow, and if they seem likely to, introduce Mathew O’Keef in a hurry. He can tell them he knows another way to Moran’s lair as he’s been watching the operation for some weeks. Timings: 20-30 mins. Scene 6: (run on from Scene 5): Strangers Well Met – Meet with HM Customs & Excise official investigating smuggling from premises, may or may not detect this person is not who they seem, lead in to tunnels, accompanied by ‘Taxman’. May find the bodies of three of Moran’s henchmen, possibly even the broken plates from a printing press. Taxman – Mathew O’Keef. Purpose of the scene: To get the Investigators to meet with the disguised Holmes, or in a twist, the disguised Moran, and to get them to the lair where the summoning will be taking place. It will turn out that the lair is actually directly underneath the Excise House in the docks. Timings: 10 mins. Scene 7: A Pulse Of Maggots – Find the lair of the beastie, encounter worshippers, encounter a deranged Watson, Holmes reveals himself. Destroy alter, free dazed ‘worshippers’, fight of ghoulish worshippers, meet with Moran who is about to blow the tunnel / cave, escape or die. Hear the chanting long before get to the chamber. May be affected by it, may bring out the base nature in each of the investigators. Will find shocked and dazed henchman of Moran, gibbering wrecks, will not be able to impart any information, too terrified. May detect some of the signs that the tunnel has been ‘rigged’ before they enter the final chamber. A Ghoulish beast, surely too foul to be allowed to walk among us. Purpose of the scene: Obviously the closing scene of the game, the intention is to allow the Keeper to throw in whatever they feel necessary to finally drive home the Mythos feel and ending. The cultists are trying to summon Old Mother Dagon, or possibly even Kauth (if you want to tie it in with Lewis), and will be performing an abomination of a ceremony involving sacrifice. There may be millions of over sized maggots (spawn) littering the tunnels and the chamber, possibly even spilling out in to the Thames in a milky white haze. Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006 We have found it’s best to not drive the Investigators totally insane before the big bang finish, and to allow them to reveal their darker sides through the ensuing chaos. Obviously Lewis will be key here, as will Eliza, though the others will all show they actually know more than they have perhaps up to now let on. It’s important to remember that the Investigators can’t win here. The best they can hope for is the possible rescue of Watson and some intended victims of sacrifice. Holmes and Moran intend to blow the chamber up at the critical moment, interrupting the summoning and killing the cultist priests, destroying their summoning implements as they do. The Keeper should also not be afraid to make the ending very big. It’s all about timing. The summoning should ideally be nearly complete, with the Investigators catching a glimpse of the Outer God as it is about to manifest, before the whole place is destroyed in a cataclysmic explosion. Timing: 30 mins. Vile servitor of the Outer Gods, precursor to their arrival on Earth. Scene 8: Cleansing – wash up. The Investigators deserve to know what’s going on. Of course they do. And you as the Keeper should feel free to tell them as little or as much as you like depending on the outcome of the scenario. If they have Holmes or Moran in tow, they will of course have access to a much fuller version of events (Watson doesn’t really understand what it’s all about). Timing: 15 mins. They Who Must Never Be Named Summary: Holmes met Moriati at the Reichenbach falls on Monday May 4th, and was confronted with the apparent insanity of Moriati, who could not help but reveal his plan for the summoning of an Outer God. Holmes, aware of the Mythos, realised the terrible implications and knew he had to act. The plunge over the Reichenbach falls saw Mortiati summon a Night Guant, to sweep him away, while Holmes relied on an obscure Dreamlands spell to sidestep their inevitable death. Holmes spell trapped Moriati in the Glade of Sleep and allowed him to return to London. Watson, believing Holmes dead, set about ordering their affairs and putting in place the cover story of Holmes apparent retirement. None were to know of Holmes death. Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006 Watson believes Moran is planning to re- launch one of Moriati’s old schemes: forging paper currency to bankrupt the Mint and Government, and Watson is convinced that Moran is as much an Anarchist as a criminal. Holmes manages to convince Moran to help him stop the more lunatic of Moriati’s gang from completing the summoning, and Moran only agrees if he is given immunity from prosecution, something only Mycroft can really deal with. And so we launch in to the adventure! The clock is ticking for Holmes and Moran as they know the summoning is being timed to coincide with an astrological conjunction, so Holmes will, if needed, nudge the Investigators along. Both Holmes and Moran are aware that the Brothers of Righteousness are some of the few people that have knowledge of the Occult and perhaps even the Mythos, and they are hoping that they will be able to help in the final disruption of the ceremony. And that’s about it really. You can of course add in as many of your own elements as you wish, with extra twists and turns to suit the game as it unfolds. It should be stressed that the scenario was designed as a Convention game, with a view to completion within four hours. *** *** Brief Investigator breakdowns: John Holdsworth - Entrepreneur – Estate Owner – Straight up Victorian Gentleman / Businessman, who’s family has done well in the cloth and machine trade. Owns a large estate that was once part of the landed gentry’s estates. (John Holdsworth of the Halifax Holdsworth’s – Estate of Shaw Royd, Near Halifax.) Catherine Nolan, now known as Eliza Taylor - Lady Wife – Escaped mental patient and ghoul, killed woman who was on the way to marry Gentleman, took identity. Voices in head, urge to eat human flesh, all subdued and trying to bring under control, much easier when near John (John has magical amulet (gift from Father), unknown to either), so hates to stray far from her husband. (Real name / identity: Catherine Nolan. Taken on identity of Eliza Taylor. Taylors are a rich family in Halifax that went to ‘New World’ and established mills in Victoria, Eliza was to return after two years.) Gianluigi Marrone - Vatican Investigator – Investigating the (blasphemous) possibility that the Chthonian Gods represent something other than the servants of Satan. Has trouble reconciling his faith (failed priest) but essentially a very moral and conscientious man who believes in God and the tenets of the Catholic church. (Gianluigi is of Sicilian descent, with rumoured connections via his youth to the notorious ‘family father’ Salvatore Gravano – ‘Sammy The Bull’.) Frances Herbert Bradley - History Professor – An ex-Oxford professor, who was drummed out of the colleges after an ‘incident’ involving a group of students and an alleged occult incident (accidental summoning). Prof knows of the Mythos and is trying to fight the good fight wherever he can, with the help of his new found friends. Dr. Charles Makin - Doctor – Ex-Army doctor who was retired and has spent some time in a Sanatorium, after encounters with a cult and their shadowy deity in the Crimean War (Russian coastal waters). Has been addicted to opium for 5 years, goes ‘walkabouts’ for long periods, has memory loss and blank periods, great sense of guilt. Lewis Thomas - Cultist – Fanatical cult worshipper, using the others to get to Holmes as has been given a vision and prophecy from his God, must stop the heinous monster from rising, will use a taught spell and a magical dagger. Very secretive, wholly insane. Has the persona of a Dilettante, the youngest son of a welsh mining millionaire. Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006 John Holdsworth Sex: Male Age: 32 Nationality: British Birthplace: Halifax Occupation: Mill Owner / entrepreneur Physical Appearance Five feet nine inches tall, well groomed, dark brown hair, always neat and smart. Sports a moustache kept short. Light of frame, though well versed in physical activity and healthy and vital. Very considered manner, calm and calculated in movement and gesture. Well dressed in the clean cut, functional suits of the well-to-do gentleman. Personality & Attitudes Believes that hard work and application will bring just reward to those, according to their station, but that no one should be afraid to aim higher than their birth might suggest. Courteous, polite and driven by the manners and social niceties that should rightly be observed by one and all. A direct man, never afraid to speak your mind, though intelligent enough to know what language should be used with whom, in each situation as it arises. Has a very good head for business and an aptitude for numbers and calculus. Enjoys exercise outdoors, especially walking, climbing, swimming and riding. Good food and wine are to be appreciated by those who can. The more esoteric arts such as opera and ballet can never stir a man’s soul as much as a well studied painting. You abhor violence done to others, though you are more than capable of looking after yourself and will step in to protect the bullied and oppressed, an attitude fostered from a very early age and helped by your proficiency in the art of boxing. Enjoys hunting (shooting) and fishing, though seldom gets the time to pursue them. Is a member of a Gentlemen’s Club in Halifax and London, but spends little time there unless it is to use their rooms when away on business. A devoted husband who wants many children. Aptitudes & Skills Boxing, climbing, accounting, shooting (shotgun), swimming, persuasion, use of libraries, first aid, spotting hidden objects, mechanical repair, exploiting your excellent credit rating, riding, bargaining, chemistry, operating heavy machinery, some small knowledge of the occult and it’s practitioners. Some very small knowledge of written and spoken Swedish (business). Nimble on your feet. The Wider World There are the sciences, the arts and the Church. Each can explain many things within God’s creation, but not all. There are things under Heaven that, although they may defy ‘conventional’ explanation, are never the less no match for the wit and moral judgement of man or outside the ultimate plan of God. Criminals are usually misled fools or the evil minded. It is the duty of every man to thwart the criminal mind at ever turn. The Brothers of Righteousness is more than a mere dabbling of the well to do in the matters of the police and the courts, it is a sincere group of people who realise they can use their station, wealth, skills and experience in bringing to justice some of the evil doers that the police and the courts are simply unable to detect or catch. There are also matters of an occult and mystical nature which sometimes appear to be at the root of some criminal or evil activity. Those within the law enforcing establishment and the judiciary are especially ill equipped to deal with these and need all the help they can get. Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006 Eliza Taylor-Holdsworth Sex: Female Age: 27 Nationality: British Birthplace: Halifax Occupation: Lady of means Physical Appearance Five feet four inches tall, lustrous brown hair, penetrating hazel eyes. Petit frame, very feminine yet physically fit and strong. Dresses in fashionable clothes yet is not an ostentatious lady and will not waste monies of frivolous attire. Personality & Attitudes You have a very dark, deeply buried secret that all your energies are bent towards keeping from all around you. You fight to keep your baser instincts under control and to avoid unleashing the horrific beast that lurks within. Your real name is Catherine Nolan, you are a Ghoul. Bitten and left to die as a child, when your family was killed and eaten by a scavenging clan of Ghouls in the Australian outback, where your family were missionaries, bringing the word of God to the Aborigines near the town of New Victoria. Escaped from a mental asylum, where you were placed from the ages of nine to twenty six. The call of the Ghoul was strong and asserted itself as soon as the medications from the Asylum ceased. The horrors of feasting on the flesh of recently dead persons is still a haunting thought in the forefront of your mind. From New Victoria you stowed away aboard the ‘Victory’ and found yourself in England. Many months were spent trying to find your ancestral home in Halifax, while hiding from the world at large. A tragic accident near Halifax lead to the death of Eliza Taylor when she was killed by a Hansom Cab, her head severed. Feasting on the newly dead flesh of Eliza you became transfixed with her memories and her desires. The striking resemblance she bore you made it easy to pass yourself off as her and step in to her shoes to complete your escape from your past. Her fiancé had not seen Eliza for two years, and in an even greater twist of fate, was expecting her to return from a Sanatorium in London, where she was recovering from a breakdown brought on by the death of her family in a fire. Aptitudes & Skills Rending with claws (hidden, retractable), sneaking, spotting the hidden, listening, hiding, swimming, persuading, first aid, concealing, fast talking, the occult, riding, bargaining. A fierce opponent in a fight, able to use fists, claws, head butts, kicks and grapples. Able to dodge foes in combat. The Wider World You are devoted to your husband, in the year that you have been married, the hideous urges that course through your veins have been subdued. It is obvious to you that being in his company, and perhaps the buried memories of Eliza, are helping you become the person you have always wanted to be. Your awareness of the darker side of this world fuels your dedication to the Brothers of Righteousness. There are many things that men do not understand and don’t even know exist: you walk in their world and know their darkest secrets. There is much to be done to prevent the subversion of man by these beasts. You know that many of the criminal underworlds most daring robberies and exploits have been undertaken by deranged worshippers of the shadow beings that lurk on the edge of the ‘normal’ world. You will do whatever it takes to keep your secrets, believing that the greater good can be served by you and your talents, garnered from your unspeakably horrid past and buried deep within the monster you would become should your base instincts be let loose. Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006 Gianluigi Marrone Sex: Male Age: 34 Nationality: Italian Birthplace: Sicily Occupation: Vatican Investigator Physical Appearance Six feet two inches tall, physically fit, short cut light brown hair, strong ‘Roman’ features, olive skinned. Always smartly dressed and well groomed, pays no mind to the fickle fashions of the age. Very active, some may say ‘fidgety’, hands always busy. Quick to smile, open friendly manner. Personality & Attitudes Dedicated servant of God and the Catholic Church, were once groomed for the priesthood, but natural curiosity and your desire to question everything soon turned you from that path. You believe that God’s plan for his creation is beyond the wit of man to understand, but that does not mean he should stop trying. The world can be a distracting place and a man has to work hard to keep to the path he has chosen. Those of weaker wills and minds should be guided by those with a clearer understanding of the spiritual world and the perils inherent in abandoning the teachings of the Church. Loves physical challenges and especially fencing and climbing. You have a love of the arts and are a naturally talented painter and sketch artist. Not above indulging in the more earthly pleasures of good food and drink, as these can be taken in moderation as a reward for any man (or woman) who has applied themselves in bettering their station. Aptitudes & Skills Languages: English, Spanish, Latin. Climbing, first aid, use of libraries, history, spotting hidden things, fencing with rapier or sabre, swimming, persuading people, drawing and painting. Law, psychology, natural history, knowledge of the occult, anthropology, archaeology, riding. Astronomy, biology, chemistry, geology, medicine, physics. Nimble and able to dodge. The Wider World Your training and dedication as a priest showed you the world from a spiritual aspect, your background in Sicily and your childhood friendship with Salvatore Gravano – ‘Sammy The Bull’, showed you life from the Family’s perspective and laid a stark choice before you. You chose the Church. Although still friends with Salvatore, you have managed to resist the lure of the Family’s life style. Having been well travelled through Europe, especially Spain and England, you have come in to contact with the vast criminal network that seems to be spreading across the whole face of the earth. You are also aware of the occult and the supernatural, and though you know it must be part of God’s plan, you do not understand how or why. Recently the Vatican has sent you to England to investigate the growth of certain cults that worship dark beings seemingly from beyond the realms of heaven and hell. You have been working with the Brothers of Righteousness for some time now, and have made firm friends with all you have so far met. None need to know the full extent of your work for the Church, indeed few would be able to comprehend the horrors that have been hinted at in your investigations. If it were not for your faith, you feel you would have certainly lost your mind. The most recent developments in England, indeed throughout Europe, would indicate that a supernatural event of cataclysmic proportions is being heralded by the servants and worshippers of these abominations that await the destruction of Gods creation. Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006 Frances Herbert Bradley Sex: Male Age: 52 Nationality: British Birthplace: Oxford Occupation: English Professor / Tutor Physical Appearance Six feet tall, stocky and stout frame, greying hair. Sports an often unkempt moustache. Dresses conservatively in favoured clothes that are always rumpled and lived in. Is obviously not afraid of manual labour and has gardeners hands. Personality & Attitudes Believes all men have a sacred duty to educate themselves and to learn as much about the world around them as they can. Knowledge is a noble goal in itself, and it’s application determines the nature of the man more than his birth or station. You are passionate about the English language and it’s teaching. The nature of society means that those fortunate enough to have money and privilege should be well disposed to share their good fortune, but this is seldom the case and it saddens you. You believe that the knowledge of the occult and the darker aspects of human development, should only be studied and fought by those of strong mind and character and that the dangers to the ‘common man’ are seldom understood by him until it’s too late. Society needs guardians and you know you have the strength and knowledge to serve in this capacity. You dislike the dons and fellows that have cast you from their midst in your home city of Oxford and have turned your back on the officious world of academia, in favour of a more worldly approach to the quest for knowledge. Aptitudes & Skills Library use, history, persuading others, spotting hidden things. Languages: German, Greek, Latin. Drive carriage, utilising your credit rating, knowledge of the occult. Anthropology, archaeology, astronomy, geology, natural history, photography, physics, psychology. Law, drawing, bargaining, biology, chemistry, medicine. Is vaguely aware of the ‘mythos’ and the notion of it’s deities. Proficient with a hand gun (owns a .22 revolver). The Wider World The incident that triggered your leaving the Oxford college circuit was an intervention in some of your students ‘summoning’ of a Ghost. They were just foolish children, and you had to step in when their ‘experiment’ actually worked! The touch of the Ghost brought you a terrible glimpse of the world beyond the senses of man and you were suddenly aware of insane creatures lurking on the fringes of our reality, awaiting the time of their summoning, when they will devour the human race. Tutoring has taken you all over England and your most recent assignment in Halifax brought you in to the ranks of the Brothers of Righteousness. Using your gifts for research and deciphering clues, you have become an invaluable member of the society and have helped thwart numerous criminal plans in the surrounding area and one in London. Through your correspondence with Dr Watson you are certain that Watson and Holmes are aware of the creatures of darkness, though neither has ever explicitly said so. It becomes obvious to you that the criminal underworld has elements within it that worship these foul beings, and that not all robberies and swindles are purely for profit, but that some serve a greater scheme of anarchy. There is much to be done in fighting this madness and you feel your true life’s work is now beginning. Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006 Dr. Charles Makin Sex: Male Age: 46 Nationality: British Birthplace: Newcastle Occupation: Doctor Physical Appearance Six feet tall, well built muscular frame, obviously fit and active. Black hair kept fashionably short, well groomed whiskers and moustache. Large hands, penetrating stare and studious gaze. Dresses sensibly according to fashion. Personality & Attitudes Joined the army in fathers footsteps, the 24th Sussex Light. Tradition is important, society has well crafted rules and etiquette which should, where possible be observed. Manners maketh the man. Discipline allows the mind to focus on what’s important and the task in hand. The application of a man’s faculties are what separates him from Gods other creatures. The horrors of war are a necessary evil, sometimes the only way to fight fire is with fire, and a strong nation should never succumb to the bullying of another. You have seen your fair share of tragedy and slaughter on the battlefield and won medals of campaign and conduct in the Crimean wars. Returning to civilian life was a bit of a jolt, but you have brought the disciplines of your army life to your new practice and pride yourself on it’s smooth running and growing list of patients. You believe strongly in the rights of the individual within the needs of the country. Self sacrifice is noble when the cause is just, foolish when it is not. Aptitudes & Skills First aid, medicine, library use, listening, spotting hidden objects, history. Languages: French, German, Latin. Natural history, biology, utilising your credit rating, pharmacy, persuading others. Anthropology, chemistry, law, riding, some knowledge of the occult. The Wider World The war in the Russian coastal waters took it’s toll on your mind and your nerves, bringing you to the edge of reason. When one day you witnessed the diabolical rituals of a ravenous cult, you were pushed over the edge. After fighting your way out, with your stretcher barer, you were rescued and taken to the sanatorium, where you spent a year recovering your wits. The horrors of war now loom large in your thoughts and you have found solace in the use of the opium pipe. You are careful enough with your addiction, but occasionally it gets the better of you and you have been known to ‘disappear’ for days at a time. Sometimes, after the longer disappearances, you have returned to your senses in strange surroundings, apparently walking the streets, and often with bruises and contusions from obvious physical conflict, once you found a blooded scalpel in your overcoat pocket. You know the fragile state of mind you suffer from is due to your experiences in the war, specifically the cult’s ritual, and you feel a nagging understanding lurking at the back of your mind, as if you could actually see the hideous, bloated, writhing creature they were attempting to appease. Concentrating on your practice and on the efforts of the Brothers of Righteousness seems to hold the more horrid visions at bay, as well as allowing you to go weeks without resorting to the opium pipe. The criminal activities of some of the gangs you have helped thwart, have been driven as much by the wish for anarchy and chaos as they have been about procuring loot. You sense a wider conspiracy in the underworld, and the contact you have had with Dr Watson would seem to confirm this. Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006 Lewis Thomas Sex: Male Age: 30 Nationality: British (Welsh) Birthplace: Cardiff Occupation: Dilettante Physical Appearance Five feet ten inches tall, light frame, small hands and feet. Thick dark brown hair, worn fashionably short. Dresses as the social occasion demands and always in the fashion of the day. Restless and always active, does not sit long in one place. Personality & Attitudes You are a dedicated worshipper of Kauth, one of the Great Old Ones who will one day return to cleanse our pathetic world and feast on the minds and souls of the unworthy. The Cult of Kauth works towards the thwarting of the other outer gods plans and aims to lay the ground work for the return of their all powerful deity. You have used your position as a Dilettante to great effect, travelling to where the Cult needed you to go, often purchasing texts and object for them under the cover of being a simple minded, spoiled child with an appetite for curios. You believe the strong minded should rule the weak, the powerful have a duty to lead, and the masses a duty to follow. There is nothing you will not do to further the aims of the Cult, you act out of necessity and a desire to bring about the return of Kauth. Nothing must be allowed to stand in your way. But that is not to say you are a simpleton or a brute: your cause is best served by your disguise, none must know of your true goals or beliefs. Aptitudes & Skills Spotting hidden objects, sneaking, library use, drive carriage, fast talk, utilising your credit rating. Concealing things, hiding, history, listening, persuading others, the occult. Languages: French and German. Anthropology, archaeology, astronomy. Knowledge of the mythos and the existence of Kauth. Very nimble and able to dodge. Well versed in the use of hand gun, knife and rapier. The Wider World We are usurpers in this world. ‘Our’ world in fact belongs to the Great Old Ones, and only their faithful worshippers and followers will be allowed to live and rule once they return to feed on the unworthy. Your induction in the Cult of Kauth happened many years ago, when you were travelling in Egypt, and since then you have been a loyal servant, rising through the ranks to a place where you can now conduct ceremonies and dedicate sacrifices in the name of the true god: Kauth. You have knowledge of the ‘Summon Servitor Of Kauth’ spell and always keep an amulet and a small scroll on you for the invocation. You also know a spell taught to you by a Servitor: ‘Daze Unbeliever’, which you can cast with a chant and a gesture. Your association with the Brothers of Righteousness is solely for the purposes of getting to Holmes (and Watson) to find what they actually know of the mythos, and if necessary to kill them and remove their threat to the Cult’s plans. You are aware that there are others that would lay claim to the feasting ground of the Great Old One Kauth, and you will always seek to foil the plans of other cults to prevent them from furthering the aspirations of their gods and masters. You know only too well that the services you perform are eating away at your rational mind and that you need to be careful not to reduce yourself to a gibbering wreck, fit only for the feasting of a Servitor. Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006 Dr. John H. Watson 221b Baker Street London My Good Friends, You find me grief stricken and concerned for not just my future safety and sanity but for that of the whole nation. Your discretion and loyalty are, as I know, beyond reproach, and thus I feel confident that the tragic news I have to share shall not be passed to those at large, the great British public, nor to any who could profit from the far reaching implications it could have. My good friend, Sherlock Holmes, is I believe, dead. His demise at the hands of the despicable Professor Moriaty has left me at a great loss, from which I fear I may never fully recover. The fact that Moriaty died with Holmes is no comfort, though it is a certainty. But as Holmes was want to tell me, the criminal mind is never at rest, and nor should be our vigilance. So there is little for me to do but carry on as best I can. The news of Holmes, will of course, be kept from the papers and from any but our closest and most trusted companions. Holmes often spoke of the Brothers as valuable allies and I trust he would approve of my calling for your aid in the most recent of cases, and one on which he was working when he met his untimely end. If you would journey to visit me at Baker Street at your earliest convenience, I would be most grateful. Your Friend, John H. Watson Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006 Dr. John H. Watson 221b Baker Street London My dear friends, Mycroft has sent word, I must go at once! I apologise for the brevity of this note but there is little time to explain. Speak to Mycroft if you can, I have left word you may be arriving shortly. Waste no time, the game is afoot! Yours in haste, Watson. Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006 The Brothers Of Righteousness The Brothers of Righteousness is an association of like minded people who have joined together to better use their resources in the fight against anarchy and despair. The Brothers meet once a month, or more frequently if needed, at the house and estate of John Holdsworth in Shaw Royd, near Halifax. Recent investigations have included the shutting down of a gang of counterfeiters and the exposing of an anarchist plot to undermine the local economy by establishing a smuggling route in to England from France for cheap textiles. As well as these successes, the Brothers have contributed to three separate police investigations, where their additional research and involvement in interviewing socially delicate individuals, has proved invaluable in gaining two convictions and clearing the name of a high profile member of the aristocracy (who was being blackmailed). The Brothers of Righteousness are viewed by those they work with as an invaluable aid and welcome ally in the seemingly never ending fight against the activities of the criminal element within our society. The Brothers have long been involved in correspondence with Dr. Watson and have shared many case details of their own, and of Holmes’ exploits. Currently there are only six of the original eight members left in the Brothers, with two of the founder members having been tragically killed in separate incidents involving confrontations with the brutal thugs who have been employed to protect the criminal hierarchy. Miss Rebecca Pilkington-Smythe – Founder member, deceased. Murdered by the henchmen of a local criminal mastermind while investigating the records at the local magistrates office. Mr. Archibald Tetherington – Founder member, deceased. Murdered by a thug guarding a warehouse in Halifax, which stored smuggled cloths and dyes. Mr. John Holdsworth – Founder member. Owner and resident of the house and estate where the Brothers meet. Mrs. Eliza Taylor-Holdsworth – Wife of John and recent addition to the Brothers. Mr. Gianluigi Marrone – Italian gentleman. Originally joined through very close friendship with Archibald and John, dedicated to furthering the Brothers work in conjunction with his own. Mr. Frances Herbert Bradley – Research fellow. Joined after long series of correspondence with Rebecca, Archibald and John. Dr. Charles Makin – Doctor. Helped with early cases and joined after Rebecca’s death. Mr. Lewis Thomas – Most recent member. Knew of Brothers through correspondence and often aided in cases through travelling widely when needed. The Brothers Of Righteousness have pledged to: “Recognise the threat to society from the criminal activities of various organisations and anarchic elements, and to fight these threats with any and all resources at our disposal.” Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006 All Stats. have been left of the character sheets, numbers distract from the role playing! We have listed here the numbers to the skills for each of the Investigators: John Holdsworth Boxing 80. Climbing 60. Accounting 50. Shooting (shotgun) 50. Swimming 45. Persuasion 45. Use of libraries 40. First aid 40. Spotting hidden 35. Mechanical repair 30. Credit rating 30. Riding 25. Bargaining 25. Chemistry 20. Operating heavy machinery 15. Occult 10. Written and spoken Swedish (business) 10. Dodge 24. Eliza Taylor-Holdsworth Rending with claws (hidden, retractable) 90. Sneaking 50. Spotting the hidden 50. Listening 50. Hiding 50. Swimming 35. Persuading 35. First aid 35. Concealing 30. Fast talking 25. Occult 25. Riding 15. Bargaining 15. Head butts 30, Kicks 40, Grapples 40. Dodge 30. Gianluigi Marrone Languages: English 60, Spanish 60, Latin 60. Climbing 60. First aid 50. Use of libraries 50. History 50. Spotting hidden 50. Fencing with rapier or sabre 50. Swimming 35. Persuading 30. Drawing and painting 30 / 20. Law 20. Psychology 20. Natural history 20. Occult 20. Anthropology 15. Archaeology 15. Riding 10. Astronomy 10, Biology 10. Chemistry 10. Geology 10. Medicine 10. Physics10 . Dodge 30. Prof. Frances Herbert Bradley Library use 80. History 60. Persuading 50. Spotting hidden 40. Languages: German 40, Greek 30, Latin 30. Drive carriage 30. Credit rating 30. Occult 30. Anthropology 20. Archaeology 20. Astronomy 20. Geology 20. Natural history 20. Photography 20. Physics 20. Psychology 20. Law 15. Drawing 15. Bargaining 10. Biology 10. Chemistry 10. Medicine 10. Cthulhu Mythos 03. Hand gun (owns a .22 revolver) 40. Dr Charles Makin First aid 70. Medicine 65. Library use 50. Listening 50. Spotting hidden 40. History 40.. Languages: French 30, German 30, Latin 30. Natural history 30. Biology 30. Credit rating 30. Pharmacy 30. Persuading 30. Anthropology 20. Chemistry 20. Law 20. Riding 15. Occult 15. Lewis Thomas Spotting hidden 50. Sneaking 40. Library use 40. Drive carriage 40. Fast talk 40. Credit rating 35. Concealing 30. Hiding 30. History 30. Listening 30. Persuading 30. Occult 30. Languages: French 30 and German 30. Anthropology 20. Archaeology 20. Astronomy 20. Mythos 06 (and the existence of Kauth). Dodge: 35. Handgun 40. Knife 40. Rapier 40. Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006 Quick bit of the niceties of using someone else’s system and such: Chaosium own all copyrights and IP rights to the Call of Cthulhu game system. This is an unofficial scenario designed for use with that system and is in no way a challenge to those rights. Please don’t sue us. All images used in this scenario are used without the permission of the owners, and for that we beg forgiveness. But we did find them all on the internet in public domain sites with an implied permission that it was alright to use them for ‘personal use’, i.e. not for passing off as your own or for profit. With that in mind: this scenario is a copy of a demonstration game that was run at Conception 2006, and is not for sale by anyone to anyone. It is free to any that want to download and use it, subject to the condition that they do not try and pass it off as their own or sell it on. Many, many thanks to those that played this scenario at Conception 2006 (you know who you are!), you were the finest groups of players at the con I say! (She ate… an… EYE!!) The official Conception web site can be found at: http://conception.modus-operandi.co.uk/ The Shadow Warriors web site can be found at: http://www.shadow-warriors.co.uk/ The Chaosium Call of Cthulhu web site can be found at: http://www.chaosium.com/ Please feel free to contact me to let me know how you got on in playing or running this scenario or with any suggestions you may have for follow up’s or other Gaslight scenarios. [email protected] Play safe… and watch that san! Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006 Cthulhu – Investigator Summary JOHN ELIZA GIANLUIGI FRANCES DR. CHARLES LEWIS HOLDSWORTH TAYLOR MARRONE BRADLEY MAKIN THOMAS STRENGTH 13 16 12 11 12 12 CONSTITUTION 14 16 14 14 16 14 SIZE 13 12 14 13 14 13 DEXTERITY 12 14 13 12 15 16 APPEARANCE 13 14 13 12 12 13 SANITY 60 50 75 75 70 70 INTELLIGENCE 13 12 12 17 14 12 POWER 12 12 16 15 14 14 EDUCATION 15 14 18 17 18 14 IDEA 65 60 60 85 70 60 LUCK 60 60 80 75 70 70 KNOWLEDGE 75 70 90 85 80 70 SANIY POINTS 60 50 75 72 70 60 MAGIC POINTS 12 12 16 15 14 14 HIT POINTS 14 14 14 14 15 14 DAMAGE BONUS 1d4 1d4 1d4 1d4 1d4 1d4 Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006 The Brothers Of Righteousness
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Sails the Seas by Ryan Chaddock Numenera is copyright Monte Cook Games, LLC Sails the Seas You are a skilled sailor, learned through years of experience aboard a military, trading, or pirate vessel. Though your adventuring may take you back on land, the skills you’ve developed on the seas never go away. You likely dress as sailors do, in simple clothes that allow free range of movement. If you’re of a piratical bent you may wear bright clothing and audacious jewelry to show off the fruits of your labors. Connection: Choose one other PC who you’ve worked with before. When fighting back to back with that character, you gain an asset on defense rolls. Minor Effect Suggestions: You’ve gained the higher ground by climbing up on something nearby- granting you an asset. Major Effect Suggestions: You’ve intimidated your foe into surrender. Gm Intrusion: Something one of the other PC’s says or does is “bad luck”, and you suffer +1 difficulty on all rolls next round due to a lack of confidence. Tier 1: Scallywag. You are trained in seafaring and acrobatics tasks. Seafaring includes: fishing, sailing, swimming, rope use, and navigation at sea. Enabler. Tier 2: Sea Legs (3 Speed points). Years at sea have made you adept at moving and acting fast. Instead of merely moving Immediate distance during your turn while taking an action, you may move up to Short distance. Enabler. Tier 3: Fame/Infamy. You may choose one of the following options:  Your quick wit and reputation as a trader or smuggler grants you an asset on all interaction rolls relating to haggling and commerce. Enabler.  Your glare as well as your reputation as a pirate or raider grants you an asset on all interaction rolls relating to intimidation and threats. Enabler. Tier 4: Master of the Seas. You are specialized in seafaring and acrobatics tasks. Enabler. Tier 5: Cannoneer. You are trained in the use of ranged weapon Numenera. Enabler. Tier 6: All Hands On Deck (4 Intellect points). You rally your crew (the other PC’s), granting all of them who can see or hear you an asset on their next attack roll. This may only be used once per hour. Action.
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Pits and Perils: Unearthed Secrets By: James T. Hook Skeleton and Bear Art: Guillaume Jentey Copyright © 2019 James T. Hook All rights reserved. This book or any portion thereof may not be reproduced or used in any manner whatsoever without the express written permission of the publisher except for the use of brief quotations in a book review or scholarly journal. Tables of Contents Chapter I: Character Creation…………………4 Chapter II: New Heritages and Archetypes...…14 Chapter III: Additional Things……….………18 Chapter IV: New Magical Items…………..…20 Chapter V: Judge Advice……………......……21 Chapter I: Character Creation 10. Choose two Abilities Ability Actions Strength bend bars, lift gates, etc. Intelligence know legends, lore, etc. Dexterity climb walls, stealth, etc. Wisdom detect lies, find clues, etc. Constitution withstand adversity, etc. Charisma lead, persuade others, etc. All characters can attempt anything but chosen abilities determine what the character excels at. Any actions falling under said attributes receive a +1 bonus to the roll. STRENGTH relates to physical prowess. All characters are strong to some extent, but only some characters are mighty. The character may attempt feats of great strength, like forcing open a stuck door, etc. DEXTERITY is a measure of speed, balance, and coordination. Fast characters can attempt to hide, sneak, and steal small objects, like a coin purse. However, this may not be possible in metal armor and/or shields. WISDOM means empathy and intuition. Players must still rely on their own judgment. However, wise characters might notice things others miss, like fresh tracks or knowing when someone is lying to them. CONSTITUTION indicates health and well-being. Hardy characters can hold their breath and swim rough waters, etc. The bonus of (+1) can apply to saving dice against things like disease and/or poison. CHARISMA is charm and leadership ability. Players should always act out their personal interactions. However, leaders can attempt to influence others and even. 2. Choose Heritage Human Humans are the most versatile and prominent race in the world. ● Gain +2 bonus xp per encounter ● Have no restrictions Dwarves Dwarves are a race of short, stocky underground people. They stand 4’ tall and live in the mountains, where they mine the earth and fashion items of exquisite beauty. Dwarves prize gold and tend to be greedy. In fact, gold is the reason most leave home in the first place. For all this, dwarves are lawful and value personal honor above all things. To outsiders, they appear stubborn. They possess the following traits; ● +1 to all Saving Dice ● +2 against all manmade traps ● Due to the Dwarves living underground, they can identify unsafe construction one-third of the time (1-2 in 1d6). This includes mechanical traps and natural hazards, like knowing when a ceiling might collapse ● See in Darkness (except magical light) out to 30’ though torchlight negates this. ● They speak their own language and the tongue of Man ● Dwarves can can only choose the Cleric, Shadow Guard, Fighter, or Barbarian Archetypes Hill Dwarves Hill Dwarves stand 3’ tall, being shorter than their cousins and not so greedy and violent. They have long since abandoned their mountain dwellings and possess the following traits; ● +1 to all Saving Dice ● +2 against disease or poison ● Their small size allows them to hide, even heavily armored, with only a 1 in 1d6 chance of detection if they remain perfectly still and make no noise ● Hill Dwarves can only choose the Cleric, Shadow Guard, Fighter, or Barbarian Archetypes Elves Elves are a race of slender, graceful, forest dwellers. They stand 5’ tall and have pointed ears. Elves are immortal, or nearly so, and they often seem detached from mortal concerns. In truth, their longevity gives them unique insight, and they are innately good and wise. Elves are usually neutral, but only because they can see the big picture. They possess the following traits; ● All elves cast spells as a 1st Level Magician, although spell duration and effect do not approve (Unless they are a Magician). They can either learn a new spell every third level or gain an additional spell point. ● They can identify the presence of magic one-third of the time (1-2 in 1d6) if within 30’. ● They speak their own language and the tongue of man, if the Referee allows it; they can communicate with woodland creatures as well. ● Elves can only choose the Fighter, Magician, or Necromancer Archetypes Wood Elves Wood Elves are a shy and secretive race. They possess the following traits; ● Wood elves do not possess the innate magic of their kin; instead they are blessed with greater speed. They get +1 to all ranged attacks. In addition, they can they can fire a volley of arrows and split the damage between multiple targets in range. ● Elves are exceptionally good at hiding and moving undetected, they gain +1 to all Stealth related rolls every third level ● They speak their own language and the tongue of man, if the Referee allows it; they can communicate with woodland creatures as well. ● Wood Elves cannot can only choose the Fighter, Thief, or Corsair Archetypes 3. Class All characters are considered ADVENTURERS and follow the below progression: EXP LVL HP Total SP/FP Total* 0 1 10 2/1 50 2 11 - 110 3 12 4/2 190 4 13 - 290 5 14 6/3 410 6 15 - 550 7 16 8/4 710 8 17 - 890 9 18 10/5 1090 10 19 - *Magicians/Clerics gain Spell or Faith points respectively if that archetype is chosen. 4. Choose Archetype Cleric As fighting priests, clerics possess the following abilities: ● Wear full armor and shield ● Only wield blunt weapons (no bows) ● Perform miracles of Cure Disease, Heal, and Ally as the Magician spells of the same name. These cost Faith Points. Attempt to turn undead equal to their level ● At 7th level can attempt to resurrect the dead ● Can be a Monk Instead (No armor or shields, bare hands or quarterstaff only, can fight ambidextrously without have the Dexterity ability, Monks cannot turn undead or resurrect but at 3rd level they gain two attacks per round) Monk Monks are individuals that have mastered the ancient and mystic arts of martial arts. • Cannot wear armor or use shields • Wield only bare hands or a quarterstaff with a +1 to damage • At 2nd, 4th, and 6th levels, they gain +1 armor as their body hardens with mystical energy • At 3rd level gain an addition attack Fighters Fighters are men-at-arms. ● Wear full armor and shield ● Wield all weapons at +1 to attack dice ● At 3rd level gain an additional attack per turn and choose a combat maneuver (then an additional combat maneuver for every third level) Barbarians • Wear leather armor • Wield all weapons at +1 to attack dice • At 3rd level gain an additional attack per turn and choose a combat maneuver (then an additional combat maneuver for every third level) • Begin play knowing the Berserk Maneuver – resisting all magical attacks and adding +1 damage at maximum duration per level. Magicians Magicians are powerful spell casters. ● Cannot wear armor or use shields ● Wield only a dagger or quarterstaff ● Cast spells by spending Spell Points, they begin knowing 4 spells and learn an additional spell every 3rd level. ● Use Staves and Wands ● At 7th level can craft magical items and brew potions Thieves Thieves are scoundrels. They hide, sneak, and steal when the opportunity presents itself. However, their skills are in high demand, so they often join adventuring parties. ● Can only wear leather armor and can’t use a shield. They can only fight with light weapons such as daggers, clubs, slings, and blowguns ● At 3rd level and every third level after they gain a +1 bonus to Stealth, Disable/Find traps, and pick pocket. ● Possesses the ability to attack for double damage (backstabbing) when they are behind their opponent or when they catch their opponent unawares. Corsair These are daring pirates and highwaymen. ● Can only wear leather armor and can’t use a shield. They can only fight with light weapons such as daggers, clubs, slings, swords, and blowguns ● At 3rd level gain an additional attack per turn ● Gain the use of the Dodge and Parry maneuvers 5. Choose Cosmic Bondage ● Law ● Chaos ● Neutral 6. Record Starting Gold and Equipment All characters start with a backpack, bedroll, 1 weeks’ worth of rations, and a single weapon of the player’s choice. They also get 1d6×10 gold pegs (GP) to cover additional needs, like armor or a pack mule. Of course, players are free to pool their money for group purchases. Chapter II: New Heritages and Archetypes New Heritages Ursine Ursines are a race of intelligence bears that are capable of speech and critical thinking. They appear as large normal bears with coats of varying shades of brown, grey, and black. They possess the following traits; ● +2 for all rolls involving scent ● +2 for all saves against poison and disease ● They cannot wield weapons and all armor has to be specially crafted which increases cost ● They speak their own language and the language of Man ● Ursines can only choose the Fighter or Barbarian Archetypes (they can make use of all combat maneuvers except those requiring a shield) Drakes Drakes are distant cousins to the true dragons. Their independent nature and fondness for befriending other races sets them apart from their more aloof relatives. They have created their own society separate from other dragonkin but tend to share lands with their relatives. Drakes appear to be smaller versions of their giant relatives (at full grown, they are slightly larger than a horse drawn cart). They are winged, scaled, tailed, quadrupeds with great variations in color and frill/horn adornments. • They are unable to wear armor, but their scales are hard as iron and provide a natural armor bonus to equal to plate mail (+3) • They are unable to wield weapons, but their teeth and claws can inflict damage • They can fly at 30’ • They possess a breath weapon (element of choice) that can damage all foes within range • Drakes can only choose to the Fighter, Magician, or Necromancer Archetypes Moon Folk The Moon Folk are a curious and far flung group of small humanoids that have the strange ability to turn into a house cat. They tend to possess cat like personality traits such as aloofness and curiosity. No one really knows their true origins but there are rumors of ancient Fae intervention or even the magic that creates a Magicians familiar gone wild. ● See in Darkness (except magical light) out to 30’ though torchlight negates this ● They possess the luck of a cat. If any roll comes up double 1’s (snake eyes) they can immediately reroll and must except the new result ● At will, the Moon Folk can transform into a normal house cat and back into their humanoid form. This transformation takes one turn to complete and their gear does not transform with them ● Moon Folk can only choose the Thief, Corsair, Magician, and Necromancer Archetypes New Archetypes Necromancer Power corrupts but power over life and death corrupts absolutely. Necromancers are Magicians who have discovered a way to rend the veil between our world and the spirit world as easily as one swat a cobweb out of their face. Most Necromancers are dark and twisted souls that follow their own ambitions or serve more powerful masters, but some Necromancers use their unique gifts for other purposes. These Necromancers are known as Animators and rumor has it that they ask the spirit for permission before they are forced into servitude. All Necromancers possess the following abilities: ● Cannot wear armor or use shields ● Wield only a dagger or quarterstaff ● Cast spells by spending Spell Points, they begin knowing 2 spells and learn an additional spell every 3rd level. One of their beginning spells is required to be Mort. ● At 2nd level and every even level afterward, the minions from the Mort spell gain a level ● Use Staves and Wands ● At 7th level can craft magical items and brew potions Shadow Guards These dark beings were once Clerics, a Champion of the Gods. For reasons known only to them, they have fallen from grace and were able to wrestle some of their divine power free from when their Gods forsaken them, but that power is a twisted reflection of its former self. They travel the lands following their own ambitions. All Shadow Guards possess the following abilities; • Wear full armor and shield • Only wield bladed weapons (no bows) • Perform miracles of Jinx, Bolt, and Mist as the Magician spells of the same name. These cost Faith Points. • Attempt to control undead equal to their level • 7th level gain access to the spell Mort Chapter III: Additional Things Experience Instead of counting big numbers and doing a lot of math, 1-4 experience points are issued per encounter/completion of quest/social roleplay/etc. Death Whatever final blow the character takes to reduce them to zero hits (if additional damage from the final blow would put them in negatives, they do not drop past zero hits) they fall unconscious are unable to act. Any further damage taken causes them to make an immediate saving throw modified by Constitution.1 On a failure they die and can be either resurrected or if the referee permits, make a deal with Death. If the roll succeeds, then are considered wounded and lose access to an attribute until healed of ¼ hits. Further damage causes additional saves with the same results. Bugbears Bugbears can hide under any bed regardless of size. Red Shirts, Henchmen, Villains Foul, and Unspeakable Horrors Red Shirt level opponents are TN 7 and only have one hit. Henchmen level opponents are TN 7 and have 2-6 hits. Trained Combatants are TN 9 and have hits appropriate to their Hit Dice. Unspeakable Horrors are TN 12 and have hits appropriate to their power. All characters are considered Trained Combatants. Below is the table for quick reference: Level Att ack TN Size * Damage** Hits 1-3 (Red Shirts) +1 7 M - 1 4-6 (Henchmen) +2 7 M - 2-6 7-9 (Trained Combatants) +3 9 L +1 Per Level 10-12 (Unspeakable Horrors) +4 12 H +2 Appropriate to their Power *Not always a factor, more for monstrous foes **Only applies to natural weapons such as teeth and claws Two-Weapon Fighting Characters who wish to fight with two light weapons (or one light and one medium) gain +1 to hit. Two-Handed Weapons These deal +1 damage. Dramatic Systems All noncombat Actions (including saves) Roll 2d6 + Modifiers vs. TN of 7 All Combat Actions Roll 2d6 + Modifiers vs. TN of 7/9/12 ● Result of 9-11 deals 1 Hit before bonus damage (if any) ● Result of 12 deals 2 Hits before bonus damage (if any). If fighting an Unspeakable Horror, a result of 12 only does 1 hit naturally. Chapter IV: New Magical Items Sunblade The art of making these blades have been lost to time. Each one appears to be freshly pulled from a blacksmiths forge as the blades glow like molten iron. These blades can cut through the strongest stone and metals which allows them ignore armor. With each point of damage dealt the armors rating is permanently reduced by one until destroyed (magical armor gets a save). Oblivion Belt This heavy old leather belt is adorned with chains that ends in vicious hooks. The wearer of this belt can will chains to shoot out of the shadows to attack anyone within sight. The wearer gains +1 to attack dice and the belt allows the wearer to attack twice with the chains regardless of Archetype or level. Ring of Squeaks This ring allows the wearer to turn into a mouse and back again at will. All items are transformed a long with the wearer. Gloves of Daggers These unassuming fingerless leather gloves allows the wearer to create an unlimited number of daggers. Amulet of the Ghoul This allows the wearer to transform into a ghoul with all of the benefits. Chapter V: Judge Advice Players and their Characters Pits and Perils is a roleplaying game about fantastical adventures in far off lands with a backdrop of medieval fantasy where anything is possible, but it is more than that. It is about creating stories at the table between the players and the Judge. It is about the interpersonal interactions between the characters and their world. It is about the questions and experiences that arise when dealing with human nature in unusual situations. It is about ethics, teamwork, love, and hard choices. All of this is the true soul of the game. So, you have read all of this and you are probably thinking that sounds interesting but how can you bring out these aspects when it is common for players to show up with a character that has already been created with more stats then flavor. The easiest way to accomplish this is for you to use the following techniques: 1. Character creation takes place at the table with everyone present from start to finish. Players should take turns first discussing their character concepts, discuss background information, discuss possible flaws, then each character should decide how they know some of the other characters - each character can have a maximum of two connections with their fellows - do not leave anyone out (this should be recorded on the character sheet), and finally each player should follow the character creation process in regards to mechanics. 2. During the game, the Judge should strive to create stories or encounters from the backgrounds of the characters, their connections, and what they want. At the end of every session the Judge should ask every player what their character wants to do and/or would be doing in their given situation. The Judge needs to use these answers to help shape the next session. 3. Let the characters go off and do their own thing. Do not warn them about impending dangers or try to railroad them into the session that was pre-designed. Characters tend to create their own situations and get themselves into plenty of trouble all on their own. Due to Pits and Perils being rules light, it is easy to create things on the fly. 4. After the first session, encourage the players to write up a backstory for their characters. Give them the following questions for help with this: ✓ What does your character look like? ✓ What was your character’s family like? ✓ What motivated your character to become an adventurer? ✓ Does your character have any secrets? ✓ Does your character have any love interests? ✓ Are there any specific tragedies that have seriously impacted you character? ✓ Where did or does your character live? ✓ Does your character carry any good luck charms or have a trinket that has sentimental value? ✓ What is your character’s personality like? ✓ What is your character afraid of? ✓ Does your character have any enemies? The Golden Rule If a character is supposed to be good at something and there is no need for drama or a chance of failure at something let them succeed at what they are good at without a dice roll. If a character has a strong backstory in regard to cooking, leatherworking, making rocking chairs or whatever, let the character succeed and be fully competent in the task. The thing to remember with any idea or action is that if there is no need for a chance of failure or other drama no dice need to be rolled, let the players role play it out Pits & Perils Open Supplement License v1.0 The following Open Supplement License governs the reproduction and distributing of materials compatible with the Pits & Perils role-playing game by Olde House Rules. By copying, modifying and/or distributing supplemental materials, you agree to be bound by the terms of this License. 1. Application This License applies to any supplemental materials designed for, and compatible with, the Pits & Perils game reproduced and distributed by individuals or entities other than Olde House Rules. 2. Definitions "Copyright Notice" means the copyright notice applying to Pits & Perils. "Distribute" or "Distributing" means to reproduce, display, transmit or otherwise distribute by any medium and/or in any form, whether gratis, for a direct or indirect fee, or any form of exchange. 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textdata/thevault/Pits & Perils (osr)/Pits & Perils Supplemental/Pits & Perils Unearthed Secrets.pdf
GP Starting GP Lifestyle � None � Standard (12 gp x TU) � Rich (50 gp x TU) � Luxury (100 gp x TU) Lifestyle Cost Other Coin Spent Total Coin Spent - GP GP Spent GP Subtotal + GP GP Gained GP Subtotal + GP GP Gained GP Subtotal - GP GP Spent GP FINAL GP TOTAL Items Sold Total Value of Sold Items Add ½ this value to your gp value Items Bought Total Cost of Bought Items Subtract this value from your gp value XP Starting XP - XP XP lost or spent XP Subtotal + XP XP Gained FINAL XP TOTAL XP TU Starting TU 3 or 6 TU TU Cost - TU Added TU Costs TU REMAINING ITEMS FOUND DURING THE ADVENTURE Cross off all items NOT found Adventure Record# 597 CY A D V E N T U R E L E V E L O F P L A Y (CIRCLE ONE) APL 2 max 675 xp; 675 gp APL 4 max 1,013 xp; 975 gp APL 6 max 1,350 xp; 1,350 gp APL 8 max 1,688 xp; 1,950 gp APL 10 max 2,025 xp; 3,450 gp APL 12 max 2,363 xp; 4,950 gp APL 14 max 2,700 xp; 9,900 gp Favor of the divine: For valor in battle in the defense of Sunndi, one of the Gods grants you a boon. Circle the boon of your choice when receiving the AR. Your bravery has earned you 1 use of the granted ability. Using a boon requires a standard action. Tritereon: freedom of movement, 20th caster level. Pelor: maximized mass cure critical, 20th caster level (52hp healing). Heironeous: greater heroism, 20th caster level. Eliastraiir: summon nature’s ally IV (1 unicorn), 20th caster level. Samryntar: Free stoneskin, 20th caster level, 150 hp. Recognition Points: Promotion Points: Decoration Points: [Members of a Sunndian military organization can divide these points over the two categories with a minimum of 1/3rd of the points in a category. Civilians gain only 1/2 points and can only place these points in the decoration category. All decoration points spend up until this point must be spend on the decorations on the decoration AR.] Defender of the Free Races: This simple silver ring is decorated with a wave-like pattern and the shield of Sunndi. The ring can be recognized with a DC 15 Knowledge (history) check. Members of the Sunndian military or its affiliated organizations may replace this with a Profession (soldier) check. It gives a +2 circumstance bonus on checks made to influence NPCs as long as the NPC recognizes its significance (and is not hostile towards Sunndi). This stacks with bonuses provided by other decorations. In addition you gain a –5 circumstance penalty with Bluff and Diplomacy checks with Wastrians and bullywugs if they spot the ring. If there is an equal choice between you and other targets, they always pick you. Only PCs who fought in at least two of the following battles gain this ring: SND7-01M Unexpected Enemies, SND6-02M Muddied Future, SND5-01M Land of Confusion, SND4-06 Bren’s Men, and TSS4-06 Wind Reaping. Favor of the down to earth: In recognition of your bravery in the Siege of Pitchfield, the state of Sunndi grants you free luxury upkeep within its borders for 1 year from the date on this AR. Event: _________________________________ Date: __________ DM: _____________________________________________________ Signature RPGA # Play Notes: � Gained a level � Lost a level � Ability Drained ______________ � Died � Was raised/res’d � Was reincarnated This Record Certifies that __________________________________________________ Character Name Classes and Levels __________________________________________________ Player Name RPGA # Has Completed SND7-02M – Battle of Pitchfield A Regional Adventure Set in the kingdom of Sunndi _________________________________________ _________________________________________ Home Region________________________
textdata/thevault/Living Greyhawk/Modules/Sunndi/597/Interactives/SND7-02M - Battle of Pitchfield (APL 2-14)/SND7-02M - Battle of Pitchfield AR.pdf
GP Starting GP Lifestyle � None � Standard (12 gp x TU) � Rich (50 gp x TU) � Luxury (100 gp x TU) Lifestyle Cost Other Coin Spent Total Coin Spent - GP GP Spent GP Subtotal + GP GP Gained GP Subtotal + GP GP Gained GP Subtotal - GP GP Spent GP FINAL GP TOTAL Items Sold Total Value of Sold Items Add ½ this value to your gp value Items Bought Total Cost of Bought Items Subtract this value from your gp value XP Starting XP - XP XP lost or spent XP Subtotal + XP XP Gained FINAL XP TOTAL XP TU Starting TU 1 TU TU Cost - TU Added TU Costs TU REMAINING ITEMS FOUND DURING THE ADVENTURE Cross off all items NOT found APL 2 � Wand of cure light wounds* (Adventure, DMG) � Halfling skiprock (Regional, Races of the Wild) � Halfling war sling (Regional, Races of the Wild) APL 4 (all of APL 2 plus the following) � Vest of resistance +1 (Adventure, Complete Arcane) � Safewing emblem (Regional, Races of the Wild) APL 6 (all of APLs 2-4 plus the following) � +1 light fortification full plate (Adventure, DMG, 5,650 gp) � Cloak of elemental protection (Adventrue, Miniatures Handbook) APL 8 (all of APLs 2-6 plus the following) � Vest of resistance +2 (Adventure, Complete Arcane) � Cloak of elvenkind (Adventure, DMG) APL 10 (all of APLs 2-8 plus the following) � +1 flaming greatsword (Adventure, DMG, 8,350 gp) � Slippers of spider climbing (Adventure, DMG) APL 12 (all of APLs 2-10 plus the following) � +1 moderate fortification full plate (Adventure, DMG, 17,650 gp) � Periapt of Wisdom +4 (Adventure, DMG) Adventure Record# 596 CY A D V E N T U R E L E V E L O F P L A Y (CIRCLE ONE) APL 2 max 450xp; 450gp APL 4 max 675xp; 650gp APL 6 max 900xp; 900gp APL 8 max 1,125xp; 1,300gp APL 10 max 1,350xp; 2,300gp APL 12 max 1,575xp; 3,300gp � Favor of Larna Shallowrose: For your help in investigating the disappearance of her sister, Larna Shallowrose will increase the enhancement on any one weapon by +1 (you must pay the difference in cost). Alternatively, she will repair for free any one sundered weapon (including the restoration of all magical enhancements), assuming all the pieces of the weapon can be provided to her. Cross off this favor when used. � Stick of the Soldier: Members of the Standing Army of the Shield Lands meta-organization may treat items below marked with an asterisk (*) as Regional access. � Thanks of the Leathercrafters: For uncovering the foul murder of Bobero, the Leatherworker’s Guild has offered to add the beastskin (CV) enchantment to any one suit of armor (you must pay the difference in cost). Cross off this favor when used. � A Painful Discovery: After suffering damage inflicted by an ooze at the old Admundfort Forge, you have developed a painful scar. For the next three adventures until it fully heals, you suffer a -4 penalty to all Charisma- based checks. However, during that time a bit of the arcana that infused the ooze resides in you: you may use summon monster I as a spell-like ability once per adventure (caster level 10). The scar and all its effects may be removed by a remove curse (CL10). This Record Certifies that _______________________________________________ Played by____________________________________________ Player RPGA # Has Completed Cricket on the Hearth A Regional Adventure Set in The Shield Lands Event: _________________________________ Date: ________ DM:___________________________________________________ Signature RPGA # Play Notes: � Gained a level � Lost a level � Ability Drained ______________ � Died � Was raised/res’d � Was reincarnated _________________________________________ _________________________________________ Home Region______________________
textdata/thevault/Living Greyhawk/Modules/Shield Lands/596/Normal Scenarios/SHL6-04 - Cricket on the Hearth (APL 2-12)/SHL6-04 - Cricket on the Hearth AR.pdf
NYR6-S01 Making Your Marque A One-Round Dungeons & Dragons® Living Greyhawk™ Introductory Adventure set in Nyrond Version 1.0 by Torry Steed and Tom Kee Triad Reviewer: Tom Kee Additional Reviewer: David Howard Playtesters: Jocelyn Eisenhour, Tiffany Glenn-Hall, Andrew Harasty, Dianna Hildreth, Pat McGrath, Shannon McGrath, John Ruff, Susan Ruff, Brett Turney, Stephanie Zuiderweg. With the blockade broken and the Black Prince's control finally removed, Nessermouth has begun to return to normal. A new mayor is in place, a new sheriff as well, and Admiral Mantus has sent a new commander to oversee the 1st fleet until he himself moves back. It's almost like a brand new start to the town and a good place for new adventurers to start their careers. Especially those who like to be near or on the water. If only the weather would just clear up. That storm on the horizon is certainly going to take its toll on the shipping lanes. A one-round Introductory adventure set in Nyrond for 1st level characters only (APL 2). Part One of the "Relmor Bay" series. Resources for this adventure [and the authors of those works] include NMR5-05 Winds of Change [Susan Ruff and Eric Brittain], NYR5-03 For the Duchess of Woodwych [Robert Moon], NYR5-07 Road to Rel Mord [Rene Ayala, John Jenks, and Tom Kee], NYR5-I04 Velvet Glove, Iron Fist [Robert Moon], WGR4 The Marklands [Carl Sargent], and the Nyrond web site Gazetteer (nyrond.org) [various]. Based on the original DUNGEONS & DRAGONS ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 This is an official RPGA ® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, PLAYER’S HANDBOOK, DUNGEON MASTER’S GUIDE, AND MONSTER MANUAL ARE TRADEMARKS OF WIZARDS OF THE COAST, INC, IN THE US AND OTHER COUNTRIES. THIS MATERIAL IS PROTECTED UNDER THE COPYRIGHT LAWS OF THE UNITED STATES OF AMERICA. ANY REPRODUCTION OR UNAUTHORIZED USE OF THE MATERIAL OR ARTWORK CONTAINED HEREIN IS PROHIBITED WITHOUT THE EXPRESS WRITTEN PERMISSION OF WIZARDS OF THE COAST, INC. THIS PRODUCT IS A WORK OF FICTION. ANY SIMILARITY TO ACTUAL PEOPLE, ORGANIZATIONS, PLACES, OR EVENTS IS PURELY COINCIDENTAL. © 2005 WIZARDS OF THE COAST, INC. Visit the LIVING GREYHAWK website at www.rpga.com. RPGA® SANCTIONED PLAY Most likely you ordered this adventure as part of an RPGA even from the RPGA website, or you received it from your senior gamemaster. To play this adventure as part of the LIVING GREYHAWK campaign—a worldwide, ongoing D&D® campaign set in the GREYHAWK setting—you must sanction it as part of an RPGA event. This event could be as elaborate as a big convention, or as simple as a group of friends meeting at the DM’s house. To sanction an RPGA event, you must be at least a HERALD-LEVEL™ gamemaster. The person who sanctions the event is called the senior gamemaster, and is in charge of making sure the event is sanctioned before play, runs smoothly on the date sanctioned, and then reported back to the RPGA in a timely manner. The person who runs the game is called the table Dungeon Master (or usually just DM). Sometimes (and almost all the time in the cases of home events) the senior gamemaster is also the table DM. You don’t have to be a HERALD-LEVEL GM to run this adventure if you are not the senior GM. By sanctioning and reporting this adventure you accomplish a couple of things. First it is an official game, and you can use the AR to advance your LIVING GREYHAWK character. Second player and DMs gain rewards for sanctioned RPGA play if they are members of the DUNGEONS & DRAGONS REWARDS program. Playing this adventure is worth two (2) points. This adventure retires from RPGA-sanctioned play on December 31, 2007. To learn more about the LIVING GREYHAWK character creation and development, RPGA event sanctioning, and DUNGEONS & DRAGONS REWARDS, visit the RPGA website at www.rpga.com. Players Read No Farther If you are planning on playing this adventure, stop reading now. The rest of the information in this adventure is for the DM only. If you read farther than this section, you’ll know too much about its challenges, which kills the fun. Also, if you’re playing this adventure as part of an RPGA- sanctioned event, reading beyond this point makes you ineligible to do so. Preparing for Play To get the most out of this adventure, you need copies of the following D&D rulebooks: Player’s Handbook, Dungeon Master’s Guide, and the Monster Manual. Throughout this adventure, text in bold italics provides player information for you to paraphrase or read aloud when appropriate. Sidebars contain important information for you, including special instruction on running the adventure. Information on nonplayer characters (NPCs) and monsters appear in abbreviated form in the adventure text. Full information on NPCs and monsters are given in Appendix 1. For your convenience, that appendix is split by APL. Along with this adventure you’ll find a RPGA Session Tracking sheet. If you’re playing this adventure as part of an RPGA-sanctioned event, complete and turn in this sheet to your senior GM directly after play. You’ll also find a LIVING GREYHAWK Adventure Record (AR). Living Greyhawk LEVELS OF PLAY Because players bring their own characters to LIVING GREYHAWK games, this adventure’s challenges are proportionate to the modified average character level of the PCs participating in the adventure. To determine this modified Average Party Level (APL) follow the steps below: 1. Determine the character level for each of the PCs participating in the adventure. 2. If PCs bring animals that have been trained for combat (most likely dogs trained for war), other than those brought by virtue of a class ability (such as animal companions, familiars paladin’s mounts) or the warhorse of a character with the Mounted Combat feat, use the sidebar chart to determine the number of levels you add to the sum of step one. Add each character’s animals separately. A single PC may only bring four or fewer animals of this type, and animals with different CRs are added separately. # of Animals Mundane Animals Effect on APL 1 2 3 4 1/4 & 1/6 0 0 0 1 1/3 & 1/2 0 0 1 1 1 1 1 2 3 2 2 3 4 5 3 3 4 5 6 4 4 6 7 8 5 5 7 8 9 6 6 8 9 10 CR of Animal 7 7 9 10 11 NYR6-S01 Making Your Marque Page 2 3. Sum the results of step 1 and 2, and divide by the number of characters playing in the adventure. Round up to the nearest whole number. 4. If you are running a table of six PCs, add one to that average. Throughout this adventure, APLs categorize the level of challenge the PCs face. APLs are given in even-numbered increments. If the APL of your group falls on an odd number, ask them before the adventure begins whether they would like to play a harder or easier adventure. Based on their choice, use either the higher or the lower adjacent APL. APL also affects the amount of experience and gold a PC can gain at the end of the adventure. If a player character is three character levels or more either higher or lower than the APL at which this adventure is being played, that character receives only one-half of the experience points and gold for the adventure. This simulates the fact that either the PC was not challenged as much as normal or relied on help by higher-level characters to reach the objectives. Furthermore, a PC who is four or more levels higher than the highest APL supported by the adventure may not play the adventure. LIVING GREYHAWK adventures are designed for APL 2 and higher. Four or five 1st-level characters may find the challenge of an APL 2 adventure difficult. Suggest the following to these groups to help increase their chances of success: 1. Enlist a sixth player. 2. Advise characters to buy riding dogs to help protect them and fight for them. TIME UNITS AND UPKEEP This is a standard one-round regional introductory adventure, set in the Kingdom of Nyrond. Characters from the Kingdom of Nyrond pay one (1) Time Unit per round, while all other characters pay two (2) Time Units per round. Adventurer’s Standard Upkeep costs 12 gp per Time Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury Upkeep costs 100 gp per Time Unit. Characters that fail to pay at least Standard Upkeep will retain temporary ability damage until the next adventure, must buy new spell component pouches and healer’s kits, and may suffer other in-game penalties (or possibly gain in- game benefits) as may be detailed in this adventure. A character that does not pay for at least Standard Upkeep may also avoid the above- described penalties by living off the wild. If the character possesses four or more ranks in the Survival skill and succeeds at a DC 20 Survival check, the character will heal temporary ability damage as if he or she paid for Standard Upkeep, may refill spell component pouches and healer’s kits, and may restock up to 20 arrows or bolts if the character has at least four ranks in Craft (bowmaking). The player is allowed to Take 10 on this roll. More information about Lifestyle and Upkeep can be found in the “Lifestyle and Upkeep” section of Chapter 3 of the Living Greyhawk Campaign Sourcebook. ADVENTURE BACKGROUND The Coup On the 1st of Fireseek, 595 CY, the Black Prince Sewarndt Nehron successfully captured Rel Mord and with it the throne of Nyrond. Sewarndt used powerful magic to redirect the gate at Onyxgate. With the gate shifted, he marched his army directly into the streets of Rel Mord and bypassed all the security. In a matter of hours, the city had fallen and the royal family had fled. Sewarndt took over the running of the country after spreading the word that Lynwerd had abdicated the throne. Vote of Legitimacy As Sewarndt set about solidifying his claim to the throne, he called for a vote of legitimacy from the Council of Lords (the landed dukes and counts of Nyrond). Woodwych, Mowbrenn, Orberend, Flinthill, and Gamboge voted against Sewarndt's legitimacy, and Eventide, Brackenmoor, Korenflass, Almor, and Womtham voted in favor of Sewarndt. Woodverge, being merely a protectorate and having no leader, did not vote. Therefore, Sewarndt's vote of legitimacy resulted in a tie! Sewarndt was forced to cast the tie-breaking vote as the official leader of Justcrown Province. The vote of legitimacy, therefore, passed. But barely. Beremen’s Plan Is Hatched Sewarndt voting for himself in order to break the tie certainly diminished the value and symbolism of the vote. Soon thereafter, in contemplating how he might help the Emperor and increase his own political power, Count Romadnen Beremen remembered a woman named Jinelle approaching him almost a year earlier about her child being the heir to the ducal seat of Woodwych. If this were NYR6-S01 Making Your Marque Page 3 true, Beremen considered it an opportunity to swing the vote of legitimacy more heavily in favor of Sewarndt. Thus, the Count of Brackenmoor began executing a plan. Before contacting Sewarndt, Beremen first had a diviner find out if Jinelle’s baby was, indeed, the son of Adrean Talnith. The answer came back in the affirmative. Next, the Count tracked down the half-elf lass at the tavern at which she worked and told her he was willing to help her secure her son’s birthright. When Beremen realized Jinelle now harbored ill feelings towards Verin, he became even more emboldened in his plan. The Count moved Jinelle and her child into his estate and showered her with lavish gifts befitting a woman of stature. The quid pro quo was unabashedly obvious, yet Jinelle had little problem becoming the repulsive Count’s mistress if it meant Verin’s undoing. When they were sharing a meal a few nights later, Beremen tested the waters further, hinting, “Wouldn’t it be terrible if something were to ever happen to Verin?” Jinelle thought for a moment and then replied, “Most unfortunate, indeed. I, of course, would fulfill my duty and rule Woodwych as Duchess Regent until my son came of age.” “Just as Sewarndt has graciously stepped up to rule after his brother’s abdication,” offered the Count. “Yes, I would rule just like Sewarndt has.” In the following days, Beremen began secretly plotting how he would arrange for the assassination of Verin and then reveal Adrean's baby to Sewarndt, hopefully finding great favor with the Emperor when Jinelle would reverse Woodwych's vote against Sewarndt on behalf of her son, the heir to the ducal seat of the Duchy. An Attempt on Verin's Life Within a few days, Beremen met with Estward Ventrose, the Count of Eventide. Estward was known among the scummier side of society as one of the most skilled rogues in the kingdom. Beremen proposed his assassination plan to Estward, hoping to tap into the rogue's extensive network of assassins and other dark figures in exchange for sharing the credit and goodwill from Sewarndt that would likely follow. The Count agreed, and arranged for a team of skilled assassins to kill Lady Woodwych. Two weeks later, the attempt was made but failed, as Verin had become more vigilant in her own security in the wake of Sewarndt taking the throne. Beremen became quite worried interrogations or divinations regarding the assassination attempt would lead back to Estward and himself. Estward, on the other hand, was quite confident the powerful masking magic used by the experienced assassins would ensure the two nobles' anonymity. Beremen remained unconvinced, though, and the Count of Brackenmoor decided to use Jinelle's baby— Verin's grandchild—as leverage. Verin’s Reprisal Verin Talnith, surviving the assassination attempt, incorrectly assumed that Sewarndt was behind it and decided that she needed to counterattack before other such attempts could be made. Realizing that the Counts of Brackenmoor and Eventide had voted illegally to legitimize Sewarndt, Verin began gathering her troops to march south and liberate Brackenmoor and Eventide in Lynwerd’s name. Declaring those counties protectorates of the Duchy of Woodwych, she could reverse the Vote of Legitimacy and undo Sewarndt politically. But before she could march, she needed to secure her grandchild’s safety. Again, Nyrond’s adventurers came to the aid of the Kingdom, rescuing Verin’s grandson and tipping the balance of the attack in the Duchess’ favor. With her grandson secured, the Duchess mustered her own militia and scattered members of the Ninth Legion in Adrean's Landing. The adventuring party also saved a windrider of the Sipharel elves, named Daethil, while on their mission. Grateful for his rescue and finally fed up with the increasing evil nature of Sewarndt, the Sipharel ended their stance of neutrality between the political factions of Nyrond and sent hundreds of archers and dozens of windriders to join the Duchess' army. While on the rescue mission, the adventuring party also befriended a pixie named Nittle. When he returned home to his village, the pixie elders decide to help the Duchess and they sent several hundred fey creatures to join the Duchess' army. The Duchess invaded Arnford and easily took the city. She then marched towards Beetu and asked the party of adventurers to make one more trip into the Gnatmarsh to destroy a large crystal shard that was being used to enthrall creatures of the swamplands. She feared a Witch of the Bright was using this to build a small army to attack her troops as they marched from Beetu to Callistor. Marching south, the Duchess arrived at Beetu and met her first major resistance in her war on the counties. Mercenary war trolls had taken defensive positions around Beetu to defend the NYR6-S01 Making Your Marque Page 4 capital. The Duchess sent strike teams out to neutralize these opponents as well as destroy other key defensive elements of the city. Her army subsequently invaded the city with little loss of troops. The Count of Brackenmoor, however, had fled the city to hide in Callistor. And so, the Duchess began her march towards Callistor and was relieved when the adventuring party returned from their secondary mission of destroying the enchanting crystal. The witch's troops would not attack the Duchess on the way to, or at, Callistor. The Duchess arrived at the walled city of Callistor. As before, she sent in strike teams before her army could begin the main assault. Missions included opening the city gate, neutralizing the anti-troop catapults, and capturing the temple. She successfully took the city, but the loss of troops was greater than in Beetu. During the battle, one of the adventurers 'accidentally' killed Romadnen Beremen, the Count of Brackenmoor, despite direct orders that he was to be taken alive. That adventurer was later banished from the Kingdom. The Duchess then marched on to Shantadern. This tiny city, by comparison, was nevertheless home to the strongest resistance. Few in numbers, the defenders of the city were big in stature. They included Xavnaklach, the very old black dragon from the Tilvanot Peninsula who had sired the breeding group called the Izali ("lesser filth" in Suloise), first mentioned in NYR4-02 In the Streets of Oldred. The strike teams were once again successful, though, in defeating the most powerful monsters, and the Duchess' army easily took the city, capturing the Count of Eventide in the process. Ultimately, the Duchess lost several thousand troops, but was otherwise victorious on all fronts. However, her southern march stopped there as she then turned her troops north toward Rel Mord, where she joined forces led by the no longer mad Duke Younard, General Osmeran, the shifty Duke Korenflass, and King Lynwerd himself in an all out assault against the demonic forces of the Black Prince. The Job was Not Quite Done The forces of troops and adventurers that gathered at the Battle of Rel Mord were ultimately successful in defeating the demonic and Hextorian troops. Emperor Sewarndt himself fell to the sword of his brother, but the fight was not completely over. While Sewarndt himself fell, some of his followers either avoided or escaped the Battle of Rel Mord and continue to trouble the land. The strongest remaining resistance came in the form of the blockade near the mouth of the Nesser River. One of Sewarndt’s lesser lieutenants, a man known as Mafisadi, was left in charge and decided he had no reason to give up on a good thing. Mafisadi blockaded river traffic for months, keeping vital supplies away from the Duchess of Woodwych and beyond. The blockade even began to drive up prices in Nyrond and her environs. After Sewarndt’s defeat, Mafisadi, in addition to maintaining the blockade, gathered the scattered remnants of Sewarndt’s troops in the Nesser region and carved out a small empire for himself along the Nesser River, with a capital in Nessermouth. His tax ships patrolled the river, collecting taxes from the merchant boats, and he continued to earn revenue from the blockade. Only the ships he permitted to pass by the blockade could do so, and then only after paying a hefty toll. Not only was the blockade draining revenue from the war weary country of Nyrond, it was also keeping critical rebuilding supplies from Nyrond’s people. Thankfully for the people of Nessermouth and Nyrond, merchants from the Duchy of Urnst decided to interfere and hired yet another group of adventurers to break the blockade. However, in a strange twist, a group of renegade Pholtan zealots, working under the orders of Zylinchin, the Fiendfinder-General and one time leader of the now defunct Valorous League of Blindness, beat the adventurers to the punch and blew up the ships of the blockade, slaying Mafisadi as a precursor to Zylinchin’s plans for Nyrond. Nessermouth Moves On With Mafisadi dead, and with neither the King nor the Duchess of Woodwych having appointed an official ruler as yet, the local merchants appointed Leemund Andresen, a somewhat notorious local merchant/smuggler, as Mayor of Nessermouth. Andresen has proven to be just the man for the job and shipping, of all sorts, has gotten back underway full swing. Still, he’s not a stupid man and knows that it’s only a matter of time until the King appoints a new Count of Eventide, who will, in turn, be looking for someone to rule in Nessermouth. Leemund hopes to play both sides of the fence in order to appeal to whomever the King appoints. NYR6-S01 Making Your Marque Page 5 ADVENTURE SUMMARY The adventure begins in Nessermouth at the close of business on market day. The calm afternoon is broken by the sound of a cracking tree limb and the scream of a child. The PCs will have the chance to prevent a tragic accident and save a young girl named Cassandra. Things take a dramatic turn when the PCs are approached by Crump, first mate of the Widowmaker, and offered a job hunting down a notorious Scarlet Brotherhood ship. The only encounter during the trip however is with a ghostly pirate ship. The privateers arrive in Uskarn without catching the Songbird and return to Nessermouth in disappointment. The PCs head over to Cassandra’s house and find the scene of a terrible murder. The entire family has been killed. The murderer left behind a deadly trap for anyone who searches the area. The only clues to the murder are in Atlan’s journal where he talks about investigating a strange body that washed up on shore a few days ago. The clues lead the party to the Gravedigger, Jacob, who spends most evenings at the Lustful Wench tavern. The Lustful Wench tavern is crowded with sailors and dockhands. A salty old sea dog entertains the crowd with a chilling ghost story and a lively sea shanty. A local bully tries to put the moves on the tavern girl but hopefully the PCs put a stop to it. The encounter likely ends in a huge bar brawl. Jacob is hopefully convinced to provide information about where he buried the body so the PCs can continue their investigation. The PCs make an evening visit to the graveyard where they can dig up the mysterious corpse and search for clues. The mist clears to reveal a ghostly woman who hopefully provides a good scare to the PCs before she soars off leaving lesser undead behind to deal with them. The story ends without any real answers about the murders but there are some clues. A scythe was used in all the killings and the dead sailor was clutching a slip of paper that said “Devil’s Pride” which is the name of a pirate ship in the area. The rest of the story is to be continued. PREPARATION FOR PLAY It is important to understand that the Relmor Bay series, while being about pirates and privateers, is at its heart a horror story. This module is meant to set the tone for the rest of the series and to take the PCs outside their comfort zone. Most encounters will not quite be what they seem. Friends will die. Some things, like the ghost ship, will come tantalizingly close to interacting with the PCs only to vanish into the mist. This module and this series may very well disturb the PCs and the players. That is its intention. This module should leave them feeling as though they have achieved little or nothing, and may very well frustrate them. All you can tell them is that it is only the beginning. In terms of preparation, it is important to understand the recent history of the area, presented in the Adventure Background, and the current state of the local area, presented in Encounter 2: Chasing the Songbird and in Appendix 2: Nessermouth and the Surrounding Area. Beyond that, simply make sure to read the mod and especially the combat tactics. Nothing in the mod is intended to be deadly, although the encounters, especially the final encounter, may very well seem so, and in fact should seem so to the PCs. It’s important that they get the feeling that they have gotten involved in something very dangerous and potentially over their heads. INTRODUCTION The PCs begin the adventure in Nessermouth on market day. They could be here for any number of reasons but are most likely just looking to replenish supplies before traveling on in search of adventure. A note about tone: This module has a rather dark tone compared to some LG modules. There is a terrible murder rather early on that even involves children. The intent is not to be graphic, but it is intended to be dark. The weather throughout the module is overcast and stormy. There is fog every evening and distant thunder. The storm never actually breaks so there isn’t any rain; it’s more about setting the mood that something dangerous is coming this way. It is late on market day in Nessermouth and the crowds have died down considerably. Some of the merchants have begun loading up their wares while others push even harder to sell off the last of their goods. You find yourselves in the company of several other new adventurers as you wander about. At this point allow the characters to introduce themselves to each other, as they would likely notice other adventurers in the crowd. NYR6-S01 Making Your Marque Page 6 ENCOUNTER 1: URCHIN IN A TREE As you near the center of the market a loud “crack” rips the air not far away. Everyone’s attention is drawn immediately to a large oak tree and the young child dangling precariously from a broken branch 20 feet up. The branch gives a bit more and the child let’s out a shriek of terror as everyone watches in disbelief. Pause here very briefly. The PCs have a chance to “interrupt” the boxed text to save the girl from falling. Anyone who states they would like to go forward and catch the child, cast feather fall, or do anything else within reason that would save the girl should be allowed to do so. Assume the PCs are 20 feet away from where the girl would land and that they can get there just in time for whatever they try to do. If they don’t interrupt after a second or two, continue with the following. The branch gives way and the child falls shrieking to the cobblestones below and lands in a crumpled heap on the ground, obviously seriously hurt. The girl, Cassandra, is about 9 years old, with a mass of short tangled hair. She is covered in grime and dirt and it’s difficult to tell if she’s a boy or a girl at first glance. She is wearing a simple cotton shirt and breeches. The fall has broken her leg and dropped her from a max of 4 hps to -3. The PCs can make a Heal check to stabilize her (DC 15) or use magic. A small crowd of onlookers gathers around her but nobody else is able to help. A moment or two after she is stable, her brother, Jeffery, comes running up to the scene. The small crowd parts as someone pushes their way forward. “Cas! Cas! Oh no!” yells a young boy as he takes in the scene. “Is she alright?” He asks everyone in general. “We’ve got to get her home. Father can help. This way, it’s not far, I can carry her!” Jeffery is 13 and very protective of his younger sister. He insists that they take her home immediately even if the PCs have fully healed her. If Cassandra is awake she will insist that someone save her cat, Urchin, from the tree. That’s what she was trying to do when she fell. The PCs can resolve saving the cat as they see fit (climb check DC 10, 20 ft. up), but Cassandra is inconsolable until the cat is safely out of the tree. Jeffery will wait impatiently while the cat is rescued if necessary. Their father’s house is not far. The parents greet everyone and show a great deal of concern for their daughter. Their father, Atlan, is a cleric of Pelor and will heal Cassandra with his magic if necessary. Her mother, Kynthia, is naturally very concerned about Cassandra and fusses over her even after she has been healed. The family is very grateful for the help of the PCs and insists that they come back for dinner tomorrow night so they can properly thank them. Development: At this point Crump, the first mate of the privateer sailing ship Widowmaker, arrives at the house. He heard what happened at the market and he’s looking for the adventurers that were seen there. Crump is a salty old sailor with a grim appearance but a fatherly demeanor. He begs pardon for the interruption but asks to speak to the “heroes.” “Now then lads <and lasses>, I’m in a bit of a tough spot. I’m first mate of the Widowmaker, a privateer ship with a Letter of Marque here in the County of Eventide. We’ve been hunting pirates and smugglers, plenty of ‘em about what with the recent war and all. “I had arranged for a boarding party as our letter requires, but they’ve skipped out on me and just as we heard word of a prize catch too. A ship called The Songbird was spotted just off the coast heading north. She’s an infamous vessel, you may have heard o’ her. She’s sailed by those of the Scarlet Brotherhood. “Our letter requires us to have an official ’boarding party’ so we’re all legal and such. Seeing how our last group turned yellow on us, I’ve been scouring town for another bunch. You folks will do if you’re willing.” Crump will go on to explain the following if necessary: • The PCs won’t actually be required to do all of the fighting; the crew is experienced at capturing other vessels and will do much of the fighting themselves. • They will each be paid 250 gp for their help. It’s more than would normally be offered, but it’s very short notice and the captain really wants a shot at The Songbird. • The tide is going out and if they don’t leave within an hour or two, they’ll have to wait and most likely miss their chance to catch the Songbird. NYR6-S01 Making Your Marque Page 7 • The captain of the Widowmaker is Marius. He will show the PCs the Letter of Marque if they wish. • The Widowmaker is a large, but fast, caravel (a sailing ship) that carries a crew of 30 (not including the PCs). • A Knowledge (local-NMR) or Profession (sailor) check DC 20 means the character has heard of the Widowmaker and captain Marius. He has a reputation for attacking pirates and illegal smugglers. Give the PC a +2 circumstance bonus if he’s a local to Eventide or a member of the Nyrond Navy. Atlan and his wife Kynthia encourage the PCs to help, especially since it involves the vile Scarlet Brotherhood. They make the PCs promise to return to the house as soon as they return so they can be properly thanked. Assuming the PCs agree to help in the capture of the Scarlet Brotherhood slave ship, proceed to the next encounter. ENCOUNTER 2: CHASING THE SONGBIRD Captain Marius of the Widowmaker welcomes the PCs aboard. He is grateful that they are able to help on such short notice. The PCs will have to sign the Letter of Marque to become the official boarding party of the ship. APL 2: Loot: 0 gp; Coin: 250 gp; Magic: 0 gp The Captain will also explain that at least one of the adventurers must be a Licensed Adventurer (initial plus annual costs total 400 gp and 2 TUs, see Appendix 3) to fulfill the Letter of Marque. He will quickly arrange to have the PCs made Licensed Adventurers at this time if need be. He’ll send one of his men to bring back a naval magistrate to take care of the paperwork. He will advance funds from their payment to facilitate the 400gp fee. If one of the PCs must borrow funds from the general pool, or from other PCs, this is expressly permitted, but of course all funds must be repaid at the end of the mod. As soon as this is settled, the Captain will give the order to cast off. If no one is willing to become a Licensed Adventurer, or if no PC in the group qualifies, then the Captain will express his deepest regrets for bothering the PCs and will send them on their way. In this case, skip this encounter entirely. That means the PCs will not get the gold, will not get the information, and will not see the ghost ship. Please make a special note on the ARs that the PC did not fulfill the Letter of Marque for the Widowmaker. Whenever the PCs decide to return to Father Atlan’s home, proceed to Encounter 3. You may have to adjust the timetable and the boxed text a little, but otherwise the module should simply proceed on. The crew is clearly very experienced and was obviously been getting ready to sail before the PCs arrived. They cast off within minutes of the Captain giving the order. Most of the crew ignores the PCs, but they are not rude to them. They are just busy and excited about the prospect of catching The Songbird. After the ship is out of the harbor the crew settles into a familiar routine and they calm down some. They will even talk with the PCs about the area. Use these bullet points to give current information about the local area to the PCs. Reference the background text as a guide, if needed: • The coup • The attempt on Verin Talnith’s life • Verin Talnith’s decision to annex Brackenmoor and Eventide • The march on Brackenmoor and Eventide • The Count of Brackenmoor was killed by an adventurer against orders • The Count of Eventide arrested at the end of the battle (the march ended in Shantadern with his arrest) • Nessermouth was not recaptured at the time • The Countess then led her troops to Rel Mord and took part in the recapture of the throne • The Duke of Korenflass also marched his troops to Rel Mord and helped to overthrow the Black Prince • Nessermouth stayed in the control of Mafisadi, one of the Black Prince’s Lieutenants • Mafisadi maintained the blockade at Nessermouth and crippled shipping on the river • Merchants from the Duchy of Urnst hired a group of adventurers to break the blockade, but when they got there, they found that men loyal to Zylinchin had already killed Mafisadi and planted devices that destroyed the blockade • Since then, the Duchess of Woodwych has maintained control of Woodwych, Brackenmoor, and Eventide • However, neither she nor the king has really had the time to deal with either county properly yet, much less the far away port city of Nessermouth NYR6-S01 Making Your Marque Page 8 • Local merchants took it upon themselves to appoint a mayor (who is said to be of questionable character) • The mayor appointed a sheriff known to be friendly with the mayor • Admiral Gassondian Mantus has not returned to Nessermouth yet to reclaim direct command of the 1st fleet, but he has sent Commander Kallast Crandon to run the fleet until his return (she would be the closest thing to a royal representative in Nessermouth and is said to be a member of the Crandon house from Almor) • Nessermouth is also a town full of Onnwalese expatriates with nearly 40% of the citizens being from Onnwal • Because of the high number of Onnwalese refugees in Nessermouth, much of the church structure in the town consists of churches more commonly found in Onnwal. Along with a typical assortment of more typical Nyrond churches • Duke Korenflass has not been seen since the battle of Rel Mord. It’s rumored that he died during the battle or that the King arrested him for some reason. In any event, Korenflass is also currently without a ruler. As the crew and the PCs talk, the ship sails on into the evening and the weather grows worse. A fog rolls in and visibility drops but the captain is very familiar with these waters so he continues the pursuit. Things quiet down and much of the crew settles in for the night. Ask the PCs if they are keeping any watches, but make it clear that they are not required to do so. Anyone who is awake around midnight and on deck experiences the following: As you look out into the wispy swirling fog, it parts momentarily and reveals a chilling sight. There is a large ship not more than a hundred feet away, but not any normal ship. It has an unearthly glow. The hull of ancient looking galley is rotting away and yet large gaps reveal nothing but darkness. The sails are shredded, but even in the still evening air, they billow out as if dancing to a stiff breeze. The ship’s oars till the water, and still there is no sound but the gentle rush of your own ship as it moves slowly through the waves. After just a few heartbeats the fog changes again and the ghost ship is gone leaving no wake. The privateers on watch are clearly shaken by what they saw. They inform the Captain but otherwise absolutely refuse to speak of it. They will try to silence anyone who does, whispering harshly that it is terrible luck to speak of it. The Captain goes pale when he hears about the ghost ship and changes course slightly to avoid where it was seen. The Captain tells any PCs who approach him that this is not to be talked about. The rest of the night passes uneventfully. The storm that was brewing seems to fade but not disappear and the weather is overcast and cold. The Widowmaker arrives in Uskarn, about eighty miles up the coast from Nessermouth, by mid afternoon without so much as a single sighting of the Songbird. The crew is in a foul mood once they learn that their prey has escaped and everyone wants to head back as soon as possible. The return trip to Nessermouth is uneventful despite the brewing storm. The crew is upset about not sighting the Songbird and still shaken about the ghost ship, so the return trip is more quiet and glum. ENCOUNTER 3: THE MURDER The PCs arrive back in Nessermouth shortly before sundown a little less than two days after leaving. Presumably they will want to head to the promised meeting with Cassandra’s family. Read the following when they arrive at the house. With bellies and palates both longing for Kynthia’s cooking, you arrive back at the Atlan home just as Pelor sinks into the west. Odd though that despite the growing dark there are no lights coming from the small house up ahead. And worse yet, there is no sign of smoke from the chimney and no scent of the expected dinner. Something seems wrong. Further investigation reveals the following: • The front door is closed but unlocked. All the curtains in the windows are closed. • There are no lights inside the house and the doors to both bedrooms are closed. • Everything looks normal in the common room. The table has been set for dinner and a fire has burned out in the fireplace. There is one chair at the dining room table that has fallen over. • There is a pool of blood just barely visible under the door to the parent’s bedroom (Spot DC 15). A Heal check DC 10 will identify it as blood. NYR6-S01 Making Your Marque Page 9 • Inside the parents room is a terrible sight. Atlan and Kynthia have been brutally murdered. Their bodies have been gashed many times by a sharp object. There is a tremendous amount of blood all over the room, but no bloody footprints to be found anywheree. The floor is covered and there are large splatters on the walls and ceiling. Both bodies lay on the floor between the bed and the door. • The children’s room reveals a similar scene. Both children have also been murdered and by the same weapon. Cassandra’s body is on the bed still half covered by her blankets. Jeffrey’s body is on the ground in front of Cassandra’s bed as if he moved to protect her. Any PC that attempts a Heal check on Atlan or moves the body in any way before searching will set off a trap. A visual search can be made, but the Search DC to find the trap is 28. Glyph of Warding (Blast) Trap: CR 4; spell; spell trigger; no reset; spell effect (glyph of warding [blast], 5th-level cleric, 2d8 acid, DC 14 Reflex save half damage); multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28. Heal check (on any of the bodies): • DC 15 – The wounds were all caused by a sharp bladed weapon, most likely a slashing weapon of significant size (not a light weapon). • DC 20 – The blade of the weapon was most likely curved. Casting detect evil in the house will pick up a lingering aura of evil. Searching the rest of the house will reveal two important pieces of information. Searching the parent’s bedroom will automatically reveal a journal kept by Atlan (see Player Handout 1) in the desk drawer. Inside the journal is a letter addressed to him (see Player Handout 2). A Search check of DC 15 or better will reveal Urchin, Cassandra’s cat, hiding under her bed. The animal is terrified and a PC wishing to calm her down needs to make a DC 15 Handle Animal check. If the PCs cast speak with animals and talk to Urchin they can find out what she knows (alternately, they could track down Alanna Ghriogair, the priestess of Beory outside of town and pay her to cast the spell). She saw what looked like a man come into the house with a big shiny stick. She came into the bedroom with the children and hid under the bed. Then she heard lots of yelling and smashing. Then everything was quiet but she knew things were bad and that her family was not OK. The man had big heavy boots and a black cloak. That’s all she knows. Development: The letter and the journal that the PCs find should lead them to the Gravedigger, Jacob. As indicated in the journal, he can be found almost every night at the Lustful Wench Tavern down by the docks. Searching the house should take between a few minutes and two hours (depending on how much time the PCs wish to spend). They should still have time to go to the tavern tonight it they wish. It’s also possible that the PCs may wish to go to the authorities before or after searching (or even during). If so, direct them to the sheriff’s office (although you may wish to remind them that the sheriff is a questionable character). However, it should be evening when the PCs search the house, so they will not encounter the sheriff directly. Instead, a paper pusher will take the information and tell the PCs that they’ll get someone out there to investigate “right away.” They will eventually send out a team the following day. The bodies will be buried two days later. ENCOUNTER 4: THE LUSTFUL WENCH TAVERN Presuming the PCs arrive at the Lustful Wench in the evening, read the following: As you enter the tavern every person in the place turns to face you with annoyance. The wind whistles through the doorway and causes the candles and lanterns inside to flicker wildly. Once you enter and close the door things quiet down immediately and all attention returns to a gray haired old man sitting in a large comfortable chair by the fire. “As I was saying, it was a cold and stormy night, much like this one…” he continues. The audience listens raptly as the old man launches into a dramatic ghost story involving a spectral pirate ship, a headless pirate captain, and of course, buried treasure. Throughout his story the battered old parrot sitting above him pitches in with sound effects for the story. At one point when a door is slowly opened the parrot imitates a loud squeaky door. Later in the story he makes the sounds of rattling chains, a night owl, and a piercing scream. He even makes the sounds of NYR6-S01 Making Your Marque Page 10 the howling wind and rain as the hero of the story stalks through the graveyard and the moaning of the ghost as it drains the very life from him. The crowd is absolutely silent as the crusty old pirate’s story comes to an end. He pauses for just a moment and then changes his pace dramatically by launching into a classic sea shanty, which the crowd picks up on immediately. The tavern comes alive again as everyone joins in and the spell of fear from the ghost story is shattered. The tavern is crowded with sailors and dockworkers. It’s smoky and dimly lit but the crowd seems friendly enough. The Gravedigger is nowhere to be seen and if the PCs ask about him they will find that he normally shows up within a few hours of sundown. A little while after the PCs have been waiting, the Gravedigger shows up. Jacob is a tall gaunt man standing nearly seven feet. He dresses in black and makes it a habit to eye people when he first meets them and pronouncing their height. He sits at the bar and orders ale, his usual. The PCs are free to move up and talk with him. His attitude starts off as “unfriendly,” just because he’s an old grump. Offering to buy him ale improves it to indifferent. A Diplomacy check (DC 15) will improve it further to “friendly”. If nobody buys him ale or dinner it will take a DC 25 Diplomacy check to improve it to “friendly.” Once he has a friendly attitude, he will be willing to talk about the location of the body. While the PCs are trying to get on the good side of the Gravedigger, the local bully stirs things up. Farley is all brawn and no brains. He thinks he’s Wee Jas’ gift to women and is out to prove it tonight. He’s had his eye on the barmaid for a few weeks now and has decided that tonight is her lucky night whether she admits it or not. While you’re busy chatting up the Gravedigger, the young, and very attractive, barmaid drops off some additional drinks at a nearby table. As she turns away, one of the men there slaps her rump, grabs her by the wrist and forces her to sit in his lap. She is obviously uninterested and struggles to get away. The brute is persistent, however, and won’t let her go without a fight. She slaps him across the face with a thundering clap and the tavern goes quiet. “You unhand me now Farley, I won’t tell you again”, she screams. With hardly a blink toward her slap, Farley casually replies, “Oh come now wench, I know you’ve been eyeing me all week and tonight’s your lucky night!” The PCs have the option to interfere at this point if they so choose. If they do interfere you should skip the following scene and have the PCs interact directly with Farley. If they seem reluctant, a local hero tests his mettle. A young lad, not more than 17 stands up slowly from his seat at the bar. “You let her go Farley”, he says in a shaky voice. Farley looks over at the boy in confusion for a moment then replies, “or what?” The tavern girl smiles warmly at the boy, but is clearly still afraid. The boy marches over to Farley and says more strongly, “I’ll make you.” Farley considers for a moment, flings the girl aside and kicks the lad in the shin, then stands up and sends him flying across the room crashing into a table full of people. It appears Farley may get is way after all. Assuming the PCs try to step in on the tavern girl’s behalf at some point, Farley calls one of the PCs out. He will try to lure one of them into a one on one fight with no weapons if possible. If none of the PCs are willing, he will call them cowards and he and his goons will try to beat them up. Farley and his goons will start out using unarmed attacks to do non-lethal damage. If the PCs do lethal damage at any point, they will draw weapons and attack normally. The crowd will stay out of a one on one fight between Farley and a single PC, but they will join in if there are additional combatants. If a bar fight breaks out, Jacob will join in and gleefully knock several patrons over the head. He seems to have a grand old time, unless things turn lethal, in which case he will quickly find a corner to hide in. Once Farley and his goons are down, the PCs can sneak out the front door with Jacob, who they have won over by their defense of the barmaid. He’ll give the PCs directions to the grave of the man who washed up on shore last week. He put a mark on the gravestone that they can recognize. He also makes sure to remind them that digging up a body, without the permission of the mayor, will cause an uproar. Nobody goes over to that graveyard at night, though, so they could probably handle things discreetly if they do it at night. However, if the PCs are thinking about going there tonight, he’ll suggest strongly that they rest for the night and heal their wounds instead. NYR6-S01 Making Your Marque Page 11 The body will still be there tomorrow night (and the PCs need to be at full strength for the final combat). If the PCs do nothing, Jacob shakes his head and buries himself in his alcohol and refuses to cooperate further. It then takes a DC 25 Diplomacy check to get him to reluctantly provide the information about where to find the grave. APL 2 (EL 4) Farley: male human barbarian 2; hp 22; Appendix 1. Bibbo & Croog (2): male human warrior 2; hp 19, 19; Appendix 1. Note: The purpose of this encounter is to subdue the bullies, not to kill them. If any of the bullies are killed, the PCs will receive no experience for this encounter. Make sure that the bullies do not switch to lethal combat unless a PC does so first. Treasure: While Nessermouth is not the most lawful of towns, looting someone after a tavern brawl is discouraged. If the PCs decide to loot Farley or either of his friends, they can gain a little treasure, but someone in the tavern will report the PCs after the fact. In this case, they will receive the “Wanted in Nessermouth” special item on the AR. APL 2: Loot: 4 gp; Coin: 2 gp; Magic: 0 gp ENCOUNTER 5: THE GRAVEYARD The PCs can go investigate the graveyard the same night as they met the Gravedigger, but they should probably wait until the next night as they will likely need to rest. The graveyard is about a half mile outside of town in a swampy area just off the main road. There is a graveyard in town near the temple Zilchus, but it’s only for those that are well-respected members of the church or who can otherwise pay a hefty sum to be interred there. As mentioned before the PCs only chance of digging up the body in secret is to do it at night. The road is too heavily traveled during the day to avoid being seen. The fog grows very thick and swirls around you in the cold night air as you make your way out of town. Distant thunder rolls across the sky from the storm that just won’t seem to break. After a short walk you find the sign on the side of the road marking the trail leading to the graveyard. You make your way a distance down the trail and find the dry patch of ground that passes for a graveyard just off the road. It’s dark and PCs who don’t have darkvision will need a light source in order to read the gravestones. It takes only a few minutes to find the correct stone marking the freshly dug grave. There is a small, unlocked shed at the graveyard that conveniently has some tools in case the PCs forgot to bring their own. Divide four by the number of people that dig to determine the number of hours it takes to dig up the body. So, if just one person digs it takes four hours, for two it takes two hours, and if four people dig it takes one hour. You have finally managed to uncover the corpse. The magic preserving the corpse has worked well and it’s in fairly good condition. The body is wearing leather pants but no shirt. It’s an adult male and there are large bite marks on the upper body with a large chunk of flesh missing. Heal check: • DC 10 – The body has been preserved by magic but it was in the water for several days before it washed up on shore. • DC 15 – The bite marks (and missing flesh) happened after the man was dead. They were from sea creatures, most likely sharks. • DC 20 – The actual cause of death was a sharp bladed weapon, a slashing weapon with a curved blade, similar to the one that killed Atlan and Kynthia. Search check: • DC 15 – Reveals a small scrap of paper with the words “Devil’s Pride” scrawled out on it in common. A DC 12 Knowledge (nature) check will confirm that some form of shark made the bite marks. A DC 20 Knowledge (local-NMR) or Profession (sailor) check will reveal that the “Devil’s Pride” is a pirate ship that sails the waters near here. Just as the PCs finish searching the body the following encounter happens. The mist swirls about you yet again, but this time it reveals a ghostly figure. A human woman stands with her back to you. But as you watch, she turns slowly toward you and her face contorts in rage. She lifts her arms and her transparent form flies quickly towards you with murderous intent. NYR6-S01 Making Your Marque Page 12 Pause here to roll initiative. The idea is to scare the pants off the PCs with the appearance of a ghost, but she leaves them to the lesser undead. Of course, this is probably not the last they will see of her. The ghost streaks forward, rising off the ground and unleashing an unearthly scream. She passes mere feet above your heads and then disappears into the fog. The earth of the surrounding graves surges upwards as several hideous creatures claw their way to the surface. Creatures: The ghost that streaks away is indeed a ghost and far more powerful than any APL 2 party should be dealing with. Do not allow the PCs to waste their time trying to attack or stop the ghost. A standard DC 12 Knowledge (religion) check will identify the ghoul and the zombies as such. However, if the PCs beat the DC by 5 more, they should also recognize that these creatures seem a little stronger and a little tougher than normal creatures of their kind. Otherwise, they seem like normal undead. However, they are all more difficult to turn than normal (see Appendix 1 for full stat blocks) and this may be another clue to the PCs that these are not run of the mill undead. APL 2 (EL 4) Corpsecrafted Elite Ghoul: hp 22; Appendix 1. Corpsecrafted Human Commoner Zombie (2): hp 25, 25; Appendix 1. Tactics: As a judge, it is important to understand that this encounter is meant to seriously challenge and scare the PCs. Because of the way these undead were created, there is virtually no way for a first level character to turn them. So, the PCs are going to have to fight or run. However, the encounter is not meant to be deadly. It is possible a PC could get unlucky and get killed by a critical hit or by second blow when already injured, but for the most part the damage dealt should simply knock PCs unconscious. If things do turn bad though, see Developments below, as Osira will arrive and turn the tide back toward the PCs. The undead use their surprise round to claw their way up from their graves, surrounding the party. You can place the undead in any of the other graves, but they should all start more than a five foot step away from the PCs. Players choosing to use a Feign Surprise card may act during the surprise round. Combat should then proceed normally using the initiatives rolled when the ghost appeared. The area around the graveyard, and not up on the road, is considered difficult terrain. Additionally, the gravestones block charges. Otherwise, both PCs and monsters can move through squares with a gravestone normally. The ghoul is fairly intelligent and will attempt to spread his paralysis around. Most likely, he’ll try to target weaker looking combatants first and then move onto the next weakest as soon as he gets the first paralyzed. He will not target elves, if he can avoid it, until last as he knows his paralysis does not work on them. He will not put himself in extra danger just to get to his preferred targets (i.e. don’t get him surrounded or have him give up attacks of opportunity unnecessarily). The zombies are unintelligent and will attack the first living creature they encounter, moving onto the next as soon as the first drops (they can be easily bluffed this way by dropping prone and not moving). However, they have been programmed to attack any individual that uses positive energy. So, anyone casting a cure spell of any sort or attempting to turn undead will automatically be targeted and the zombies will not change targets until the opponent drops. Again, they can easily be bluffed by going prone and not moving. The zombies will provoke attacks of opportunity and will allow themselves to be surrounded in order to get to the person who used positive energy. Note: The fog rules (Dungeon Master’s Guide, page 94) indicate that creatures more than 5 feet away have concealment (attacks by or against them have a 20% miss chance). However, consider this fog to be a bit lighter with concealment only granted to creatures more than 10 feet away. Creature’s more than 30 feet away should be considered to have total concealment. Treasure: If the PCs think to search the graves where the undead came from, they can find a bag of assorted jewelry worth 750 gp in the grave where the ghoul was hiding. This was the ghoul’s treasure, which he had looted from various corpses. It should be obvious to the PCs that this treasure was taken from graves (e.g. tarnish, dirt, bits of flesh, etc). The PCs can either keep the loot (earning 125 gp each) or they can turn it over to the Church of Osprem (via Osira or directly to the Church) and will receive 250 gp each as a reward for their honesty. The jewelry has sentimental value that cannot be bartered for with a common fence. NYR6-S01 Making Your Marque Page 13 APL 2: Loot: 0 gp; Coin: 125 gp; Magic: 0 gp Or APL 2: Loot: 0 gp; Coin: 250 gp; Magic: 0 gp Developments: If the combat turns really bad for the party, as in more than one character is facing imminent death or if more than two-thirds of the party is down or paralyzed, have Osira arrive and turn the tide for them. Have her make a Turn check to start with, which will auto-succeed at turning even the ghoul. Then she will then use cure spells to bring the PCs back up. The PCs should be able to finish the fight in ten rounds when the undead return. Otherwise, when the combat is over, Osira will show up as soon as the PCs have finished searching and healing and before they leave. The Church of Osprem has taken responsibility for overseeing the graveyard and she was simply out patrolling when she saw their lights. She will start by thanking them for destroying the undead and then will listen to their story. She will offer to give what aid she can, but outside of some healing and telling them that she will put in a good word for them with the temple, she really won’t be of much use in this mod. She can confirm for them that the Devil’s Pride is a pirate ship, but she does not know whether it’s in town or not. Osira: LG female human cleric 4 (Osprem). When the PCs have finished speaking with Osira, ask them what they would like to do next. Presumably they will want to look into the Devil’s Pride, whether immediate or after some rest, but in any event, go the Conclusion. CONCLUSION The PCs have one clue to go on, the name of the pirate ship. Ask the PCs how they would like to proceed. As long as they have a reasonable idea, they will be able to successfully discover that that the Devil’s Pride left Nessermouth two days before the body was found, just enough time to have left it in the state in which it was found. Unfortunately for the PCs, this is where the adventure ends for now. This should leave them with a sense of incompleteness and perhaps even frustration. Their friends were murdered, but the trail is cold and vengeance will have to wait for another day. NYR6-S01 Making Your Marque Page 14 EXPERIENCE POINT SUMMARY To award experience for this adventure, add up the values for the objectives accomplished. Then assign the experience award. Award the total value (objectives plus roleplaying) to each character. Encounter 3: The Murder Disable or Survive the Glyph of Warding Trap APL 2 120 XP Encounter 4: The Lustful Wench Tavern Defeat Farley and his friends without killing any of them APL 2 120 XP Encounter 5: The Graveyard Defeat the ghoul and the zombies APL 2 120 XP Story Award Discover the name of the pirate ship in the corpse’s hand APL 2 45 XP Discretionary Roleplaying Award APL 2 45 XP Total possible experience APL 2 450 XP TREASURE SUMMARY During an adventure, characters encounter treasure, usually finding it in the possession of their foes. Every encounter that features treasure has a “treasure” section within the encounter description, giving information about the loot, coins, and magic items that make up the encounter’s treasure. The loot total is the number of gold pieces each character gains if the foes are plundered of all their earthly possessions. Looting the bodies takes at least 10 minutes per every 5 enemies, and if the characters cannot take the time to loot the bodies, they do not gain this gold. If you feel it is reasonable that characters can go back to loot the bodies, and those bodies are there (i.e., not carted off by dungeon scavengers, removed from the scene by the local watch, and so on), characters may return to retrieve loot. If the characters do not loot the body, the gold piece value for the loot is subtracted from the encounter totals given below. The coin total is the number of gold pieces each character gains if they take the coin available. A normal adventuring party can usually gather this wealth in a round or so. If for some reason, they pass up this treasure, the coin total is subtracted from the encounter totals given below. Next, the magic items are listed. Magic item treasure is the hardest to adjudicate, because they are varied and because characters may want to use them during the adventure. Many times characters must cast identify, analyze dweomer or similar spell to determine what the item does and how to activate it. Other times they may attempt to use the item blindly. If the magic item is consumable (a potion, scroll, magic bolts, etc.) and the item is used before the end of the adventure, its total is subtracted from the adventure totals below. Once you have subtracted the value for unclaimed treasure from each encounter add it up and that is the number of gold pieces a characters total and coin value increase at the end of the adventure. Write the total in the GP Gained field of the adventure certificate. Loot = Looted gear from enemy; Coin = Coin, Gems, Jewelry, and other valuables; Magic = Magic Items. Encounter 2: Chasing the Songbird APL 2: Loot: 0 gp; Coin: 250 gp; Magic: 0 gp Encounter 4: The Lustful Wench Tavern APL 2: Loot: 4 gp; Coin: 2 gp; Magic: 0 gp Encounter 5: The Graveyard APL 2: Loot: 125 gp; Coin: 0 gp; Magic: 0 gp Or APL 2: Loot: 0 gp; Coin: 250 gp; Magic: 0 gp Total Possible Treasure APL 2: Loot: 4 gp; Coin: 502 gp; Magic: 0 gp; Total: 506 gp Special Favor of the Church of Osprem: For destroying the undead in the graveyard, Osira has promised to arrange something special for you the next time you make it to Nessermouth. This favor will come into play later in the series. NYR6-S01 Making Your Marque Page 15 Urchin: You have successfully managed to befriend Cassandra’s cat, Urchin. Perhaps her eyewitness view of the murders will come in handy at a later date. Only one PC at the table can have Urchin, and it must be a PC that succeeded at the Handle Animal check to befriend her. Wanted in Nessermouth: While Nessermouth is not the most lawful of towns, looting someone after a tavern brawl is still illegal. Unfortunately for the PCs, one of the locals apparently turned them in when they decided to loot Farley and/or his friends. In addition to counting as a criminal record in Nyrond, this wanted status will also most likely have repercussions the next time this PC is played in Nessermouth, or perhaps even in Eventide. NYR6-S01 Making Your Marque Page 16 APPENDIX 1: APL 2 ENCOUNTER 4: THE LUSTFUL WENCH TAVERN Farley: male human barbarian 2; CR 2; Medium Humanoid (Human); HD 2d12+4; hp 22; Init +1; Spd 40 ft.; AC 13 (+1 Dex, +2 armor), touch 11, flat-footed 13; Base Atk +2; Grp +4; Atk +4 melee (1d3+2, unarmed strike) or +4 melee (1d8+2, morningstar) or +4 melee (1d4+2, dagger); Full Atk +4 melee (1d3+2, unarmed strike) or +4 melee (1d8+2, morningstar) or +4 melee (1d4+2, dagger); SA Rage 1/day; SQ Fast movement, illiteracy, uncanny dodge; AL CN; SV Fort +5, Ref +1, Will +0; Str 14, Dex 13, Con 15, Int 8, Wis 10, Cha 12; Skills and Feats: Intimidate +6, Jump +11, Listen +5, Swim +7; Improved Unarmed Strike, Power Attack. Languages: Common. Possessions: Dagger, morningstar, leather armor, 20 sp, 6 gp. Power-Up Suite: (Status – Rage); HD 2d12+8; hp 26; Init +1; Spd 40 ft.; AC 11 (+1 Dex, +2 armor, -2 rage), touch 9, flat-footed 11; Grp +6; Atk +6 melee (1d3+4, unarmed strike) or +4 melee (1d8+4, morningstar) or +4 melee (1d4+4, dagger); Full Atk +6 melee (1d3+4, unarmed strike) or +4 melee (1d8+4, morningstar) or +4 melee (1d4+4, dagger); SV Fort +7, Ref +1, Will +2; Str 18, Dex 13, Con 19, Int 8, Wis 10, Cha 12; Skills and Feats: Intimidate +6, Jump +13, Listen +5, Swim +9; Improved Unarmed Strike, Power Attack. Bibbo & Croog: male human warrior 2; CR 2; Medium Humanoid (Human); HD 2d8+7; hp 19; Init +1; Spd 30 ft.; AC 13 (+1 Dex, +2 armor), touch 11, flat-footed 12; Base Atk +2; Grp +4; Atk +4 melee (1d3+2, unarmed strike), +4 melee (1d8+2, morningstar), +4 melee (1d4+2, dagger); Full Atk +4 melee (1d3+2 nonlethal, unarmed strike), +4 melee (1d6+2, club); AL CN; SV Fort +5, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8; Skills and Feats: Intimidate +4, Jump +7, Swim +7; Power Attack, Toughness. Languages: Common. Possessions: Club, leather armor, 20 sp. ENCOUNTER 5: THE GRAVEYARD Ghoul, Corpsecrafted Elite: CR 3; Medium Undead; HD 2d12+4; hp 22; Init +3; Spd 30 ft.; AC 15 (+3 Dex, +2 natural), touch 13, flat-footed 12; Base Atk +1; Grp +5; Atk +5 melee (1d6+4 plus paralysis, bite); Full Atk +5 melee (1d6+4 plus paralysis, bite) and +3 melee (1d3+2 plus paralysis, 2 claws); SA Ghoul fever, paralysis; SQ Bolstered resistance, darkvision 60 ft., undead traits, +6 turn resistance; AL CE; SV Fort +0, Ref +3, Will +7; Str 19, Dex 16, Con —, Int 12, Wis 19, Cha +16. Skills and Feats: Balance +7, Climb +8, Hide +7, Jump +6, Move Silently +7, Spot +8; Multiattack. Bolstered Resistance (Su): Undead raised with the Bolster Resistance feat gain a +4 turn resistance. Ghoul Fever (Su): Disease—bite, Fortitude DC 14, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma- based. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 14 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based. Zombie, Human Commoner: CR 1; Medium Undead; HD 2d12+7; hp 25; Init -1; Spd 30 ft.; AC 11 (-1 Dex, +2 natural), touch 9, flat-footed 11; Base Atk +1; Grp +4; Atk +4 melee (1d6+3, slam); Full Atk +4 melee (1d6+3, slam); SQ Bolstered resistance, damage reduction 5/slashing, darkvision 60 ft., single actions only, undead traits, +4 turn resistance; AL NE; SV Fort +0, Ref -1, Will +3; Str +16, Dex +8, Con —, Int —, Wis +10, Cha +1. Skills and Feats: —; Toughness. Bolstered Resistance (Su): Undead raised with the Bolster Resistance feat gain a +4 turn resistance. NYR6-S01 Making Your Marque Page 17 Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge. NYR6-S01 Making Your Marque Page 18 APPENDIX 2: NESSERMOUTH Nessermouth (Large Town): Conventional; AL CN; 3,000 gp; Assets 615,000 gp; Population 4,100; Mixed (Humans 79% [Oeridian 35%, Suel 25%, mixed 40%], Halfling 8% [lightfoot 90%, tallfellow 5%, deep 5%], Half-Elf 5%, Half-Orc 4%, Gnome 2%, Elf 1.5% [high 60%, wood 30%, sea 10%], Dwarf .5%). Authority Figures: Mayor Leemund Andresen (CN male human Rogue 3/Expert 10); Royal Admiral (in absentia) Gassondian Mantus, 1st Fleet (LG male human [Oeridian] Aristocrat 3/Fighter 7); Sheriff Lindiir Carrack (N female human Rogue 3/Ranger 5); Militia Leftenant Innis Dalaigh (LN male human warrior 7); Commander Kallast Cranden, 1st Fleet (LN female human [Oeridian] Aristocrat 1/Expert 3/Fighter 3). Important Characters: Dubh, old storyteller, age 50 (N male human commoner 11); Farrak Benzedren, head of most lucrative smuggling operation (CE female human [Oeridian] rogue 9); Reyvor Morrdarn, Warrior of Renown (LG male human [Oeridian] fighter 8); Finna Ernstrand, High Priestess of the Temple of Zilchus (LN female human cleric 7); Jazia-Pyr, High Priestess of the Temple of Osprem (LN female human cleric 6); Jireen Aerian, High Priest of the Temple of Procan (CN male human cleric 5); Kozin Shotanmi, High Priest of the Church of Norebo (CN male human [Suel] cleric 5); Merinia Leagallow, High Priestess of the Hostel of Yondalla (LG female halfling cleric 5); Chekesh, Ex-Red Brigade veteran (CN male human [Suel] barbarian 5); Temil Mazar, High Priest of the Chapel of Xerbo (LN male human [Suel] cleric 4); Zokesh Hesma, High Priest of the Chapel of Jascar (LG human male [Suel] cleric 4); Hlin Dankil, High Priestess of the Chapel of Fortubo (LG female dwarf cleric 4); Osira, priestess of Osprem (LG female human cleric 4).; Father Atlan, High Priest of the Shrine of Pelor (NG male human cleric 3); Alanna Ghriogair, High Priestess of the Shrine of Beory (NG female human [Flan] cleric 2). Others: Bbn3 (x2), Bbn1 (x4), Brd5 (x1), Brd3 (x2), Brd1 (x4), Clr2 (x2), Clr1 (x8), Drd4 (x1), Drd2 (x2), Drd1 (x4), Ftr4 (x1), Ftr2 (x4), Ftr1 (x8), Mnk4 (x1), Mnk2 (x2), Mnk1 (x4), Pal4 (x1), Pal2 (x2), Pal1 (x4), Rgr2 (x2), Rgr1 (x4), Rog5 (x2), Rog3 (x4), Rog1 (x8), Sor4 (x1), Sor2 (x2), Sor1 (x4), Wiz4 (x1), Wiz2 (x2), Wiz1 (x4), Adp4 (x1), Adp2 (x2), Adp1 (x20), Ari5 (x2), Ari3 (x4), Ari1 (x20), Com6 (x2), Com3 (x4), Com1 (x3606), Exp5 (x2), Exp3 (x4), Exp1 (x119), War4 (x2), War2 (x4), War1 (x198). This naval base of 4,100 people protects the mouth of the Nesser and used to be a major port of call for vessels from Scant, trading Iron League products with Nyrond across the safety of the strait. That trade is long gone. Scarlet Brotherhood vessels have tried to trade here, but fully forty percent of the town population are exiled Onnwalese and have made it plain that they will sink any vessel that approaches bearing the scarlet flag. Despite many ups and downs of late, life in Nessermouth is returning to normal thanks to the very good fishing in the broad estuaries and the hunting and trapping of many large seabirds. The small saline marshes around the estuary likewise yield many game animals. Of course, its strategic position as a vital port has also helped to keep it desirable. Under Archbold’s rule, a Bailiff administered the town, the King not having trusted any local landowner to control such a vital and strategic port. Fully supported by his townspeople, this man courageously refused to give any taxes to the King above pre war levels. He dealt with the possibility of the navy taking control of the town in the King's name quite easily. He paid them directly from the taxes he collected. Since the King wasn’t paying the navy reliably, there was no doubt whose side they were on. And Nessermouth was simply too far from Mithat or Oldred for Archbold to use force to overtake it. For a while then, Nessermouth was virtually a free town, and while trade declined, living was good and the navy there had much better morale than elsewhere. The four caravels and one galley based there at the time kept Brotherhood ships well away from the coastline, and of course were seen as protectors by ordinary people, which was very different from other ports along the coast. The town grew insular, increasingly wishing not to hear news from elsewhere. But those times only lasted for the duration of Archbold’s rule. When Lynwerd took the throne, he made sweeping changes across the Kingdom of Nyrond, but one of his first moves was to make sure that the military of Nyrond was paid anything owed them and that their loyalty was fully secured once again. Any commanders that had openly disobeyed Archbold were relieved of duty and replaced those more loyal to the throne. During the reorganization of Nyrond’s provinces, Eventide, the “least of Nyrond’s regions,” was created. NYR6-S01 Making Your Marque Page 19 Lynwerd appointed Estward Ventrose, a minor noble, to the seat of power as Viscount, largely on the grounds that nobody wanted the job and nobody in the right circles had anything negative to say about him. It might well have been wise to consult the wrong circles as well, but the King probably would not have listened to lowlifes telling him that his choice was one of the most skilled rogues in the Kingdom. Furthermore, this may just be drunken rumor anyway. While most of the regions' mercantile activity moved through Nessermouth, the King placed the new regional capital at Shantadern, desiring a more centralized and less troublesome seat of local power. Still, Nessermouth was not overlooked entirely as Nyrond stationed the navy’s First fleet there, under the command of Admiral Gassondian Mantus. The fleet was commissioned to patrol the waterways and nearby coastal waters of Nyrond. Viscount Ventrose, later Count Ventrose, personally appointed a new Bailiff, Eomund Vetter and made sure to keep much closer tabs on this ruler. Things were good once again in Nessermouth with the new situation, but seed of discontent started to grow as it became apparent that Ventrose was not very quick to attack Scarlet Brotherhood ships from trading in Eventide. Although even he was not unwise enough to suggest they put to port in Nessermouth, with its large number of Onnwalese expatriates. And so, it came as no surprise when Count Ventrose chose to side with Sewarndt when the Black Prince completed his second coup attempt. Sewarndt of course wanted his own men in key strategic locations, so Vetter was recalled to Shantadern and was replaced a lesser-known lieutenant of Sewarndt’s, Mafisadi. Under orders from the traitor, Mafisadi blockaded river traffic for months, keeping vital supplies away from the Duchess of Woodwych and beyond. The blockade even began to drive up prices in the meta-region. In keeping with the Imperium's policy of increased military strength, the Imperial fleet underwent a major retrofit at the docks at Nessermouth. Ships were upgraded and fully stocked with all the latest in military modifications, in one of the largest military expenditures in Nyrond's recent history. But while this kept the locals somewhat pacified, life in Nessermouth had become hard under Mafisadi. Those who supported Sewarndt prospered, while those who openly supported Lynwerd often went missing. But things were to reverse course yet again. The Duchess of Woodwych, Verin Talnith, eventually led a large contingent of troops and adventurers into both Brackenmoor and Eventide, freeing both Counties from the yoke of the Imperium while killing the count of Brackenmoor and capturing Ventrose in the process. Still though, Nessermouth had not been freed, as the troops never reached that far south before turning north and joining Lynwerd’s other forces at the Battle of Rel Mord. Fortunately, only a few short months after the return of Lynwerd to the throne, a group of merchants from the Duchy of Urnst contracted with some adventurers to clear the blockade. The adventurers succeeded in far grander style than expected. They not only broke the blockade, but also killed Mafisadi and helped to remove his troops. Nessermouth was finally under the control of the Kingdom of Nyrond once again. With Mafisadi dead, and with neither the King nor the Duchess of Woodwych having appointed an official ruler as yet, the local merchants appointed Leemund Andresen, a somewhat notorious local merchant, as Mayor of Nessermouth. Andresen has proven to be just the man for the job and shipping has gotten back underway in full swing. Still, Leemund is not a stupid man an knows that it’s only a matter of time until the King appoints a new Count of Eventide, who will, in turn, be looking for someone to rule in Nessermouth. Leemund hopes to appeal to whomever the King appoints by keeping as many people happy as possible. Admiral Gassondian Mantus has not returned to Nessermouth yet to reclaim direct command of the First Fleet, but he has sent Commander Kallast Crandon to run the fleet until his return. She would currently be the closest thing to a royal representative in Nessermouth and is said to be a member of the Crandon house from Almor. Another interesting aspect of Nessermouth is its religion. While home to many of the normal faiths one would expect to find in a coastal Nyrond city, the refugee population from Onnwal has brought with it a number of faiths more commonly found across the bay. In addition to the Temple of Zilchus, the Temple of Procan, the Church of Norebo, the Hostel of Yondalla, the Shrine of Pelor, and the Shrine of Beory, you can also find a prominent Temple of Osprem, a Chapel of Xerbo, a Chapel of Jascar, and a Chapel of Fortubo. NYR6-S01 Making Your Marque Page 20 APPENDIX 3: LICENSED ADVENTURER Licensed Adventurer Licensed Adventurers are those explorers and fortune hunters who have elected to register with the Kingdom. In return for registering, a Licensed Adventurer is given certain rights above those granted to the average citizen of Nyrond. In 591 CY, the crown of Nyrond instituted the program of licensing the many adventurers left over from the wars in order to recoup the debts in the Kingdom’s treasury. This program became a great success, with hundreds of adventurers gladly turning over 20% of their income in order to support their home and country. In 593 CY, with the restructuring of the tax code, the Licensed Adventurer program was also restructured to require an initial and annual cost in lieu of the 20% tax. In 594 CY, the King instituted Professional Adventuring Companies. These affiliated bands of adventurers gained additional benefits by filing a charter with the Kingdom. The King offered these benefits to see some of the more powerful collections of adventurers in Nyrond more closely aligned with the throne, and also easier to keep tabs on. In 595 CY, against insurmountable opposition and threat to life, adventures answered their Country’s need. Therefore, in 596 CY, to recognize those adventurers, King Lynwerd instituted an Adventuring Company for each of the respective medals and orders. The annual Licensed Adventurer cost is waived if the adventurer joins their applicable Adventuring Company Order. LICENSED ADVENTURER To register, all a prospective adventurer need do is visit their local magistrate, pay a small registration fee, and take an oath of loyalty to King and Country. REQUIREMENTS • Must be a citizen of Nyrond. • No criminal record. • Take an oath of loyalty. • Alignment: Any non-evil Oath of a Licensed Adventurer: I, ___________________, do solemnly and sincerely swear that I will abide by the laws, rules and regulations of the Kingdom of Nyrond. I will help, aide and obey those lawful authorities appointed by the King and his representatives. I will support and sustain King Lynwerd and the Kingdom of Nyrond. COSTS Initial • 1 TU for initiation. • 200 gp for registration. Annual • 200 gp for licensing • 1 TU for licensing (or pay an additional 500 gp to have a courier deal with the paperwork). BENEFITS • Can claim King’s Justice (i.e. Can request formal trial in Rel Mord). • Has the right to keep and bear arms within the Kingdom. • 50% discount on many fees throughout the Kingdom. NYR6-S01 Making Your Marque Page 21 DM MAP: FATHER ATLAN’S HOME NYR6-S01 Making Your Marque Page 22 DM MAP: LUSTFUL WENCH TAVERN NYR6-S01 Making Your Marque Page 23 DM MAP: THE GRAVEYARD NYR6-S01 Making Your Marque Page 24 PLAYER HANDOUT 1 Father Atlan, I have gotten a report of a body that washed up on shore near Nessermouth. I want you to personally investigate the situation. The man was apparently killed by a bladed instrument but the body is decomposed and has been partially eaten by a sea creature so it will be difficult to tell. Do whatever you can to investigate this strange corpse. I know the mayor has been giving you trouble lately and he may want to brush this under the rug, but do what you can in spite of his meddling. Father Archibald NYR6-S01 Making Your Marque Page 25 PLAYER HANDOUT 2 Atlan’s Journal The journal clearly shows that Atlan is a priest of Pelor. He moved to Nessermouth two years ago under orders from the church. Since then he has done various small things for them including some investigations of unusual happenings in the area. His recent entries in the journal are related to his current investigation. “Mayor Andresen has not been supportive of my current investigation. He has never liked me and I fear some of my harsh words in the past have come back to hurt me now. When I asked if I could examine the body before it was laid to rest, he flat out refused. Fortunately I was able to assert my right to provide last rites for the body before it was buried. I was able to secretly cast gentle repose on the body before it was buried. That should keep the evidence intact for the next few days” “The old gravedigger took the body out to bury it right after I gave my blessing. I feel certain I’ll be able to convince him to tell me where it is. It will be a messy business, but I have to search that body. I’m sure I’ll find him at the Lustful Wench. He’s there nearly every night. I’ll go tonight and have a word with him…” NYR6-S01 Making Your Marque Page 26
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The Witch A 5th-Edition Homebrew Class by VESPER BURJOSKI DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the  Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited  without the express written permission of Wizards of the Coast. ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057­0707, USA. Manufactured by Hasbro SA, Rue Emile­Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. Not for resale. Permission granted to print or photocopy this document for personal use only. The Witch Three young women cackle in tandem, identical black cats cradled in their arms and their teeth stained virulent blue as they unleash mottled rays of sickening magic. An ancient dwarven man sits cross­legged on the floor, eyes closed, as the table begins shaking and rattling before him, startling screams from the young nobles gathered around for the seance. An elf, her hair matted and her face bloody, turns from where she is cornered on the edge of a cliff by a druid growling in wolf form and a ranger with bow drawn. She snarls, and her flesh contorts as she transforms into a winged flash of teeth and tentacles and then turns to dive off the cliff. Often reviled, sometimes revered, and always respected, witches are practitioners of magics based on kinship ­ between objects and creatures, mortals and spirits, and among magic users. Although their innate abilities were modest before their initiation, their arcane kinships lend them impressive supernatural power. Grassroots Arcana Unlike other arcane casters, witches pull themselves to power by their muddy magical bootstraps. Rather than being blessed by magical heritage, a keen intellect, or the interest of a patron, witches play off the raw resonance of kinship. Messy and unglamorous in the beginning no matter how elegant they ultimately become, witches grow their power as a gardener cultivates a fragile bloom ­ patiently, and with dirty hands. Creating a Witch As you make your witch character, spend some time thinking about your alliances ­ the other spellcasters that are part of your coven, the spirits that guide you, or the monsters that fascinate you. Consider how you became a witch ­ were you born into a family coven, or were you chosen by the spirits of your ancestors to work their will? Are you haunted by their attention, or do you see it as an honor? If you choose the Transmaugre witch archetype, how did you become fascinated with monsters? Were you a survivor of an attack on your village as a child, or have you spent your life reading about the wicked beasts that roam the world? If you are a Coven­Keeper and your party is part of your coven, spend some time working with your DM and the other players to decide how they met and decided to form this kinship that you share. Witches are often outcasts from society at large, hated and feared for their abilities. Do you fall into this pattern, or were you an exception? If so, how have you managed to escape social censure? Have you forged alliances with powerful and respected individuals, such as a mayor or court wizard? Or have you simply restricted your unnerving experiments to the privacy of a locked basement or hidden lab in the sewers of your city? The Witch Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Kennings Known 1st +2 Witch Archetype, Craft Magic 2 2 1 1st ─ 2 1st 2 3 2 Kennings +2 2nd 2 2nd 2 4 2 Idol Activity, Witch Archetype Feature +2 3rd +2 Ability Score Improvement 3 5 2 2nd 2 4th 5th +3 ─ 3 6 2 3rd 3 8th +3 Ability Score Improvement 3 9 2 4th 4 6th +3 Trivium 3 7 2 3rd 3 7th +3 ─ 3 8 2 4th 4 9th +4 ─ 3 10 2 5th 5 10th +4 Witch Archetype Feature 4 10 2 5th 5 Trembling Kenning (6th level) 4 11 3 5th 5 +4 11th Ability Score Improvement 4 11 3 5th 6 +4 12th Trembling Kenning (7th level) 4 12 3 5th 6 +5 13th Witch Archetype Feature 4 12 3 5th 6 +5 14th Trembling Kenning (8th level) 4 13 3 5th 7 +5 15th Ability Score Improvement 4 13 3 5th 7 +5 16th Trembling Kenning (9th level) 4 14 4 5th 7 +6 17th ─ 4 14 4 5th 8 +6 18th Ability Score Improvement 4 15 4 5th 8 +6 19th 20th +6 Witch Archetype Feature 4 15 4 5th 8 Class Features As a witch, you gain the following class features. Hit Points Hit Dice: 1d8 per witch level Hit Points at 1st level: 8 + your Constitution modifier Hit Points at higher levels: 1d8 (or 5) plus your Constitution modifier per witch level after 1st Proficiencies Armor: light armor Weapons: simple weapons Tools: Choose one from the following: Woodcarver's tools, Alchemist's supplies, Weaver's tools, or Painter's supplies. Saving Throws: Wisdom and Charisma Skills: Arcana and one of the following: Deception, Insight, Medicine, Nature, Stealth, or Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: • (a) a light crossbow and 20 bolts or (b) any simple weapon • (a) a component pouch or (b) an arcane focus • (a) a scholar's pack or (b) an explorer's pack • leather armor, any simple weapon, and two daggers Witch Archetypes At 1st level, you have come into your own as a novice witch following in the uncanny footsteps of one of the following three witch archetypes: Coven, Medium, or Transmaugre, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 10th, 14th, and 20th levels. Craft Magic Your training and research have fomented the magical potential latent within you and granted you the ability to cast spells. See chapter 10 in the Player’s Handbook for the general rules of spellcasting. Cantrips You know two cantrips of your choice from the witch spell list. You learn additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table. Spell Slots The Witch table shows how many spell slots you have. The table also shows what the level of those slots is; all your slots are the same level. To cast one of your witch spells of 1st level or higher, you must expend a spell slot. You regain all expended slots when you finish a short or long rest. Spells Known of 1st Level and Higher At 1st level, you know two 1st­level spells of your choice from the witch spell list. The Spells Known column of the Witch table shows when you learn more witch spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. Additionally, when you gain a level in this class, you can choose one of the witch spells you know and replace it with another spell from the witch spell list, which must also be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your witch spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a witch spell you cast and when making an attack roll with one. Feature Ability As a witch, Wisdom is the ability that governs the number of times you are able to use certain class and witch archetype features. You can use these features, as marked, a number of times equal to your Wisdom modifier. For some features, your Wisdom modifier determines how long they last. Ritual Casting You can cast a spell as a ritual if that spell has the ritual tag and it is on your list of spells known. Spellcasting Focus You can use an arcane focus as a spellcasting focus for your witch spells. Kennings As part of your training and exploration as a witch, you have discovered certain perplexing rhymes and sigils that you can imbue with magical power. These kennings are tattooed upon your body and grant you permanent magical abilities. At 2nd level, you gain two kennings of your choice. Your kenning choices are detailed at the end of the class description. When you gain certain witch levels, you gain additional kennings of your choice, as shown in the Kennings Known column of the Witch table. Additionally, when you gain a level in this class, you can choose one of the kennings you know and replace it with another kenning that you could learn at that level. Idol Activity Starting at 3rd level, you gain the ability to craft small material representations, or idols, of individual creatures, spending an hour fashioning the object. These idols must be small enough to fit in your hand, and require the incorporation of a connective item of some kind, often a piece of the target creature or one of its possessions. The idol can take any form you like; a doll, a wooden carving, a rough clay sculpture, etc. In order to craft an idol, you must contribute arcane materials worth gold per Hit Die of the target and succeed on an Arcana check, the DC of which is determined by the type of connective item you wish to use in its construction. Alternatively, you may spend a number of hours gathering the arcane materials required for an idol from the wild, as shown in the Time column of the Idol Crafting Costs table. Spending the indicated amount of time gathering these materials replaces the monetary expense for crafting that idol. Idol Crafting Difficulty Idol Crafting Costs If you succeed on this check, you forge a magical bond with the target through the idol you have created. If you fail, the idol is destroyed and all materials used in its construction are rendered useless and worthless. A functional idol can be used as an arcane focus, and when used to cast spells against the target it grants a +1 to your spell save DC, attack rolls, and damage against that creature. Once per long rest, you may also spend 10 minutes focusing on the idol in order to discern the general direction and approximate distance the creature is from you. You may only attempt to create an arcane idol once per long rest, and can only have a number of active idols equal to your Wisdom modifier. When you create a new idol that causes you to exceed your limit, you choose which of your other idols loses its connection to its target. At 9th level, your idol bonus increases to +2. At 17th, it increases to +3. Trivium At 6th level, your practice with spells, potions, and arcane creations has unveiled three paths your talents might take. You gain one of the following features of your choice. Familiar Wiles You learn the find familiar spell and can cast it as a ritual. When you do so, you can also choose from the following additional creatures: blink dog, boggle, crawling claw, gazer, dust/ice/mud/smoke/steam mephit, thorny, or twig blight. In addition to the Item DC Likeness or picture 17 Possession or garment 15 Body part, lock of hair, etc. 10 Foraging Time Hit Die d4 1 hour 2 hours d6 d8 4 hours Cost 20 gp 30 gp 40 gp 50 gp d10 8 hours 16 hours 75 gp d12 d20 100 gp 32 hours normal effects of the spell, however, your familiar gains the ability to empower your spells. Once per round, as its reaction to seeing you cast a spell that requires an attack roll or seeing a creature make a saving throw against your spell, your familiar can add 1d4 to your attack roll or subtract 1d4 from the target’s saving throw. Your familiar can use this feature a number of times equal to your Wisdom modifier and regains all uses on a long rest. At 10th level, your familiar regains all uses of this feature on a short or long rest. Guile You have learned to attune to more than the normal allotment of magic items. You gain a corollary attunement slot known as a Guile. You gain no benefits or features from items attuned in your Guile slot. As a bonus action, however, you can swap a magical item from your Guile slot to a regular attunement slot, immediately gaining the benefits of the new item and immediately losing those of the item transferred into the Guile slot. If either of the magical items involved in this swap are not on your person, the swap fails. You can use this feature a number of times equal to your Wisdom modifier, regaining all uses on a short rest. As well, if you have an open Guile or attunement slot, you can use an action to attempt to usurp control of a magic item that you can see from its attuned user (that you can also see) within 60 feet. To do so, you must succeed in a Charisma contest with the attuned user of the target magic item. If you win this contest, the magical item appears in your hand; if it occupies a Guile slot, you can use a bonus action on your turn to swap it into an attunement slot; if it occupies an attunement slot, you immediately gain the benefits of having attuned to it. The previously attuned user automatically knows who snatched the item and your current location, and failing the contest consumes one use of this feature. You can use this feature a number of times equal to your Wisdom modifier, regaining all uses on a long rest. Spoiler You can immerse one of your idols in a potion to affect the idol’s target, "spoiling" them. When you do this and the target of the idol is within 1 mile of you, it must make a Constitution saving throw against your spell save DC. On a failure, the target gains the effects of the potion as though they had consumed it. On a success, there is no effect. If the target knows this is going to happen, they may choose to fail. Either way, the potion is rendered inert after the attempt and the target knows an attempt was made to affect them magically. If the target is more than 1 mile away from you, the spoil automatically fails, leaving the potion viable. Alternatively, you can immerse one of your idols in simple acid, poison, or plain water. When you do so and the target of your spoil is within 1 mile of you, it must make a Constitution saving throw against your spell save DC. On a failure, the target gains one of the following effects based on the substance used for the spoil: • Acid: The target takes 8d6 acid damage • Poison: The target takes 8d6 poison damage OR enters a magical slumber for 1d4 hours (depending on the type of poison procured) • Water: Water fills the target’s mouth, causing them to begin drowning after a number of minutes equal to 1 + their Constitution modifier. At the end of each minute before the target falls unconscious from drowning, they make an additional Constitution saving throw, ending the effect on a success. If the target does not need to breathe, they are unaffected by this feature. You may use any version of this feature only once per long rest. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Trembling Kennings At 11th level, you learn a kenning of incredible power. This kenning cannot be contained in a tattoo, but you have memorized it and can call forth its power. Choose one 6th level spell from the witch list as this trembling kenning. You gain one 6th level spell slot; you regain use of this spell slot after you have completed a long rest. At higher levels, you gain more spell slots and witch spells of your choice: one 7th­level spell and spell slot at 13th level, one 8th­level spell and spell slot at 15th level, and one 9th­ level spell and spell slot at 17th level. You regain all uses of your Trembling Kenning spell slots when you finish a long rest. Witch Archetypes Coven-Keeper A witch that draws power from their strong magical bonds with other spellcasters is known as a Coven­Keeper. Coven­Keepers rely upon the other members of their coven, sharing a pool of magical energy that allows them to communicate telepathically and eventually cast communal spells. Coven­Keeper Expanded Spell List The Bond At 1st level, you gain the ability to forge a magical bond with one or more spellcasters, By spending an hour performing a ritual that involves mingling your blood with that of another willing creature with the Spellcasting, Pact Magic, or Craft Magic feature, you join yourself to them in a state of magical kinship known as a coven. All creatures who have performed this ritual with you or another member of your coven with the Bond feature gain the ability to communicate telepathically with other members of the coven within a 1 mile radius. Any member of a coven can remove themselves from it by performing another hour­long ritual to do so. If you are the only Coven­Keeper in a coven and you die or leave the coven, the coven dissolves immediately. Resonant Skill At 3rd level, the energies that resonate between you and the members of your coven enhance your magical sensitivities. You gain a +1 bonus to Intelligence (Arcana) checks for each member of your coven within 30 feet of you when you make the check. Coven Casting At 10th level, the bonds of your coven have become strong enough to allow its members to share arcane energies. You or a member of your coven may cast a spell that they know and/or have prepared by expending the appropriate level of spell slot of another willing member of the coven, as long as that coven member is within 1 mile. This feature can be used a number of times equal to your Wisdom modifier, regaining all expended uses when you complete a long rest. Charmed Life At 14th level, your tie to your coven allows you to spare them from death. As your reaction when you see a member of your coven fall to 0 hit points, you can cause them Spells sanctuary, charm person aid, nystul's magica aura glyph of warding, haste Spell Level 1st 2nd 3rd 4th death ward, freedom of movement geas, seeming 5th to instead remain conscious with 1 hit point. Once you have used this feature, you cannot use it again until you complete a long rest. Resonant Witchery At 20th level, the bonds of your coven resonate with intense arcane energy, a shared pool that any member can draw on. Your coven gains a shared pool of spell slots: one 5th level, one 6th level, and one seventh level. As long as they are on the same plane of existence as at least one other member, you or any member of your coven may cast a spell that they know and/or have prepared using one of these slots. You regain use of expended shared spell slots at dawn. Medium Witches that draw their power from communion with ancestral or fey spirits are known as Mediums. Mediums learn and derive power from the spirits that speak to them... regardless of whether or not they welcome those spirits. Medium Expanded Spell List Communion At 1st level, you have learned to consult your spiritual counselors on matters of lore and learning. You gain proficiency in Arcana, Nature, History, and Religion for the purpose of recalling information. Servant of Shadow At 3rd level, the necrotic aura of the spirits that guide you causes your shadow to become animate. Your shadow now has the game statistics of a Shadow (Monster Manual pg. 269) and is under your control. It remains disguised as a normal shadow except when you command otherwise. If your shadow dies, it reforms after you complete a long rest. If your shadow causes new undead shadows to form from the deaths of non­evil humanoids, those shadows are not under your control. Wraith­Wooer At 10th level, one of the spirits that guide you has taken a particular interest in your life and hovers just beyond the veil at all times. You are followed by an invisible ghost companion that remains in the Border Ethereal plane. The ghost can communicate with you telepathically, allowing you to consult it individually on questions of lore and history, and it alerts you to activity in the Border Ethereal plane that might be of interest. Additionally, the ghost can imbue your spells and attacks and those of your allies with necrotic energy. When you hit with a spell or weapon attack, you can use your bonus action to deal an additional 1d10 necrotic damage. Alternatively, when you see an ally hit with a spell or weapon attack, you can use your reaction to cause the blow to deal an additional 1d10 necrotic damage. You can use this feature a number of times equal to your Wisdom modifier, regaining all uses after completing a long rest. Spells false life, detect evil and good augury, zone of truth animate dead, speak with dead Spell Level 1st 2nd 3rd 4th death ward, shadow of moil contact other plane, hallow 5th Spiritual Guardian At 14th level, you have truly won the loyalty or interest of your ghost companion and forged a permanent bond with it, gaining thereby the ability to call it into the Material plane. As a bonus action, you call your ghostly companion into the Material plane in an unoccupied space within 5 feet of you. It must then immediately use its movement to reach a target and attempt to possess them; if it cannot reach a target with its movement, that use of this feature fails and the ghost returns to the Border Ethereal. When using this feature, the ghost's possession can target a creature of any type. If the possession attempt succeeds, the target is under your companion's control and acts as your ally. The possession lasts a number of hours equal to your Wisdom modifier. If the possession fails, your ghostly companion immediately returns to the Border Ethereal plane. You can use this feature a number of times equal to your Wisdom modifier, regaining all uses after completing a long rest. Your spirit companion can also act on its own to defend you, entering the Material plane with its Etherealness ability. Your DM decides if and when your companion deems this necessary. If it does so, it acts on your initiative count. If your ghost companion dies, it reforms in the Border Ethereal plane near you after you complete a long rest. Undeathly Indwelling At 20th level, your bond with your spiritual companion is nigh unbreakable; the two of you are so close as to seem one being, at times. If your ghost companion is not dead, you can use a bonus action to bring it from the Border Ethereal into your own body. When you do so, you gain 45 temporary hit points, resist acid, fire, lightning, thunder, poison; bludgeoning, piercing, and slashing from nonmagical weapons; immunity to cold, necrotic; immunity to paralyzed, petrified, and restrained, and you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object or creature. These effects last for ten minutes, until you end the effect as a bonus action, or until these temporary hit points are expended. When the effects end, you gain one level of exhaustion and your spiritual companion returns to the Border Ethereal. Once you have used this feature, you cannot use it again until you have completed a long rest. Transmaugre Condemned to wildernesses and wastelands for their unnatural arcana, transmaugres are witches who use their magics to wreak hideous transformations on creatures of all kinds ­ including themselves. From their hidden dens and underground laboratories crawl forth horrible monstrosities, nursed into existence by the clever hands of a witch. Transmaugres are particularly hated by druids and rangers for their perversion of the natural world. Transmaugre Expanded Spell List Horror Buff At 1st level, your fascination with and love for monstrous creatures has culminated into an expertise in all things monster­related. You have advantage on Intelligence checks to recall information about monstrosities, as well as on Animal Handling or Nature checks made to calm, train, direct, or heal monstrosities. Spells speak with animals, cure wounds alter self, enlarge/reduce meld into stone, haste Spell Level 1st 2nd 3rd 4th charm monster, stone shape animate objects, cure mass wounds 5th Recombinants At 3rd level, you are visited by an unsettling inspiration and learn how to instill horrific permanent changes into the bodies of defenseless subjects. By spending 8 uninterrupted hours performing a ritual involving your own blood, you can transform a beast of CR 1/8 or less into a monstrosity known as a recombinant. Doing so requires the expenditure of 100 gp worth of materials. Your recombinant acts on your initiative count and has the game statistics it had in its previous form, except that its type is monstrosity, its hit point maximum is 10, and it loses any multiattack it may have had. In addition, it gains your choice of a number of the following recombinant characteristics equal to your Wisdom modifier at the time of its creation: • Bioluminescence: You outfit your recombinant's body with a glowing tail or phosphorescent spots. Your recombinant gains the ability to cast light on itself at­will without verbal, somatic, or material components. • Bug­Eyed Freak: You replace your recombinant's eyes with a pair of bulbous, organic magical sensors you grew in a jar. Your familiar gains darkvision 60 feet and has advantage on Wisdom (Perception) checks. • Carapace: You graft a tough carapace onto the outside of your recombinant's body. Its AC increases by 3. • Wings: You stitch wings of any type onto your recombinant's body. It gains a fly speed of 30 feet. • Chameleon Skin: You imbue your recombinant's skin or fur with the ability to change color to blend in with its surroundings. It has advantage on stealth checks and can take the Hide action when lightly obscured. • Extradimensional Pouch: Your recombinant has a pouch with an extradimensional space. This space functions like a bag of holding with the following exceptions: the space is a 4­foot deep cylinder with a diameter of 6 inches, and can hold a maximum of 100 lbs worth of contents. When your recombinant dies, the contents of the pouch spill out in an unoccupied space within 5 feet. • Fangs: You stimulate the growth of your recombinant's teeth, causing them to swell into vicious fangs slaked in acidic saliva. Your recombinant can make a bite attack with these new fangs, adding its melee attack bonus to hit and dealing 1d6 + its melee ability modifier points of piercing damage + 1d6 acid damage on a hit. • Mutable Form: Your recombinant gains the ability to cast the enlarge/reduce spell on itself at­will without verbal, somatic, or material components. When it does so, the spell lasts until it chooses to end it as a bonus action. • Regeneration: The regenerative magics you imbued into your recombinant are particularly strong. Your recombinant regains 1 hit point at the beginning of each of its turns unless it has taken fire damage since the end of its last turn. • Spider Legs: You replace your recombinant's legs with eight chitinous spider legs. It gains a climb speed of 40 feet and can climb on difficult surfaces, such as upside down on a ceiling, without needing to make an ability check. • Stinger: You augment your recombinant with a poisonous stinger. It gains the ability to make an attack with this stinger, adding its melee attack bonus to the roll and doing 1d6 piercing damage on a hit. On a hit, the target must also make a DC 10 Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much on a successful one. • Tentacles: You have grafted two fleshy or segmented tentacles onto your recombinant's body. It gains an extra reaction that it can only use to make an opportunity attack with a tentacle. This attack uses your recombinant's melee attack bonus, has a 10 foot reach, and deals 1d8 bludgeoning damage on a hit. Your recombinant can spend both of its reactions at once to make two opportunity attacks on a single target, but both must be tentacle attacks. The recombinant obeys your commands, and considers you its parent or master. You can only control a single recombinant in this way at one time; if you create a new recombinant, your control over the previous one fades, it is no longer considered a recombinant, and it becomes hostile to you and all other creatures. As part of the creation of your recombinant, you imbue it with regenerative magics. Because of this, when your recombinant dies you can restore it to life by gathering its head and at least 30% of its body; if you spend one hour stitching these parts back together, the recombinant comes back to life with 1 hit point and regenerates any lost limbs or body parts after you complete a long rest. You can use your familiar to create a recombinant. After the transformation, it is still considered to be your familiar and you retain all associated benefits. However, if you create a new recombinant, your familiar recombinant still becomes hostile. Alternatively, you can cast find familiar on your existing recombinant if you know it. If you do so, it is considered a familiar. Metamorphosis At 10th level, your transformative magics allow you to grant and assume temporary monstrous forms. Choose one monstrosity of CR 2 as your metamorph. You can use your action to magically transform into that creature, or to allow your recombinant to do so. You can use this feature twice, regaining all uses when you finish a long rest. You gain new metamorphs at 12th, 15th, 18th and 20th levels. When you gain a new metamorph, you may pick a monstrosity of CR equal to or less than one quarter of your witch level, rounded down. Alternatively, you may pick the form of a recombinant you have previously created. You or your recombinant can stay in a metamorph for a number of hours equal to your Wisdom modifier, reverting to your normal form at the end of this time unless you expend another use of this feature. You can revert to your normal form earlier, or cause your recombinant to do so, by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, die, or if this feature is used by your recombinant (or vice versa). While you or your recombinant are transformed, follow the rules that apply for a druid's wild shape (page 67 in the Player's Handbook). In addition, you can now create recombinants from beasts of CR 1/4 or less. Evolution At 14th level, you learn to twist the pain of a killing blow into renewed abomination. Choose a monstrosity of CR 5. As your reaction when you see you or your recombinant reduced to 0 hit points, you can cause that creature to instead immediately transform into the chosen monstrosity as though with your Metamorphosis ability. You may also use this ability when you see your recombinant drop to 0 hit points in its normal form, causing it to transform into one of your metamorphs instead of dying. Once you have used either version of this feature, you cannot do so again until you complete a long rest. At 20th level, you may replace your previous choice of monstrosity with one of CR 6. Additionally, you have learned to wreak further transfigurations on your recombinant. By spending 8 uninterrupted hours carrying out a ritual involving your own blood, you can permanently transform your recombinant into a monstrosity of CR 2 or less. At 20th level, you can use this feature to permanently transform your recombinant into a monstrosity of CR 3 or less. Alternatively, you may choose to use this ritual to upgrade your recombinant's current form. If you do, it gains 2 (4 at 20th level) of the following greater recombinant characteristics, active even when it is in a metamorph: • Arcane Hide: You imbue your recombinant with powerful magical dampening. It has advantage on saves against spells and magical effects. • Blink: You have taught your recombinant to travel through the Border Ethereal plane. As a bonus action, it can enter the Border Ethereal plane from the Material plane or vice versa. • Blood of the Hydra: You have given your recombinant a transfusion of hydra blood, granting it powerful regenerative abilities. It regains 5 hit points at the end of each of its turns unless it has taken fire damage since the end of its last turn. • Engorgement: You have overstimulated your recombinant's growth factor, causing it to swell to a size unprecedented for a normal creature of its type. If it was Medium or smaller, it is now Large. If it was Large, its new size is Huge. Its maximum hit points increase by a number equal to its Constitution modifier multiplied by half your witch level rounded down. Its Strength increases by 2, its attacks deal an additional 1d4 damage, and it gains the ability to swallow a grappled creature of Medium size or smaller as an action, succeeding on a Strength (Athletics) contest to do so. A swallowed creature is blinded and restrained, takes 1d6 acid damage at the start of each of the recombinant's turns, and can escape with a successful DC 12 Strength (Athletics) check, causing the recombinant to vomit it out prone in an unoccupied space within 5 feet. • Magic Flesh: You instill your recombinant's body with magical power, causing it to resist blows from nonmagical sources. Your recombinant gains resistance to bludgeoning, slashing, and piercing damage from nonmagical weapons that are not silvered. • Monstrous Surge: Your recombinant learns to draw from your well of arcane power to heal itself. As a bonus action, it can restore a number of hit points equal to 1d10 + your witch level. It can use this feature once, regaining all uses on a short or long rest. Either version of this ritual requires the expenditure of 500 gp worth of rare components. Transmogrify At 20th level, you have learned to curse creatures with abomination. As an action, you can attempt to curse a creature that you can see within 60 feet. The creature must make a Constitution saving throw against your spell save DC. If the saving throw fails by 5 or more, the creature is instantly transformed into a monstrosity of your choosing of CR 5 or less (of a size category that is no more than one size different from that of the target creature). Otherwise, a creature that fails the save begins to transform into the monstrosity you chose. They fall prone as they are wracked with pain, and are considered incapacitated. The incapacitated creature must repeat the saving throw at the end of its next turn, completing the transformation on a failure and ending the effect on a success. Upon completing the transformation, both you and the target creature immediately gain one level of exhaustion. If you target your recombinant with this feature, the bond between you is immediately broken and it is no longer considered a recombinant. A creature transformed by this feature is charmed by you for 30 days. This charm is immediately broken if you or your allies harm the creature in any way. At the end of the 30 days, the creature becomes independent and judges you based on your treatment of it. It is only hostile to you if you were unkind to it during its servitude, but may choose to leave your company unless you treated it particularly well. This transformation lasts until the creature is freed by greater restoration, remove curse, or other restorative magic. Once you use this feature, you cannot use it again until you complete a long rest. Multiclassing When multiclassing as a witch to a class with the Spellcasting feature, you can use the spell slots you gain from the Craft Magic class feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast witch spells you know. When multiclassing as a witch with warlock, you calculate the level of your witch and warlock spell slots and the number of slots together. Add together your witch and warlock levels and determine your level and number of spell slots using either class's table. These slots count as both witch and warlock slots for you. Witch Kennings If a kenning has prerequisites, you must meet them to learn it. You can learn the kenning at the same time as you meet its prerequisites. A level prerequisite refers to your level in this class. Arcane Boost Prerequisite: 9th level, the Coven­Keeper witch archetype As your reaction when you see a member of your coven cast a spell that requires an attack roll or saving throw, you can add 1d6 to the attack roll or subtract 1d6 from the target's saving throw. You can use this feature a number of times equal to your Wisdom modifier, regaining all expended uses on a short or long rest. Athame Prerequisite: the Idol Activity class feature You have learned to anoint a dagger for use as a ritual tool known as an athame, spending an hour to do so. You can only have one athame at a time. You can use your athame as your arcane focus. Choose one of the following effects: • While holding your athame, you can use an action to cause a nonmagical item worn or carried by a creature that you can see to momentarily sharpen into magical keenness. The target must make a Dexterity saving throw against your spell save DC, accidentally pricking themself on the sharpened item on a failed save (taking no damage). When a creature fails this save, a single drop of their blood beads on the tip of your athame and can be collected for use in the creation of idols. • You learn the control flame cantrip. Besom Prerequisite: 9th level You have learned to anoint a broom for ritual purposes, spending an hour to do so. You can cast greater restoration using a witch spell slot while holding this broom. Once you have used this feature, you cannot use it again until you complete a long rest. Blessed Be Prerequisite: the bless spell You can cast bless at­will as a 1st­level spell without expending a spell slot. Blood Bather Prerequisite: 15th level You have learned how to extend your life by bathing in the blood of goats and other ungulates. You age 1 year for every 10 that passes and retain a youthful appearance until the end of your lifespan. In addition, you can drink a bottle of fresh blood to regain 2d4 + 2 Hit Points. Book of Shadows Prerequisite: the Idol Activity feature You bind yourself to a grimoire that you create or inherit. This magical tome, known as a book of shadows, contains your and/or your coven's knowledge of arcane lore and magical secrets. By spending an hour recording what you have learned, you can create an entry for a creature for whom you currently possess an active idol. The entry contains information on the creature's habits, abilities, and weaknesses, and details how to craft an idol for creatures of that kind in the future. Creating an entry requires rare inks costing 10 gp. You are able to craft idols based solely on your book of shadows entries. When you do, the idol is attuned to creatures of that kind in general, rather than to a single creature. An idol crafted in this way grants you your idol bonus to damage rolls against any creature of the kind whose entry you used to craft it. For example, if you wrote an entry for Strahd von Zarovich in your book of shadows, you would be able to craft idols attuned to vampires in general. Idols crafted based on humanoid entries are attuned only to humanoids of the same race as the subject of the entry. Idols of this type cannot be used with the Spoiler feature. If you inherit your book of shadows, it contains entries on 1d10 individual creatures of the DM's choosing. Buffed Buddy Prerequisite: the Recombinants feature Choose one additional recombinant characteristic from the list given in the description of that feature. Your recombinant gains that characteristic, and when you create a new recombinant in the future, you can choose a number of characteristics equal to your Wisdom modifier + 1. Canny Prerequisite: 15th level, the Guile feature You gain a second Guile attunement slot. Chalice Prerequisite: the Idol Activity feature You have learned to anoint a cup or goblet for use as a ritual tool known as a chalice, spending an hour to do so. You can only have one chalice at a time. You can use your chalice as your arcane focus. Choose one of the following effects: • You can place an idol that you have crafted into the chalice filled with any fluid. For 1 minute after you do so, you can cast a spell with a range of touch on the target of that idol as long as you are touching the idol and can also see the target. Once you have used this feature, you cannot do so again until you complete a short or long rest. • You learn the shape water cantrip. Child-Charmer You can cast charm person as a 1st­level spell on children at­will without expending a spell slot. When you do, the target has disadvantage on the save and the effect lasts until dispelled. Doctrine of Signatures You maintain a collection of nonmagical herbs that bear superficial resemblances to humanoid body parts. As an action, you touch a bundle of these herbs to an unconscious creature with 0 hit points and cause that creature to regain 1d4 hit points. You can use this feature a number of times equal to your Wisdom modifier, using a new bundle of herbs for each use and regaining all expended uses when you complete a long rest. Eldritch Kenning Prerequisite: 7th level Choose one Eldritch Invocation from the warlock's list that has only a level requirement that you equal or exceed in witch levels. You gain that invocation as this kenning. Fog Hag Prerequisite: 11th level You can cast gaseous form on yourself at­will without expending a spell slot. Ghost Grip Prerequisite: 5th level, the Medium witch archetype You learn the mage hand cantrip if you do not already know it. When you cast it, the hand is invisible unless you choose otherwise, has a range of 60 feet, and can lift up to 50 lbs. In addition, the hand can tap, knock, or bang on objects to create sounds that can be heard for 30 feet around. Greater Eldritch Kenning Prerequisite: 15th level Choose one Eldritch Invocation from the warlock's list that has only a level requirement that you equal or exceed in witch levels. You gain that invocation as this kenning. Hag-Ward You can cast protection from evil and good at­ will without expending a spell slot. Hedge Spell Choose a spell from the witch spell list that is of a level for which you have spell slots. You add that spell to your list of spells known, and ignore verbal component requirements for that spell as well as material requirements that have no specified value. Herb-Witch Prerequisite: 5th level You can cast speak with plants at­will without expending a spell slot. Hurly Burly Prerequisite: 7th level You can cast haste without expending a spell slot. Once you have used this feature, you cannot use it again until you complete a long rest. Improved Familiar Wiles Prerequisite: the Familiar Wiles feature When your familiar uses the Familiar Wiles feature, it adds or subtracts 1d6 instead of 1d4 to or from the roll. The Left Hand Path Prerequisite: the bane spell You can cast bane as a 1st­level spell at­will without expending a spell slot. If you are not left handed, you become so. Library of Shared Experiences Prerequisite: 5th level, the Coven­Keeper witch archetype Choose one spell from your list of spells known. Everyone in your coven adds that spell to their class spell list or list of spells known. When you gain a level in this class, you can replace the spell with another spell from your list of spells known. Long-Distance Brewing Prerequisite: the Spoiler feature The radius of the Spoiler feature is increased to 15 miles for you. Mimicry You can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check against your spell save DC. Mutterer Prerequisite: 5th level You ignore the verbal component requirements of spells. Monstrous Homunculus Prerequisite: 13th level, the Recombinants feature You learn the create homunculus spell and can cast it using a 6th­level witch spell slot. When you do, choose two characteristics from the list given in the description of the Recombinants feature. The homunculus you create gains those characteristics. Pentacle Prerequisite: the Idol Activity feature You have learned to craft and anoint a ritual amulet inscribed with a pentacle, spending an hour to do so. You can only have one pentacle at a time. You can use your pentacle as your arcane focus. Choose one of the following effects: • Choose one creature that you can see within 60 feet for whom you possess an idol. As a bonus action, you can cause that creature to immediately teleport to an unoccupied space within 5 feet of you. Once you have used this feature, you cannot do so again until you complete a short or long rest. • You learn the mold earth cantrip. Reinforced Stitching Prerequisite: the Recombinants feature Your recombinant's maximum hit points are 10 + your Wisdom modifier multiplied by half your witch level rounded down. Salem's Safety Prerequisite: 9th level You are resistant to fire damage. Skyclad When you are completely naked aside from jewelry and a cloak or cape, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Slippery Servant Prerequisite: the Recombinants feature Your recombinant gains the ability to take the Dash, Disengage, Dodge, or Hide actions as bonus actions. Song Stealer Prerequisite: 3rd level You add silence to your list of spells known. When you cast it, you can choose to have it target a single creature. When you do so, the target must make a Charisma saving throw. If they fail, they are silenced and can create no vocal sounds for the duration. If you maintain your concentration for the full duration of the spell, this effect becomes permanent (until dispelled by dispel magic, greater restoration, remove curse, or similar magic). You can choose to speak with the voice of a creature affected by your permanent casting of this spell instead of your own. When you do, your voice becomes indistinguishable from that of the target, and you make Performance and Persuasion checks using their game statistics. You can maintain hold over a number of stolen voices equal to your Wisdom modifier, choosing one voice to return to its owner when a new casting of silence would put you over your limit. When you do, the effect immediately ends for the target whose voice you released. Once you use this feature, you cannot use it again until you complete a long rest. Spectral Reach Prerequisite: 5th level, the Medium witch archetype You can use a bonus action to cause one of your arms to become incorporeal up to the shoulder. While this effect is active, your reach increases by 10 feet and you can reach into or through objects and creatures. You are able to interact with objects or creatures that you choose as though your hand was solid. While this effect is active, you can make a melee weapon attack with your spectral arm, adding your Charisma modifier to hit and dealing 1d6 + your Charisma modifier points of force damage. You are considered proficient for this attack. Maintaining this effect requires your concentration. Vampire Prowl Prerequisite: 3rd level You add spider climb to your list of spells known and can cast it on yourself at­will without expending a spell slot. Wand Prerequisite: the Idol Activity feature You have learned to anoint a wand as a ritual tool, spending an hour to do so. You can only have one anointed wand at a time. You can use your wand as your arcane focus. Choose one of the following features: • Choose one creature that you can see within 60 feet for whom you have an idol. As a bonus action, you can tap the idol with the wand and cause the target to either (a) have disadvantage on their next attack or (b) have advantage on their next saving throw. Once you have used this feature, you cannot use it again until you complete a short or long rest. • You learn the gust cantrip. Witch Mercy Prerequisite: the healing word spell You can cast healing word as a 1st­level spell without expending a spell slot. Once you have used this feature, you cannot use it again until you complete a short or long rest. Witch-Ray Prerequisite: the ray of sickness spell You can cast ray of sickness at­will as a 1st­ level spell without expending a spell slot. When you do so, it deals extra damage according to your witch level: +1d8 at 5th level, +2d8 at 11th, and +3d8 at 17th level. Witch-Spit Your saliva is blue, and can be used as ink. Anything written in this ink appears to be written in random squiggles and sigils and is unintelligible to anyone but you and those you designate. A reader may attempt a single Intelligence (Investigation) check against your spell save DC, successfully piercing the illusion on a success. In addition, your spit can be substituted for the rare inks required to transcribe spells. Cantrips (0 Level) Blade Ward Chill Touch Control Flame Create Bonfire Dancing Lights Fire Bolt Friends Gust Mage Hand Magic Stone Mending Message Minor Illusion Mold Earth Prestidigitation Produce Flame Resistance Sacred Flame Shocking Grasp Toll the Dead 1st Level Bane Bless Command Disguise Self Faerie Fire Feather Fall Find Familiar Healing Word Hex Identify Mage Armor Ray of Sickness Sleep Witch Bolt 2nd Level Arcane Lock Blindness/Deafness Blur Continual Flame Detect Thoughts Hold Person Invisibility Knock Levitate Locate Object Moonbeam Phantasmal Force Suggestion Web 3rd Level Bestow Curse Blink Conjure Animals Counterspell Dispel Magic Fly Gaseous Form Hypnotic Pattern Lightning Bolt Phantom Steed Plant Growth Remove Curse Summon Lesser Demons Thunder Step Tiny Servant Vampiric Touch 4th Level Arcane Eye Conjure Woodland Beings Charm Monster Dimension Door Giant Insect Greater Invisibility Phantasmal Killer Polymorph Sickening Radiance Summon Greater Demon 5th Level Awaken Conjure Elemental Contagion Dream Enchanted Slumber Far Step Infernal Calling Modify Memory Scrying Synaptic Static Telekinesis Teleportation Circle 6th Level Chain Lightning Conjure Fey Disintegrate Eyebite Flesh to Stone Guards and Wards Investiture of Flame Investiture of Ice Investiture of Stone Investiture of Wind Mass Suggestion Soul Cage True Seeing 7th Level Conjure Celestial Crown of Stars Etherealness Finger of Death Plane Shift Simulacrum 8th Level Control Weather Demiplane Dominate Monster Feeblemind Incendiary Cloud Maze 9th Level Astral Projection Foresight Shapechange True Polymorph Weird Wish Witch Spell List Enchanted Slumber 5th­level enchantment Casting Time: 1 hour Range: Touch Components: V, S Duration: 30 days You touch a Tiny nonmagical object and imbue it with a powerful witch's curse. A creature other than you that touches the object must make a Constitution saving throw or fall into a state of slumbering suspended animation for the duration. Time ceases to flow for it, and it doesn't grow older or require food or water. The creature cannot be woken by any means, but you can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it. You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above. Sample Witch NPCs This section presents statistics for 5 sample witch NPCs: the hex­brewer, the grave witch, the mold mage, the sanguinarian, and the witch of the wilds. These NPCs were created as though they were witch player characters, and serve to demonstrate possible builds for the class and provide ready­made stat blocks for witch NPCs. Most of these NPCs were given a race according to what best suited their character design, but they can easily be altered to suit your needs. The Hex-Brewer The hex­brewer, grave witch, and mold mage make up a hypothetical coven for use in your campaign, but can of course also be used individually. The coven is led by the hex­brewer, whose talents help the other members of the coven to acquire blood for the creation of idols. The hex­ brewer also maintains the coven's record of arcane lore and uses their talent with potions brewing to both hurt and help from afar. In battle, the hex­brewer flies above the battle, draining life energies from the coven's foes with vampiric touch, delivered via an idol dipped in their chalice. Hex-Brewer Medium humanoid (protector aasimar, any alignment) Armor Class 14 (studded leather) Hit Points 56 (8d8 + 0) Speed 30 ft. STR DEX CON INT WIS CHA 8 (­1) 14 (+2) 10 (+0) 10 (+0) 18 (+4) 18 (+4) Saving Throws. Wisdom +7, Charisma +7 Senses passive Perception 14 Skills Arcana +3, Deception +7, Insight +7, Persuasion +7 Languages common, infernal, celestial Challenge 4 (1,100 XP) Athame. The hex­brewer has an athame that can be used according to the description of the athame kenning on page 13 of this document. Book of Shadows. The hex­brewer has a book of arcane knowledge that allows them to craft race­ generalized idols. Chalice (Recharges on a Short or Long Rest). The hex­brewer has a chalice that can be used according to the description of the athame kenning on page 13 of this document. Coven­Keeper.The hex­brewer can create and maintain covens, allowing the members of a coven to communicate telepathically when within 1 mile of each other. Long­Distance Spoilers. The hex­brewer can submerge their idols in potions to affect the target, as long as the target is within 15 miles. See the rules for the Spoiler feature (page 6 of this document). Actions Healing Hand (1/day). The hex­brewer touches a creature, causing them to regain 8 hit points. Radiant Soul (1/day). The hex­brewer sprouts spectral wings, gaining a fly speed of 30 ft. In addition, for 1 minute or until they end this effect as a bonus action, they can add 8 radiant damage once per turn to a hit with their weapon or spell attack. Craft Magic: The hex­brewer is an 8th­level spellcaster. Their spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks) and they regain 4th level slots on a long or short rest. They know the following witch spells: Cantrips (at­will): dancing lights, resistance, toll the dead 1st­4th­level (2 4th level slots): blink, blindness/deafness, healing word, hold person, hypnotic pattern, remove curse, summon greater demon, tiny servant, vampiric touch Items The hex­brewer has general idols against humans, elves, dwarves, and halflings. Grave Witch Medium humanoid (high elf, any alignment) Armor Class 16 (studded leather) Hit Points 56 (8d8 + 0) Speed 40 ft. STR DEX CON INT WIS CHA 8 (­1) 18 (+4) 11 (+0) 10 (+0) 18 (+4) 16 (+3) Saving Throws. Wisdom +7, Charisma +6 Senses passive Perception 17 Skills Arcana +3, Deception +6, Insight +7, Perception +7 Persuasion +6 Languages common, elvish, infernal, celestial Challenge 4 (1,100 XP) Fey Ancestry. The grave witch has advantage against being charmed and magic cannot put them to sleep. Ghost Grip. The grave witch knows mage hand, and when they cast it the hand can be invisible, has a range of 60 ft., can lift 50 lbs, and can make sounds. Hurly Burly (1/day). The grave witch can cast haste without expending a spell slot. Mobile. The grave witch has the Mobile feat. Shadow Servant. The grave witch's shadow is animate and under their control. Actions Spectral Squeeze. Melee attack: +7 to hit, one target, reach 15 ft. Hit: 1d6 + 3 force damage. Green Flame Grasp. Melee attack: +6 to hit, reach 15 ft., one target Hit: 1d6 + 3 force damage plus 2d8 fire damage and an additional 2d8 + 3 fire damage to an adjacent target. Guile Snatch (4/LR). The grave witch targets a magic item that they can see within 60 feet that is attuned to a creature that they can also see, also within 60 feet. The grave witch enters a Charisma contest with the attuned creature, causing the target magic item to appear in the grave witch's hand, attuned to the grave witch, on a success. Craft Magic: The grave witch is an 8th­level spellcaster. Their spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks) and they regain 4th level slots on a long or short rest. They know the following witch spells: Cantrips (at­will): green flame blade, mage hand, minor illusion, toll the dead 1st­4th­level (2 4th level slots): arcane eye, blink, blur, counterspell, fly, greater invisibility, invisibility, phantasmal killer, phantom steed The Grave Witch The grave witch is your garden­variety goth teenager who read a bit too far into granny's book of shadows. They most likely wear heavy makeup and hang around in cemeteries. In combat, the grave witch slashes with their flaming spectral arm and uses their spells (blink, blur, greater invisibility) to dodge enemy attacks while their shadow distracts foes. Mold Mage Medium humanoid (dark elf, any alignment) Armor Class 13 (studded leather) Hit Points 64 (8d8 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 8 (­1) 12 (+1) 14 (+2) 10 (+0) 16 (+3) 16 (+3) Saving Throws. Wisdom +6, Charisma +6 Senses passive Perception 16, devil's sight 120 ft. Skills Arcana +3, Insight +6, Perception +6, Sleight of Hand +4, Stealth +4, Thieves' tools +4 Languages common, elvish Challenge 4 (1,100 XP) Fey Ancestry. The mold mage has advantage against being charmed and magic cannot put them to sleep. Eldritch Kenning (Devil's Sight). The mold mage can see through magical darkness out to a range of 120 ft. Elven Accuracy. When the mold mage makes an attack roll that uses Dexterity, Intelligence, Wisdom, or Charisma, they can choose to re­roll one of the dice once. Witch­Ray. The mold mage can cast ray of sickness as a 1st­level spell at­will without expending a spell slot. It deals an additional 1d8 damage. Actions Ray of Sickness. Ranged Spell Attack: +6 to hit, 60 ft., one target Hit: 3d8 poison damage and the target must make a DC 14 Constitution saving throw or be poisoned until the end of the mold mage's next turn. Craft Magic: The mold mage is an 8th­level spellcaster. Their spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks) and they regain 4th level slots on a long or short rest. They know the following witch spells: Cantrips (at­will): chill touch, dancing lights, mold earth, toll the dead 1st­4th­level (2 4th level slots): dimension door, detect thoughts, dispel magic, find familiar, lightning bolt, plant growth, ray of sickness, thunder step, web Innate Spellcasting: The mold mage can innately cast dancing lights, faerie fire (1/day), and darkness (1/day). The Mold Mage The mold mage is a witch obsessed with fungi, either because they grew up in the Underdark or because they just don't have any friends. In either case, they probably carry a small glass terrarium filled with fungus now, and their trusty familiar is literally made of mold. Thorny Recombinant Medium humanoid (dark elf, any alignment) Armor Class 17 (natural armor, carapace) Hit Points 22 Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 13 (+1) 2 (­4) 10 (+0) 6 (­2) Damage Resistances lightning, piercing Senses darkvision 60 ft., passive Perception 14 Skills Perception +4, Stealth +3 Languages None Challenge 1 (200 XP) Familiar Wiles (3/day). The thorny recombinant augments the mold mage's spells with a d4 (see page 6). Slippery Servant. The thorny recombinant can take the Dash, Disengage, Dodge, or Hide actions as bonus actions. Thorny Characteristics. The thorny recombinant has the characteristics of a thorny (Volo's Guide to Monsters, page 197). Actions Fangs. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 + 1 piercing plus 1d6 acid damage. Sanguinarian Medium humanoid (half­elf, neutral evil) Armor Class 16 (studded leather) Hit Points 101 (15d8 + 0) Speed 40 ft. STR DEX CON INT WIS CHA 8 (­1) 18 (+4) 10 (+0) 8 (­1) 18 (+4) 18 (+4) Saving Throws. Wisdom +9, Charisma +9 Senses passive Perception 14, darkvision 60 ft. Skills Acrobatics +9, Deception +9, Perception +9, Performance +9, Sleight of Hand +9, Stealth +9 Languages common, infernal, elvish, dwarvish Challenge 9 (5,000 XP) Blood Bather. The sanguinarian keeps a youthful appearance until the end of their lifespan and can drink a bottle of fresh blood to regain 2d4 + 2 hit points. Fey Ancestry. The sanguinarian has advantage against being charmed and magic cannot put them to sleep. Guile. The sanguinarian has an extra attunement slot that they can use to attune items without gaining their benefits. Evolution (1/day). As their reaction when the sanguinarian drops to 0 hit points in a metamorph, they transform into a roper (Monster Manual page 261). Bonus Actions Guile Swap (4/day). The sanguinarian swaps a magic item from a guile slot to a regular attunement slot or vice versa. They immediately gain the magical effects of the item swapped into the attunement slot and immediately lose the effects of the item swapped into the guile slot. Actions Bite (alter self only). Melee attack: +5 to hit, reach 5 ft., one target Hit: 1d6 points of piercing damage (counts as magical) and the sanguinarian regains an equal number of hit points to the damage dealt. Ray of Sickness. Ranged Spell Attack: +9 to hit, 60 ft., one target Hit: 4d8 points of poison damage and the target must make a DC 17 Constitution saving throw or be poisoned until the end of the sanguinarian's next turn. Metamorphosis (2/day). The sanguinarian transforms into one of their metamorphs: lesser vampire bat, winter wolf, or greater vampire bat (see next page). Guile Snatch (4/day). The sanguinarian targets a magic item that they can see within 60 feet that is attuned to a creature that they can also see, also within 60 feet. The sanguinarian enters into a Charisma contest with the attuned creature, causing the target magic item to appear in the sanguinarian's hand, attuned to the sanguinarian's guile or attunement slot. This ability cannot be used unless the sanguinarian has an empty guile or attunement slot. Craft Magic: The sanguinarian is a 15th­level spellcaster. Their spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks) and they regain 5th level slots on a long or short rest and 6th level and higher slots on a long rest. They know the following witch spells: Cantrips (at­will): alter self, gaseous form (self only), minor illusion, mold earth, prestidigitation, ray of sickness, spider climb, toll the dead 1st­5th­level (3 5th level slots): charm monster, conjure animals, detect thoughts, fly, greater invisibility, hold person invisibility, modify memory, polymorph, scrying, suggestion, vampiric touch 6th­level (1 slot): soul cage 7th­level (1 slot): finger of death 8th­level (1 slot): dominate monster The Sanguinarian The sanguinarian started out as one of those poor fools that romanticize vampires. Unlike most, the sanguinarian never grew out of it and has spent their entire life attempting to emulate and become a vampire themself. They have probably begged for undeath from actual vampires many times, and been turned away in disgust by every single one. The sanguinarian lurks around near graveyards, drinks blood habitually, and most likely sleeps in an incredibly ostentatious coffin. Lesser Vampire Bat Tiny monstrosity (bat, recombinant) Armor Class 12 Hit Points 30 Speed 5 ft., fly 60 ft. STR DEX CON INT WIS CHA 2 (­4) 15 (+2) 8 (­1) 2 (­4) 12 (+1) 4 (­3) Senses passive Perception 11, blindsight 60 ft. Languages none Challenge 0 (10 XP) Chameleon Hide. The lesser vampire bat has advantage on Dexterity (Stealth) checks and can hide when only lightly obscured. Echolocation. The lesser vampire bat can't use its blindsight when deafened. Keen Hearing. The lesser vampire bat has advantage on Wisdom (Perception) checks that rely on hearing. Mutable Form. The lesser vampire bat can cast enlarge/reduce on itself without expending a spell slot or using verbal, somatic, or material components. When it does, the effect lasts until the bat ends it as a bonus action. Regeneration. The lesser vampire bat regains 1 hit point at the beginning of each of its turns, as long as it starts its turn with at least 1 hit point and is not incapacitated. Actions Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target Hit: 1d6 + 1 points of piercing damage and 1d6 acid damage. If the lesser vampire bat is enlarged, it deals an additional 1d4 points of piercing damage. Greater Vampire Bat Large monstrosity (giant bat, recombinant) Armor Class 16 Hit Points 38 Speed 10 ft., fly 60 ft. STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 11 (+0) 2 (­4) 12 (+1) 6 (­2) Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons Senses passive Perception 11, blindsight 60 ft. Languages none Challenge 1 (200 XP) Chameleon Hide. The greater vampire bat has advantage on Dexterity (Stealth) checks and can hide when only lightly obscured. Echolocation. The greater vampire bat can't use its blindsight when deafened. Keen Hearing. The greater vampire bat has advantage on Wisdom (Perception) checks that rely on hearing. Mutable Form. The greater vampire bat can cast enlarge/reduce on itself without expending a spell slot or using verbal, somatic, or material components. When it does, the effect lasts until the bat ends it as a bonus action. Regeneration/Blood of the Hydra. The greater vampire bat regains 6 hit points at the beginning of each of its turns, as long as it starts its turn with at least 1 hit point and is not incapacitated. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target Hit: 1d6 + 2 points of piercing damage and 1d6 acid damage, plus 1d4 piercing if enlarged. Witch of the Wilds Medium humanoid (human, any alignment) Armor Class 18 (skyclad) Hit Points 131 (17d8 + 0) Speed 30 ft. STR DEX CON INT WIS CHA 8 (­1) 18 (+4) 10 (+0) 10 (+0) 18 (+4) 18 (+4) Saving Throws. Dexterity, +10, Wisdom +10, Charisma +10 Senses passive Perception 18 Skills Arcana +6, Athletics +5, Insight +10, Perception +10, Survival +10 Languages common, giant, goliath Challenge 19 (22,000 XP) Child­Charmer. The witch of the wilds can cast charm person on children as a 1st­level spell at­will without expending a spell slot. When they do, the target has disadvantage on the save and the effect lasts until dispelled. Evolution (1/day). As a reaction when they or their recombinant drop to 0 hit points in a metamorph, the witch of the wilds causes the target creature to instead transform into a young remorhaz as though with the witch of the wild's Metamorphosis ability. Greater Eldritch Kenning (Witch Sight). The witch of the wilds can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of them and within line of sight. Hurly Burly (1/day). The witch of the wilds can cast haste without expending a spell slot. Mimicry. The witch of the wids can mimic animal sounds and humanoid voices. A creature that hears the sounds can determine that they are imitations by making a successful DC 16 Wisdom (Insight) check. Mutterer. The wild witch ignores verbal component requirements. Spoiler. The wild witch has the Spoiler feature (see page 6) Actions Metamorphosis (2/day). The witch of the wilds transforms themself or their recombinant into one of their metamorphs: owlbear, phase spider, or peryton. Craft Magic: The witch of the wilds is a 17th­level spellcaster. Their spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks) and they regain 5th level slots on a long or short rest and 6th level and higher slots on a long rest. They know the following witch spells: Cantrips (at­will): control flame, fire bolt, mold earth, shape water, speak with plants 1st­5th­level (4 5th level slots): arcane eye, awaken, charm monster, dimension door, disguise self, giant insect, greater invisibility, healing word, locate object, moonbeam, polymorph, suggestion, sleep, telekinesis 6th­level (1 slot): mass suggestion 7th­level (1 slot): crown of stars 8th­level (1 slot): control weather 9th­level (1 slot): true polymorph (adult red dragon) The Witch of the Wilds The witch of the wilds haunts moors, forests, and misty mountains, cast out by polite society for her strange magic or born and raised in the wilderness. A formidable spellcaster, this witch roams the world in her monstrous forms, occasionally lurking along the edges of settlements and using her uncanny charm to lure children out into her clutches ­ whether to make a meal of them or simply to ease her loneliness is up to you. In battle, the witch of the wilds transforms into one of her metamorphs and fights alongside her recombinant, a griffon. As a last resort, she true polymorphs into an adult red dragon. Witch of the Wilds Medium humanoid (human, any alignment) Armor Class 18 (skyclad) Hit Points 131 (17d8 + 0) Speed 30 ft. STR DEX CON INT WIS CHA 8 (­1) 18 (+4) 10 (+0) 10 (+0) 18 (+4) 18 (+4) Saving Throws. Dexterity +10, Wisdom +10, Charisma +10 Senses passive Perception 10 Skills Arcana +6, Athletics +5, Insight +10, Perception +10, Survival +10 Languages common, giant, goliath Challenge 9 (5,000 XP) Child­Charmer. The witch of the wilds can cast charm person on children as a 1st­level spell at­will without expending a spell slot. When they do, the target has disadvantage on the save and the effect lasts until dispelled. Evolution (1/day). As their reaction when the witch of the wilds or their recombin drops to 0 hit points in a metamorph, they cause the target to instead transform into a young remorhaz (Monster Manual page 258). Greater Eldritch Kenning (Witch Sight). The witch of the wilds can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of them and within line of sight. Herb Witch. The witch of the wilds can cast speak with plants at­will without expending a spell slot. Hurly Burly (1/day). The wild witch can cast haste without expending a spell slot. Mimicry. The witch of the wilds can mimic animal sounds and humanoid voices. A creature that hears the sounds can determine that they are imitations by making a successful DC 18 Wisdom (Insight) check. Mutterer. The witch of the wilds ignores verbal component requirements. Spoiler. The witch of the wilds has the Spoiler feature (see page 6). Actions Metamorphosis (2/day). The witch of the wilds assumes one of her metamorphs: owlbear, phase spider, or peryton Craft Magic: The witch of the wilds is a 17th­level spellcaster. Their spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks) and they regain 5th level slots on a long or short rest and 6th level and higher slots on a long rest. They know the following witch spells: Cantrips (at­will): control flame, fire bolt, mold earth, shape water, speak with plants 1st­5th­level (3 5th level slots): arcane eye, awaken, charm monster, dimension door, disguise self, giant insect, greater invisibility, healing word, locate object, moonbeam, polymorph, suggestion, sleep, telekinesis 6th­level (1 slot): mass suggestion 7th­level (1 slot): crown of stars 8th­level (1 slot): control weather 9th­level (1 slot): true polymorph The Witch of the Wilds The witch of the wilds is a lonely prodigy, wandering moors, mountains, and swamps in monstrous guise. Cast out from civilization for their strange magic or simply born far from the purview of city councils and schoolmarms, the witch of the wilds has become a master of the untamed crannies of the world and the unnatural creatures that inhabit them. Occasionally, they lurk on the edges of towns and cities, using their mimicry and uncanny charm to lure children out from the safety of civilization ­ to liven up their diet, perhaps, or simply to appease an aching loneliness. The witch keeps a griffon as their recombinant, and spends much of their time in one of their metamorphs. As a last resort in combat, when their metamorphs are fully expended, the witch of the wilds true polymorphs into an adult red dragon.
textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/class Witch v1.0, by Vesper Burjoski.pdf
____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 1 of 36 Veluna Meta-Campaign Sourcebook Version 1.0 August 22, 2001 ____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 2 of 36 Welcome to the Veluna Meta-Campaign Sourcebook. Inside you will find the rules for a lot of things your PC can do outside the game at the table. This document will go through changes and updates and your character must conform to the newest version of these rules at all times. If any changes are made we will make announcements on the lists below as to the changes and when they take affect. Veluna-LW (www.yahoogroups.com) RPGAOHIO (www.yahoogroups.com) Velunalist (subscribe velunalist [email protected]) Belonging to any meta-group or using any of the meta- campaign options detailed in this book requires that you be a full member of the RPGA. If at anytime your membership expires you must stop using anything from this book immediately. If you have any questions please contact the meta-campaign co-coordinator for Veluna at [email protected]. Table of Contents Veluna Class Book Guidelines Page 3 Meta-Groups Page 7 Adventuring Companies Page 29 Religions in Veluna Page 32 Costs of Divine Spellcasting in Veluna Page 33 Character Death Page 35 Appeal Process Page 36 ____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 3 of 36 Veluna Class Book Guidelines As both the Living Greyhawk and D&D game expand new character options will be introduced into the campaign. These rules will be introduced through Rules Updates. These updates will expand on the character creation rules and will offer players more options on what they can do. Everything below is based on RUP-1 (Rules Update 1) which will be updated by the Circle every 2nd Monday of even numbered months. All PC’s must adhere to the most current version of this and future rules updates. Make sure you are familiar with RUP-1 before reading this document. Note: You must bring a copy of the appropriate information with you if you use anything from the Class Guidebooks. The following abbreviations will be used throughout this section. BoV - Brotherhood of the Vale Master – Masters of the Way KoW – Knights of Whitehale CoD – College of the Divine CoA – College of the Arcane ChR – Church of Rao ChSt – Church of St. Cuthbert ChH – Church of Heironeous InqH – Inquisitors of Heironeous Adv. Co. – Adventuring Companies TmGr – Mitrik Temple Guard Pack – The Pack S&F – Sword and Fist DoF – Defenders of the Faith T&B – Tome and Blood Feats: Any of the feats from the class books require campaign documentation to be used. This documentation does not give you the feat, but shows that you are eligible to take the feat when you can gain a feat and have the necessary prerequisites. Below is a list of feats by class book. Listed next to them is where you can look to find information on how to attain them if applicable. Notes: Unknown: It is unknown how to learn this feat at the present Sword & Fist Blindsight, 5-Foot Radius Unknown Circle Kick BoV, Master Close-Quarters Fighting BoV, KoW, InqH, TmGr, Pack Death Blow Unknown Dirty Fighting Master, Pack Dual Strike Adv. Co. Eagle Claw Attack BoV, Master Expert Tactician KoW Extra Stunning Attacks BoV, Master Eyes in the Back of your Head Unknown Feign Weakness BoV, Master Fists of Iron BoV, Master Hold the Line KoW, TmGr Improved Overrun Unknown Improved Sunder KoW Knock-Down Master Lightning Fists BoV Mantis Leap BoV Monkey Grip BoV Off-Hand Parry KoW, TmGr Pain Touch Unknown Pin Shield KoW, TmGr Power Lunge KoW, TmGr, Master Prone Attack BoV Rapid Reload Master, Pack Remain Conscious Unknown Sharp-Shooting Master Shield Expert KoW, TmGr, Master Snatch Arrows BoV, Master Throw Anything BoV, Master Zen Archery Master Defenders of the Faith Divine Cleansing CoD, ChR, ChSt, ChH, InqH Divine Might CoD, ChR, ChSt, ChH, InqH Divine Resistance CoD Divine Shield CoD Divine Vengeance CoD, ChSt, ChH, InqH Divine Vigor CoD, ChSt, ChH, InqH Empower Turning CoD, ChR, ChSt, ChH, InqH Extra Smiting Open to All Heighten Turning CoD, ChR, ChSt, ChH, InqH ____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 4 of 36 Improved Shield Bash KoW, InqH Quicken Turning CoD, ChR Reach Spell CoD Sacred Spell CoD Shield Charge KoW, InqH Tome & Blood Arcane Defense CoA Arcane Preparation CoA Augment Summoning CoA, CoD, ChR, ChSt Chain Spell CoA Cooperative Spell CoA, CoD Delay Spell CoA Energy Admixture CoA Energy Substitution CoA, CoD Eschew Materials CoA Extra Slot CoA, CoD Extra Spell CoA, CoD Greater Spell Focus CoA Greater Spell Penetration CoA Improved Familiar Unknown Innate Spell Unknown Persistent Spell CoA, CoD Repeat Spell CoA Sanctum Spell CoA Sculpt Spell CoA Spell Specialization CoA Split Ray CoA Subdual Substitution CoA Twin Spells Unknown Widen Spell CoA, CoD Spells: Any of the spells from the class books require campaign documentation to be used. This documentation does not give you the spell, but shows that you are eligible to take the spell when you reach the appropriate level. Below is a list of spells by class book. Listed next to them is where you can look to find information on how to attain them if applicable. Notes: Domain: This spell may be taken if you qualify for the domain. Banned: This spell is illegal to cast in Veluna. Knowing the spell is not a crime, but nobody in Veluna will teach you how to cast it. Unknown: It is unknown at this time how to acquire this spell You may not trade a spell from a class book to another wizard unless that wizard has documentation allowing them to have that spell. Sword & Fist No Spells Defenders of the Faith Aspect of the Deity Domain Bear’s Heart Domain Beast Claws CoD, InqH Beastmask Domain Blessed Aim KoW, CoD, InqH, TmGr Blight Banned Bolt of Glory Domain Bolts of Bedevilment Domain Brain Spider Domain Brambles CoD Briar Web CoD Burial Blessing CoD, ChR, ChSt, ChH, InqH Castigate Unknown Chain of Chaos Banned Chain of Eyes CoD, InqH Crown of Glory Domain Curse of the Brute KoW, CoD Curse of Lycanthropy Banned Divine Agility Unknown Divine Flame CoD, ChR, ChSt, ChH, InqH Divine Sacrifice KoW, TmGr Divine Storm Unknown Divine Zephyr CoD, ChR, ChSt, ChH, InqH Flame of Faith CoD, InqH Genesis Domain Greater Aspect of the Deity Domain Harrier Unknown Knife Spray CoD, ChSt, ChH, InqH Lesser Aspect of the Deity Domain Lesser Telepathic Bond CoD Maddening Scream Domain Monstrous Thrall Domain Otyugh Swarm Domain Plague of Rats Domain Probe Thoughts Domain Rage Domain Recitation Unknown Righteous Wrath of the Faithful Unknown Scourge Domain Slime Wave Banned Spikes CoD Sweet Water CoD Sword Stream CoD, InqH Touch of Madness Domain True Creation Domain ____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 5 of 36 True Domination Domain Unbinding Domain Unfailing Endurance Unknown Weapon of the Deity Domain Weather Eye Unknown Zeal KoW, TmGr Tome & Blood Absorption Unknown Acid Orb CoA Arcane Sight CoA Chain Contingency Unknown Choke CoA Cold Orb Unknown Command Undead Banned Corpse Candle CoA Dimensional Lock Unknown Disguise Undead Banned Eagle’s Splendor Unknown Electric Orb CoA Energy Buffer Unknown Energy Immunity Unknown Enhance Familiar CoA Familiar Pocket CoA False Life Unknown Feign Death Unknown Filter CoA, CoD, ChR, ChSt Fire Orb CoA Fortify Familiar Unknown Fox’s Cunning Unknown Gaze Screen CoA, CoD, ChR, ChH Ghostform Unknown Great Shout Unknown Hide Life Unknown Ice Burst CoA Ice Knife Unknown Imbue Familiar with Spell Ability Unknown Indifference CoA Lesser Acid Orb CoA Lesser Cold Orb CoA Lesser Electric Orb Unknown Lesser Fire Orb CoA Lesser Sonic Orb CoA Mass Darkvision CoA Mass Fly Unknown Mass Resist Elements CoA, CoD Mass Teleport Unknown Mordenkainen’s Private Sanctum Unknown Negative Energy Burst Banned Negative Energy Ray Banned Negative Energy Wave Banned Otiluke’s Dispelling Screen Unknown Otiluke’s Greater Dispelling Screen Unknown Owl’s Wisdom CoA, CoD, ChR, ChSt, ChH Polymorph Other Banned Polymorph Self Banned Repair Critical Damage Unknown Repair Light Damage CoA Repair Minor Damage CoA Repair Moderate Damage Unknown Repair Serious Damage CoA Sonic Orb CoA Spiritwall Banned Undeath to Death Banned ____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 6 of 36 Prestige Classes: Per RUP-1, all prestige classes fall into one of three categories. Core: Any character in the Living Greyhawk campaign that meets the requirement of a core prestige class may take that prestige class without any other requirements. Adaptable: These classes may or may not be available depending on your region. They may also have additional requirements to join added to them. Below you will find a list of adaptable prestige classes in Veluna and their specific rules. If you gained a prestige class outside of Veluna, you may use it in Veluna, but may not advance in level without meeting the Veluna requirements. Special: PC’s cannot take special prestige class unless a campaign certificate specifically grants the right to do so. Veluna Adaptable Prestige Classes: Special Darkhagard: This class is allowed ‘as is’. This prestige class can be found in Living Greyhawk Journal #2. Veth: This class is allowed ‘as is’. This prestige class can be found in Living Greyhawk Journal #2. Sword & Fist Drunken Master : At the current time it is not possible to take this class. It may or may not turn up as an option in a future module or interactive. Master of Chains: At the current time it is not possible to take this class. It may or may not turn up as an option in a future module or interactive. Order of the Bow Initiate: This prestige class is a benefit of membership in the Masters of the Way meta-group. Red Avenger: At the current time it is not possible to take this class. It may or may not turn up as an option in a future module or interactive. Warmaster: This class is available in Veluna with minor modifications. The person wishing to take this class must be sponsored by a graduate of the Furyondy War College or a noble of Veluna (certed). This sponsor can be a PC or NPC (certed). Any land or holdings gained through this prestige class will be through the Church of Rao in Veluna. The PC must expend 4 TU’s for each level gained in this prestige class Defenders of the Faith Church Inquisitor: This prestige class is a benefit of membership in any of the following meta-groups. Church of Rao, Church of St. Cuthbert, Church of Heironeous, Knights of Whitehale, or Mitrik Temple Guard. Hospitaler: This prestige class is a benefit of the meta- groups Mitrik Temple Guard, Church of St. Cuthbert, Church of Heironeous, and the Knights of Whitehale. Hunter of the Dead: This prestige class is a benefit of the following meta-groups. Church of Rao, Church of St. Cuthbert, Church of Heironeous, Knights of Whitehale, or the Mitrik Temple Guard. You must have a judge sign-off on the module where you received your ‘Scar of Life’ and the nature of the scar. If this happened in a past module ask that judge to sign a new log entry on your sheet with the circumstances and that will work as well. Knight of the Chalice: This prestige class is a benefit of the meta-groups Church of Rao and Church of St. Cuthbert. Knight of the Middle Circle: At the current time it is not possible to take this class. It may or may not turn up as an option in a future module or interactive. Tome & Blood Alienist: At the current time it is not possible to take this class. It may or may not turn up as an option in a future module or interactive. Dragon Disciple: This class is available as written with the following changes. When a character qualifies for this prestige class he must contact me at [email protected] and request a Dragon Disciple sheet (these will also be available at meta-group booths). The player fills in character information and background. He will then receive (in person or through the mail) a prestige class cert showing his right to take the prestige class if he wants and the color of the metallic dragon which was his ancestor. Mage of the Arcane Order: This prestige class is a benefit of membership in the College of the Arcane meta-group. Mindbender: At the current time it is not possible to take this class. It may or may not turn up as an option in a future module or interactive. Wayfarer Guide: At the current time it is not possible to take this class. It may or may not turn up as an option in a future module or interactive. ____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 7 of 36 Meta-Groups This is to go over the basics of joining meta-group organizations in Veluna. Meta-groups in Veluna are going to be certed organizations. These certs will come in many different forms and there are many ways to go about acquiring the necessary paperwork to join. We are going to do this the best way we can think of to make it as easy as possible for the majority of you. Below we will list the possible ways to join the groups in Veluna. 1. Come to a Meta-Group activity booth at any convention that is premiering Veluna regional modules. 2. Go to a Meta-Group activity booth being run at your local convention or gameday. If you are running one and wish to have it there contact me about arranging one. It is not going to be possible to get to all of them, but we will do our best to be fair. 3. Download the meta-group signup form on the webpage. Fill it out, have your DM sign off on it that you have paid the requirements necessary and mail it to me (address on the form). Please enclose a self- addressed stamped envelope. Your cert will then be mailed back to you. Once you mail the form you can start using the meta-group, even if you have not received the cert back. Just take this book and a copy of the form you sent in with you. This should let anybody who wishes to join a group do so with just a small bit of effort on their parts. Residency: Many meta-groups require that the PC be a resident of Veluna. The following describes how to determine if you are a resident of Veluna and if not how to go about becoming one. • If you live in Ohio and your home region is Veluna you are considered a resident for meta-groups. • If you have moved to Ohio recently and your home region has thus changed to Veluna you are considered a resident for meta-groups. • If you live out of state and your home region is Veluna then you must meet this additional requirement. Your home region must have been Veluna for a minimum of 52 Time Units. This means if we count back 52 TU’s from now you must have paid for regional modules as if your home region was Veluna. <which means 1 TU for Veluna regional, and 2 TU for anybody else’s>. If you meet this then you are considered a resident for meta-groups. Reaction Bonus: Many groups provide a reaction bonus when dealing with certain NPC’s in the game. This bonus (or penalty) applies to the following skills at the DM’s discretion. If he says no then no is no. Respect that. • Bluff (Cha) • Diplomacy (Cha) • Gather Information (Cha) For more information head to the website at www.veluna.com. There you will find full rosters of the meta- groups. More background information as well as special events that might be going on in the future for them. Remember these groups will be as fun as the effort you put into them. ____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 8 of 36 Knights of Whitehale The Knights of Whitehale were created over 40 years ago by Duke Mar Landis. Duke Mar recognized the threat that the northern kingdoms presented to Veluna if Furyondy was ever to fall and went to the Celestial Order with a proposal for a northern defense force. When the other leaders of the northern Diocese’s laughed at him and voted down his proposal he took matters into his own hands. He gathered together his most experienced and honorable warriors in his diocese and formed the Knights of Whitehale. Originally the Knights consisted of only 14 men, but have grown greatly in the past 40 years. They now number over 40 knights and 200 men-at-arms and squires. They are currently led by the Knight Imperious Ellard Rojan. He has lead the Knighthood for 6 years and their membership has gone up almost 50% in that time and they have started moving into their new base of operations in Castle Sepher. The knighthood is a very strict and martial order. They have a very strong code of honor and expect all in their organization to adhere to it to the letter. Knights of Whitehale are known far and wide as strong warriors and they are welcome in almost any group during battle. Code of Honor “I am a Knight of Whitehale. I stand righteous in the light and shall brook no evil in my presence. I shall defend those who cannot defend themselves. I shall search out evil in all its forms and banish it from this world. I shall answer pleas of help from the weak and calls to arms from my lord. I will defend Veluna with my life and my very being. With our Lord Rao’s blessing in all things, I shall strive to uphold all of this and more with every action I do and word I speak.” Base of Operations: Based in Whitehale but currently in the process of moving to Castle Sepher. Area of Influence: Diocese of Whitehale and northern borders of Veluna. May be found elsewhere in Veluna on rare occasions. Sponsor: Diocese of Whitehale and the Landis family. Contact Person: David Christ ([email protected]) Requirements to become a Squire: • +4 base attack bonus • 3 Ranks in Riding • Proficient in Lance and one other martial melee weapon • Race: Human, Elf, ½ Elf • Veluna Resident • Alignment of LG or LN • Knightly Sponsor • Squire Application and Acceptance Once accepted the character must spend 8 TU’s. This represents the characters basic training and duties to the knighthood. After this initial period the character is considered a full squire to a Knight of Whitehale. He now gains all benefits associated with a Squire as long as he remains in good standing with the Knighthood. At the beginning of each year the Squire character must spend 4 TU’s which represent time spent on his squire duties. Benefits: • Upon completion of basic training the squire gains the following bonuses • A squire of the Knights of Whitehale gains a +2 bonus on any social interaction skill with any member of the Knights of Whitehale when he presents himself as a squire to them. • A squire of Whitehale may also request sanctuary in Castle Sepher when in its area. This is for the Squire only. The Squire also has access to the following feats from the Class books: • Off-Hand Parry (S&F) • Power Lunge (S&F) • Shield Expert (S&F) • Improved Shield Bash (S&F) ____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 9 of 36 Requirements to become a Knight of the Vale (lowest level Knight of Whitehale) • Must be a squire of the Knights of Whitehale • Veluna Resident • +7 base attack bonus • 6 Ranks in Riding • 3 Ranks in Knowledge (Whitehale) or 6 Ranks in Knowledge (Local) • 2 Ranks in Wilderness Lore • Mounted Combat Feat • Weapon Focus (any martial melee weapon) • 1 Influence Points in Knights of Whitehale or Diocese of Whitehale • A Knight of Whitehale may not purchase a lifestyle cost below Common at anytime. • Knightly application and acceptance Once accepted the character must spend 16 TU’s. This represents the characters training and duties to the knighthood. After this initial period the character is considered a full Knight of Whitehale. He now gains all benefits associated with a Knight of the Vale as long as he remains in good standing with the Knighthood. At the beginning of each year the Knight character must spend 12 TU’s which represent time spent on his knightly duties. Benefits: • Upon completion of training the Knight gains the following bonuses • A knight of the Knights of Whitehale gains a +4 bonus on any social interaction skill with any member of the Knights of Whitehale when he presents himself as a knight to them. A knight also may gain a bonus with the local population of the Diocese of Whitehale if recognized • A Knight of Whitehale can request sanctuary at any Church of Rao within the Diocese of Whitehale and be admitted. He may also claim sanctuary at a Church of Rao outside of the Diocese of Whitehale and will be admitted if recognized as a Knight. • A Knight of Whitehale may also request sanctuary in Castle Sepher when in its area. This is for the Knight and his party. (Note: PC’s with a bad reputation or unsavory types may be denied entry) The Knight also has access to the following Feats, Spells, and Prestige Classes from the class books: Feats: • Close Quarters Fighting (S&F) • Expert Tactician (S&F) • Hold the Line (S&F) • Improved Sunder (S&F) • Off-Hand Parry (S&F) • Pin Shield (S&F) • Power Lunge (S&F) • Shield Expert (S&F) • Improved Shield Bash (DoF) • Shield Charge (DoF) Spells: (if caster) • Divine Sacrifice (DoF) • Zeal (DoF) • Blessed Aim (DoF) • Curse of the Brute (DoF) Prestige Classes: • Church Inquisitor (DoF) • Hospitaler (DoF) • Hunter of the Dead (DoF) ____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 10 of 36 Defenders of Veluna The Defenders of Veluna are a powerful group of individuals seeking to protect Veluna from forces unknown. Their first recorded appearance was in Mitrik in 318 CY. A group of thieves from Ket attempted to make off with the Crook of Rao. They would have been successful, if not for a group of adventurers that met them as they left the church grounds. They were quickly defeated and turned over to the church guards. When asked who there were they responded “We are the Defenders of the Heart of Veluna” and then they vanished back into the city. Since that time, they have been spotted in almost every part of Veluna. They always seem to show up whenever a threat makes itself known. Their symbol is a large medallion with a wolf howling on it. The symbol is not openly worn, but is usually being carried on their person somewhere. A few members of this organization are known, but not much more then their names are recorded. Known Members: Dar’en Silverwood Kirit Silverwood Darven Ironroot Base of Operations: Unknown base of operations. Area of Influence: May be found anywhere in Veluna and the surrounding kingdoms. Sponsor: Unknown Requirements to Join: Unknown. Although this organization is known to exist, it is not known how entry is gained. Most assume it is by invitation only. This organization does not require any specific skills, feats, etc. to be taken. If you are invited you are in. That simple. ____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 11 of 36 Brotherhood of the Vale This monastery of Rao Monks is set high in the Yatil Mountains NW of Mitrik. Its exact origins are shrouded in history, but most agree it was sometime in the century following the discovery of the Crook of Rao at Mitrik. The monastery is self-sufficient and is very strict on allowing outside visitors in. At present the monastery is home to 52 monks with another 20 out on missionary work. The Brotherhood strives to teach inner-peace and harmony through following the teachings of Rao. All members of the Brotherhood are masters of self-defense and are known around Veluna for being capable of taking care of themselves. Grandmaster Ven is the leader of the Brotherhood and is a long time friend of Canon Hazen. Rumor says the Canon makes several retreats to the monastery each year. All decision making for the order is made by a five member staff of Brotherhood members, including Grandmaster Ven. The remaining members represent the four seasonal winds, and are listed below. These members are decided by a ritualistic competition that commences when their office expires, which is every seven years. Base of Operations: Yatil Mountains Monastery, exact location unknown Area of Influence: Mitrik and Diocese of Whitehale Sponsor: None Contact Person: Bruce Jones ([email protected]) Requirements to Join as a Brother: ! Must swear oath to defend Veluna, champion the weak, and uphold Rao’s will in all things. ! Must worship Rao ! Alignment of LG, LN ! Feat Required: Improved Unarmed Strike ! Base Attack: +3 ! Resident of Veluna ! Time Units Required per year: 6 ! May not be in any other meta-group other than Church of Rao. ! Must Donate 200 gp per year for monastery upkeep and support Benefits: ! A Brother of the Vale may request sanctuary in the monastery or any temple of Rao for himself only. ! A member of the Brotherhood of the Vale is considered to be Class 1 for determining cost and eligibility for spells from a temple or priest of Rao in Veluna. ! A Brother is provided with a very nicely sewn robe with the symbol of the Brotherhood on the front and Rao on the back. ! +2 on all social skill checks with worshippers of Rao while wearing his robes. A Brother of the Vale has access to the following Feats from the class books: Feats: ! Close Quarters Fighting (S&F) ! Prone Attack (S&F) ! Circle Kick (S&F) ! Extra Stunning Attacks (S&F) ! Feign Weakness (S&F) ! Fists of Iron (S&F) ! Lightning Fists (S&F) ____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 12 of 36 Requirements to Join as a Journeyman: (2nd level of Brotherhood of the Vale) ! Must swear oath to defend Veluna, champion the weak, and uphold Rao’s will in all things. ! Must worship Rao ! Alignment of LG, LN ! Feat Required: Improved Unarmed Strike, Improved Trip, one feat from 7 allowed as a Brother from S&F ! Base Attack: +5 ! Time Units Required per year: 6 ! Resident of Veluna ! May not be in any other meta-group other than Church of Rao. ! Must Donate 400 gp per year for monastery upkeep and support ! Must have completed six months of service at the Brother level in the group. Benefits: ! A Journeyman member of the Brotherhood of the Vale may request sanctuary in the monastery or any temple of Rao for himself and up to 3 + his Cha bonus additional people. ! A member of the Brotherhood of the Vale is considered to be Class 1 for determining cost and eligibility for spells from a temple or priest of Rao in Veluna. ! A Brother is provided with a very nicely sewn robe with the symbol of the Brotherhood on the front and Rao on the back. ! +2 on all social skill checks with worshippers of Rao while wearing his robes. ! Free Common lifestyle while adventuring in Veluna (Regionals and Adaptables set in Veluna) A Journeyman member of the Brother of the Vale has access to the following Feats from the class books: <all feats allowed at previous level of membership plus> Feats: ! Monkey Grip (S&F) ! Throw Anything (S&F) ! Eagle Claw Attack (S&F) ! Mantis Leap (S&F) ! Snatch Arrows (S&F) ____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 13 of 36 College of the Arcane Our gracious Lord Rao counts many wizards and sorcerers in his flock. The Grand College of Rao is where they gather together to further their studies. Founded in 315 CY by Canon Heriz, the Grand College is the center of higher learning in Veluna. The College consists of large walled compound in the High Ward in Mitrik. Within this compound you will find the Great Library of Rao, the Grand College (both Arcane and Divine), and several boarding houses and stables. The College Arcane is located in its own building attached to the Great Library of Rao. The College of the Arcane is setup as a collection of arcane materials, spells, and knowledge. Students of the College may take classes on such things as divination magic, mating habits of fungus men, or the migratory patterns of Xvarts. The College contains many levels of membership and it is rumored that the Archmage Bigby has an honorific seat on the College’s board. Base of Operations: Grand College of Rao in Mitrik Area of Influence: Mitrik Sponsor: Church of Rao Contact: Greg Bartholomew ([email protected]) Requirements to Join at Initiate Level: " Ability to cast 2nd Level Arcane spells " 150 GP Yearly Fee or Sponsor " 4 Ranks Knowledge: Arcana " 6 Time Units a year (classes) " Resident of Veluna Benefits: " When performing Alchemy, Knowledge (Any) or Spellcraft skill checks within the College, members receive a +2 circumstance bonus to their roll. " Members of the College of the Arcane are considered Class 2 for determining cost and eligibility for spells from a priest or temple of Rao in Veluna. " Due to the large concentration of wizards, a PC may have the opportunity to swap spells with other wizards while a member of the college. A PC wizard may pick 2 spells per year from levels 1-3 and copy them into his spell book at 20% off the normal cost. The Time Unit costs remain the same. This does not allow the wizard to learn restricted spells or ones he would not be normally allowed to choose when gaining a level. Choosing these spells can only be done at a meta-booth with the proper signatures on your certificate. The PC also has access to the following Feats, Spells, and Prestige Classes from the class books: Feats: " Arcane Defense (T&B) " Arcane Preparation (T&B) " Augment Summoning (T&B) " Energy Substitution (T&B) " Eschew Materials (T&B) " Sanctum Spell (T&B) " Sculpt Spell (T&B) " Split Ray (T&B) " Subdual Substitution (T&B) Prestige Classes: " Mage of the Arcane Order Spells: " Choke (T&B) " Familiar Pocket (T&B) " Indifference (T&B) " Lesser Acid Orb (T&B) " Lesser Cold Orb (T&B) " Lesser Fire Orb (T&B) " Lesser Sonic Orb (T&B) " Repair Light Damage (T&B) " Repair Minor Damage (T&B) " Filter (T&B) " Gaze Screen (T&B) " Owl’s Wisdom (T&B) ____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 14 of 36 Requirements to Join at Acolyte Level: (2nd level of College of the Arcane) " Ability to cast 4th Level Arcane spells " 300 GP Yearly Fee or Sponsor " 8 Ranks Knowledge: Arcana " 6 Time Units a year (classes) " Resident of Veluna " 2 meta-magic feats " Must have completed minimum of 6 months at Initiate level in the group. Benefits: " When performing Alchemy, Knowledge (Any) or Spellcraft skill checks within the College, members receive a +2 circumstance bonus to their roll. " Members of the College of the Arcane are considered Class 2 for determining cost and eligibility for spells from a priest or temple of Rao in Veluna. " Due to the large concentration of wizards, a PC may have the opportunity to swap spells with other wizards while a member of the college. A PC wizard may pick 2 spells per year from levels 1-5 and copy them into his spell book at 20% off the normal cost. The Time Unit costs remain the same. This does not allow the wizard to learn restricted spells or ones he would not be normally allowed to choose when gaining a level. Choosing these spells can only be done at a meta-booth with the proper signatures on your certificate. " Magic Item Creation Rules (to follow later) The PC has access to the following Feats, and Spells from the class books: <all feats and spells allowed at previous level of membership plus> Feats: " Chain Spell (T&B) " Cooperative Spell (T&B) " Delay Spell (T&B) " Energy Admixture (T&B) " Extra Slot (T&B) " Extra Spell (T&B) " Greater Spell Focus (T&B) " Greater Spell Penetration (T&B) " Persistent Spell (T&B) " Repeat Spell (T&B) " Spell Specialization (T&B) " Widen Spell (T&B) Spells: " Acid Orb (T&B) " Arcane Sight (T&B) " Corpse Candle (T&B) " Electric Orb (T&B) " Enhance Familiar (T&B) " Fire Orb (T&B) " Ice Burst (T&B) " Mass Darkvision (T&B) " Mass Resist Elements (T&B) " Repair Serous Damage (T&B) " Sonic Orb (T&B) ____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 15 of 36 College of the Divine Being a nation founded around the tenets and wisdom of Rao, it only makes sense that a College of the Divine holds a revered place in Veluna. Priests and holy men from around the Archclericy gather here to discuss all things divine. The College Divine is located in its own building attached to the Great Library of Rao. Worshippers of any good god are welcome in the college as only through learning more about other religions can you understand your place in the grand scheme of the world. The College of the Divine maintains the religious records in the Great Library and they are considered some of the most comprehensive religious records in the Flanaess. Many of the current members of the College of Bishops and other high-ranking Rao priests started as deans and professors in the College Divine. Base of Operations: Grand College of Rao in Mitrik Area of Influence: Mitrik Sponsor: Church of Rao Contact: David Christ ([email protected]) Requirements to Join at Initiate Level: # Ability to cast 2nd Level Divine spells. # Worship of a god not disliked or hated in Veluna (see Religions section below) # Knowledge: Religion 4 ranks # Resident of Veluna # 150 GP a year or Sponsor # 8 Time Units a year. Benefits: # When performing Alchemy, Knowledge (Any) or Spellcraft skill checks within the College, members receive a +2 circumstance bonus to their roll. # Members of the College of the Divine are considered Class 2 for determining cost and eligibility for spells from a priest or temple of Rao in Veluna. # They can memorize any of the new spells from the class books listed below (note: You must have the book or appropriated text with you at the table to use them.) The PC has access to the following Feats, and Spells from the class books: Feats: # Divine Cleansing (DoF) # Divine Might (DoF) # Divine Vengeance (DoF) # Divine Vigor (DoF) # Empower Turning (DoF) # Heighten Turning (DoF) # Quicken Turning (DoF) # Augment Summoning (T&B) # Energy Substitution (T&B) Spells: # Brambles (DoF) # Burial Blessing (DoF) # Divine Flame (DoF) # Divine Zephyr (DoF) # Filter (T&B) # Gaze Screen (T&B) # Knife Spray (DoF) # Owl’s Wisdom (T&B) ____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 16 of 36 Requirements to Join at Acolyte Level: (2nd level of the College of the Divine) # Ability to cast 4th Level Divine spells. # Worship of a god not disliked or hated in Veluna (see below) # Knowledge: Religion 8 ranks # 300 GP a year or Sponsor # 8 Time Units a year # Resident of Veluna # Must have completed minimum of 6 months as Initiate of the group. Benefits: # When performing Alchemy, Knowledge (Any) or Spellcraft skill checks within the College, members receive a +2 circumstance bonus to their roll. # Members of the College of the Arcane are considered Class 2 for determining cost and eligibility for spells from a priest or temple of Rao in Veluna. # They can memorize any of the new spells from the class books listed below (note: You must have the book or appropriated text with you at the table to use them.) # Magic Item Creation Rules (to follow later) The PC has access to the following Feats, and Prestige Classes from the class books: <all feats and spells allowed at previous level of membership plus> Feats: # Cooperative Spell (T&B) # Divine Resistance (DoF) # Divine Shield (DoF) # Extra Slot (T&B) # Extra Smiting (DoF) # Extra Spell (T&B) # Persistent Spell (T&B) # Reach Spell (DoF) # Sacred Spell (DoF) # Widen Spell (T&B) Spells: # Beast Claws (DoF) # Blessed Aim (DoF) # Briar Web (DoF) # Chain of Eyes (DoF) # Curse of the Brute (DoF) # Flame of Faith (DoF) # Lesser Telepathic Bond (DoF) # Mass Resist Elements (T&B) # Spikes (DoF) # Sweet Water (DoF) # Sword Stream (DoF) ____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 17 of 36 Church of Rao This group represents the most powerful church in Veluna. It contains all the members of the Church of Rao in Veluna. For the most part this consists of priests and paladins of Rao though a few other classes are known to have gained entry on special occasions. This organization contains many levels ranging from a 1st level priest at a local temple all the way up to Canon Hazen. Base of Operations: Veluna Area of Influence: Veluna Sponsor: Church of Rao Contact: David Christ <[email protected]> Requirements to Join as an Initiate: " At least one level of Paladin or Priest of Rao. " Alignment LG or LN " 4 Time Units per year " Resident of Veluna " 2 Ranks in Knowledge: Religion " 10% Tithe of money earned Benefits: " May claim sanctuary in any temple of Rao in Veluna. " A member of the Church of Rao is considered to be Class 1 for determining cost and eligibility for spells from a temple or priest of Rao in Veluna. " An Acolyte in the Church of Rao gains free favors in the church during each module. At the Acolyte level the PC is granted 2 Lesser Favors of Rao per Veluna regional module (or adaptable set in Veluna). These cannot be saved and must be used in the module or they are lost. " An Acolyte gains a +1 bonus on social skills with worshippers of Rao while wearing his holy vestments (symbol of Rao must be obvious). At the same time this can cause negative reactions with opposed religions. ____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 18 of 36 Requirements to Join as a Acolyte: (2nd level of the Church of Rao) ♦ At least three levels of Paladin or Priest of Rao <Levels of priest or paladin add together for this purpose. Prestige classes allowed by this group also count towards this total> " Alignment of LG or LN " 6 Time Units per year " 6 Ranks in Knowledge: Religion " Resident of Veluna " 10% Tithe of money earned " 6 Months service at Initiate Level Benefits: " May claim sanctuary in any temple of Rao in Veluna. " A member of the Church of Rao is considered to be Class 1 for determining cost and eligibility for spells from a temple or priest of Rao in Veluna. " A Brother in the Church of Rao gains free favors in the church during each module. At the Brother level the PC is granted 6 Lesser Favors of Rao per Veluna regional module (or adaptable set in Veluna). These cannot be saved and must be used in the module or they are lost. " A Brother gains a +2 bonus on social skills with worshippers of Rao while wearing his holy vestments (symbol of Rao must be obvious). At the same time this can cause negative reactions with opposed religions. The PC has access to the following Feats, Spells, and Prestige Classes from the class books: Feats: " Divine Cleansing (DoF) " Divine Might (DoF) " Empower Turning (DoF) " Heighten Turning (DoF) " Quicken Turning (DoF) " Augment Summoning (T&B) Prestige Classes: Spells: " Burial Blessing (DoF) " Divine Flame (DoF) " Divine Zephyr (DoF) " Filter (T&B) " Gaze Screen (T&B) " Owl’s Wisdom (T&B) " Church Inquisitor (DoF) " Hunter of the Dead (DoF) " Knight of the Chalice (DoF) ____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 19 of 36 Church of St. Cuthbert The church of St. Cuthbert is the second largest religion in Veluna. The largest temple to St. Cuthbert is in Falsridge though many smaller temples exist in most towns of any size. Members of this organization include priests and paladins of St. Cuthbert though worshippers of other classes have gained entry on special occasions. There are many levels of organization in the group from the Iniate priest at a small temple all the way up to High Clerist of St. Cuthbert. Base of Operations: Falsridge (largest temple) Area of Influence: Veluna Sponsor: Church of St. Cuthbert Contact: David Christ <[email protected]> Requirements to Join as an Initiate: ♦ At least one level of Paladin or Priest of St. Cuthbert ♦ Alignment LG or LN ♦ 4 Time Units per year ♦ 2 Ranks in Knowledge: Religion ♦ Resident of Veluna ♦ 10% Tithe of money earned Benefits: ♦ May claim sanctuary in any Temple of St. Cuthbert in Veluna. ♦ A member of the Church of St. Cuthbert is considered to be Class 1 for determining cost and eligibility for spells from a temple or priest of St. Cuthbert in Veluna. ♦ An Acolyte in the Church of St. Cuthbert gains free favors in the church during each module. At the Acolyte level the PC is granted 2 Lesser Favors of St. Cuthbert per Veluna regional module (or adaptable set in Veluna). These cannot be saved and must be used in the module or they are lost. ♦ An Acolyte gains a +1 bonus on social skills with worshippers of St. Cuthbert while wearing his holy vestments (symbol of St. Cuthbert must be obvious). At the same time this can cause negative reactions with opposed religions. ____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 20 of 36 Requirements to Join as a Acolyte: (2nd level of the Church of St. Cuthbert) ♦ At least three levels of Paladin or Priest of St. Cuthbert <Levels of priest or paladin add together for this purpose. Prestige classes allowed by this group also count towards this total> ♦ Alignment of LG or LN ♦ 6 Time Units per year ♦ 6 Ranks in Knowledge: Religion ♦ Resident of Veluna ♦ 10% Tithe of money earned ♦ 6 Months service at Initiate Level Benefits: ♦ May claim sanctuary in any Temple of St. Cuthbert in Veluna. ♦ A member of the Church of St. Cuthbert is considered to be Class 1 for determining cost and eligibility for spells from a temple or priest of St. Cuthbert in Veluna. ♦ A Brother in the Church of St. Cuthbert favors in the church during each module. At the Brother level the PC is granted 6 Lesser Favors of St. Cuthbert per Veluna regional module (or adaptable set in Veluna). These cannot be saved and must be used in the module or they are lost. ♦ A Brother gains a +2 bonus on social skills with worshippers of St. Cuthbert while wearing his holy vestments (symbol of St. Cuthbert must be obvious). At the same time this can cause negative reactions with opposed religions. The PC has access to the following Feats, Spells, and Prestige Classes from the class books: Feats: ♦ Divine Cleansing (DoF) ♦ Divine Might (DoF) ♦ Divine Vengeance (DoF) ♦ Divine Vigor (DoF) ♦ Empower Turning (DoF) ♦ Heighten Turning (DoF) ♦ Augment Summoning (T&B) Prestige Classes: Spells: ♦ Burial Blessing (DoF) ♦ Divine Flame (DoF) ♦ Divine Zephyr (DoF) ♦ Gaze Screen (T&B) ♦ Knife Spray (T&B) ♦ Owl’s Wisdom (T&B) ♦ Church Inquisitor (DoF) ♦ Hospitaler (DoF) ♦ Hunter of the Dead (DoF) ♦ Knight of the Chalice (DoF) ____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 21 of 36 Church of Heironeous The worship of Heironeous is rather new in Veluna but has been gaining strength fast since the start of the Greyhawk wars. Worship of Heironeous is centered in the Diocese of Whitehale and the northern Veluna border area, though a temple has opened recently in Devarnish as well. The Church of Heironeous contains all priests and paladins of Heironeous in Veluna. Unlike other churches though, Heironeous welcomes other classes into his flock and rogues and wizards hold special status in the church. Base of Operations: Whitehale (largest temple) Area of Influence: Northern Veluna Sponsor: Church of Heironeous Contact: David Christ <[email protected]> Requirements to Join as an Initiate: • At least one level of Paladin or Priest of Heironeous • Alignment LG or LN • 4 Time Units per year • 2 Ranks in Knowledge: Religion • Resident of Veluna • 10% Tithe of money earned Benefits: • May claim sanctuary in any Temple of Heironeous in Veluna. • A member of the Church of Heironeous is considered to be Class 1 for determining cost and eligibility for spells from a temple or priest of Heironeous in Veluna. • An Acolyte in the Church of Heironeous gains free favors in the church during each module. At the Acolyte level the PC is granted 2 Lesser Favors of Heironeous per Veluna regional module (or adaptable set in Veluna). These cannot be saved and must be used in the module or they are lost. • An Acolyte gains a +1 bonus on social skills with worshippers of Heironeous while wearing his holy vestments (symbol of Heironeous must be obvious). At the same time this can cause negative reactions with opposed religions. ____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 22 of 36 Requirements to Join as a Crusader: (2nd level of the Church of Heironeous) ♦ At least three levels of Paladin or Priest of Heironeous <Levels of priest or paladin add together for this purpose. Prestige classes allowed by this group also count towards this total> • Alignment of LG or LN • 6 Time Units per year • 6 Ranks in Knowledge: Religion • Resident of Veluna • 10% Tithe of money earned • 6 Months service at Initiate Level Benefits: • May claim sanctuary in any Temple of Heironeous in Veluna. • A member of the Church of Heironeous is considered to be Class 1 for determining cost and eligibility for spells from a temple or priest of Heironeous in Veluna. • A Brother in the Church of Heironeous favors in the church during each module. At the Brother level the PC is granted 6 Lesser Favors of Heironeous per Veluna regional module (or adaptable set in Veluna). These cannot be saved and must be used in the module or they are lost. • A Brother gains a +2 bonus on social skills with worshippers of Heironeous while wearing his holy vestments (symbol of Heironeous must be obvious). At the same time this can cause negative reactions with opposed religions. The PC has access to the following Feats, Spells, and Prestige Classes from the class books: Feats: ♦ Divine Cleansing (DoF) ♦ Divine Might (DoF) ♦ Divine Vengeance (DoF) ♦ Divine Vigor (DoF) ♦ Empower Turning (DoF) ♦ Heighten Turning (DoF) Prestige Classes: Spells: ♦ Burial Blessing (DoF) ♦ Divine Flame (DoF) ♦ Divine Zephyr (DoF) ♦ Gaze Screen (T&B) ♦ Knife Spray (T&B) ♦ Owl’s Wisdom (T&B) ♦ Hospitaler (DoF) ♦ Hunter of the Dead (DoF) ♦ Church Inquisitor (DoF) ____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 23 of 36 Inquisitors of Heironeous The Inquisitors are a special branch of the Church of Heironeous. They are skilled in subterfuge and information gathering. Their purpose is to root out evil so it may be dragged out into the light and destroyed. While they will not take the law into their own hands, they will do what is necessary to insure that innocents are not brought to harm. Membership in the organization is kept secret from the general church population and only higher ranking church officials know who is in it and even then they only know a few of them. Base of Operations: Whitehale Area of Influence: Veluna and surrounding kingdoms Sponsor: Church of Heironeous Contact: David Christ <[email protected]> Requirements to Join as a Novice Inquisitor: ! Must be in Church of Heironeous for one year ! One level of Church Inquisitor Prestige Class ! 4 Ranks Gather Information ! 2 Ranks Diplomacy ! 4 Ranks Move Silently ! 4 Ranks Hide in Shadows ! 8 Time Units a year Benefits: ! A member of the Inquisitors of Heironeous is considered to be Class 1 for determining cost and eligibility for spells from a temple or priest of Heironeous in Veluna ! May claim sanctuary in any church of Heironeous in Veluna ! An Inquisitor of Heironeous gets free favors in the church during each module. At the Novice level the PC is granted 3 Greater Favors of Heironeous per Veluna regional module (or adaptable set in Veluna). These cannot be saved and must be used in the module or they are lost. ! An Inquisitor may try to contact others of his order when in any town of over 500 people in Veluna. Have him make a Gather Information roll (DC 16). If successful, he has contacted another of his order who will help him with information if possible (judges call on benefits). ! An Inquisitor is also granted free common lifestyle as long as the module starts or spends the majority of its time in any of the major cities in Veluna (Veluna City, Mitrik, Devarnish, or any Diocese capital) The PC has access to the following Feats, Spells, and Prestige Classes from the class books: Feats: ! Close Quarter Fighting (S&F) ! Divine Cleansing (DoF) ! Divine Might (DoF) ! Divine Vengeance (DoF) ! Divine Vigor (DoF) ! Empower Turning (DoF) ! Heighten Turning (DoF) Prestige Class: ! Church Inquisitor (DoF) Spells: ! Beast Claws (DoF) ! Blessed Aim (DoF) ! Burial Blessing (DoF) ! Chain of Eyes (DoF) ! Divine Flame (DoF) ! Divine Zephyr (DoF) ! Flame of Faith (DoF) ! Knife Spray (DoF) ! Sword Stream (DoF) ____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 24 of 36 Mitrik Temple Guard The Mitrik Temple Guard is actually much more than the name implies. The Guard is the police arm of the Church of Rao, the official church of Veluna. The name is rooted in the origins of the organization. Originally, they were the guard unit formed to guard the temple grounds of the first organized temple of Rao in Mitrik. Over the centuries, as the church grew, so did it’s Guard. Today, the Guard is responsible for protecting the temples of Rao throughout Veluna, as well as the clergy and worshippers of the god of peace. Members of the Guard come from all walks of life, but are all devoted followers of Rao, recruited from amongst the congregation, and are expected to uphold the tenets of the God of Peace, Serenity, and Knowledge. Many members of the Knights of Serenity are drawn from the ranks of the Mitrik Temple Guard. The following are the ranks of the Mitrik Temple Guard (from lowest to highest): • Guardsman 2nd class • Guardsman 1st class • Guard Sergeant • Guard Lieutenant • Guard Captain • Guard Commander (1 per diocese) • Guard Commandant (1 total) Base of Operations: Great Temple grounds Area of Influence: Veluna Sponsor: Church of Rao Contact: Jeff Richards <[email protected]> Requirements to Join the Temple Guard as Guardsman 2nd Class: ! Worship Rao ! Base Attack Bonus +2 ! 1 Rank Knowledge: Religion ! Diplomacy bonus of +1 or higher ! Medium Armor Proficiency ! Shield Proficiency ! Proficiency with at least 1 martial weapon ! Resident of Veluna ! Recommendation of a sponsoring priest (either NPC or PC). All this requires is a signed paper with the name and RPGA # of the sponsoring PC priest, or the name, RPGA #, modules and con name/date of a judge willing to provide the recommendation of an NPC priest. ! Upon acceptance to the Guard, the PC must expend 6 time units to account for the basic training. After that, they must spend double the time units per module to account for official assigned duties. However, if the PC is considered to be on duty during the module, these extra time units can be waived (essentially the time units spent on the module are applied towards his Guard commitment). It is up to the discretion of the DM whether or not the guardsman can be considered to be on official business or not. As a general guideline, the DM should allow this whenever reasonable. So long as the setup of the module in question does not preclude this, and as long as the player has a reasonable explanation for how he could be participating in the module while on official business, it should be allowed. This should be noted on the players log with the judge’s initials. The PC must spend at least 26 time units per year on Guard duty minimum. This includes the extra time units spent per module played, or the time units spent on the module itself IF the extra time units were waived. Code of Conduct: • Always protect church property and priests of Rao, with no rewards required or accepted for missions requested officially by the church of Rao. • Defend worshippers of Rao, rewards may be accepted but not required by the guardsman. • Always obey the lawful orders of a priest of Rao. • Uphold the peace. ____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 25 of 36 Benefits: • A member of the Mitrik Temple Guard is considered to be Class 1 for determining cost and eligibility for spells from a temple or priest of Rao in Veluna. • Upon completion of basic training, the church will give you a free chain shirt, uniform tabard, medium shield, and a choice of long sword, heavy mace, flail, or battle axe. This is all normal equipment. • +2 on all charisma related checks related to worshippers of Rao while in uniform (uniform only allowed on official business of the church). • Police authority when on official business for the church (Veluna regional and adaptables only). • Pay from the guard reduces the cost of common or lower lifestyles for Veluna regional and adaptable modules by 2 gp. Requirements to advance to Guardsman 1st Class: • Currently Guardsman 2nd Class. • Spend 26 time units as Guardsman 2nd Class, OR 13 time units and have a recommendation for promotion from a priest of Rao. Benefits: As Guardsman 2nd Class plus • Pay from the guard reduces the cost of common or lower lifestyles for Veluna regional and adaptable modules by 4 gp. Requirements to advance to Guard Sergeant: • Currently Guardsman 1st Class. • +4 base attack bonus. • +2 total diplomacy bonus. • 2 ranks Knowledge (Religion-Rao) skill. • Spend 26 time units as Guardsman 1st Class, OR 13 time units and have a recommendation for promotion from a priest of Rao Benefits: As Guardsman 1st Class plus • Pay from the guard reduces the cost of common or lower lifestyles for Veluna regional and adaptable modules by 8 gp. • +3 on all charisma related checks related to worshippers of Rao while in uniform (uniform only allowed on official business of the church). The PC has access to the following Feats, Spells, and Prestige Classes from the class books: Feats: • Close Quarters Fighting (S&F) • Hold the Line (S&F) • Off-Hand Parry (S&F) • Pin Shield (S&F) • Power Lunge (S&F) • Shield Expert (S&F) • Improved Shield Bash (DoF) • Shield Charge (DoF) Spells: (if applicable) • Blessed Aim (DoF) • Divine Sacrifice (DoF) • Zeal (DoF) Prestige Class: • Hospitaler (DoF) ____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 26 of 36 Masters of the Way This organization is relatively new to Veluna. Based out of Mitrik, they are a group of mercenaries who decided to open a school to teach those who wish to learn the way of the warrior. They figured it was easier then adventuring for a living. Though they are looked down on by most noble orders in Mitrik (Knights, and the Brotherhood of the Vale especially) they train their students very well. Several students have gone on to continued service in the Mitrik Temple Guard and the Knights of Serenity, although it was not an easy task. The school has two branches. One is run by Feren Rilt. An old grizzled warrior who does not like babysitting newbie’s, but does what he is paid to do and does it well. The other is run by Master Len, an old elven bowman. He is respected by those who follow the way of the bow in Mitrik although they frown on his willingness to show it to anyone who has the gold to pay for it. Base of Operations: Mitrik Area of Influence: Mitrik Sponsor: Fists of Valor (Adventuring Company) Contact Person: David Christ <[email protected]> Requirements to become a Student: • +3 base attack bonus • Either prof. in a Martial Weapon or Improved Unarmed Strike Feat • 250 gp per feat learned for Veluna residents. 375 gp per feat learned for non-Veluna residents • 4 TU’s per feat learned for Veluna residents. 6 TU per feat learned for non-Veluna residents. • Note: Unlike other meta-groups non-Veluna residents can only gain benefits from this group at one of the four cons with Veluna regional premiere modules at them. Benefits: • The PC may take any of the feats listed below (as long as they qualify for them) when he is normally allowed to gain a new feat when leveling. The PC must spend 250/375 gp (Veluna resident/non-resident) and 4/6 TU’s (Veluna resident/non-resident) when taking this feat to represent his payment to the school. These must be listed on the log sheet in a separate entry signed off by the judge at the table. Feats: • Circle Kick (S&F) • Dirty Fighting (S&F) • Eagle Claw Attack (S&F) • Extra Stunning Attacks (S&F) • Feign Weakness (S&F) • Fists of Iron (S&F) • Knockdown (S&F) • Power Lunge (S&F) • Shield Expert (S&F) • Snatch Arrows (S&F) • Throw Anything (S&F) ____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 27 of 36 Requirements to become a Student of the Bow: • +4 base attack bonus • Point Blank Shot Feat • Precise Shot Feat • 6 Time Units for Veluna residents. 9 Time Units for non-Veluna residents. • 250 gp per year class fee for Veluna residents. 375 gp per year class fee for non-Veluna residents. • Note: Unlike other meta-groups non-Veluna residents can only gain benefits from this group at one of the four cons with Veluna regional premiere modules at them. Benefits: • The PC may take levels in the Prestige Class: Order of the Bow Initiate when he qualifies to do so. The first level of the class is free. Each additional level requires the PC to pay 4/6 TU’s (Veluna resident/non-resident) to represent training. The PC may take any of the following Feats: • Rapid Reload (S&F) • Sharp Shooting (S&F) • Zen Archery (S&F) ____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 28 of 36 The Pack The Pack is a loose confederation of organizations with similar goals and philosophies throughout Veluna. The organizations are mostly geographically divided, with one Pack overseeing all highwaymen operations in the north, for example. The separate organizations have existed for generations, but only within the last decade have they come to cooperate on a national level. Thus the Pack was born. To this day, they make sure that the Pack’s non-evil methods are more profitable than those used by the competition. All of the organizations in the Pack share certain philosophical traits. Among these are the belief that murder is bad for business and the desire to keep a low profile. All of these organizations keep as far as possible from any real evil act, as such things have a short life span in Veluna. Base of Operations: Veluna Area of Influence: Veluna Sponsor: The Guildmaster Contact Person: Peter Parker <[email protected]> Requirements to become an Apprentice: • Must be recruited by a current member, either a PC or NPC, in a module or interactive • Must be of non-evil, non-lawful alignment • Sneak attack +1d6 or Two Rogue Class skills at Rank 4 • 6 TU’s per year (Pack related duties) • Resident of Veluna • 25 gp yearly license fee • add 5gp to the lifestyle of each module played (dues) Benefits: • +5% to value received from fencing goods within Veluna • Free Poor Lifestyle within Veluna. (This does not deduct from the cost of higher lifestyles.) • +2 reaction bonus when dealing with other members of The Pack • If contact is made with Pack members during an adventure the PC may add a +2 circumstance bonus to any Gather Information skill checks (Judges call on benefits and penalties can be assessed for overuse). Requirements to become a Journeyman: • Held Apprentice Level for at least one year. • Sneak Attack: 2d6 or 3 Rogue Class skills at 6 ranks • 10 time units per year • 50 gp yearly license fee • Add 5 gp to the Lifestyle cost for each module played Benefits: (All benefits of Apprentice level plus the following) • +10% to value received from fencing goods within Veluna. • Free Common Lifestyle within Veluna. (This does not deduct from the cost of higher lifestyles.) The PC may choose from the following Feats and Prestige Classes: Feats: • Dirty Fighting (S&F) • Close-quarters Fighting (S&F) • Rapid Reload (S&F) • Additional feats may be added after Song & Silence is added to the RUP document. ____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 29 of 36 Adventuring Companies Adventuring Companies in Veluna are groups of like minded PC’s who have decided to band together for the benefit of the group. These companies are generally formed around some idea of commonality, such as religion, social or moral similarities, or just basic profit and opportunity. Adventuring companies must provide the following information as well as meeting the guidelines listed below. Information Needed: • Company Name • Company Leaders (Characters and their associated player’s name) • Company Size and number of members • A full roster and real life Point of Contact (POC) • Criteria or trial necessary to join the company • Company’s Patron (Important, see list below of available Patron’s) Optional Information: • Races (allowed or present) • Company Symbols and/or heraldry • Company Motto • Company’s preferred Deity Background (All this is optional, but will help to flesh out and breathe life into the company) • Base of Operations • General Alignment • Chain of Command • Company features, dress, markings, etc. • Allies • Rivals or enemies of the Company • General History and Founding Members • Mission History • Company Laws, Traditions, Rules, and Code of Honor • Special Events • Company’s Dues, Tithing, and/or requirements Why be a part of an adventuring company ? Adventuring companies allow a group of regular players to play their PC’s together and receive an in-game benefit for doing so. A table with 4 or more characters of the same adventuring company qualifies that table as an adventuring company table. You will gain any benefits that your patron provides while at that table. The table of Patrons and their associated benefits are listed below. Available Patrons for Veluna Adventuring Company’s • Church of Rao – reduction in cost of spell’s cast on company members by the church by 20%. Requirements: Founding member must worship Rao and all members must be LG, LN, or NG. • Church of St. Cuthbert – reduction in cost of spell’s cast on company members by the church by 20%. Requirements: Founding member must worship St. Cuthbert and all members must be LG, LN, or NG. • High Roads Trading Company – reduction in cost of basic equipment (allowed equipment from the PHB – 400 gp and under) by 10%. Common lifestyle costs 50% less while in Veluna. Requirements: Open to all. • College of the Arcane – reduction in the cost of spell’s cast on company members by the college by 20%. Requirements: Founding member must be a member of the College of the Arcane. • Lord Corbin Jamorrie – Lord Corbin will vouch for PC’s if they run into trouble in Veluna and need his help. He will also back them with basic supplies (lifestyle of Common costs 50% less while in Veluna). Requirements: Half the members or more must be gnomes at all times. • Elven Court of Asnath – Common Lifestyle cost reduced to zero while adventuring in the Asnath area (1 days travel). Reduction in cost of basic equipment when bought in Asnath (allowed equipment from the PHB – 400 gp and under) by 25%. Requirements: All members must be elven. • Celestial Order of the Moons – Common Lifestyle cost reduced by 50% while in Veluna. May request audience with noble of Veluna and be granted it within a reasonable amount of time (DM discretion). Requirements: Founding member must be a person of great character and skill (Minimum 5th level PC who has played in at least 10 rounds of modules set in Veluna). In addition, adventuring companies that field adventuring company tables will have the chance to present the ‘official’ version of regional scenarios in a report they file after the scenario has been retired. These will be listed on the webpage and announcements will be made when they become available. ____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 30 of 36 So what do I need to do to form one ? Well glad you asked. Read over the information provided above; get a POC (who must be a RPGA guild-level member) for your group. Have that individual contact me at [email protected] and request an adventuring company log sheet. Fill out all the information (make sure to choose a patron) and return it to me. Adventuring companies cannot be larger then 10 PC’s, and each player can only have on of his/her PC’s in an adventuring company. An Example Adventuring Company Company Name: Brotherhood of the Blood Company Leaders: Lithian Hharp Company Size/Number of Members: (Roster & Point of Contact) Lithian Hharp – Pete Jensen (WI) (POC), Balakar “Baka” Bhernocht - Calvin Fort (WI), Philip Wilson – Matt Lininger (WI) How to Join the Company: The company is somewhat bias on whom is eligible to join. Anyone wishing to join the company needs to have at the very least adventured with a current member of the Brotherhood of the Blood. During which time they have to prove that they are capable of following the codes and expected duties of the Brotherhood. The existing member writes a letter of recommendation for the prospective new member. The commanding officers review the recommendation and either accepts or declines the petition for membership. Company Races (Allowable or Present): Currently, the Brotherhood membership consists of mainly half-elves, elves, and humans, but it is open to all who wish to petition membership. Company Symbol/Heraldry: Two arms clasped upright, on a field and forest with a blue sky. In the last six months or so some members have begun using just the two arms clasped upright. Company Motto: “Of similar hearts…a brother will be made, those of evil hearts… an enemy will make” Company’s Primary Deity: No one god is worshiped by the entire Brotherhood. The most frequently revered are Ehlonna and Solonor Thelandira. Background: • Founded by three friends, who in their youth who went "adventuring" together. During those days of their youth, they swore to each other that they would form a Brotherhood to honor their commitment as friends and fight a common enemy (Iuz). • This pledge was taken during the Ready’reat of 588 CY. The three began work on gathering funds and like-minded individuals so that they could build a base of operations in the Vesve. • Fort Brotherhood was finally finished in Readying of 590 CY and its member began to hire themselves out as scouts, trackers, and guards for the southern and central Vesve. • In 591 CY, the Brotherhood has once again begun to feel the need to raise more funds and gather more men to their banner. So that they can increase their ability to defend the Vesve from the malevolent forces of the forest. Thus members have begun offering themselves as adventurers for all who are willing to pay them. Company’s Base of Operation: Vesve Forest – Fort Brotherhood. Company Social/General Alignment: Any non-evil alignment Chain of Command: Commander Lithian Hharp, Lt. Commander Balakar “Baka”, and Captain Philip Wilson Company’s Attitude towards various races/places/groups: The Brotherhood holds no prejudice against any one other than members of the goblinoid races. Members of the Brotherhood are at quite happiest when they are out in the wild, hunting down the remnants of Iuz's minions. Common Company Features/Dress/Tattoos: Nothing is required of the members, but usually members of the Brotherhood bear their insignia adorn in a prominent place on their clothing. Lighter armors are the preferred armor of choice for members of the Brotherhood with chain mail being the heaviest most are willing to wear. This is due to the fact that anything heavier would severely reduce their effectiveness while traipsing through the woods. Allies of the Company: The Krysalyn clan is an ally as they helped found and build the company; several of the clan’s members are part of the company. There is a hope that a loose alliance with the Knights of the High Forest can be formed. The Brotherhood has good relations with the Rangers of the Vesve and some of the elven clans located in the southern and central Vesve. Rivals/Enemies of the Company: The forces of Iuz, goblinoid races, and defilers of the forest. Mission History of the Company: Mainly the missions of the Brotherhood have consisted of reconnaissance work in the southern and central Vesve Forest. The people of Ironstead, to scout out a location for logging hired them at one point. There have also been a few skirmishes with those forces being hired to watch. Company’s Laws/Traditions/Rules/Code of Honor: 1. Never attack an unarmed opponent, except in self- defense or when trying to subdue. 2. Protect the innocent or people who cannot defend them selves. 3. Never leave a fallen Brother behind, even at the risk of your own lives. 4. Do not use, “dirty tricks”, fight honorably. 5. No goblinoid creature leaves combat alive, unless you are severely outnumbered. Punishments for Breaking Laws/Traditions/Rules/Code of Honor: Breaking: ____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 31 of 36 1. For the next month of real time, the character cannot use weapons other than to subdue others through unarmed attacks. 2. Unless there are insinuating circumstances; the character is “thrown out” of the company. 3. The character is “thrown out” of the company. 4. The character loses the chance for promotion in the ranks of the Brotherhood for one year of real time. 5. The character gets a slap on the wrist and is told to kill them first, unless a stronger threat is present. Nonstandard Holidays/Festivals that the Company Celebrates: Members of the Brotherhood tend to spend a night of celebrating any victory over the forces of Iuz that they played a part in. Another of the Brotherhood's holidays is the Night of the Brotherly Pack: this is a two part celebration where new members are recognized, non-field promotions are given out, and during the second part of the celebration is the founding of the Brotherhood. Special Events that affect the Company (weddings, births, deaths, etc.): If a member of the company dies, they are given a true forest burial and the company celebrates the life of that member on Remembrance Day (Winter Solstice). The true forest burial entails that as many of the company will carry his/her body into the forest and locate a young sapling tree and using only their hands and occasionally their belt knives dig a grave for the deceased under the roots of the sapling, while a song of praise and deeds are song in their honor. The sapling will then be engraved with the deceased’s mark or symbol and a trinket of friendship will be left on the branches of the sapling. Company’s Dues/Tithing/Requirements: There are yearly company dues, which go to the upkeep and expansion of the Fort Brotherhood, and equipment for the members. If members take time off to adventure or go on special missions, the company asks for a donation or tithe to help fund the company’s activities. Donations can be in the form of weapons, armor, and money to help new members start. ____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 32 of 36 Religions in Veluna Religion is the heart and soul of Veluna. The worship of Rao makes up about 75% of the temples and priests found in Veluna. St. Cuthbert makes up 15%, and Heironeous rounds out the top three at 5%. You can find small temples and priests to most other gods somewhere in Veluna as Rao is a very open and accommodating god. However, the following religions are frowned upon or illegal in Veluna. Disliked Gods Kurrell Ralishaz Vatun Wee Jas Disliked gods have no temples in Veluna proper. Their priests are looked down upon and service is refused to them at many establishments. Banned gods have no temples in Veluna proper. Their priests are arrested on sight. If a temple is found it is quickly smashed into pieces by the knights. Banned Gods Beltar Erythnul Hextor Incabulos Iuz Nerull Phyremius Raxivort Syrul Tharizdun Vecna Wastri The following is a list of major temples in Veluna and the level of spells that may be purchases there. See the next section for the guidelines and purchasing spells in Veluna. Rao – 9th and down - Special (triad only) 7th and down - Mitrik, Veluna City, Devarnish, Whitehale 5th and down - Falsridge, Tempont, Grayington, Kempton 3rd and down - Any town over 250 people, or DM discretion St. Cuthbert - 7th and down - Mitrik, Falsridge 5th and down - Devarnish, Whitehale, and Lorrish 3rd and down - any town of 400 or more, or DM discretion Heironeous - 7th and down - None 5th and down - Mitrik, Whitehale 3rd and down - Northern areas of Veluna. DM discretion Fharlanghn - 7th and down - Devarnish All others - If listed in module only Zilchus - 5th and down - Devarnish, Mitrik 3rd and down - any large caravan type town otherwise if listed in module only Corellon 5th and down - Asnath Larethain - 3rd and down - Mitrik Pelor - 3rd and down - Falsridge Garl 5th and down - Lorrish Glittergold - Ehlonna - 3rd and down - Whitehale ____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 33 of 36 Rules for Divine Spellcasting in Veluna Below you will find the rules for the casting of Divine spells before, during, or right after a Veluna regional or adaptable module. If you have any questions or problems with these rules you can contact me at [email protected]. All PC’s in Veluna fall into one of three categories. For the purpose of spellcasting it is the class of the recipient that counts, not who is doing the asking. Class One – Paladins and Priests who worship the same god as the caster, and/or members of a meta-game group that have the benefit of counting as class one. Class Two - Worshippers of the same god as the caster, and/or members of a meta-game group that have the benefit of counting as class two. Class Three – Everybody else <Note: The judge can refuse service based on a situation that would make the chance of casting virtually impossible> All spells list two different ways to pay for them. The first is an influence cost. The class of the recipient does not matter for this. You pay the influence and the spell is cast. The second is a gold cost. Figure out what class the recipient falls into and charge the appropriate amount. Some spells are listed as Not DM useable. If you need one of these spells cast you must contact your local triad member for the spell. They may require additional costs, special missions, or may just not be available at this time. Influence certs of a higher type may be traded in for 3 of a lower type of Influence if wanted. Any left over points are lost if not used. You can never trade any amount of lower influence points for a higher one. Any situation written into a Veluna regional module always takes precedent over these rules. The judge at the table always has room to make small changes if things seem out of place or unreasonable. Small changes could be limiting of lower spells available, cost of lower spells, and such. This does not include changing the price of any spell over 3rd level. Especially any sort of raise dead type spells. ____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 34 of 36 Chart for Costs of Divine Spellcasting Base Cost DM Cost in Influence Spell Name Level Gold Useable Lesser Greater Major Class 1 Class 2 Class 3 Cure Minor Wounds 0 5 Yes 1 - - Free 5 10 Detect Magic 0 5 Yes 1 - - Free 5 10 Detect Poison 0 5 Yes 1 - - Free 5 10 Purify Food and Drink 0 5 Yes 1 - - Free 5 10 Cure Light Wounds 1 10 Yes 1 - - 10 10 20 Identify 1 1 110 Yes 2 1 - 55 110 220 Cure Moderate Wounds 2 60 Yes 4 2 - 30 60 120 Delay Poison 2 60 Yes 4 2 - 30 60 120 Lesser Restoration 2 60 Yes 4 2 - 30 60 120 Cure Serious Wounds 3 150 Yes 9 3 - 75 150 300 Dispel Magic 3 150 Yes 9 3 - 75 150 300 Remove Blindness/ Deafness 3 150 Yes 9 3 - 75 150 300 Remove Curse 3 150 Yes 9 3 - 75 150 300 Remove Disease 3 150 Yes 9 3 - 75 150 300 Speak with Dead 3 150 Yes 9 3 - 75 150 300 Cure Critical Wounds 4 280 Yes 16 4 1 210 280 560 Neutralize Poison 4 280 Yes 16 4 1 210 280 560 Restoration 4 280 Yes 16 4 1 210 280 560 Atonement 5 3000 No N/A 6 2 2250 3000 N/A Break Enchantment 5 450 Yes N/A 6 2 340 450 900 Raise Dead 2 5 950 Yes N/A 6 2 700 950 1900 Greater Dispelling 6 660 Yes N/A 15 3 500 660 N/A Heal 6 660 Yes N/A 15 3 500 660 N/A Stone to Flesh 6 660 Yes N/A 15 3 500 660 N/A Greater Restoration 7 3410 No N/A 24 4 3410 5115 N/A Regenerate 7 910 Yes N/A 24 4 910 1365 N/A Resurrection 3 7 1410 Yes N/A 24 4 1410 2115 N/A Mass Heal 8 1200 No N/A N/A N/A 1200 1800 N/A Miracle 9 26530 No N/A N/A N/A N/A N/A N/A True Resurrection 9 6530 No N/A N/A N/A N/A N/A N/A Wish 9 26530 No N/A N/A N/A N/A N/A N/A 1 – Identify is an Arcane spell. It is included here for ease of use. 2 – Raise Dead has an additional cost of 4 TU’s of service if class 2 and 8 TU’s of service if class 3. Also note any PC’s bringing the body to the priest for raising must spend 1 TU to represent their travel time in Veluna (unless already in the proper town) 3 – Resurrection has an additional cost of 8 TU’s of service if class 2 and is not available to class 3. Also note any PC’s bringing the body to the priest for raising must spend 1 TU to represent their travel time in Veluna (unless already in the proper town) All Time Unit costs are waived if the PC’s use influence to pay for the spell. ____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 35 of 36 Character Death As much as most characters try to avoid it, death is something that happens in the Living Greyhawk campaign. Below are rules on how to handle this situation in Veluna as a judge and a player. The only people who have the power to change any of these rules are the Veluna Triad. If you believe you have been wronged in some fashion involving a character death or anything else see the Process for Appeals section on how to file a complaint through the proper channels. Judges: Remember, losing a character is tough for some players so be respectful when it happens. The following guidelines will help you out in the situation. • There are no ‘Character Wills’. When a PC dies unless he is raised all his certs are destroyed. He may not give them to other players nor may the other players loot them from his body. • All certs say ‘Property of Wizards of the Coast’ on the bottom of them. PC’s must hand them over to you when requested. If they refuse, let the Convention Coordinator or Triad member (if there) know right away. • For the current time if a PC dies and is not raised at the table or immediately after he has two choices. 1 If she does not want to be raised at a future time then the judge collects her certs and voids them all. He then marks her log sheet that she has died permanently on the tops of all of them in large black ink. 2 If she wants to be raised in the future then the judge needs to collect her log sheets and certs and put them all in a large envelope and turn them over to the Veluna Triad. The PC then will contact us at a later date. • The rules for this will most likely be changing as of the first of the new year. So if you have died you will want to make sure you take care of bringing your character back before the end of the year just in case something changes to no longer make it possible. Players: Do not take out dying on your judge. If you have a problem with how it happened or a judgment call you think was incorrect then you need to follow the procedure in Process for Appeals to file a complaint. • The DM has a right to void your certs if your character had died and is not coming back. If you feel uncomfortable giving him your certs you can ask to turn them over to the convention coordinator instead. Please do not do this often as they have a lot to do already. • Hiding certs from a judge to prevent them from being destroyed is illegal. If you are found out those certs will be destroyed and you will be reprimanded. If reprimanded, you could be barred from meta-game activities or playing in the Living Greyhawk campaign entirely. You have been warned! ____________________________________________________________________________________________________________ Veluna Meta-Campaign Sourcebook Page 36 of 36 Process of Appeals in the Living Greyhawk Campaign In a game where a judge must make interpretations or decisions not covered by the rules, not everyone is going to agree on every decision. We have developed a format for handling and processing disagreements. This document describes the process and appeals hierarchy for handling disagreements in the campaign. At the Game Table A small debate between player and judge or between two players can take place at the table but shouldn't take up too much time. This is disruptive to the other players at the table. As a player, if you feel than an unjust decision is made at the table, a process of appeals has been set up to ensure a fair course of action. Please remember, everything must be submitted in writing from both sides of the dispute. Also please remember that the appeal process will take some time. Not everyone involved is on site at the game day or convention, and the final decision, if taken beyond the judge level, will not take place on site. Appeal to the Triad The first appeal step is to the Triad for the region in which the dispute occurred. You must contact the Point of Contact (POC) for that region and provide the written documentation, judge's name, event name, game-day/convention name, date, time, and slot number, along with a written explanation of the dispute. If the dispute occurs at a large convention not covered by a Triad, such as Gen Con, Winter Fantasy, or Origins, the appeal should be sent directly to the Circle of Six for either review or reassignment to a Triad for judgment. Contact information for the POC for each region is identified on the RPGA web site at http://www.rpga.com. In addition, you may obtain the POC's name and e-mail address from your Regional Director. The POC will communicate the Triad's decision to all parties about a week after all documentation is turned in. Veluna Triad POC Contact Information: David Christ – [email protected] Appeal to the Living Greyhawk Circle of Six If you have appealed to the Triad and you are still dissatisfied with their judgment, you can take the appeal to the next level by contacting the Living Greyhawk Circle of Six. Please send the same documentation described above to the Communications Director, Cheryl Llewellyn. Cheryl will forward the information to the Circle and to the Regional Director and a judgment will be issued during the next regular Circle meeting. Cheryl will communicate the circle decision to you after the meeting. This may take as much as one month. Circle of Six Contact Information: Cheryl Llewellyn – [email protected] Final Appeal to RPGA HQ The last and final appeal must be made to RPGA HQ. All material should be sent to HQ and they will render their decision in a timely manner to all involved parties and the Co6. All judgments issued by RPGA HQ are final. Convention Staff in the Appeal Process Convention and Role-playing coordinators have no official capacity in the appeal process. Their job is to ensure that there is safe play environment, and thus have no authority to over-rule the RPGA judge in the campaign. Contact Information All people listed above can be contacted via e-mail. If you do not have access to e-mail, please contact RPGA HQ for further contact information for the parties listed above. Wizards of the Coast, Inc. 1801 Lind Ave. Renton, WA 98055 Attn: RPGA/Robert Wiese.
textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Tuflik, Fals, and Velverdyva Trade Route/Veluna/VEL1-00b Meta-Campaign Sourcebook - Living Greyhawk RPGA.pdf
Of Wizards and Wizardry Magic flows stubbornly in Tarth. It is much easier, if one is pure of heart, to gain arcane power through the Church of Solace. That said, some individuals have mastered the eldritch arts, and their powers are quite phenomenal. Those who develop power on their own typically live in isolation and are called “hedge wizards.” Formal schooling is available for those who seem to have a penchant for the arcane. In Valusia, training is offered at Mizridoor, an academy of secretive wizards on the cliffs at the northern end of town. All characters who have the Wizard Professional Edge graduated from Mizridoor, or its sister school “Kos Arcanum” in far-off Kos (no such academies exist in the White Towns or the Dragon Isles). These Wizards have received their Staff and Ring, the official symbols of an academy-trained Wizard, and are more or less generally accepted throughout the lands, even if they are viewed with some fear and superstition. Some Wizards have not been formally trained. They simply learned their powers on their own, without the help of a formal academy. These “hedge wizards” do not carry the Staff and Ring, and do not share in the same respect as trained Wizards. Some are even branded as witches or warlocks – or worse. Note: Apart from the benefits of the Wizard Professional Edge and the contacts gained by attending the academy, there are no other game mechanic differences between trained Wizards and Hedge Wizards. Wizards and Society Wizards are well known in Tarth, although not common. Despite being well known, Wizards are respected only due to the efforts of Tyvek and other famous sorcerers. Common folk are somewhat afraid of these characters. It’s believed by simpler minds that these talented spellcasters should have given their service to Solace instead. In fact, the reality is that most of the people of Tarth will go their whole lives and never see a Wizard, much less see a Wizard wield magic. Sun Priests are a more common sight to the common folk, and their magic is more understandable and acceptable. This doesn’t mean that common folk are overtly rude or threatening to Wizards, at least, not usually. Most common folk are terrified of the unknown and vast power that Wizards wield, and act accordingly. So, while they won’t harm a Wizard, they certainly won’t go out of their way to help one, either. Using Magic Wizards use the standard rules for Using Powers; however, there are a few additional rules that apply to Wizards. These act like Edges, but are available to any Wizard who meets the prerequisites. Anchoring Spells Requirements: Smarts d8+, Knowledge (Arcana) d8+, Spellcasting d8+ Typically, spells are cast, and then maintained by the caster as desired. However, this causes a cumulative penalty to Spellcasting rolls while they are maintained, and they can be disrupted. A Wizard can also choose to “Anchor” spells, by paying the full cost for the desired duration up front. When a Wizard Anchors a spell, he decides how long he wants the spell to last – before the Spellcasting roll – and then spends all of the Power Points immediately for that desired duration. If the spell fails, the caster loses the Power Points as per normal. Anchored spells last until their prescribed duration is over, and don’t require any concentration for the caster to maintain throughout that duration. This means that the caster doesn’t suffer any penalties for the ongoing effect, and the effect cannot be disrupted. It is possible, and even occasionally practical, to Anchor a spell without an extended duration (since the spell cannot be disrupted). Anchoring a spell increases the cost of a spell by 1 Power Point / 5 Power Points of spell being anchored (before any Wizard raise reductions). So, a 4 Power Point spell would cost 5 Power Points to Anchor, while an 8 Power Point spell would cost 10 Power Points to Anchor. Soul Drain Requirements: Spirit d8+, Knowledge (Arcana) d8+, Spellcasting d8+ Usually, when a caster gets to 0 Power Points, they can’t cast any more spells until they have recovered more Power Points. In desperate situations, a Wizard in dire need of Power Points may drain energy from their own souls. To use this dangerous ability, the Wizard character first decides how many Power Points he wants to draw from himself. Then he makes a Spirit roll minus the number of points he’s trying to drain (this is a free action). On a Spirit total of 1 or less, the character suffers a wound and falls unconscious for 1d6 hours. On a failure, the character suffers a wound. On a success or better, the character gets the points he needed and may attempt to cast a spell with them immediately (they may not be saved). Regardless of the result, Soul Drain always causes the character to become Fatigued (first level of Fatigue only). If the character was already fatigued, it doesn’t cause addition levels. Wounds caused by Soul Drain can only be healed by natural means, or by the Greater Healing Spell – but not by the Healing skill or Healing spell. Edges The following edges are associated with Wizards. Arcane Background (Magic) Arcane Skill: Spellcasting (Smarts) Starting Power Points: 10 Starting Powers: 3 + Light Magicians range from powerful wizards to vile cultists. They draw on raw supernatural energy to fuel their eldritch fires. This energy often infuses the worlds in which they live, and is drawn forth with elaborate rituals, words of power, runes, or perhaps even dark sacrifices. Wizards are often quite weak early in their careers, but are forces to be reckoned with as they become powerful sorcerers. Backlash: When a wizard rolls a 1 on his Spellcasting die (regardless of his Wild Die), he is automatically Shaken. New Power Requirements: Novice, Arcane Background An arcane character may learn a new power by choosing this Edge. He may choose from any powers normally available to his particular Arcane Background. Power Points Requirements: Novice, Arcane Background Wizards, weird scientists, and other arcane types always want more power. This Edge grants them an additional 5 Power Points. Power Points may be selected more than once, but only once per Rank. Rapid Recharge Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes. Improved Rapid Recharge Requirements: Veteran, Rapid Recharge The character regains 1 Power Point every 15 minutes. Wizard Requirements: Novice, Arcane Background (Magic), Smarts d8+, Knowledge (arcana) d8+, Spellcasting d6+ Wizards range from young apprentices to frighteningly powerful supreme sorcerers. They are often physically weak, however, and do not have the divine powers or healing abilities of priestly spellcasters. What they lack in spiritual favor, however, they more than make up for in utility and eldritch might. Wizards can cast the widest variety of spells, and if advanced wisely, have a wide variety of Power Edges to further increase their awesome abilities. Wizards learn their craft in formalized institutions or under the tutelage of experienced masters. Each raise a wizard gets on his Spellcasting roll reduces the cost of the spell by 1 Power Point. The wizard must have the points available to cast the spell in the first place before rolling. Note: Characters with the Wizard Professional Edge also start with a bonus spell, Pawn of Mizridoor. Magic Spells The following spells/powers are available to Wizard characters. ARCANE Armor Rank: Novice Power Points: 2 Range: Touch Duration: 30 minutes (1/10 minutes) Trappings: Mystical glow The caster can invoke magical energies to protect someone from other eldritch or spiritual forces. The caster can temporarily grant the Edge Arcane Resistance to a chosen target (including their own person, of course). For a raise, the target is protected by Improved Arcane Resistance. Armor Rank: Novice Power Points: 2 Range: Touch Duration: 30 minutes (1/10 minutes) Trappings: Mystical glow or hardened skin Armor creates a field of magical protection around a character, or an actual shell of some sort, effectively giving the target Armor. Success grants the recipient 2 points of Armor. A raise grants 4 points of Armor. Backlash Rank: Seasoned Power Points: 3 Range: Smarts x 2 Duration: Instant Trappings: Both hands on head This dangerous and highly specialized power allows a caster to follow a mystic link back to its source. If an ally is Puppeted by an enemy adept, for example, a friendly caster could use this power to send a surge of power back along the link to attack the enemy. To use this power, the caster nominates a character within range currently affected by another character’s actively maintained power. The attacking caster and the original caster then make opposed Arcane Skill rolls. The mage casting Backlash adds +2 to their roll. The loser suffers 3d10 instant damage that ignores normal armor (magical armor still counts). Barrier Rank: Seasoned Power Points: 1/section Range: Smarts Duration: 30 minutes (1 per section, per 10 min) Trappings: Wall of fire, ice or barely-visible force Barrier creates a solid, immobile wall to protect the user against attack or to entrap an opponent. Regardless of what the barrier is made of (ice, thorns, stone, energy, etc.), it has a Toughness of 10. Every Power Point spent creates a 1” wide section of wall. The barrier ranges in width from a few “real world” inches thick for stone or other hard materials up to a foot for things like bones or ice. (If you’re using a gridded mat to play, draw the barrier between the squares directly along the grid-lines.) The caster defines the exact placement of each section, but each section must be connected to at least one other section after the first. When the spell expires or a section is broken, it crumbles to dust or otherwise dissipates (the trappings are never left behind). Each section of the barrier may be destroyed by an attack that exceeds its Toughness of 10. Hitting the wall is automatic with a Fighting attack (ranged attacks must roll to hit as usual), but raises on the attack roll do not grant bonus damage. Opponents may climb the barrier at -2 to their Climb roll if it is made of something solid. Fiery versions of the barrier cause 2d4 damage to anyone who wishes to leap through instead. Beast Friend Rank: Novice Power Points: Special Range: Smarts x 100 yards Duration: 30 minutes Trappings: The mage concentrates This spell allows mages to speak with and guide the actions of nature’s beasts. It works only on creatures with animal intelligence, not humanoids. Nor does it work on conjured, magical, or otherwise “unnatural” animals. The target must be within the sorcerer’s range—it is not conjured. The cost to control a creature depends on its Size. The base cost is 3, plus twice its Size for creatures with a Size greater than 0. A great white shark (Size +4) costs 3 plus (2x4=) 8 or 11 points. A roc (Size +8) costs 19 Power Points to control. Swarms may also be controlled. Small swarms cost 3, Mediums 5, and Large 8. Thus a single rat costs 3 to control, as does a small swarm of the creatures. Blast Rank: Seasoned Power Points: 2-6 Range: 24/48/96 Duration: Instant Trappings: Ball of fire or shards of ice Blast is an area effect power that can put down many opponents at once. The character first picks where he wants to center the blast, then makes the appropriate skill roll. Normal ranged attack modifiers apply. The area of effect is a Medium Burst Template found in the back of this book. If the roll is failed, the blast deviates as a launched projectile (see page 62, Core Rulebook). Targets within the blast suffer 2d6 damage. Unlike other attacks, raises on the attack roll do not add to damage to area effect attacks. Additional Effects: For double the Power Points, the blast does 3d6 damage or the size is increased to a Large Burst Template. For triple the points, it does both. Bolt Rank: Novice Power Points: 1-6 Range: 12/24/48 Duration: Instant Trappings: Bolt of fire or ice Bolt is a standard attack power of wizards, and can also be used for ray guns, bursts of energy, streaks of holy light, and other ranged attacks. The damage of the bolt is 2d6. Additional Bolts: The character may cast up to 3 bolts by spending a like amount of Power Points. This must be decided before the power is cast. The bolts may be spread among targets as the character chooses. Firing the additional bolts does not incur any attack penalties. Additional Damage: The character may also increase the damage to 3d6 by doubling the Power Point cost per bolt. This may be combined with the additional bolts, so firing 3 bolts of 3d6 damage costs 6 Power Points. Boost/Lower Trait Rank: Novice Power Points: 2 Range: Smarts Duration: 30 minutes (1/10 minutes) Trappings: Glowing aura This power allows a character to increase any of a target’s Traits by one die type for a standard success, and two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power. The power can also be used to lower an opponent’s Trait. This is an opposed roll against the victim’s Spirit. Success lowers any Trait of the caster’s choice one step, a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple castings stack, though the caster must keep track of when each casting expires as usual. Burrow Rank: Novice Power Points: 3 Range: Smarts x 2 Duration: 30 minutes (2/10 minutes) Trappings: Caster dissolves into the earth and reappears elsewhere Burrow allows a mage standing on raw earth to meld into it. He can remain underground if he wants in a sort of “limbo” or burrow to anywhere within his range. A mage with a Smarts of d8 could therefore move up to 16” (32 yards) on the first round, maintain the spell and stay submerged for the second and “move” another 16”. A burrowing earth mage can attempt to surprise a foe (even one who saw him burrow) by making an opposed Stealth versus Notice roll. If the mage wins, he gains +2 to attack and damage that round, or +4 with a raise. Targets on Hold may attempt to interrupt the attack as usual. Burst Rank: Novice Power Points: 2 Range: Flame Template Duration: Instant Trappings: A shower of flames or burst of ice shards Burst produces a large fan of energy that bathes its targets in red-hot fire or other damaging energy. When cast, place the thin end of the Cone Template at the character’s front. Targets within the template may make Agility rolls versus the caster’s arcane skill roll to avoid the blaze. Those who fail suffer 2d10 damage. This counts as a Heavy Weapon. With a fire trapping, victims have a 1 in 6 chance of catching fire as well (see the Fire rules in Chapter five). Deflection Rank: Novice Power Points: 2 Range: Touch Duration: 30 minutes (1/10 minutes) Trappings: Mystical, glowing shield Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however—to misdirect incoming melee and missile attacks from the user. With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to -4. This also acts as Armor against area effect weapons. Detect/Conceal Arcana Rank: Novice Power Points: 2 Range: Sight Duration (Detect): 30 minutes (1/10 minutes) Duration (Conceal): 3 hours (1/hour) Trappings: Waving hands, whispered words. Detect/conceal arcana allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on. The power can also be reversed to conceal a single supernatural item, being, or effect. This has the same cost, but the duration is much longer—1 hour with a maintenance cost of 1 per hour. When used in this way, those who wish to see through the ruse with detect arcana use their arcane skill roll as an opposed roll against the concealer’s skill (rolled anew each time detect arcana is cast). The detecting character may only attempt to see through concealed powers once per fresh casting. Dispel Rank: Seasoned Power Points: 3 Range: Smarts Duration: Instant Trappings: Waving hands, whispered words. Dispel allows a hero to negate enemy spells, miracles, mad science, or super powers. It has no effect on innate powers, such as a dragon’s breath or a banshee’s scream. Neither does dispel work on magic items or permanent enchantments unless the specific item or enchantment says otherwise. Dispel can be used on a power already in effect, and can also be used to counter an enemy power as it’s being used. The latter requires the countering mage to be on Hold and interrupt his foe’s action as usual. In either case, dispelling the opponent’s power is an opposed roll of arcane skills. The dispelling character suffers a -2 modifier if the target power is of another type (magic vs. miracles, superpowers vs. mad science, etc.) Elemental Manipulation (Lesser) Rank: Novice Power Points: 1 Range: Smarts x 2 Duration: Instant Trappings: A few simple gestures A character who chooses this power must select one particular element to control (though he may choose other elements as a new power). This allows him to perform basic “tricks” within his chosen element. The specific tasks that may be attempted are listed below. Air: The caster can create lesser air currents to blow out a candle, fan a flame, lift a skirt, or cool his body in oppressive heat (+1 to a single Fatigue roll caused by heat). Earth: A wave of the hand can open a one- foot square hole in soft earth (or half that in stone), or cause a spray of sand that might blind an opponent (+1 to a Trick roll). Fire: The caster can snap his fingers to create a small flame (about the size of a hot match). With existing fire, he can urge it to spread (+1 to see if a fire spreads), cause it to flare (perhaps as part of a Trick maneuver), or slowly light an object over the course of a few rounds (as if holding a match to it). Water: The caster can conjure up to a pint of water somewhere within his sight (not “inside” objects or people. A wave of his hand also purifies one gallon of water, whether it be poisoned or simply salt-water. Those who have been poisoned within the last minute also get a second chance to resist any remaining effects. Entangle Rank: Novice Power Points: 2-4 Range: Smarts Duration: Special Trappings: Air swirls around target or ground entangles target This power allows the character to restrain a target with snaking vines, lengths of hair, spider webs, or some other vine-like trapping. The arcane skill roll is opposed by the target’s Agility. Success indicates partial restraint so that the target suffers a –2 penalty to Pace and skills linked to Agility and Strength. A raise restrains the target fully. He cannot move or use any skills linked to Agility or Strength. Each following round, an entangled target may make a Strength or Agility roll to break free. Other characters may also attempt to free the ensnared person by making a Strength roll at -2. For 2 Power Points entangle targets a single opponent. For 4 points it affects everyone in Medium Burst Template. Environmental Protection (Lesser) Rank: Novice Power Points: 2 Range: Touch Duration: 1 hour (1/Hour) Trappings: Slight glowing aura Many Savage Settings allow parties of adventurous heroes to travel beneath the waves, in space, or other hazardous environments. This power allows the target to breathe, speak, and move at his normal Pace while underwater, in zero-G, a vacuum, in the lava of a volcano or the heat of the sun, the arctic wastes, and so on. Pressure, atmosphere, air, etc, are all provided for the character. Complete protection is offered only for background hazards. A fire attack still causes normal damage even with environmental protection, for example. A success is needed to accomplish the power. With a raise, maintaining the power becomes 1 Power Point per 2 hours (for that particular target). Fear Rank: Novice Power Points: 2 Range: Smarts x 2 Duration: Instant Trappings: Burst of eldritch energy This power causes the target overwhelming dread and horror. The area of effect is the Large Burst Template. Every creature beneath the template must make a Guts check, apply -2 to the Guts roll if the caster got a raise. Wild Cards who fail roll on the Fear Table (page 91). Extras are Panicked instead. Fly Rank: Veteran Power Points: 3/6 Range: Touch Duration: 30 minutes (1/10 minutes) Trappings: Target glows Fly allows a character to fly at his basic Pace with a Climb rate of half that number. He may double his Pace by spending twice the number of Power Points. Foretell Weather Rank: Novice Power Points: 1-4 Range: Area around caster Duration: Instant Trappings: Gestures, whispered words Foretell Weather allows a character to feel the upcoming changes in the weather. The farther into the future the character looks, the less specific the foretelling is, and the more Power Points it costs to cast the power. Cost How Far Into the Future 1 1 Day 2 1 Week 3 1 Month 4 1 Season Illusion Rank: Novice Power Points: 3 Range: Spirit Duration: 30 minutes (1/10 minutes) Trappings: Gestures, whispered words Illusion makes the target see something that isn’t there, or else see things differently than they actually are. The caster’s Spellcasting Skill is opposed by the target’s Spirit; a success means the target perceives the illusion as real with one of their five senses. Once they examine the illusion with any of their others senses, the illusion is broken. A raise indicates that the target perceives the illusion as real with all of their other senses. Illusory attacks can never actually Wound a target, though they can cause a target to become Shaken. Passive illusions, like a wall, take little effort to maintain. The Power Point cost must be met, but only normal maintenance penalties apply. Active illusions, such as a black cat or phantom enemies, require constant concentration to maintain. The caster may move their normal Pace, but may take no other actions while maintaining such an illusion. This Power only works on sentient, living beings. It is useless against animals, spirits, or the undead. Invisibility Rank: Seasoned Power Points: 5 Range: Self Duration: 30 minutes (1/10 minutes) Trappings: None Being invisible is a powerful aid in combat, and useful for spying on maidens’ changing rooms as well. Even inventors and supervillains in pulp genres enjoy the “invisible man” routine. With a success, the character is transparent, but a vague outline is visible. A character may detect the invisible presence if he has a reason to look and makes a Notice roll at -4. Once detected, he may attack the foe at -4 as well. With a raise, the character is completely invisible. The penalty to Notice or hit him is -6. In either case, the power affects the character and his personal items. Anything picked up after the power is cast remains visible. Light Rank: Novice Power Points: 1 Range: Touch Duration: 30 minutes (1/10 minutes) Trappings: Floating globe (usually on staff) The ability to create light is a pretty simple one as magical spells and powers go, but a party trapped in the dark with loathsome undead is happy to have an ally with this ability. Light must be cast on an inanimate object, such as a coin, a sword, a shield, or even someone’s clothing. Clever casters often cast light on a foe’s clothes or weapon to make him easier to see—ignore any penalties for illumination when attacking such an affected target. The light is as bright as a torch, and provides clear illumination in an area equal to a Large Burst Template. Obscure Rank: Novice Power Points: 2-3 Range: Smarts Duration: 30 minutes (1/10 minutes) Trappings: Dome-shaped cloud of fog This power does exactly what its name implies— creates a dome-shaped area of obscurement equal to a Large Burst Template. Attacks into or out of the area of effect suffer the standard penalty for pitch darkness of -6. For an extra Power Point, the caster can “fill- in” the dome, creating an area of total darkness. Any attacks into, out of or within the area suffer the standard penalty of -6. Pawn of Mizridoor Rank: Novice Power Points: 3 Range: Smarts Duration: 30 minutes (1/10 minutes) Trappings: A chess pawn Some students who graduate from the wizard’s academy at Mizridoor are given a final gift—a powerful spell called the Pawn of Mizridoor. The spell requires a pawn from Mizridoor’s chess set. If the pawn is lost, the spell cannot be cast. (Grand wizards of Mizridoor, it is rumored, can create guardians of the other pieces of the set.) To cast the spell, the wizard merely pulls the pawn from his pocket and speaks the magical words “From Mizridoor, I summon thee!” When the piece hits the ground, it transforms into a sturdy soldier who is completely under the wizard’s control. When a pawn suffers a wound, it crumbles to dust. Somewhere in the dust is an intact pawn, magically restored and ready to be summoned again. When the owner of a pawn perishes, his pawn crumbles to dust as well. It is said that the original pieces of the set, which reside in Mizridoor itself, are tangible artifacts, and do not crumble when their owner perishes. Puppet Rank: Veteran Power Points: 3 Range: Smarts Duration: 30 minutes (1/10 minutes) Trappings: Reddish eyes, blank stare Sometimes it pays to persuade others to do your fighting for you. Some do this by blatant mind control, others do it by manufacturing visual and auditory illusions. Puppet is an opposed roll of the character’s arcane skill versus the target’s Spirit. The user must score a success and beat the target’s roll to gain complete control. The victim will attack friends and even commit suicide, though such acts allow the victim another opposed Spirit roll to break the spell. Villainous types may have other versions of puppet that allow them to control subjects for much longer periods of time—perhaps even permanently. Such versions usually require a personal belonging. Compulsion is considered an evil act by most, and is usually only taken by villainous types. Quickness Rank: Seasoned Power Points: 4 Range: Touch Duration: 30 minutes (2/10 minutes) Trappings: Slight glow, blurred motion Super-speedster heroes and the warrior- friends of battle mages are the most frequent recipients of this power. With success, the target has two actions per round instead of the usual one (at no multi-action penalty). With a raise, the recipient gains the benefits above, and can also discard and redraw any initiative cards lower than 8 each round. Shape Change Rank: Special Power Points: Special Range: Self Duration: 30 minutes (1/10 minutes) Trappings: Shape “morphing” Many cultures have legends of shamans or wizards who can take on the shape of animals. This power does just that. This version of the power only allows a user to transform into mundane animals, but more bizarre transmutations may be found. A character may learn this spell while of Novice rank, but cannot transform into the more powerful creatures until he attains the appropriate rank. The cost in Power Points depends on the type of creature the character wishes to change into. Use the Shape Change Table as a guideline for unlisted creatures. Weapons and other personal effects are assumed into the animal’s form and reappear when the power ends, but other objects are dropped. While transformed, the character retains his own Smarts, Spirit, and linked skills (though he may not be able to use them since he cannot speak). He gains the animal’s Agility and Strength and linked skills, and cannot use most devices. He has no capacity for speech and cannot use powers, though he may continue to maintain powers previously activated. The GM has final say on what an animal can and cannot do. A shaman in dog-form might be able to pull the trigger on a shotgun, for instance, but would use a default skill roll of d4-2 as the animal has no Shooting score of its own. The shaman’s Persuasion functions normally, but without speech, might suffer a -4 or worse penalty depending on what he tries to accomplish. Cost Rank Animal Types 3 Novice Hawk, cat, snake 4 Seasoned Dog, wolf, deer 5 Veteran Lion, tiger 6 Heroic Bear, shark 7 Legendary Great white shark Silence Rank: Novice Power Points: 2+ Range: Smarts Duration: 30 minutes (1/10 minutes) Trappings: A shimmering dome Like Obscure, the caster creates a dome- shaped area over a Large Burst area, through which no sound can pass in or out of, although sounds created inside the dome can be heard inside the dome. For an extra Power Point, the caster can “fill- in” the dome, and create a dome-shaped area of total silence. No sound can be created or pass into, out of or within the area of effect. Smite Rank: Novice Power Points: 2 Range: Touch Duration: 30 minutes (1/10 minutes) Trappings: Weapon sheathed in flame or ice This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2, or +4 with a raise. Example: A crocodile shaman blesses a warrior’s arrows with smite. The warrior has 20arrows in a quiver, so 20 arrows now do +2 damage (or +4 if the shaman gets a raise on his Faith roll). Speed Rank: Novice Power Points: 1 Range: Touch Duration: 30 minutes (1/10 minutes) Trappings: Slight glow, blurred motion Warriors who need to close with their foes quickly often use this power, as do those who sometimes need to outrun things Man Was Not Meant to Know. Speed allows the target of the power to move faster than usual. With a success, the recipient’s basic Pace is doubled. With a raise, running becomes a free action, so he may ignore the usual -2 running penalty as well. Stun Rank: Novice Power Points: 2+ Range: 12/24/48 Duration: Special Trappings: Burst of light and sonic boom Sometimes foes must be taken alive, or a character might not want to kill unnecessarily. Stun shocks those within a Medium Burst Template with concussive force, sound, light, magical energy, or the like. If the arcane character scores a success, targets within the area of effect must make Vigor rolls or be Shaken. With a raise, victims must make Vigor rolls at -2. Increased Size: At Seasoned Rank, the caster can increase the Stun area to a Large Burst Template for an extra 2 Power Points. Telekinesis Rank: Seasoned Power Points: 5 Range: Smarts Duration: 30 minutes (1/10 minutes) Trappings: A wave of the hand Telekinesis is the ability to move a single object or creature (including one’s self) with arcane will. The weight a caster can lift is equal to 10 lbs times his Spirit die type, or 50 lbs times his Spirit with a raise on the casting roll. Lifting Creatures: If the target of the power is a living creature, it may try to resist the power with an opposed Spirit roll. If the Spirit roll is greater than the caster’s skill total, the creature is unaffected. If the creature loses, however, it is lifted as usual and does not get another attempt to break free. Occasionally a victim might manage to grab onto something solid to prevent itself from being lifted. When this happens, the victim may make an opposed Strength roll versus the caster’s arcane skill. If the victim is successful, he manages to grab onto whatever was available and is not moved, bashed, or otherwise affected that round. Telekinetic Weapons: A caster can use telekinesis to wield a weapon. When this occurs, the weapon’s Fighting is equal to his arcane skill, and its damage is based on the caster’s Spirit instead of his Strength. A sword that does Strength+2 damage, for example, does Spirit+2 when wielded by telekinesis. The weapon otherwise functions normally, including granting bonus damage when it strikes with a raise. Dropping Things: Particularly ruthless characters often use telekinesis to drop their foes or bash them into walls and the like. A creature affected by this power can be moved up to the caster’s Smarts in inches per turn in any direction. Dropped creatures suffer falling damage as usual. Victims who are bashed into walls or other solid objects suffer the caster’s Spirit+2 as damage. If a caster with a d12 Spirit smashes an orc into a wall, for example, the orc suffers d12+2 damage. If this is a Wild Card, the player may roll his Wild Die with this damage as well. Teleport Rank: Seasoned Power Points: 3+ Range: Special Duration: Instant Trappings: Puff of smoke Teleport allows a character to disappear and instantly reappear up to 10" distant for each 3 Power Points spent, or 15” with a raise. This counts as his movement for the round. Adjacent opponents do not get a free attack against the teleporting character. If the hero wishes to teleport somewhere he can’t see, he must make a Smarts roll at -2. If it is an unknown area he has never seen the roll is at a -4 penalty. Failure of either roll means the teleporter has hit an object of some sort. He returns to where he came from and is Shaken. A roll of 1 on the casting die (regardless of the Wild Die) indicates a more serious disaster—in addition to being Shaken he also suffers 2d6 damage. The teleporter can never enter a solid space even if he tries. The power instantly returns him to his starting location as above. Carrying Others: The hero can carry other beings with him, but this automatically causes one level of Fatigue per additional “rider.” (More than two may be carried at once, but causes instant Incapacitation.) One Fatigue can be regained for each full hour of rest. Ward Rank: Novice Power Points: 2+ Range: Around caster Duration: 30 minutes (1/10 minutes) Trappings: A faintly shimmering dome around warded area Ward creates an area that is considered protected, and alerts the caster whenever someone or something crosses into that area. The basic spell creates a dome-shaped area equal to a Large Burst Template (or any similar area, such as a room). Anyone that is inside the area at the time the spell was cast can enter and exit the Ward at will. Anything living that crosses the Ward or any magical effect that enters the Ward will alert the caster immediately, even waking the mage if asleep. Invisible: For 1 extra Power Point, the caster can make the Ward invisible to sight. Increased Size: At Seasoned Rank, the caster can double the radius of the Ward for an extra 2 Power Points. Instead of the area being equal to a Large Burst Template (ie, a 3” radius), the Ward covers a 6” radius. Triggered Effect: At Veteran Rank, the caster can add a triggered effect to the Ward for an additional 2 Power Points. You must cast (and spend the Power Points) on the triggered effect at the same time you create the Ward. The triggered effect must be an Instantaneous effect (such as Burst or Bolt), and target a single individual (such as Bolt), or an area of effect (such as Burst). As with normal Wards, anyone who was in the area at the time of casting may enter and exit the Ward without setting off the triggered effect – but the first person or living thing that crosses the Ward sets off the triggered effect. If the triggered effect is an area of affect spell (such as a Burst), the effect is centered on the cause of the trigger. Wall Walker Rank: Novice Power Points: 2 Range: Touch Duration: 30 minutes (1/10 minutes) Trappings: Caster touches feet and hands, sticky feet/hands Wall walker allows a wizard to function much like a human spider. He can stick to any solid surface, allowing him to climb walls and even hang from ceilings. The character can move along such surfaces at his normal Pace. He may also run as usual while skittering along such surfaces. Water Walk Rank: Novice Power Points: 1 Range: Touch Duration: 30 minutes (1/10 minutes) Trappings: Caster touches feet The caster can walk upon the very surface of the water as if it were solid ground. Lakes, becalmed seas, and other calm waters may be traversed normally. Rough seas count as Difficult Ground as the caster must run up and down waves. While under the effects of the spell, the caster or target walks as if in a shallow puddle. They cannot go beneath the surface any more than he can go beneath that of the earth. Zombie Rank: Veteran Power Points: 3/Corpse Range: Smarts Duration: Special Trappings: Carving symbols on corpses This power is considered evil in most settings, and so is typically used only by villainous nonplayer characters such as necromancers, evil scientists, dark cultists, and the like. When cast, zombie raises a number of dead specified by the character when he spent his Power Points. The undead are immediately obedient, though perhaps a bit mischievous and literal-minded in their duties. Corpses aren’t summoned by this ability, so there must actually be a supply of bodies available for the power to have any effect. The bodies don’t have to be fresh—zombie can raise servants that have been waiting patiently for centuries. Graveyards, morgues, and battlefields can all serve this purpose. With a success, the dead remain animated for 1 hour. With a raise, they remain animated for 1d6 hours. With two raises, they remain animated for an entire day. Certain powerful necromancers may have improved versions of this power that are cheaper to cast and create permanent undead.
textdata/thevault/Savage Worlds System (SWADE) [multi]/Fantasy/Savage Worlds - Fantasy - Magic Handbook.pdf
Dead Men Feel No Cold Waterdeep’s master griffon rider has been murdered and no one knows why. Who would dare such a crime in a city where even the smallest transgressions face harsh penalties? The party is brought in to answer this question, which sends them on a trail that will take them through the most dangerous areas of the City of Splendors. Can they discover the truth before the villains escape, or will they instead accuse an innocent of the crime? A Four-Hour Adventure for 5th-10th Level Characters Fenway Jones Author Adventure Code:​ DDAL-Ziege-03 Optimized For:​ APL 8 Version:​ 1.0 Development and Editing:​ Claire Hoffman, Travis Woodall Organized Play:​ Chris Lindsay D&D Adventurers League Wizards Team:​​ Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett D&D Adventurers League Administrators:​ Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, ​Player’s Handbook, Monster Manual, Dungeon Master’s Guide,​ D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2017 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. Introduction Welcome to ​Dead Men Feel No Cold​ �� �, a D&D Adventurers League™ adventure, part of the official D&D Adventurers League™​™​ organized play system and the ​Dragon Heist ™​™​ �� �Season 8 . The players will explore just the tip of the iceberg when it comes to the City of Splendor’s secrets. However, they will see a few of the most well known wards, and even discover the dangers of the sewers. This adventure is designed for ​three to seven 5th-10th level characters​ and is optimized for ​five characters with an average party level (APL) of 8​. Characters outside this level range cannot participate in this adventure. Adjusting This Adventure This adventure provides suggestions in making adjustments for smaller or larger groups, characters of higher or lower levels, and characters that are otherwise a bit more powerful than the adventure is optimized for. You’re not bound to these adjustments; they’re here for your convenience. To figure out whether you should consider adjusting the adventure, add up the total levels of all the characters and divide the total by the number of characters (rounding .5 or greater up; .4 or less down). This is the group’s APL. To approximate the party strength​ for the adventure, consult the following table. Determining Party Strength Party Composition Party Strength 3-4 characters, APL less than Very weak 3-4 characters, APL equivalent Weak 3-4 characters, APL greater than Average 5 characters, APL less than Weak 5 characters, APL equivalent Average 5 characters, APL greater than Strong 6-7 characters, APL less than Average 6-7 characters, APL equivalent Strong 6-7 characters, APL greater than Very strong Some encounters may include a sidebar that offers suggestions for certain party strengths. If a particular recommendation is not offered or appropriate for your group, you don’t have to make adjustments. Before Play at the Table Before you start play, consider the following: ● Read through the adventure, taking notes of anything you’d like to highlight or remind yourself of while running the adventure, such as a way you’d like to portray an NPC or a tactic you’d like to use in a combat. Familiarize yourself with the adventure’s appendices and handouts. ● Gather any resources you’d like to use to aid you in running this adventure--such as notecards, a DM screen, miniatures, and battlemaps. ● Ask the players to provide you with relevant character information, such as name, race, class, and level; passive Wisdom (Perception), and anything specified as notable by the adventure (such as backgrounds, traits, flaws, etc.) Playing the Dungeon Master You have the most important role—facilitating the enjoyment of the game for the players. You provide the narrative and bring the words on these pages to life. To facilitate this, keep in mind the following: You’re Empowered.​ Make decisions about how the group interacts with the adventure; adjusting or improvising is encouraged, so long as you maintain the adventure’s spirit. This doesn’t allow you to implement house rules or change those of the Adventurers League, however; they should be consistent in this regard. Challenge Your Players.​ Gauge the experience level of your ​players​ (not the characters), try to feel out (or ask) what they like in a game, and attempt to deliver the experience they’re after. Everyone should have the opportunity to shine. Keep the Adventure Moving.​ When the game starts to get bogged down, feel free to provide hints and clues to your players so they can attempt to solve puzzles, engage in combat, and roleplay interactions without getting too frustrated over a lack of information. This gives players “little victories” for figuring out good choices from clues. Watch for stalling—play loses momentum when this happens. At the same time, make sure that the players don’t finish too early; provide them with a full play experience. Not for resale. Permission granted to print or photocopy this document for personal use only​. DDAL-ZIEGE-03 Dead Men Feel No Cold  2 Adventure Primer “As far as I'm concerned, you can't beat a good whodunnit: the twists and turns, the clues and the red herrings and then, finally, the satisfaction of having everything explained to you in a way that makes you kick yourself because you hadn't seen it from the start.” ― ​Anthony Horowitz Adventure Background Deep in the abyss of Faerun’s oceans dwells the Kraken, undisputed master of the seas. Accustomed to being in control, it becomes agitated if it doesn’t get its way. Occasionally, the Kraken will strike a bargain with unfortunate sea goers, trading their lives in exchange for servitude. Those who accept its offer often find themselves transformed into deep scions - emotionless creatures enthralled to the will of the Kraken. Otihand Droverson, captain of Waterdeep’s vaunted griffon riders, once made a deal with the Kraken, avoiding transformation into a deep scion by promising to to protect sailors under the Kraken’s protection. When Otihand failed to keep up his end of the bargain, the Kraken had him killed, sending two deep scion agents in Waterdeep - Krisga and Urador Hawklight - to deal with the matter. When Otihand turns up dead, suspicion falls on those who may have cause to kill him. The adventurer Lily Nailo, whose griffon Otihand has recently impounded, as well as his second-in-command Oswald. The dead man’s own hand also implicates Krisga when he leaves a note with her name. Location and NPC Summary The following NPCs and locations feature prominently in this adventure. Each NPC and location should have an entry with a phonetic pronunciation and one-three sentences describing them. Lilly Na​ïlo​ (LIL-ly NAI-lo). ​A bright- eyed gnome with platinum blond hair. Suspicion falls on Lilly because of her past as an adventurer and her well-known dislike of Otihand. Oswald Nygma (OZ-Wold NY-gma). ​Otihand’s second-in-command, Oswald comes under suspicion due to the access he has to Otihand’s poisons. Krisga Hawklight ( CHRIS-ga HAWK-light) ​Otihand’s secret lover, and the daughter of Urador Hawklight. Krisga is one of the murderers, and suspicion falls on her when a note with her name turns up at the scene of the crime. Nerisys Mistletoe (Ner-E-sis Mistle - toe) ​Otihands childhood best friend. She was the one who was called when the guard found him, and she is the adventurers employer. Waterdeep ​Waterdeep, also known as the City of Splendors or the Crown of the North, is the most important and influential city in the North and perhaps in all Faerûn The City of the Dead ​The graveyard of Waterdeep. It is surrounded by a large wall. It is where Otihand’s body was found. The Sea Ward ​The wealthiest of the wards. Many of the newer nobles and old adventurers who can afford the odd villa live there. It contains most of the city’s temples. The Hawklights just recently moved there and now own a house on the water. The North ward ​ ​Tucked in the northeastern portion of the city, North Ward is the home of the nobility and their villas. The moneyed classes made their homes here, far removed from the hustle and bustle of the lower classes Adventure Overview The adventure is broken down into three parts: Part 1.​ The City of the Dead:​ The adventurers are hired by Nerisys Mistletoe to solve the murder of her best friend. They have the opportunity to investigate the crime scene and gain information about the suspects. Part 2.​ ​Investigations:​ The players have the ability to talk to all of the suggested NPCs. They may develop their own ideas and gain evidence towards the correct (or incorrect) accusation. A few of the scions’ henchmen attack in between. Part 3. ​ �� �Accusation:​ The characters are asked to accuse who they think or know murdered Otihand Droverson. The final battle is with the deep scions and their pets. Adventure Hooks Story Hook.​ ​ �The party looked to be highly experienced, drawing the attention of Nerisys, who sends a messenger informing them that their presence and skills are needed to help ensure the future of Waterdeep’s griffon riders. Alternately, the characters are in Waterdeep, looking for work, when Nerisys’ messenger finds them, and informs them his mistress needs help. The messenger then invites them to join Nerisys in the City of the Dead. Emerald Enclave (Faction Assignment). ​ �After the players obtain their mission, a faction representative arrives, asking them to recover whatever killed Otihand. The weapon killed quickly and efficiently, and the Enclave doesn’t want it to fall into the wrong hands again. Not for resale. Permission granted to print or photocopy this document for personal use only​. DDAL-ZIEGE-03 Dead Men Feel No Cold  3 Part 1. The City of the Dead Estimated Duration:​ 30 minutes As the adventure begins, the characters are contacted by a messenger and brought to Waterdeep’s City of the Dead, where they, are assured they will be filled in on the night’s events. General Features The City of the Dead has the following general features: Terrain.​ Muddy, dew covering the ground, surrounded by graves. Weather.​ A light drizzle falls from dour-looking clouds that hide the sun. The combination creates a dreary atmosphere. Light. ​ It is early morning, however rain and clouds cast the city in a dim light. Smells and Sounds.​ The smell of water and mud, mixed with death fills the air. The drizzle drowns out any of the “usual” morning sounds. 1a. The Body You have been summoned to the City of the Dead early in the morning. The smell of rain, mixed with death, hits your nostrils, taking you aback. The messenger leads you to a small gnome with an unusual streak of red in her otherwise pitch black hair. As she turns her eyes to you, you notice immediately that her eyes are not the same color, one is dark brown, while the other is a piercing blue. She stands with the confidence of a battlefield commander, certain that her commands will be obeyed. “My name is Nerisys Mistletoe,” the gnome says in a voice filled with the same assurance as her stance, “and this,” she motions over a shoulder at a corpse, “is my friend Otihand Droverson. I have called you to this wretched place so that you might solve his murder and bring justice to the criminal.” Roleplaying Nerisys Nerisys is a proud gnome, possessed of immense self-assurance. She has a commanding presence, despite her short stature, somehow always seeming at the center of every scene. She is unaccustomed to being turned down, and will not take no for an answer, though she quickly grows weary of anyone who seems overly eager, given the grisly nature of the task she presents. Her manners are a bit sketchy, and she’s quick to talk over others and give her blunt opinion on anything they bring to her. Quote:​ ​“I don’t much like you adventurers, but I knew you’d come, and quickly at that. Plus, you’ll likely find the culprit just a quick, so despite my better judgement, I called. Now don’t get me wrong, I’m thankful you came.” Nerysis quickly fills the characters in on Otihand, his position as captain of Waterdeep’s griffon riders, and the state in which he was found. She asks the characters to solve his murder. Investigating the Scene The characters are encouraged to complete their own investigation of the murder scene. ● A cursory examination of the body reveals a long gash to the neck, but a character who makes a successful DC 10 Wisdom (Medicine) check discerns that it wasn’t the wound that killed Otihand, but rather poison. ● A separate successful DC 17 Intelligence (Nature) check is required to identify the poison as purple worm poison. A search of the corpse also turns up: ● Clutched in one hand is a feather, half of its plumes white, the other half silver. ● Tucked away in a pocket is a letter. If the characters locate this letter, distribute Player Handout 1​. If they don’t notice on their own, a successful DC 14 Intelligence (Investigate) check turns up the fact that Otihand’s money pouch has not been taken, likely ruling out robbery as a motive. Info For The Players ● Otihand was recently elected the head of the griffon riders. He beat his second in command, Oswald for it. ● He was loved by most people, but could have a temper if he was upset. ● Single as far as Mistletoe knows ● The guards of the City of the Dead found his body The Note The letter is written in code. Some letters are missing, and others are misspelled. The errors spell the name of one of his killers. It reads: Not for resale. Permission granted to print or photocopy this document for personal use only​. DDAL-ZIEGE-03 Dead Men Feel No Cold  5 I kneed tr si you, I have mised you. Please meet me in the City of the Dead at midniht of the secand day of Mirtul, in three days. I love you The errors spell the name, “Krisga.” ● “Need” misspelled with an extra “K” ● “To” misspelled with an “R” ● “See” misspelled with an “I” ● “Missed” misspelled with a missing “S” ● “Midnight” missing the “G” ● “Second” misspelled with an “A” At a glance, it may appear to have been written by someone with a poor command of the written word, but a successful DC 15 Intelligence (History) check suggests that it is instead a code. If the PCs are stumped by the letter, Nerisys can help decode it. The Feather The feather is magical, a scrying device planted at the scene by Urador and Krisga. If the characters make a successful DC 20 Intelligence (Investigate) check, they suspect the feather was planted after the murder. A successful DC 21 Intelligence (Arcana) check is necessary to identify it as a scrying focus, although magic such as ​detect magic​ �, reveals its magical nature. The Poison If the characters as Nerisys about the poison, read or paraphrase: As you reveal the fact that Otihand was poisoned, a scowl crosses Nerysis’ face as she growls, “Those uncivilized, uncultured swine! There are only two people that I can think of that would have the means and motive to use purple worm poison to kill him.” She lifts one finger and says, “Lilly Nailo. A gnome adventurer who has been pestering Otihand about her gryffon Moo, impounded by Otihand as Lilly didn’t have her licence. She might’ve picked up the poison while out doing some lowly job.” For a moment, she looks off, lost in thought, and then adds, “She’s oddly attached to that griffon.” She then holds up her second finger, “Then there’s Otihand’s econd-in-command Oswald. What second wouldn’t like a shot at the big seat? And Oswald has access to the stock of poisons Otihand keeps locked in his office. I don’t know Oswald well, he’s a quiet man who keeps to himself.” Assuming the characters have discovered Krisga’s name hidden in the letter, add: Nerisys pauses for a moment before lifting a third finger, “It’s probably best you speak with Krisga Hawklight too. Figure out what she has to do with all of this? After they gain this information, Nerisys tells the characters the likely location of their suspects. ● Lilly can usually be found at her room in the Yawning Portal. ● Oswald is typically at his post in the North Ward. They must take the sewers to get there. ● Krisga will likely be found at her home in the Sea Ward. A Final Request Before they depart, Nerysis asks the characters to keep the investigation quiet, at least until the killer is brought to justice. She also provides admonition that, in Waterdeep, the penalty for killing is to be killed. She recommends the characters apprehend their suspect without kill them, or if they choose the more violent path, don’t get caught. 1b. Attacked! Nerysis remains at the graveyard, to take care of Otihand’s body when the characters leave. When they are just out of the cemetery, they are ambushed by a pair of ​kraken priests​.​ ​One of them has a suckered tentacle for a tongue and two tentacles coming out of its jaw, and the other is covered with eyes and mouths that are constantly dripping with green ooze. They find two kraken statues. They don’t, however, find any evidence as to how the priests knew that the characters were coming. Not for resale. Permission granted to print or photocopy this document for personal use only​. DDAL-ZIEGE-03 Dead Men Feel No Cold  6 Part 2. Investigations Estimated Duration:​ 120 minutes The characters can visit the NPCs in any order they wish, however, they must visit all of them. General Features Waterdeep has the following general features: Terrain.​ The leftover water from the storm makes small puddles on the paved roads. Weather.​ A light drizzle falls from an overcast sky creating an all-around dreary atmosphere. Light. ​ The heavy cloud cover and rain cast a gray pallor over the city, although this has no mechanical effects. Smells and Sounds.​ The smell of rain mixed with fish from the nearby Sea of Swords fills the air while the shouts of merchants hawking goods competes with the sounds of hundreds of people going about their daily tasks . Urban Dryads The Elder Dryads refuse to let the land perish beneath stone and structure. To combat this, these stubborn defenders of nature have bound fey spirits to weeds of Waterdeep, creating urban dryads that grow in the cracks between buildings and cobblestone. The dryads do many things to protect Waterdeep. Each dryad has six sproutlings that travel around their neighborhood, and report to their dryad of events in the city. One such sproutling was watching the scene of the murder, and reported all it saw. However, neither the dryads nor their sproutlings can speak. Instead, they use symbols to communicate their message. As the characters go about their investigations, they have three chances to interact with the dryads. Details of each encounter are presented below. 2a. Lilly Nailo One of the suspects that Nerisys mentioned is a gnome adventurer named Lilly Nailo. Lilly keeps a room at the Yawning Portal, a favorite stopping place for adventures in Waterdeep’s Castle ward. Castle Ward Waterdeep’s Castle Ward is situated at the center of the city, and includes the famed Mount Waterdeep, as well as most of the government offices. Castle Waterdeep, the Palace of Waterdeep, and Blackstaff Tower are all located in the Castle Ward, as are the homes of many retired adventurers. Dryads On their way to the tavern the characters notice long strands of ivy moving about in one of the adjoining alleys. If they stop to investigate, they see that it is actually some sort of creature: a humanoid with strangely sharp jawlines, long hair made of thick strands of ivy, and wooden limbs that may be animate roots. The creature is drawing in the dirt. Distribute Player Handout 2​. The dryads are extremely shy, and as soon as the creature they encounter finishes its drawing, it skitters off, quickly melding into the vines and plant life growing on the nearby buildings. The Yawning Portal The Yawning Portal is a four-story building in Waterdeep’s Castle ward. The ground-floor taproom caters predominantly to adventurers heading for the ruins of Undermountain. As the characters reach the Yawning Portal, read or paraphrase: You arrive at the Yawning Portal, an impressive four-story, stone building with a slate roof. The sounds of laughter and drunken revelry drifting out from its common room. This is where Nerisys said you could find Lilly. Inside, a crowd of revelers are engaged in drinking and games of contest. The room itself has rich blue wall hangings but is dominated by a 40-foot hole the descends 140 feet into Undermountain. It costs 1gp to be lowered into Undermountain, and another 1gp to be hoisted out again. If the characters ask about Lilly, the bar keep or any of the patrons, points them towards her room. No one is concerned for her safety. Lilly is an accomplished adventurer, and should things turn ugly, the PCs offer her no real threat. Don’t volunteer this fact, but if the players ask, a successful DC 10 Wisdom (Insight) check is enough to confirm it. The door to Lilly's room isn’t locked. If the character knock, she tells them to enter, her voice friendly, but distracted, if they barge in, the door opens easily. The door opens easily and inside you see a gnome, her back to you, quickly drop something into a drawer. She then turns towards you, her hands outstretched as she says calmly, “State your name and business.” Not for resale. Permission granted to print or photocopy this document for personal use only​. DDAL-ZIEGE-03 Dead Men Feel No Cold  7 Roleplaying Lilly Lilly is a quintessential adventurer. She is smaller than most gnomes, but doesn’t act as such. While she prefers talking, she isn’t afraid to resort to violence when needed and as a powerful cleric she can handle herself in a scrap. From her long years of adventuring, she has forgotten the concept of personal space, and often clambers onto a character if they look interesting, getting right in their face. Her main focus in Waterdeep is getting her gryffon Moo back. If things turn ugly, Lilly is a level 20 cleric. She will not kill the characters, but may teach them a lesson in rudeness. Quote:​ “He’s dead?! Does that mean I get Moo back???” After someone has answered her demands, Lilly relaxes slightly. During conversation, she volunteers the following information: ● Her relationship with Otihand Droverson was strained. The man impounded her griffon (Moo the Dragon Slayer) upon their arrival in Waterdeep more than a month and a half ago and Lilly has been trying to free her friend ever since. ● She misplaced her licence for Moo a long time ago, and hasnt been able to return to Hawk’s Nest for a replacement. ● At present, Lilly is waiting for a replacement license from Hawk’s Nest that will provide the proof Otihand requires to release the griffon. ● Lilly doesn’t believe “Otihand and his cronies” are treating Moo properly. If asked about Oswald, Lilly knows only that he is a quiet man who, rumor says, was narrowly beaten out by Otihand for the posting of captain of the griffon riders. If asked about what she put away in her drawer as the characters entered, Lilly becomes defensive and says only that it was “something private.” A successful DC 15 Charisma (Persuasion) check, or a DC 21 Charisma (Intimidate) check, is required to get her to say more. Any attempt to threaten or intimidate Lilly, whether successful or not, results in disadvantage on subsequent social interaction checks during the encounter. Should the characters convince her to reveal the item, she tears up and withdraws a vial from the drawer, emptying its content into her palm: a green scale and a feather. The scale is from Moo’s green dragonscale armor, the feather is a match to the feather recovered from the crime scene (Part 1a). Lilly rejects any suggestion that she was part of the crime, despite Moo’s feather being recovered at the scene, pointing out that Moo has been in the possession of Otihand for over a month. 2b. Oswald Nygma The second suspect the characters are to see is Otihand’s second-in-command, Oswald Nygma. Nygma lives in Waterdeep’s Northward. North Ward Located in the northeastern part of the city, the North Ward is home to many of the cities elite. Sprawling villas are common here, where the moneyed citizens make their home. Access to the ward is controlled, and only those with legitimate business are allowed entry. Dryads As they make their way to Nygma’s home, the characters encounter a group of all-female urban dryads grooming themselves: braiding one another's hair, trimming roots, and the like. The dryads slip away as soon as the characters notice them, once again melding into the vines and plant life before vanishing entirely. If the characters go investigate, they notice a drawing in the dirt, an arrow. Distribute Player Handout 3​. Accessing the North Ward The PCs can enter the North Ward by talking their way past a guard post, sneaking over the walls, or slinking through the city's sewers. Entering through the gates requires the characters present a legitimate need. They can do this by explaining the situation, and making a successful a DC 20 Charisma (Persuasion) check, or spinning a lie and making a successful DC 20 Charisma (Deception) check. Intimidation automatically fails. If a character with the noble background does the talking, they gain advantage on the roll. A party that includes a character with the criminal background, or that looks like they don’t belong in the North Ward, instead has disadvantage on the roll. Characters who attempt to climb the walls for entry must make a successful DC 10 Dexterity (Stealth) check. A failure by even one character Not for resale. Permission granted to print or photocopy this document for personal use only​. DDAL-ZIEGE-03 Dead Men Feel No Cold  8 means they are noticed by guards, and arrested. They will be given a 15gp fine and sent on their way, but not before their names go on a list of persons not allowed in the North Ward. The easiest way in, and the one suggested by Nerisys, is to slip in through the city sewers. The trip takes about 30 minutes and there is no danger of being caught. However, each character must make a successful DC 13 Constitution saving throw for every 15 minutes in the sewers with failure resulting in the character becoming poisoned until they take a short or a long rest. Nygma’s Home Once they have made their way into the North Ward, locating Nygma’s home is an easy task. Oswald Nygma’s home is more of a shack than a house, surprising for a resident of North Ward. Furthermore, it presents a few oddities, including that the only door has no handle, or other means apparent to open it. Sitting on a small shelf next to the door is a black box, roughly six inches to a side made of some sort of metal. As you approach, a voice issues from the box, “What can I do for you?” The voice belongs to Oswald Nygma, although he doesn’t identify himself, instead leading them to believe he is a servant of Oswald’s. Oswald is an intensely private person, and doesn’t get many visitors, and those few he does must pass his test. Demonstrating to him that they are “worthy” of entering him. The voice explains that to enter, they must first answer a riddle, and then solve a “challenge” of Oswald’s design. When they are ready, Oswald poses three riddles. Once they provide a correct answer to at least one, a clicking sound issues from the door, which then opens slightly. Before they enter, the voice offers to provide them a “hint” to their next challenge, but only if they answer the other two riddles correctly (see N2. Water Challenge below for the hint). Pick three riddles from DM Handout #2. N1. Upper Floor Once the characters enter Nygma’s home, read or paraphrase: The room home beyond the door consists of a small room, empty save for a stone stairwell that descends into darkness. The characters are free to look around but the place is empty. When they are ready, proceed to ​Area N2​. N2. Puzzle Room Waiting at the bottom of the stairwell is Nygma’s “water challenge.” As you descend, you smell the strong scent of something sweet, mingling with the scents of fruit further down, and then the distinct smell of cleaners. When you reach the end of the staircase, you enter a stone room filled containing seventeen small dias’. The largest is set in the center of the chamber, topped by a large stone bowl while the sixteen smaller ones surround it in a circular pattern. A small pedestal stands atop each of the smaller dias, with two vials of colored water set into slots on their surface. There are no signs of an exit beyond the way you entered. Distribute ​Player Handout #4. To solve the puzzle the players must either: 1. Collect the vials of water that correspond with the colors of the rainbow (red, orange, yellow, green, blue, indigo, violet, and clear) and dump them into the central bowl. 2. Collect all the vials that correspond with a fruit smell (red, chartreuse, green, orange, blue, apricot, yellow, and purple) and dump them into the central bowl. Set high on the wall in each corner of the room is a small metal box, allowing Oswald to communicate with the characters. If they answered all three of his riddles correctly, as they enter the room his voice issues from one of these boxes, declaring that to proceed, they must solve his puzzle, and doing so will require that they make use of “half” of the objects contained on the dias. The vials must be emptied into the bowl in the order listed above, or all at the same time. If the vials are emptied in the wrong order, or the wrong combination, all creatures in the room take damage, as noted in the color descriptions below. A vial magically refills with liquid once it is placed back on its pedestal. Every vial has a certain smell, that is almost overwhelming for the person opening it as noted below. Not for resale. Permission granted to print or photocopy this document for personal use only​. DDAL-ZIEGE-03 Dead Men Feel No Cold  9 Color Smell Damage Red Strawberries Fire Teal Ocean Thunder Chartreuse Pomelo (a citrus fruit) Poison Maroon Blood Slashing Black Grave Necrotic Brown Coffee Piercing Clear No smell Cold Green Lime Acid Orange Orange Fire Pink Sugary burned dessert Force Blue Blueberries Bludgeoning White Laundry Cold Apricot Apricot Radiant Yellow Lemon Radiant Indigo Lilacs Psychic Purple Blackberries Psychic When the wrong liquid is dumped into the bowl, a cloud of color fills the room and each character in the room must succeed a DC 15 Dexterity saving throw, taking 2d6 damage of the type noted above on a failure, or half as much on a successful save. If a character instead ingests the liquid, that character must succeed on a DC 20 Constitution saving throw, taking 2d6 damage of the type noted above on a failure, or half as much on a successful save. When the correct combination is entered into the bowl, the liquids swirl together in a rainbow of colors and the entire central dias rotates, sinking into the floor and revealing a stairwell leading into darkness from which a faint animal smell issues. N3. Stone Hall Below ​Area N2​, a long hallways stretches away, with eight stalls at the far end made to house animals. The stalls are empty, except one that holds Moo, Lilly Nailo’s griffon. The feather recovered from the crime scene matches the griffon Moo. At a glance, it is obvious the creature is malnourished and not be treated well. If the characters interact with Moo, they will be surprised to learn he has a limited vocabulary. Moo knows six words: good, bad, great, dragon, kitty, and Moo. Moo considers all humanoids “kitty” and refers only to Lilly as “great Kitty.” If a character feeds Moo, that character will from then on be known as “good Kitty.” At the end of the hall there is an unlocked, ornate door leading to ​Area N4​, where Oswald Nygma waits. N4. Office Beyond the door Oswald Nygma waits. He looks up at you nervously, absentmindedly sifting items around the desk behind which he sits. Bookshelves line the walls of the office, and the ceiling is painted with a mural depicting a flight of griffons at play. Oswald’s desk looks like it was picked up by a tornado, and set back down. Sheets of paper cover it in a haphazard jumble, mixed in with books, quills, inkwells, and a few scattered pictures. A character with a passive Perception of 15 or higher notices Oswald’s shuffling of papers is intended to hide one in the larger mess. Oswald is unaware of the death of Otihand, and expresses true grief if the characters reveal it. If accused of the murder, Oswald vehemently denies any involvement. Instead, he explains that it is true, he was angry when Otihand beat him for the position, but he has since come to respect the man’s leadership. A successful DC 15 Wisdom (Insight) check suggests there is more that he is not saying. If the characters press him to reveal everything, he instead offers them this riddle, “I cannot be bought, but I can be stolen with one glance, I am worthless to one, but priceless to two.” He will reveal more only with a successful DC 20 Charisma (Persuasion) check or a DC 15 Charisma Not for resale. Permission granted to print or photocopy this document for personal use only​. DDAL-ZIEGE-03 Dead Men Feel No Cold  10 (Intimidation) check. If the characters succeed, he shuffles through the pages on his desk, drawing forth one and handing it over. It is a love letter, dated yesterday, from Oswald to Otihand, in which Oswald confesses his love for the man and how he wishes that things could be different between them. During the discussion, he attempts to blame Lilly Nailo for the murder. Suggesting that she has been coming around daily, sometimes twice a day. Once she even broke in and tried to steal Moo. Roleplaying Oswald Nygma Oswald is a cool and collected man, usually polite and formal although he has little use for unintelligent or rude persons. He loves riddles, often weaving them into conversation, providing hints only if someone is in mortal danger. Oswald is a charismatic man, answering questions to the best of his ability until conversation shifts towards his hidden love for Otihand. Quote:​ “I would never want to hurt O.” 2c. Krisga Hawklight The third suspect the characters are to see is Otihand’s secret lover, Krisga Hawklight. Krisga lives in Waterdeep’s Sea Ward with her father. Both Krisga and her father Urador are deep scions, though they will not reveal this fact to the characters. Sea Ward Waterdeep’s Sea Ward is located on the coast, in the cities northeast quadrant. It is home to the wealthiest residents of the city as well as its largest temples. Dryads As the characters move through the ward, they encounter the urban dryads once again. This time one of the dryads beckons the characters forward, motioning towards a drawing another dryad has made in the dirt. Distribute ​Player Handout #5​. Most of the key is the pieces that the characters were given earlier. They are intended to figure out that the second piece is that the tic tac toe squares and the X are repeated in that order but the second time with small diamonds in them. The arrow represents the way that they are supposed to fill in the X aka West, North, East, South. Each space represents a letter of the alphabet. The final clue says “Bird Betrayal” Hawklight Manor Krisga’s home, Hawklight Manor, is a sight to be seen. A massive home built in a complicated, assymetrical form common to those of wealth. A servant greets them, offering refreshments and excusing himself to let the “lord of the manor” know he has visitors. The man returns quickly, inviting them to follow him to the great hall. Fish tanks of all sizes, with a collection of exotic fish, including sharks, decorate the manor. The great hall itself overlooks the Sword Coast and one wall is all glass, revealing a stunning vista of the water. In the center of the hall is a pool of water, and the characters catch sight of several sharks swimming within it. Urador Hawklight and his daughter Krisga wait for the characters in the great hall. Urador is a gruff, rotund man who evokes the image of a penguin as he moves with a sort of waddle. He drinks a lot of water, and often excuses himself to refill his cup. He decidedly hated Otihand, and is pleased that the man is dead, however, he denies killing him. A successful DC 15 Wisdom (Insight) check verifies he is not lying when he insists he did not kill Otihand. Krisga refuses to even acknowledge she knew Otihand while her father is in the room. Only after he father leaves, likely to get water, does she open up. Through quiet tears she reveals: ● She loved Otihand and is horrified to learn of his passing. She, of course, had nothing to do with this death. ● Otihands number two, Oswald, was always oddly jealous of her and “Oti’s” relationship. ● “Oti” often complained about a woman, “Lila, linda,....... Lilly!” She explains that Lilly often came to his station demanding that he give back her griffon. While speaking with Krisga, a successful DC 15 Wisdom (Insight) check reveals she is lying about her true feelings for Otihand. If the characters confront her about this, or after she grows weary of Not for resale. Permission granted to print or photocopy this document for personal use only​. DDAL-ZIEGE-03 Dead Men Feel No Cold  11 the conversation, she asks that they leave, allowing her to “grieve” for Othiand. At some point during the conversation, any character with a passive Perception of 13 or higher hears a loud thud somewhere deeper in the house. Krisga, or her father, passes it off as nothing, although a successful DC 12 Charisma (Persuasion) or DC 20 Charisma (Intimidation) check gets either to reveal it is just their pet frog Hobbi jumping about. If the characters employ spells such as ​detect magic​ within the manor, the entire structure radiates magic. The home was built through magic. Roleplaying Krisga Hawklight Krisga is a tall human female with fiery red long hair pulled into a side french braid. she is very neat and obsessively nice. She talks to her fish. ​Her and her father were part of an organization of deep scions that were sent into large cities around Faerun by their master the Kraken. They killed Otihand at the behest of the Kraken. Krisga was pretending to love Otihand, but she keeps up the act while not in front of her father. Quote:​ “Oti’s dead???? when, what, how?!” Banderhobb Attack If you have time, after the characters leave the manor, run this optional combat. Two ​banderhobb​​ attack the party, ambushing them in the streets of Waterdeep. On the bodies is another kraken symbol. A character who makes a successful DC15​​ Intelligence (History) check, recalls seeing a similar statue in the Hawklight manor. Not for resale. Permission granted to print or photocopy this document for personal use only​. DDAL-ZIEGE-03 Dead Men Feel No Cold  12 Part 3. The Accusation After speaking with all three suspects, the characters should be ready to confront the one they believe to be the killer. There are three possible accusations: Lilly Nailo, Oswald Nygma, or the Hawklights. Accusing Lilly Nailo An accusation against Lilly is met by a snorted laugh and a bored command that they leave her hotel room immediately. Should they refuse, she suggests they all visit the city guard where “real investigators” can get involved. Lilly, of course, had nothing to do with the murder. Accusing Oswald Nygma An accusation against Oswald results in the man becoming furious, shouting them out of his office and threatening them with action by the guard if they do not leave at once. Like Lilly, Oswald had nothing to do with the murder. Accusing the Hawklights An accusation against Krisga and Urador results in a battle, likely in the great hall of the manor. General Features The nesting area has the following general features: Terrain.​ The floor here is of an odd substance that no one can identify, if they ask about it of course. There is furniture on the floor, so nothing is a straight shot. Weather.​ There is no weather because its indoors Light.​ The whole of the inside of the house is lit Smells and Sounds.​ The smells of the ocean and the sounds of crashing waves fills the Hawklight house. Krisga and her father (both ​deep scions​) begin with denials, as the pair attempt to lure the characters near the middle of the great hall. Once they are in position, Krisga stars laughing, changing shape to her true form as her father follows suit. Once combat begins, on initiative count 20 of the first round, always losing ties, Urador mutters a few quiet words, and the characters find themselves splashing into the pool at the center of the great hall. Suddenly, the floor drops out from under you. You feel the salty cool rush of ocean water flow over you , as you fall into a large pool. You are suddenly surrounded by the clearest ocean water you've ever seen, but at first glance the water isn't the main concern, that's the large sharks starting to circle your group, and the largest two legged toad you have ever seen, peering into the water. Two ​hunter sharks​ and a ​banderhobb​ lurking in the pool attack as the characters splash into the water. The sharks leave characters who leave the water alone, but the banderhobb follows them onto shore to continue the attack. Adjusting this Encounter Here are some suggestions for adjusting this encounter, according to your group. These are not cumulative. ● Very Weak: ​Remove a ​Deep Scion ● Weak: ​Remove a ​hunter shark ● Strong: ​Add a ​deep scion ● Very Strong: ​Add a ​banderhobb Aquatic Combat When making a ​melee weapon attack​, a creature that doesn’t have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, short sword, spear, or trident. A ​ranged weapon attack​ automatically misses a target beyond the weapon’s normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart). Creatures and objects that are fully immersed in water have resistance to fire damage. Treasure The characters find 400 gp worth of kraken statues in the Hawklights house. Confused? If the characters are confused, or fail to accuse the correct person, feel free to have Nerisys come running up to them in the streets and tell them, after Not for resale. Permission granted to print or photocopy this document for personal use only​. DDAL-ZIEGE-03 Dead Men Feel No Cold  13 catching her breath, that the guards saw a tall, red-haired woman leaving the City of the Dead near the suspected time of death. Conclusion The fighting will attract the attention of the town guards, but they will see the true forms of the scions and will let the characters off on a warning to let the authorities take care of it next time. Nerisys is very thankful and will tell the characters that they are welcome to stay with her and to come visit Waterdeep any time. Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL-ZIEGE-03 Dead Men Feel No Cold� 14 Adventure rewards 4 treasure points and 4 check points Ring of spell storing is unlocked. Not for resale. Permission granted to print or photocopy this document for personal use only​. DDAL-ZIEGE-03 Dead Men Feel No Cold  15 Appendix 1: Monster/NPC Statistics Deep Scion Medium humanoid (shapechanger), neutral evil Armor Class ​11 Hit Points ​67 (9d8 + 27) Speed​ 30 ft. (20 ft. and swim 40 ft. in hybrid form) Saving Throws ​Wis +3 Cha +4 Senses​ darkvision 120 ft., passive Perception 11 Languages​ Aquan, Common, thieves’ cant Challenge​ 3 (700 XP) Shape Changer.​ ​ The deep scion can use its action to polymorph into a humanoid-piscine hybrid form, or back into its true form. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The deep scion reverts to its true form if it dies. Amphibious (Hybrid Form Only)​ . ​ The deep scion can breathe air and water. Actions Multiattack. ​ ​In Humanoid form, the deep scion makes two melee attacks. In hybrid form, the deep scion makes three attacks: one with its bite and two with its claws. Battleaxe (Humanoid Form Only). ​Melee Weapon Attack: ​+6 to hit, reach 5 ft., one target. ​Hit: ​8 (1d8 + 4) slashing damage or 9 (1d10 + 4) slashing damage if used with two hands. Bite (Hybrid Form Only). ​Melee Weapon Attack: ​+6 to hit, reach 5ft., one creature. ​Hit:​ 7 (1d6 + 4) piercing damage. Claw (Hybrid Form Only). ​Melee Weapon Attack: ​+6 to hit, reach 5 ft., one target. ​Hit: ​7 (1d6 + 4) slashing damage. Psychic Screech (Hybrid Form Only; Recharges after a Short or Long Rest). ​The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving throw or be stunned until the end of the deep scion’s next turn. In water, the psychic screech also telepathically transmits the deep scion’s memories of the past 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water. Banderhobb Large monstrosity, neutral evil Armor​​ ​Class​​ 15 (natural armor) Hit​ ​Points​​ 84 (8d10 + 40) Speed​ 30 ft. STR DEX CON INT WIS CHA 20 (+5) 12 ​(+1​) 20 (+5​) 11 (+0) 14 ​(+2​) 8 (-1) Skills ​Athletics +8, Stealth +7 Condition Immunities​ charmed, frightened Senses​ darkvision 120 ft., passive Perception 12 Languages​​ understands Common and the languages of its creator but can’t speak Challenge​​ 5 (1800 XP) Resonant Connection.​ If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or splinter of wood , it knows where the most direct route to that creature or object if it is within 1 mile of the banderhobb. Shadow Stealth.​ While in dim light or darkness the banderhobb can take the Hide action as a bonus action. Actions Bite.​ ​Melee Weapon Attack:​ +8 to hit, reach 5 ft., one target. ​Hit:​ 22 (5d6 +5) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the banderhobb can’t use its bite attack or tongue on another target. Tongue​.​ Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 10 (3d6) necrotic damage, and the target must make a DC 15 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the banderhobb, which can use a bonus action to make a bite attack against the target. Swallow​.​ The banderhobb makes a bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb and it takes 10 (3d6) necrotic damage at the start of each of the banderhobb's turns. A creature Not for resale. Permission granted to print or photocopy this document for personal use only​. DDAL-ZIEGE-03 Dead Men Feel No Cold  16 STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 16 (+3) 10 (+0) 12 (+1) 14 (+2) reduced to 0 hit points in this way stops taking necrotic damage and becomes stable. The banderhobb can have only one target swallowed at a time. While the banderhobb isn't incapacitated, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits prone. If the banderhobb dies, it likewise regurgitates a swallowed creature. Shadow Step​.​ The banderhobb magically teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see. Before or after teleporting, it can make a bite or tongue attack. Hunter Shark Large beast, unaligned Armor​ ​Class​ 12 (natural armor) Hit​​ ​Points​ 45 (6d10 + 12) Speed​ 0 ft. swim 40 ft. STR DEX CON INT WIS CHA 18 (+4) 13​(+1​) 15 (+2​) 1 (-5) 10 ​(+0​) 4 (-3) Skills ​Perception +2 Senses​ blindsight 30ft., passive Perception 12 Languages​- Challenge​ 2 (450 XP) Blood Frenzy​ .​ ​ The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. Water Breathing.​ The shark can only breath underwater. Actions Bite.​ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Not for resale. Permission granted to print or photocopy this document for personal use only​. DDAL-ZIEGE-03 Dead Men Feel No Cold  17 Kraken Priest Medium humanoid (any race), neutral evil Armor​ ​Class​ 10 (natural armor) Hit​ ​Points​ 75 (6d10 + 12) Speed​ 30 ft. swim 30 ft. STR DEX CON INT WIS CHA 12 (+1) 10​(+0​) 16 (+3​) 10 (+0) 15 ​(+2​) 14 (+2) Skills ​Perception +5 Damage Resistances ​bludgeoning, piercing, and slashing from non-magical items Senses​ passive Perception 15 Languages​ Common and Deep speech Challenge​ 5 (1,800 XP) Amphibious. ​The priest can breathe air and water. Innate Spellcasting.​ The priest’s spell casting ability is Wisdom (spell save DC 13, The priest’s spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: command, create or destroy water 3/day each: control water, darkness, water breathing, water walk 1/day each: call lightning, Evard’s black tentacles Actions Thunderous Touch.​ Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 27 (5d10) thunder damage. Voice of the Kraken (Recharges after a Short or Long Rest).​ A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest’s choice that can hear the kraken’s words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Not for resale. Permission granted to print or photocopy this document for personal use only​. DDAL-ZIEGE-03 Dead Men Feel No Cold  18 Appendix 2: Map Not for resale. Permission granted to print or photocopy this document for personal use only​. DDAL-ZIEGE-03 Dead Men Feel No Cold  19 Appendix 3: DM Handout The second half of the key to the Dryad puzzle. (DM Reference) Not for resale. Permission granted to print or photocopy this document for personal use only​. DDAL-ZIEGE-03 Dead Men Feel No Cold  20 Player Handout: #1 Not for resale. Permission granted to print or photocopy this document for personal use only​. DDAL-ZIEGE-03 Dead Men Feel No Cold  21 Player Handout: #2 Not for resale. Permission granted to print or photocopy this document for personal use only​. DDAL-ZIEGE-03 Dead Men Feel No Cold  22 Player Handout: #3 Not for resale. Permission granted to print or photocopy this document for personal use only​. DDAL-ZIEGE-03 Dead Men Feel No Cold  23 Player Handout: #4 List of colors  - Red - Teal - Chartreuse - Maroon - Black - Brown - Clear - Green - Orange - Pink - Blue - White - Apricot - Yellow - Indigo - Violet Not for resale. Permission granted to print or photocopy this document for personal use only​. DDAL-ZIEGE-03 Dead Men Feel No Cold  24 Player handout: #5 Not for resale. Permission granted to print or photocopy this document for personal use only​. DDAL-ZIEGE-03 Dead Men Feel No Cold  25 Player Handout: #6 Magic Item During the course of this adventure, the characters may find the following permanent magic item: Ring of Spell Storing Wondrous Item, rare This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the GM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. The ring is in the shape of a kraken head Not for resale. Permission granted to print or photocopy this document for personal use only​. DDAL-ZIEGE-03 Dead Men Feel No Cold  26 DM Handout Riddle #1.Until I am measured I am not known. Yet how you miss me when I have flown. Answer:Time Riddle #2. If you drop me I'm sure to crack, but give me a smile and I'll always smile back. Answer: Mirror Riddle #3. What always runs but never walks, often murmurs, never talks, has a bed but never sleeps, has a mouth but never eats? Answer: River Riddle #4. It's red, blue, purple and green. No one can reach it, not even the queen Answer: Rainbow Riddle #5. I am the beginning of the end, and the end of time and space. I am essential to creation, and I surround every place. Answer: The letter “E’ Riddle #6. The one who makes it always sells it. The one who buys it never uses it. The one who uses it never knows he's using it. Answer: Coffin Riddle #7. What's black when you get it, red when you use it, and white when you're done with it? Answer: Charcoal Riddle #8. Each morning I appear to lie at your feet. All day I will follow no matter how fast you run, yet I nearly perish in the midday sun. Answer: Shadow Riddle #9. My life can be measured in hours. I serve by being devoured. Not for resale. Permission granted to print or photocopy this document for personal use only​. DDAL-ZIEGE-03 Dead Men Feel No Cold  27 Thin, I am quick. Fat, I am slow. Wind is my foe. Answer: Candle Riddle #10. You've heard me before, yet you hear me again, Then I die 'til you call me again. Answer: Echo Riddle #11. What does man love more than life, Fear more than death or mortal strife. What the poor have, the rich require, and what contented men desire. What the miser spends and the spendthrift saves, And all men carry to their graves? Answer: Nothing Riddle #12. Three lives have I. Gentle enough to soothe the skin, Light enough to caress the sky, Hard enough to crack rocks. Answer: Water Riddle #13. At the sound of me, men may dream or stamp their feet. At the sound of me, women may laugh or sometimes weep. Answer: Music Riddle #14. I build up castles, I tear down mountains. I make some men blind, I help others to see. Answer: Sand Riddle #15. Reaching stiffly for the sky, I bare my fingers when it's cold. In warmth I wear an emerald glove, and in between I dress in gold. Answer: Tree Riddle #16. Whoever makes it, tells it not. Whoever takes it, knows it not. Whoever knows it, wants it not. Not for resale. Permission granted to print or photocopy this document for personal use only​ . DDAL-ZIEGE-03 Dead Men Feel No Cold  28 Answer: Counterfeit money Riddle #17. You saw me where I never was and where I could not be. And yet within that very place, my face you often see. Answer: Reflection Riddle #18. Say my name and I disappear. Answer: Silence Riddle #19. I drift forever with the current down these long canals they've made. Tame, yet wild, I run elusive, multitasking to your aid. Before I came, the world was darker. Colder, sometimes, rougher, true. But though I might make living easy, I'm good at killing people too. Answer: Electricity Riddle #20. I am always hungry and will die if not fed, whatever I touch will soon turn red. Answer:Fire Riddle #21 What is as light as a feather but even the strongest man can’t hold for long? Answer: His breath Riddle #22 The rich need it, the poor have it, and if you eat it you’ll die? Answer: Nothing Riddle #23 I can sneak up on you or be right in front of you without you knowing. But when I reveal myself you will never be the same. Answer: Betrayal Not for resale. Permission granted to print or photocopy this document for personal use only​. DDAL-ZIEGE-03 Dead Men Feel No Cold  29
textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/ZiegeCon (ZIEGE)/CCC-ZIEGE-03 - Dead Men Feel No Cold.pdf
GP Starting GP Lifestyle � None � Standard (12 gp x TU) � Rich (50 gp x TU) � Luxury (100 gp x TU) Lifestyle Cost Other Coin Spent Total Coin Spent - GP GP Spent GP Subtotal + GP GP Gained GP Subtotal + GP GP Gained GP Subtotal - GP GP Spent GP FINAL GP TOTAL Items Sold Total Value of Sold Items Add ½ this value to your gp value Items Bought Total Cost of Bought Items Subtract this value from your gp value XP Starting XP - XP XP lost or spent XP Subtotal + XP XP Gained FINAL XP TOTAL XP TU Starting TU 1 or 2 TU TU Cost - TU Added TU Costs TU REMAINING ITEMS FOUND DURING THE ADVENTURE (Cross off all items NOT found) APL 6 (all of the following): � +1 Mithral Chain Shirt (Adventure; DMG) � Arcane Scroll of Dissonant Chant (Adventure; SpC; Limit 5) � Arcane Scroll of Greater Slide (Adventure; Spell Compendium; Limit 5) � Arcane Scroll of Slide (Adventure; Spell Compendium; Limit 5) � Bracers of the Entangling Blast (Adventure; MIC; Limit 1) � Crystal of Return, Least (Adventure; Magic Item Compendium; Limit 1) � Darkwood Buckler (Adventure; DMG) APLs 8, 10 (all of APL 6 plus the following): � Crystal of Lifekeeping, Least (Adventure; MIC; Limit 1) APL 12 (all of APLs 6, 8, 10 plus the following): � +1 Corrosive Short Sword (Adventure; MIC; Limit 1) � +1 Frost Composite , +3 Str Bonus (Adventure; DMG) � Belt of Growth (Adventure; Magic Item Compendium; Limit 1) � Crystal of Energy Assault (Acid), Least (Adventure; MIC; Limit 1) � Restful Crystal (Adventure; Magic Item Compendium; Limit 1) APL 14 (all of APLs 6, 8, 10, 12 plus the following): � +1 Animated Shield (Adventure; DMG; Limit 1) � +1 Corrosive Keen Short Sword (Adventure; MIC; Limit 1) � +1 Frost Bane (Human) Composite Longbow, +3 Str Bonus (Adventure; DMG) � Armband of Elusive Action (Adventure; MIC; Limit 1) Adventure Record# 598 CY A D V E N T U R E L E V E L O F P L A Y (CIRCLE ONE) APL 6 max 900 xp; 900 gp APL 8 max 1,125 xp; 1,300 gp APL 10 max 1,350 xp; 2,300 gp APL 12 max 1,575 xp; 3,300 gp APL 14 max 1,800 xp; 6,600 gp Cross out any game effects this character does not gain. � Lost in the Planes: You are lost on an unknown plane. If you do not have a focus for the Prime Material plane and the ability to cast plane shift, you will be able to find your way home only after 10 additional TUs of searching. � Gratitude of Thomas Dreslin: In gratitude for your delivering the Dreslin Chalice to him, Thomas Dreslin offers to help you buy any one item or upgrade to which you have access, including from his Favor, at a 20% discount off its market value. This discount stacks with other discounts. Mark this gratitude as USED when the discount is used. � Favor of Thomas Dreslin: Thomas Dreslin offers to make available for your purchase (Frequency: Regional) two items or upgrades from the following lists (circle the items or upgrades selected; you may choose both items/upgrades from the same list): • A DMG item of an Open spell from Tables 7-17, 7- 23, 7-24, and 7-26. • A special ability armor upgrade: acid resistance, animated, blinking (MIC), called (MIC), ghost ward (MIC), healing (MIC), landing (MIC), linked (MIC), wild. • A special ability weapon upgrade: anarchic, aquatic (MIC), binding (MIC), corrosive (MIC), everbright (MIC), fire, frost, keen, slow burst (MIC). This Record Certifies that ____________________________________________ Played by______________________________________ Player RPGA # Has Completed YEO8-02 Opposing Forces A Regional Adventure Set in the Yeomanry Event: __________________________________ Date: ______________ DM: ___________________________________________________________ Signature RPGA # Play Notes: � Gained a level � Lost a level � Ability Drained ____________ � Died � Was raised/res’d � Was reincarnated _________________________________________ _________________________________________ _________________________________________ Home Region________________________
textdata/thevault/Living Greyhawk/Modules/Yeomanry/598/Normal Scenarios/YEO8-02 - Opposing Forces (APL 6-14)/YEO8-02 - Opposing Forces AR.pdf
f fo ox x h hu un nt t a a t ta al le e o of f t th hr riil ll liin ng g h he er ro oiic cs s iin n t th hr re ee e a ac ct ts s FFFFFFFFo o o o o o o oxxxxxxxx H H H H H H H Hu u u u u u u un n n n n n n ntttttttt A Ming Zhou Production W Wr riitttteen n b byy Michael Chumbler Jan Hendrik Friedrich B Ba as seed d o on n a a M Mo ottiio on n PPiiccttu ur ree S Sccr reeeen npplla ayy b byy Joss Whedon www.cortexsystemrpg.org www.serenityrpg.com Serenity © Universal Studios. All Rights reserved 3 H HEER REE’’SS H HO OW W IITT IISS While the fancy folk of the Core might not agree, times in the ‘Verse are hard. The Crew is once again looking for a job to keep their ship flying and to keep themselves fed, that is if you can call protein paste food. An encounter with what appears to be a down his luck spacer proves that he is far more than that and when he asks for a favor, the deal he offers is likely to pay far more than what any job the Crew is likely to find would pay, and then some. But all that depends on how much the Crew is willing to believe in a Legend… G GAAM MEEM MAASSTTEER R N NO OTTEESS Presented as an introductory tale for ordinary folk, Fox Hunt consists of three acts of two scenes each. The first act entails Meeting T.H.E. Fox and You Can’t Go Home. Act two leads to A Huntin’ We Will Go and Down the Foxhole with the final act culminating in Bearding the Lion and That Ole Black Magic. Fox Hunt is designed for beginning Crews, but can be adjusted to provide a challenge to more experienced PCs by increasing the number and type of NPCs and the difficulty levels of the tasks needed to complete the adventure. AA LLIIVVIIN NG G LLEEG GEEN ND D During the Unification War, there were several heroes and rogues of notes on both sides of the fight with many becoming household names due to their exploits. As history is crafted by the winners, all the names of note that served the Independent’s faction were relegated to that of rogue regardless of what their accomplishments might have been when the war ended. One of the most famous of the Independent’s once heroes relegated to rogue status was the commerce raider Theodore Harold Edmund Fox AKA The Black Fox. Renowned for taking forty-six prizes without a single loss of life, The Fox of the Black was a terror to all Alliance merchant marine spacers. Brilliant and so elusive that he remained at large throughout the war until he surrendered when the Independent’s finally surrendered. Not being responsible for loss of life, spared his own life, but Fox was branded a traitor and spent seven years in a penal colony. As a part of a general attempt at reconciliation after the initial passions, some say thirst, for retribution at the end of the war began to fade Fox was pardoned early from his twenty-five year sentence. However, a reduction in level of passion does not equate with forgiveness and while Fox was freed, he was left penniless, his lands and home seized. Haunted by his past and stung by the Alliance’s duplicity, Fox wants nothing more than to be allowed to drift into obscurity, but to be able to survive, he needs a bit more than obscurity, he needs money. During a chance encounter with the Crew, Fox asks for help. He asks for an opportunity to restore his dignity. While not a man of endless wealth, he does have a personal stash large enough to live on. If the Crew will just help to enter his former home, he is willing to share some of that stash so he can live out his life in peace. The one thing Fox conveniently forgets to 4 mention is who has taken over residence in his ancestral home… AAC CTT O ON NEE SSC CEEN NEE O ON NEE:: M MEEEETTIIN NG G TT..H H..EE.. FFO OX X “I was readin’ some history on Earth-That- Was one day and seems like there was this country called the United States of America what went and had themselves one hell of a dust up they called the Civil War. Now tell me how much gorram sense does it got to call anythin’ to do with war ‘civil’? Anywho, that’s besides the point. In this Civil War, all manner of folk ended up on different sides, split families up with sons and fathers, or even brothers takin’ up agin each other. Now I don’t pretend to have much in the way o’ learnin’ an’ all, but it sure reminded me of the U-War on how ordinary folk had to choose sides and how those choices split families just like this old fight did. Guess its true even after hundreds o’ years between them wars, with folk, the more things change, the more they stay the same.” – Gus Jacobsen, itinerant spacer as interviewed by the author Jiang Hu Long for his successful fictional series ‘’Verse Stories’ While on the border planet of Paquin the Crew has just about worn their shoes out looking for work, but luck, fate, karma, or whatever has not gone their way and the Crew decides that perhaps a stiff drink will drown their sorrows, even if only temporarily. Problem is, with small cargoes, the jobs go to the Crews with an established reputation or the most contacts and the PCs just haven’t been in the Black long enough to have the credentials that would bring in the jobs. Moving through the streets of Beaufort, the second largest city on the “Gypsy” planet after the capital Tavares, the Crew has to be especially alert. While Paquin is a fairly civilized place, the large amount of tourists draw an inordinate amount of folk that make a living out of separating tourists from their money and is thus home to the highest ratio of tourists to pickpockets in the ‘Verse. The following encounter serves as an introduction to some of the Cortex System’s rules and serves as a wake up call to new characters that choosing a life in the Black requires that you always stay on your toes. Each member of the crew will have to make an Opposed Roll of Alertness + Perception versus the thief’s Agility + Covert / Sleight of Hand to avoid the loss of whatever the character may be carrying such as Credits, Coinage, small weapons, or electronics to the tune of d6 x d6 Credits in value of property lost. If any character loses property, they get to make one AVERAGE (7) Alertness + Perception roll to notice the loss in time to have a chance to catch the thief. If they roll fails, they are out of luck. However, if they succeed, they can pursue the fleeing pickpocket in a steeplechase like highly cinematic scene. This will be an AVERAGE (35) Opposed Complex Action pitting the PC’s Agility + Athletics / Running against the thief’s same skill with each roll taking one round. The first to reach the threshold number wins, if the PC wins, they catch the thief who immediately turns over whatever 5 he stole and begs to be let go. If the thief wins, he loses the PC(s) in the crowd. If both reach the target number in the same round, whoever has the highest total wins. If the PCs engaged in some roleplaying and made this short scene memorable, the players are awarded with a Plot Point. As this scene is meant to be light hearted, resorting to gunplay will result in severe repercussions with the law. GMs are strongly encouraged to steer the PCs away from excessive violence. However, if the PCs insist, run the fight as normal and before the last shot has stopped echoing, the Crew will be surrounded by Federal Marshals to await long jail terms. The Crew is now even thirstier (or more depressed) than they were before their encounter with the thief and as they approach one of the many Spacers’ bars, in this case, the Space Sprocket, which huddle in a cluster near the spaceport, they witness an altercation. An older man is swinging a barstool to keep three younger men, obviously spacers by their garb, at bay while a crowd of perhaps a dozen others are watching the events with great enthusiasm, shouting encouragements and catcalls as they watch. Each PC will have make an AVERAGE (7) if not, Recall roll (Intelligence + Willpower), with ex-Browncoat PCs gaining a one step bonus to Intelligence, while Pro-Alliance PCs suffer a one step penalty, to recognize the older man as none other than the famous, or infamous based on which side the PC supported during the Unification War, Theodore Harold Edmund Fox, known ‘Verse-wide as the “Black Fox” and the most effective commerce raider of the war. Read: The Black Fox has a split lip, but the three spacers seem to be even worse for wear from the encounter with the legendary raider, sporting new bruises and bleeding at least as much as Fox. When the spacers notice the Crew, the biggest of them snarls: “This ain’t none of ya’ll’s affair! This liu kou shui de biao zi he hou zi de ben er zi1done took my Pop’s boat and cost my family everythin’! I figger it’s time for a reckonin’! Ya’ll keep movin’ an none of ya’ll will get broke!” How the Crew reacts to the situation will be driven largely by the PC’s background. If anyone in the Crew has Browncoat sympathies, they will feel almost duty bound to assist Fox in his time of need. The reason for a proper Alliance citizen to assist a known traitor is obviously weaker than a Browncoat’s, but anyone that fully supports the Alliance should also support the ideals on which the Alliance was formed and should feel obligated to help out a citizen in obvious distress. PCs also have the option of spending Plot Points if they choose to have a closer connection to Fox: 2 Plot Point will have either met Fox in passing and 5 will have served with or had their ship taken by Fox depending on which faction they supported during the War. While spending 8 Plot Points means that the PC know Fox personally. Either way, the PCs have 1 Stupid son of a drooling whore and a monkey 6 several options of intervening starting with the use of an AVERAGE (7) Willpower + Discipline / Intimidation or Willpower + Influence / Intimidation roll to bluff the three spacers into backing off. PCs can wade in with fists to help Fox, which will cause the spacers to break off after only three rounds of fighting. Any means more violent to aid Fox, such as the use or display of guns will immediately cause the spacers and the crowd to flee, but will result in a one-step skill step penalty to any further negotiations in Beaufort due to the increased Alliance patrols. Should the Crew go so far as to actually injure or kill anyone, they will have to immediately flee Paquin in order to avoid being bound by law for, at the minimum, assault with a deadly weapon on up to murder based on how the events of the fight played out. . Regardless of the circumstances, Fox will ask for passage on their Crew’s ship, even if they are fleeing the law as he knows the fault will fall on him, even though he didn’t use any weapons, he is not interested in going back to prison so soon after being released. If the meeting is not under threat of imminent arrest, Fox proves to be both grateful and charming as he thanks the Crew for their timely intervention. He advises however, that it might be best to get off the streets and asks if the Crew has room for a passenger on their ship. He explains as they head for the spaceport. “The Feds were ‘kind’ enough to parole me seven years into my twenty-five year sentence, but they just couldn’t let the past stay in the past. They let me out of prison true enough, but they decided that I was still enough of a traitor that they felt it was okay to not return my land on Hera to me. So sure, I’m a ‘free’ man, but I’m also an impoverished man and that group back at the tavern shows that I haven’t got a hope in hell of being able to find legal work anywhere near a ship.” Fox’s next words will depend on if there are any ex-Browncoats in the group or not. If there are he continues with: “Seeing as how I am in your debt already, it pains me to be put in a position to have to ask you this, however, you know my situation. I’ve been released from prison, but left without a home or a way to make a proper living. As one Browncoat to another, I’ve got to ask you for one last favor. When the war first started, I made a little money off of selling the first couple ships I captured and, as it turns out, I was smart enough to sock some of that money away when things started going bad for the Independent cause. Only problem is, I stashed the money on the grounds of the one thing I thought would always stay mine, namely, my home. Now, before you all go getting excited, it’s not like I stashed a ‘pirate’ hoard or anything near enough to make even one person wealthy, but enough for me to live on if times got hard. I’m willing to cut you in for some of my stash if you are 7 willing to help me travel to Hera and recover only a small part of what by all the rights the Alliance likes to claim exist should already be mine.” If there aren’t any Browncoat sympathizers in the Crew Fox says: “You’ve been far too kind to an old man and your coming to my aid speaks volumes to your character, so it is painful for me to have to ask to impose upon you one more time. However, while I’ve been freed from prison, I’ve been left without means to stay that way. If you can find it in your hearts to help me reach Hera, I’ve hidden away some money, not much, but enough for me to live on. I can cut you in on a share for your assistance. I ask you in the name of all that the Alliance is supposed to stand for that you help me retrieve only a small part of what should by all rights be mine. If doing what’s right isn’t enough motivation for you, I can offer you a ten percent finder’s fee, which will more than pay for your time.” Assuming the Crew agrees, and they wouldn’t be much of a Crew if they didn’t, as soon as the PCs reach their ship, they will depart for Hera. Plotting a course is an AVERAGE (7) Intelligence + Piloting / Astrogation roll and is a 195 hour trip in a speed class one ship. If the Crew is departing while trying to avoid arrest, the pilot will have to make an AVERAGE (35). Complex Action using Ship’s Agility + Pilot / Appropriate Specialty with each roll taking one round to escape before port control can impose a Landlock which will take 10 turns. Failing this roll would be disaster, so GMs are advised to encourage the use of Plot Points, or if the ship has dual controls, to allow the Piloting roll to be an Indirectly Assisted. Once the Crew’s ship has engaged their Pulse Drive, they can relax for the two day trip to Hera. Unless they are fleeing Paquin, then they will see a flag come up on the Cortex that includes a partial description of the Crew. The information in the flag will be fairly generic with rough descriptions (height, weight, race only) and while this will complicate things in the future for the PCs but there will be no pursuit or anyone waiting from them when they reach their destination, but the GM should make the players feel as though such events are possible. AAC CTT O ON NEE SSC CEEN NEE TTW WO O:: YYO OUU C CAAN N’’TT G GO O H HO OM MEE “After careful review of the circumstances, your beneficent Parliament announced today that it has decided to parole certain select members that served with the Independents faction during the Unification War. These misguided individuals were all convicted of treason at the end of the war were each noted for not being responsible for the wanton loss of life or unnecessary destruction of property. Each will therefore be released and considered to have served their time for their crimes against the people of the Alliance.” 8 – Cortex news announcement, June 2518 Once the course to Hera is plotted, the trip settles in and at one point during the trip, probably at the earliest convenience, the entire Crew gathers to hear Captain Fox’s story. The ex-commerce raider seems reluctant to speak at first, but he nods to himself and his eyes light with what has to be the fire of decisiveness that was what he was known for during the war and he starts to speak. “Okay, I’ll tell you my story. I do not like to flatter myself, but I believe, at least some of my reputation proceeds me. I am ship captain. I signed with a wallowing lump of fei wu2 freighter when I was seventeen and have made my living in the Black ever since. Even though that first ship was a public eyesore, I loved that ship and by the time it gave up the ghost six years later, I was first mate. I had some cash saved. Not much, but enough to buy my own ship. God, I look back and wonder what I was thinking when I took that rust bucket out of atmo for the first time. Thing shook so bad I couldn’t tell what was screaming louder, the ship or the mechanic trying to hold it together. “Despite being small and in terrible shape, that rust bucket held together long enough to get a better ship. I named that second ship after a sweet sail powered vessel on Earth-That-Was called the Cutty Sark. She was bigger, 2 junk faster, and maneuvered as smooth as Sihnon silk. Well after ten years with my shiny new ship, I was doing pretty well for myself. Not rich, but not wanting by any means, but by that time even a blind man could see war clouds brewing and I tried to steer clear of them. In the name of god and all the apostles, I tried. I sold the Cutty Sark, brought me a beautiful home on Hera and even got to live there for two whole years raising horses before that storm broke on the entire ‘Verse. “The urge to jump in at the beginning was powerful itch I had to fight off, but I kept to my homestead and tried to live a normal life. Well imagine my shock when none other than the Cutty Sark herself drops in for a landing about three months after the war started and my entire crew wants to talk. Her new master was my old first mate and he’d brought in General Josiah Taylor in for a visit. Taylor says he needs a few fast ships fitted out as commerce raiders and would I be willing to captain one of them. When the commander of Independent forces for all of Hera asks you something like that, you can’t say no. “Next thing I know I’m a privateer and it turned out that I was a good one. Took forty-six ships and I can proudly say, not a single life was lost doing it. When Serenity Valley finished playing out, I surrendered the Cutty Sark to the first Alliance ship I could find. I’ll spare the details of the trial, now this new love-fest the Parliament has got 9 going on about forgiving the past got me freed, but the Feds haven’t seen fit to forgive the lien that allowed them to seize my homestead leaving me flat broke and on the drift. “I already told you how I stashed some money in a hidden safe and if I can’t have my homestead, I mean to have that money. We’ll just have to slip onto the grounds quiet like and I can empty that safe before anyone is the wiser and I’ll be glad for a lift to anyplace you happen to be going before we go our separate ways. Now if you don’t mind, I’d like to lie down. Those toughs are the bar smacked me around more than I like admit and at my age, a good bar brawl doesn’t sound as appealing as it did when I was in my twenties.” Fox refuses any further questions and politely insists on doing just as he said, lying down and resting to recover from the fight. He promises to talk details in the morning and given he has suffered three Wound points worth of damage from the brawl, he is telling the truth. If any medic PC wants to treat Fox, use the standard rules to resolve his injuries, which is an EASY Complex Action of Intelligence + Medical Expertise. The Crew is obviously hungry for more information, but Fox is right, they won’t be able to do anything for at least two days, so there isn’t a rush. However, once the PCs are alone, they can run a quick Cortex check to see how much of Fox’s story is true. Only a few minutes of research discovers his war record and verifies that he is telling the truth about his parole. In addition, Fox’s lands were seized at the end of the war and they were not returned with the proceeds of the sale being used in his defense, per standard Alliance law. Should the PCs decide to force the issue with Fox and demand more answers, they find that after seven years in a penal colony, they are poorly equipped to threaten him. Guns do not scare him and even actual violence doesn’t either. Trying to interrogate him will be an Opposed Roll of the PC’s Intelligence + Discipline / Interrogation or Willpower + Influence / Interrogation versus Fox’s Willpower + Discipline / Mental Resistance. Taking this course of action could seriously split a Crew as Browncoats consider Fox a hero of the first order and will take exception to his maltreatment by any pro-Alliance characters. If a Browncoat character chooses this option, they should be penalized from the Plot Points awarded at the end of the scene for breaking character. In the morning, a well rested Fox answers any reasonable questions about his career as a raider, his trial, and as much as he knows about his home. He doesn’t know who owns the property now, only that he is some ex-Alliance official that lost a lot of money due to Fox’s raids and that he was given Fox’s land to compensate for those losses. Fox refuses to talk about the penal colony limiting his comments to “Not fit to be repeated.” All through the questioning, Fox is polite, witty and charming Only a character that has Trustworthy Gut can roll Alertness + Perception / Empathy against an INCREDIBLE (23) task will note that Fox 10 is holding something back. If a PC mentions this, Fox will clearly be impressed at the character’s acuity and admits that he does know who owns his land, none other than Lyle Digby the captain of the Alliance ship that he surrendered to as a reward from capturing him. If a PC discovers this piece of information, they should be awarded a bonus Plot Point. Less any penalties for poor roleplay or excessive violence, the GM should award the PCs 3-5 Plot Points for their progress to this point. AAC CTT TTW WO O SSC CEEN NEE O ON NEE:: AA H HUUN NTTIIN N’’ W WEE W WIILLLL G GO O “Prior to the Unification War, Hera was primarily known as the breadbasket of the ‘Verse. Blessed with mild weather and long growing seasons, Hera provided nearly one third of all grain foodstuffs for the planets of the Core that were the foundation of the Alliance in addition to producing more than half of the total food supply to the Rim planets that were the center of the Independents’ faction. This one fact made possession of Hera of critical strategic importance to both sides and why the fighting here was so savage. Knowing that controlling Hera would be pivotal to successfully prosecuting their war effort, the Alliance High Command knew that a threat to Hera would force the heretofore elusive Independents’ Army to finally make a stand. This stand evolved into the holocaust known as the Battle of Serenity Valley…” – Serenity Valley Visitor Center narrative Arriving on Hera, Fox insists on visiting the Serenity Valley Memorial, the sweeping tribute to the half a million who died during the most critical battle of the war. He chooses to go at night to reduce the chance that he causes a disruption. However, despite his precautions, he is still recognized and he and the Crew are quickly surrounded by a hostile group of pro- Alliance visitors. The PCs find they are facing twice their numbers in Pro-Alliance visitors and they are growing more agitated by the moment. A HARD (11) Willpower + Influence / Intimidation (with a one-step skill penalty due to being out numbered) or a FORMIDABLE (15) Intelligence + Influence / Persuasion roll will cow the crowd into backing down. A display of weapons will gain a one-skill bonus, but the actual use of a weapon, while it will disperse the crowd, will cause a huge outcry for violating the sanctity of such sacred ground. This will result in the loss of 3 Plot Points from awarded points and a two-step skill penalty on Social skills for the remainder of their time on Hera. If a fight does break out, as long as only fists are used, the attackers will fight until three NPCs have been incapacitated. This lesser sacrilege will still result in the loss of 1 awarded Plot Point and a one-step penalty to all Influence-based actions for the remainder of their time on Hera. Regardless of how the Serenity Valley encounter plays out, Fox will be thrown into a deep depression and will withdraw to his cabin, refusing to leave to leave the ship. An AVERAGE (7) Intelligence + Medical 11 Expertise / Appropriate Specialty roll or a HARD (11) Willpower + Influence / Empathy roll will talk him out of his despair and get him to leave the ship again. The trip to Fox’s property can be on foot, horseback, or any ground vehicle the Crew happens to have. The distance is six kilometers (3.6 miles) and will take an hour on foot, twenty minutes by horse, and ten minutes by vehicle. Ground and hover mules would be the most inconspicuous, but even a hover car wouldn’t be out of the ordinary, unless the hover car is itself unusual enough to draw attention. If Fox is willing to go with the Crew, he can obviously lead them directly to the property and help scout the grounds. He will however, insist on having some sort of disguise this time and an AVERAGE (7) Intelligence + Covert will give Fox a two- step skill bonus in any Opposed Roll to recognize him, while a PC acting as make- up artist can, with an AVERAGE (7) Intelligence + Artistry roll will give a four- step bonus. If he is hold up in his cabin, he will describe how to get to his property and the PCs will have to make an AVERAGE (7) Memorize roll (Intelligence + Alertness) to find the property correctly. If Fox is with the Crew, he will be in his disguise and the GM will have to make an Opposed Roll of Fox’s Intelligence + Covert plus whatever bonus he has for his disguise against the Alertness + Perception of the passersby along the route as a Complex Action to reach the homestead unrecognized. The Task is AVERAGE (35) if on foot or horse or EASY (15) if in a vehicle. However, if the vehicle is enclosed, no roll is needed. Fox will only be recognized if two botches are rolled. If by some odd chance Fox should be recognized, the PCs can easily break contact as no one that does recognize him will pursue him, thus the Crew can try again in an hour with the primary penalty being the loss of time. Scouting the grounds is a HARD (55) Complex Action of Agility + Covert with each roll taking five minutes. The Difficulty Threshold decreases to EASY (35) if Fox is along. Every ten minutes, the Crew will have to make an AVERAGE (7) Agility + Covert to avoid the roving security, the Difficulty drops to EASY (3) if Fox is with them because of his familiarity with the terrain. If spotted, they receive one clear warning, if spotted again, Federal Marshals are immediately notified and will arrive after d6 minutes and they will have to flee whether they have completed the recon or not. If the reconnaissance of the grounds is interrupted by Marshals before the target number for the Complex Action is reached, there will be a penalty to entering the grounds. If Complex Action total was between 0-27 there is a two-step penalty and if total was 28-54, a one-step penalty. Once the grounds have been scouted, the Crew can withdraw back to their ship to make preparations for the next scene. AAC CTT TTW WO O SSC CEEN NEE TTW WO O:: D DO OW WN N TTH HEE FFO OX XH HO OLLEE Alliance Magistrate: “Theodore Harold Edmund Fox, also known as ‘The Black Fox,’ how to you respond to the charges of high 12 treason, grand theft, and destruction of Alliance property?” Fox: “Sir, I submit the following as my response, as they state my position for more eloquently than I ever could, namely: ‘When in the course of human events, it becomes necessary for one people to dissolve the political bands which have connected them with another, and to assume among the powers of the ‘Verse, the separate and equal station to which the Laws of Nature and of Nature's God entitle them, a decent respect to the opinions of mankind requires that they should declare the causes which impel them to the separation…’” Magistrate: “Quaint, but this is not 1776, nor the King of England’s court, nor is this a class on Earth-That-Was history. Answer the question guilty or not guilty?” Fox: “Sir, based on those two options, I can only answer ‘not guilty.’ Magistrate: “So shall the record show that the defendant Theodore Harold Edmund Fox has entered a plea of not guilty. As this tribunal is not a jury trail, based on the overwhelming evidence against the defendant, which I have reviewed prior to these proceedings I find him guilty on all counts and sentence him to twenty-five years in the Dyton Colony Penal facility.” – Entire transcript of Fox’s trial Armed with a clear layout of the changes the new owners have made to the grounds the Crew can now work on how to enter the property undetected. If Fox was there, he obviously notes the differences. If not, he picks up the details from the PC’s reports just as well as if he was there. Fox listens to any plans the PCs develop for their raid, but if they get stuck or after the GM feels the scene has played out enough, he makes an announcement. When he built his ranch house, it was extremely clear that war was on the horizon and he built in a few special features to protect the property, to include an escape tunnel. He stresses however, that it was an escape tunnel; he never thought it he would need it to sneak into the house. Based on the recon report, even if it wasn’t completed, Fox will make it clear that it will impossible to sneak up on the house directly. Any attempt by any skill will be versus an IMPOSSIBLE (31) difficulty number. Returning to the house at night is much easier and as long as Fox is disguised, there won’t be enough people or light along the way for him to have to worry about him being recognized. The only challenge they face will be to avoid the local police patrol cruiser. Each PC will have to roll an EASY (3) Agility + Covert to remain out of sight. This roll is merely to heighten tension as only on a Botch will the police notice anything. For a few heart-stopping moments a searchlight will sweep across the area, then switch off and the cruiser will continue on. On reaching Fox’s home, entering the grounds will require an AVERAGE (7) Intelligence + Covert / Disable Devices or Intelligence + Technical Engineering roll to bypass the security on the outer fence and an AVERAGE (7) Agility + Athletics / Climbing roll in order to climb the fence and enter the grounds. Once on the grounds, 13 reaching the house itself with Fox’s help is an EASY Complex Action (15) Agility + Covert with each roll taking one round. Entering the tunnel from the outside requires a HARD (11) Agility + Covert / Lockpicking and a HARD (11) Burst of Strength (Strength + Strength) rolls to get the door open with only character being able to make the roll due to the confines of the tunnel. When the door opens, read aloud: The tunnel is dank and the air is musty after lying undiscovered for so long, but it is otherwise as good as the day it was built. Halfway through the hundred meter long tunnel, Fox stops long enough to open a small chest hidden in a niche to one side. He slips on his old Browncoat duster and arms himself by retrieving a gun belt with a well-oiled LeMat pistol in the holster. Looking as dashing as he ever did, he silently gestures for the Crew to look inside and cryptically says. “Your down payment.” Any PC that reaches into the chest will find a small bundle that holds one hundred credits in paper and two hundred in platinum coins. Fox continues down the tunnel until reaching the end and turns to whisper. “This is where it gets a might complicated. This door opens into the basement, but the release catch only works from the inside. I am open to suggestions as to how to proceed.” Activating the gear driven mechanism from the wrong side is a HARD (55) Complex Action of Intelligence + Mechanical Engineering / Appropriate Specialty or Intelligence + Covert / Open Locks, Disable Device, or Appropriate Specialty with each roll taking five minutes. One Botch raises the take to FORMIDABLE (75) and a second will require battering the door open. This is a HEROIC (19) Burst of Strength (Strength + Strength) roll with no more than two PCs being able to try at once and can directly assist each other. The downside of battering the door open is that all attempts at stealth inside the house will be at a one- step skill penalty. Once the door is open, Fox smiles grimly and says. “Safe is on the second floor. Bear with me a few more minutes my friends and we can be on our way with none the wiser.” The GM should now proceed to the next scene and award 3-5 Plot Points, less any penalties earned for their actions through this part of the adventure. AAC CTT TTH HR REEEE SSC CEEN NEE O ON NEE:: B BEEAAR RD DIIN NG G TTH HEE LLIIO ON N “Obsolete expression usually attributed to a quote for the bible, specifically I Samuel Chapter 17 and Verse 35 where King David is described as saving a lamb by entering a lion’s den and holding the lion at bay by the beard until able to kill the beast with his sword. The idiom, in time, came to mean boldly confronting a problem or enemy directly, and typically, on the enemy’s home territory.” – Cortex linguistic database entry 14 Creeping through the darkened ranch house will pose a challenge even for Fox as everyone is seeing the remodeling the new owner has done to the interior for the first time. Regardless of the changes, the stairway upstairs is still in the same location as is the master bedroom. Fox will want to proceed alone, but will not baulk at one person going along. However, if more than one person wishes to go upstairs, he will have a serious problem refusing to proceed. Since most Crews will not have an experienced safecracker with them and even if they did, they do not the time or the proper tools with them forcing the PCs to have to relent. Reaching the master bedroom undetected is an AVERAGE (35) Complex Action of Agility + Covert / Stealth. A single Botch increases the task to HARD (55) and a second will wake up the occupants of the house, consisting of the owner, his bodyguard, his valet, the butler, and the cook. The owner and bodyguard will shout a challenge if awakened before coming out of their second floor rooms. A female guest will be behind Fox and the PC at the top of the stairs and the rest of the household staff will stagger out of their rooms unintentionally blocking the way out. If such an event does occur, run the combat as normal, but it will be completely obvious that murder will result in a life sentence and unrelenting pursuit by the law as well as a warrant placed on the entire Crew. If the two make it to the master bedroom, they will have to make one final AVERAGE (7) Agility + Covert / Stealth to cross the room undetected. If Fox and the PC fail this roll, Fox will have his weapon drawn and will silence the person in the bed with the cocking of his LeMat pistol. The guest is a terrified woman (who if the PCs bother to ask will say that her name is Rachel Taylor) and will quietly submit to being bound and gagged, as long as the PC can make a HARD (11) Willpower + Influence / Persuade roll or an AVERAGE (7) Willpower + Influence / Intimidation roll with either roll gaining a two-step skill bonus for the situation. If this roll fails, the woman will fight and the PCs only have two rounds to subdue her without the use of firearms before the commotion rouses the rest of the house. If the PC resorts to deadly force, they will receive a two Plot Point penalty for excessive violence. Assuming the intruders make it into the room quietly, Fox hisses softly when he sees that a large armoire has been placed on the safe. They have no choice, if they wish to open the safe, they have to move the heavy piece of furniture first. As there is no chance to move the armoire silently, if they haven’t done so already, they will have to bind and gag the guest. Since they will have complete and utter surprise, the woman will remain silent with an EASY (3) Willpower + Influence / Persuade roll or Willpower + Influence / Intimidation roll Once the woman is firmly bound and no longer a threat, moving the armoire is a FORMIDABLE (15) Burst of Strength roll with the PC able to directly assist Fox. Finally able to reach the safe and since Fox knows the combination, he quickly unlocks 15 the safe and retrieves €10,000 in cash. He hands over €1,000 to the stunned PC and then whispers that it is time to leave. [Note: If the GM wishes, Fox can slip something into his coat pocket that the PC will only see with an Opposed Alertness + Perception versus Fox’s Agility + Covert. If the character wins, it is up to them if they wish to confront Fox about the item, if caught, Fox will only state that it is ‘insurance’ and that ‘now is not the time’ to discuss the matter. If the GM chooses to include this additional scene, the object Fox grabs can be the a special transmitter to send a signal to some of Fox’s friends the crew will meet later or a hook to another adventure of the GM’s choosing.] Read aloud: On exiting the room, Fox walks directly into a plump, 50ish, bald man and it is difficult to figure out who is more surprised, the man or Fox. The man sputters for a few seconds in rage at the intrusion before his eyes fly open in recognition. “YOU!” He gasps. Fox smiles and replies: “Evening Magistrate Evans. Not quite as in control of the situation as you were the first time we met are you?” “How dare you break into my house!” Evans replies his face growing redder by the second. “Technically, it’s you that broke into my house, but let’s not split hairs your honor.” Fox responds calmly. “Phillips, seize him!” Evans snarls. “I’ll see you hanged, I’ll…” The Magistrate’s tirade is cut short by a bone jarring right cross that causes Evans head to snap back and his eyes to roll up into his head as he slumps to the floor. “My but that felt good.” Fox manages to quip before Phillips, the bodyguard, roars in attempting a vicious tackle and Pandemonium breaks out. Fortunately, Magistrate Evans’ staff is more enthusiastic than skilled. Only Evans is a skilled fighter and now that the need for silence is gone, the PCs that have been hiding in the tunnel will be able to come to Fox and their comrade’s assistance. The GM should run the fight normally per the standard rules with none of the NPCs being armed. In addition to the regular rolls, the GM should make occasional additional hidden rolls, making a great show of looking at the results in order to keep the suspense high. These rolls mean nothing, but should give the PCs pause as they think Federal Marshals are on the way. As none of the NPCs are armed, this fight should remain only a brawl as an EASY Intelligence + Knowledge will know the use of deadly force on a Magistrate will draw every Marshal in the sector and result in warrant placed on the entire Crew Once the last of the household staff is subdued, the PCs are free to escape through the tunnel. The GM should then proceed to the next and final scene. Since no one will be able to respond to anything the exterior security might detect, the PCs only have to make the one AVERAGE (7) Agility + Athletics / Climbing 16 roll to get back over the exterior fence. The GM is again encouraged to make a few extra rolls to keep the pressure on the PCs, but the Crew will reach their ship before any alarm is raised. AAC CTT TTH HR REEEE SSC CEEN NEE TTW WO O:: TTH HAATT O OLLD D B BLLAAC CK K M MAAG GIIC C “Knowing they were facing overwhelming superior numbers in troops and ships, one of the first acts of the Independents was to revive an ancient Earth-That-Was tradition called Letters of Marque and Reprisal. These contracts between a government and an individual authorized that person the specific permission to seize or destroy designated property of another entity that need not be a government and while typically issued during times of war, a Letter of Marque could be used as an act of retaliation short of a declaration of war. The Independents issued dozens of Letters of Marque during the war, but only a handful were successful. Considered nothing more than pirates by the Alliance, most of these so-called privateers were ruthlessly hunted down and destroyed with only Theodore Fox eluding capture for the duration of the war. There were many superstitions about Fox during the war, the most persistent being his uncanny ability to evade capture, typically referred to as ‘That Old Black Magic’.” – Cortex historical database entry Once clear of the homestead, reaching the spaceport will be complicated by the arrival of Federal Marshals setting up a cordon looking for Fox and the others that assaulted the Magistrate Unknown to the Crew, Evans’ bodyguard slipped free of his bonds quicker than the Crew had hoped and freed the others. The Magistrate is now throwing his considerable weight around and has ordered the spaceport locked down. The only reason this hasn’t happened already is the Port Master has so far refused to acknowledge Evans’ authority to give such an order. As Fox is now a red hot fugitive, he must be kept out of sight at all costs. The partial descriptions of any PC that took place in the fist fight results in those PCs having a one-step skill penalty to all Social skills. Regardless of mode of travel the Crew uses, they will be challenged by Marshals. Tricking their way past the cordon is a HARD (11) Intelligence + Influence roll. Fox will also have to make an Opposed Roll of Fox’s Intelligence + Covert plus whatever bonus he has for his disguise against the Marshal’s Alertness + Perception. PCs can assist Fox by attempting to distract the Marshal with an AVERAGE (7) Intelligence + Influence / Persuade or Agility + Craft / Acting roll to cause a one-step skill penalty to the Marshal’s roll. If Fox is recognized, or if the PCs fail their roll to bluff their way through the cordon, the PCs will have to fight their way through the roadblock. Fortunately, the Marshals did not believe the reports that the Black Fox was in town and are sluggish in their reactions. However, and EASY (3) Intelligence + Knowledge roll will know killing a Marshal is an extraordinarily bad idea and while assaulting a Marshal is also a crime, they won’t face the same level of 17 pursuit that murder would. Run the fight as normal with the Marshal’s slow reaction represented by giving the PCs the chance to act first in the round. On reaching the spaceport, they can see a flurry of activity and all the various Corvue screens announcing a lockdown in progress message. The Crew will have to act quickly if they are going to get away before the entire facility is under Landlock. Escaping while Evans and the Port Master are arguing will require an AVERAGE (35) Complex Action pitting the Mechanic’s Agility + Technical Engineering to quickly jumpstart the ship’s engines. While the PCs are making their rolls, the GM will also be rolling a Complex Action of Evans’ Willpower + Influence / Persuade to get the thankfully stubborn (FORMIDABLE 75) Port Master to order the Landlock If Evans reaches his threshold before the PCs reaches theirs, the PCs’ ship is Llandlocked. As escaping is critical at this point, it is suggested that the GM encourage the Crew to use Plot Points or Indirect Assistance to meet their threshold first. Once the ship starts, the Pilot will make an AVERAGE (7) Ship’s Agility + Piloting to get the ship airborne quickly. However, as soon as they start to move, an ASREV moves quickly to stop their escape. At this point Fox will suggest something he used once during the war to escape a sticky situation. He explains his plan quickly, which consists of the Pilot making another AVERAGE (7) Ship’s Agility + Piloting roll to put the ship on the correct takeoff vector, while the Mechanic makes an AVERAGE (7) Intelligence + Mechanical Engineering roll to dump one quarter of the ship’s fuel supply. The Pilot will then have to make an EASY Intelligence + Piloting roll to cause the ship’s engines to ‘backfire’ and ignite the highly flammable oxygen and hydrogen mixture they are trailing behind them. The resulting explosion is high enough to not cause any harm on the ground, but ASREV will will spin out of control. By the time they regain control, the PCs will be high enough to go to Hard Burn and escape. Safely away from Hera, Fox gives the Crew a set of coordinates and asks to be taken there. The trip is only three hours and is on the way to whatever course the Crew was planning or if they didn’t have a plan, Fox’s course is as good as any. When they reach the coordinates in deep space and less than twenty minutes later, a ship is detected approaching fast. If the Crew gets alarmed, Fox explains that it is only some friends coming to take him off their hands. The sleek freighter arrives and clearly visible on the prow is the name Cutty Sark! Fox grins at the Crew’s reaction and at his old ship before replying. “While I do thank you for your assistance, I wasn’t sure if you good people would be up to the job. I am proud to say you most certainly were. Anyway, some old friends of mine purchased my old ship when it went up on the auction block and I was able to send them a wave shortly before that unfortunate scene back on Paquin. I hope you don’t mind that I used the Cortex in my room to send them a 18 couple updates so they would know where to meet me. Thank you again for your assistance and I must now be on my way.” By this time the Cutty Sark has docked with them and he says his goodbyes. If any one asks him where he going next, he smiles enigmatically before replying: “Second star on the right and straight on ‘til dawn.”3 He closes the hatch and the Cutty Sark disengages, pivoting away with a flourish, before going to Hard Burn and quickly disappearing from sight. The next time the probably paranoid PCs check the Cortex, they find that despite the partial description of them and their ship, the Alliance does not order an arrest warrant and they are free to continue on with their lives. However, the GM now has a ready made hook to follow up with if he chooses to exploit their encounter with Magistrate Evans as a new Deadly Enemy. The PCs should now be awarded 4-6 Plot Points with a 2 point penalty for excessive violence when dealing with Evans or the Marshals. TTH HEE EEN ND D 3 The directions to find Neverland as described in Peter Pan C Cu uttttyy SSaarrkk Built in Scotland in 1869 and one of the last merchant clipper ships expressly built for the tea trade. Clipper ships were noted for their high speed for a wind powered sailing vessel (The Cutty Sark once logged 360 nautical miles in 24 hours for a speed of 15 knots and is a standing record for a ship of this size) and capable of making the run from China to England in as little as 122 days, an unheard of speed for the time. Her name is an old Scots term for a short smock once worn as a woman’s undergarment. In addition it was specifically the name of a character in the Robert Burns comic poem Tam o’ Shanter written in 1791 and was also the name of the ship’s figurehead. As with all the clipper ships, the Cutty Sark, after far too short a career, was replaced by more reliable steam driven vessels. After being sold and re-rigged several times, the Cutty Sark was fortunate enough to be restored to her original configuration in 1922 and preserved as a museum ship in Greenwich, England, surviving today as a popular tourist attraction. I FOLKS AND RASCALS Theodore Fox Agi d6, Str d6, Vit d8, Ale d8, Int d8, Wil d12; Life Points 20; Initiative d6 + d8. Traits: Leadership (Major Asset), Talented: Perception/Tactics (Major Asset), Military Rank (Minor Asset), Credo: Spare Innocents (Minor Complication), Straight Shooter (Minor Complication), Memorable (Minor Complication), Branded: Black Fox (Major Complication) Skills: Animal Handling d4, Athletics d6 / Dodge d8, Covert d4, Discipline d6 / Mental Resistance d8, Guns d4, Influence d6 / Leadership d10, Knowledge d4, Mechanical Engineering d2, Perception d6 / Tactics d12, Piloting d4, Survival d4, Technical Engineering d2, Unarmed Combat d6 / d8 Brawling Description: Dashing, intelligent, and confidence building, Fox is the quintessential example of a natural born leader. Initially a simple freighter captain who tried very hard to stay out of the war he could see brewing years ahead of others who became a fairly successful rancher. He was specifically recruited as a privateer and succeeded beyond expectation in that role. Forty-six ships captured and not a single life lost in the process. His prizes added almost three dozen ships to the Independent’s ad hoc merchant fleet and when the war was over, left him branded as either a brilliant swashbuckling hero or a blatant traitor. Fox would like nothing more than to be able to sink out of sight and leave any and all limelight behind him. However, his notoriety has made it abundantly clear that he will not be able to find anything like a normal life again. Magistrate Evans Agi d6, Str d8, Vit d6, Ale d8, Int d6, Wil d8; Life Points 14; Initiative d6 + d8 Traits: Moneyed Individual (Major Asset), Friends in High Places (Minor Asset), Prejudice: Former Browncoats (Minor Complication), Portly (Minor Complication), Overconfident (Minor Complication), Skills: Athletics d2, Guns d4, Influence d6 / Intimidation d8 / Negotiation d10 / Persuade d8, Knowledge d6 / Law d10, Perception d6 / Deduction d8 Description: Plump, coddled and smug, Evans has had his way pretty much his entire life and his attitude reflects his firm belief that the ‘Verse revolves around him. Aaron Phillips Agi d8, Str d8, Vit d8, Ale d6, Int d6, Wil d6; Life Points 14; Initiative d8 + d6 Traits: Steady Calm (Minor Asset), Loyal (Minor Complication) Skills: Athletics d6, Discipline d4, Guns d6 / Pistol d8, Knowledge d4, Perception d4, Unarmed Combat d6/Brawling d8 Description: A professional bodyguard in every way. In his mind, there are only two types of people in the ‘Verse, his ‘principle’ Magistrate Evans and threats. II Valet, Butler, and Cook Agi d6, Str d6, Vit d8, Ale d6, Int d6, Wil d4; Life Points 12; Initiative d6 + d6. Traits: Steady Calm (Minor Asset), Loyal (Minor Complication). Skills: Knowledge d4, Influence d4, Perception d4. Description: Generic house hold staff that take care of Magistrate Evans home. Marshals Agi d6, Str d8, Vit d8, Ale d6, Int d6, Wil d8; Life Points 16; Initiative d6 + d6. Traits: Wears a Badge (Major Asset), Loyal (Minor Complication), Prejudice: Civilians (Minor Complication) Skills: Athletics d6, Covert d4, Discipline d6, Guns d6 / Pistol d8, Influence d6 / Intimidation d8, Knowledge d4, Melee Weapon Combat d4, Planetary Vehicles d6, Perception d6. Gear: Pistol – Damage d6W, Range 100, ROF 3 (8) with two extra magazines, Stun Baton – d2S, Uniform, Mesh Armor – 1W, Communication Headset Description: The Standard Federal law officer, reasonably competent, but is completely dedicated to enforcing the law. Pickpocket Agi d8, Str d6, Vit d8, Ale d6, Int d6, Wil d4; Life Points 12; Initiative d8 + d6. Traits: Talented: Covert / Sleight of Hand (Minor Asset), Greedy (Minor Complication). Skills: Athletics d6 / Running d8, Covert d6 / Sleight of Hand d8, Influence d4, Perception d6, Unarmed Combat d2. Description: This young thief has made his living on the streets for as long as he can remember. Small and gifted with his nimble fingers, he’s always looking for an easy mark that isn’t careful with protecting their cash. Hera pro-Alliance crowd use Settler Family, p. 182 (Father w/d4 Unarmed Combat instead of d4 guns) Paquin thugs use Unification War Vet, p. 180 Hera passersby use Rim Shop Keeper, p.185 Rachel Taylor use Society Belle, p. 184
textdata/thevault/Serenity/Serenity - Fox Hunt.pdf
THE WAR of EMBEREZ SUPPLEMENTAL LORE FOR About the Campaign A Requiem of Wings is an ongoing campaign for characters levels 1-12. The narrative arc centers on an ongoing conflict between angels and demons fighting for power and territory in a “void” called Emberez. The Title This campaign is pretty heavy on the religious imagery for obvious reasons, and a “requiem” is a “mass for the repose of the souls of the dead.” Because the story is about war, and both fiends and celestials can be winged creatures, A Requiem of Wings refers to those who have perished during this conflict and the song that is written as the story unfolds. Themes • Can beings fight against their true nature, or is it more harmonious to embrace what we are? • What if angels do not always represent good, and demons do not always represent evil? • Who determines what is good and evil? • Who profits in war? • What are the ongoing repercussions of conquest? • What comprises the founda- tions of faith? How do these relate or differ among those who worship celestials and those who worship fiends? What, and where, is Emberez? Emberez is less of a realm and more of a currently-inhabited void, a blip in the multi- verse, located within the Forgotten Realms. It’s comprised of various cities, all of which contain portals to other places throughout the Realms, and some natural ecosystems including forests, rivers, and mountains.  Emberez is a manifestation of faith and belief, a place brought into being with prayer and longing, easily accessible to those who seek it out. The Origins of Emberez Emberez was established in 1358 DR during the Time of Troubles, when gods across the pan- theon were being forced into mortal forms and stripped of their divinity. During this time, ce- lestial beings who served these deities feared the same would happen to them, and sought out a place to live in peace and maintain their celestial nature. They discovered a wild, empty void filled with warmth and bright sunlight. They claimed it, and named it Eré. Demonlords and otherworldly beings saw what was happening to the gods they often opposed, and worried that they would be next. They, too, began searching for a place where they could maintain their true forms and not be stripped of their fiendish power. These beings found a wild, empty void filled with cold and darkness. They claimed it, and named it Ember.  Little did they know that Eré and Ember were the same place. They quickly discovered that their temporary home was occupied by their enemies, and war broke out instantly. The bat- tles were brutal and bloody for both sides, and a tenuous truce was made. They agreed to share the void if each side kept to their own territory. They made a deal and unified the void, calling it Emberez. They formed two organizations intended to keep each side in line: the Aureum and the Malum Animus. However, despite the truce, both factions continue to build militias. The war continues, and each side does what it can to undermine the other. Who lives in Emberez? Nearly everyone who lives in Emberez is a celestial or a fiend, or someone follows and serves a celestial or a fiend. Most of these people are simple commoners who want to live near those they worship, surrounded by others who also worship their gods or beings, The other inhabitants are members of the factions who control West and East Emberez. These people are spies, warriors, masterminds, and nobles. The Sides in the Conflict The AUREUM is comprised of celestials, aasi- mar, and those who worship and champion gods of the pantheon. Although most of the Aureum serve good/neutral gods, some continue to serve evil gods, which is reluctantly permitted. The Aureum has some internal conflict over this, which has lead to some clandestine efforts to rid the Aureum of any evil alliance.  The MALUM ANIMUS is a collective of demons, devils, fiends, hybrid creatures, were- folk, and those who worship and serve demon- lords and otherworldly beings. Because the Aureum sees hybrids and werefolk as cursed, wretched, and “unnatural” creatures — regard- less of their alignment — the Malum Animus saw this as an opportunity to recruit them to their cause. Still, not everyone on this side agrees with the goals of the Malum Animus.  Joining a faction Characters who complete quests on behalf of either the Aureum or the Malum Animus can receive points of renown. Once they receive 10 points from either side, they are invited to join that particular faction. LOCATIONS IN EMBEREZ West Emberez Under the domain of the Aureum Aurea Aurea is the capital of West Emberez, the seat of the Aureum, and the oldest city in this region. Aurea is known for its famous gladiatorial arena, forum of temples, and the oldest library in Emberez. Celestials travel to and from Mount Celestia via Aurea. Aurea is ruled by Empress Justina, Paladin of the Lark. Ibrido Ibrido is an Amnian colony and trade city, established by the Aureum to bring in goods and resources by way of Amn to help build Emberez. Those who live in Ibrido are now ex- tremely wealthy and enjoy splendor. A beautiful and strange city built atop a smattering of tiny islands, Ibrido is considered a popular tourist destination by many. It is not uncommon to run into visitors from Neverwinter or Water- deep while in Ibrido. It is home to the Castel di Maschera, a beautiful castle that hosts weekly balls and masquerades. St. Valentine Located in the valley of the Sol Mountains, St. Valentine is a lush and fertile city that draws farmers, florists, and vintners from across the Realms. It is named after a paladin of Sune who perished in one of Emberez’s first battles, which took place on the land that eventually became St. Valentine. The city honors this fallen warrior with an annual festival. Soldra Founded by devotees of Bahamut, Soldra both reveres and fears dragons. For centuries, dragons have attacked and looted Soldra as revenge for settlers invading their home, and Soldrans found peace once they began annually sacrificing one of their own to appease the dragons’ hunger. Natural Landscapes Sol Mountains The mountains that separate St. Valentine and Soldra are craggy and verdant, a stark contrast from the frigid Kol Mountains of East Emberez. The Sol Mountains are home to communities of rock dragons, brethren to metallic dragons. Lacrimosa River This river of souls runs the length of Emberez. It eventually pours out of Emberez, merging with the River Styx, and deltas in the Lower Planes. Lyren Woods The veil between the Lyren Woods and the Woods of Sharp Teeth is very thin, and adven- turers traveling in that area often inadvertently find themselves passing through Emberez. Soldra and Cerazen have fought over the Lyren Woods for centuries. The woods are home to communi- ties of werewolves. Neutral Territory Cerazen Cerazen was once under the control of East Emberez and remains a colony of the City of Brass. It is now considered to be the only neutral territory in Emberez. Cerazen is home to com- munities of djinn, efreeti, werefolk, and golems — creatures who struggle to find a place among the warring factions. Cerazen has long fought with Soldra over who owns the Lyren Woods, which each side claims as their own. Cerazen is where the plants used for incense are cultivated. Both factions use incense in abundance to ward off their enemies. East Emberez Under the domain of the Malum Animus Ravukoi Ravukoi is the capital of East Emberez, the seat of the Malum Animus, and the oldest city in this region. Ravukoi houses a portal to the Nine Hells, and the inhabitants of the Hells travel into the city every year in search of a marriage alliance. Ravukoi is ruled by Tsarina Morevna, a Warlock of the Owl, who spent much of her life in Barovia. Magra Magra was disputed territory between the two Emberezian factions for several centuries before being relinquished to the Malum Animus. Its haunting and beautiful architecture clearly favors its demonic influence. Surrounded by a dense forest, Magra is home to many wood artisans and hosts a year-round outdoor market. Kolodnokiva Tucked in the frigid and treacherous Kol Moun- tains is the village of Kolodnokiva. Followers of the otherworldly patron known as the Owl trav- el to Kolodnokiva on a pilgrimage, where they must complete a task requested by this patron. Natural Landscapes Magran Forest The forests of Magra are thick with maple, willow, and spruce trees, providing artisans with the supplies for their trade. Trees grow quickly in this strange forest. Tucked away in the Magran Forest is a temple that once served the Archfey. Kol Mountains The snow-capped alps of the Kol Mountains make life harsh for its few remaining inhabi- tants. When Emberez was first founded, dwarves migrated to the Kol mountains to mine its abun- dance of gemstones. This dwarven influence is still visible to those who brave the summit and explore the abandoned mines and caves. common occurrences in emberez Despite the differences in culture across Emberez, there are many recurring sights, including the following: Doors. Beautiful, ornate doors are found across Emberez. Because Emberez is a place that many pass through without realizing it, the doors are a symbol of the void’s function as a portal. Incense. Both sides heavily rely on incense: for daily life, for rituals, and for deterring and detecting their enemies. Each side favors particu- lar plants used for this purpose. As such, incense is everywhere. Adventurers who are fiendish or celestial in nature are most certainly affected. Annual Festivals/Ceremonies. Emberezians are incredibly ritualistic and are devotees to annual holidays, many of which have sinister history. Transformative/Shapeshifting Creatures. Many people in Emberez, on both sides of the conflict, possess the ability to change their shape and appearance. Adventurers can expect to meet many people like this while in Emberez. The Pantheons of Emberez What links the warring factions is their shared devotion: both sides revere either divine or demonic beings, and this faith/servitude keeps them bound to Emberez forever. MAJOR GODS AND DIVINE BEINGS OF THE AUREUM The Harbinger Athena Artemis Bahamut Dionysus Lathander Sune Selûne Shar Mask Oghma Tyr Gods from other pantheons are welcome and worshipped in Emberez. MAJOR DEMONLORDS OF THE MALUM ANIMUS The Great Old One The Archfey The Fiend The Raven Queen Baphomet Orcus Demogorgon Fraz-Urb’luu Graz’zt Juiblex Yeenoghu Zuggtmoy Archdevils and other cosmic patrons are also followed in Emberez. THE LARK AND THE OWL The two queens of Emberez, Empress Justina Justicius and Tsarina Marya Morevna, have each devoted their lives to a greater being that they revere as the “true” one, the being that oversees all the others. The Empress is a paladin devoted to the Lark, who is also known as the Goddess of the Light. The Tsarina is a warlock who serves the Owl, also known as the Night One. Many in Emberez have followed the example of these rulers and also worship the Lark or the Owl. Some religious scholars, however, suspect these beings may be one in the same... Adventures in emberez Planning your A Requiem of Wings campaign? Characters traversing the realms may find themselves in Emberez during one of these adventures. You’ll have to wait until early 2019 for the full campaign book, but here’s what you can expect — and play! — in the meantime. The Aureum Aurea / Level 1-2 Adventurers can help a young, captive minotaur escape from a deadly gladiatorial ring. Available early 2019. A Night of Masks and Monsters Ibrido / Level 3 Adventurers are invited to a masquerade at the Castel di Maschera, which presents the chance to investigate a recent murder. Available now on DMsGuild.com. The Executioner’s Daughter Soldra / Level 4 To placate the dragons that once attacked Soldra, the city offers up one of its own in an annual ceremony. When the wrong person is chosen as the offering, adventurers are asked to escort the volunteer to Garra’s Peak. Solo adventure version available on DMsGuild; multiplayer adaptation available early 2019. Labyrinth of Thorns St. Valentine / Level 5 Every year, a citizen of St. Valentine is pulled into a treacherous labyrinth. When chocolatier Dante’s wife is taken, he seeks the help of brave adventurers to get her back. Available now on DMsGuild.com. The Resurrectionist Lyren Woods / Level 6 A strange woman in the Lyren Woods seeks aid to collect the necessary materials that will bring fallen soldiers back to life. Available early 2019. The Starlight Relic Magra / Level 7 When famous luthier Vela Kapra discovers the location of a lost relic, she recruits adventurers to fetch it from the haunted and fey-touched Magran forest. Available now on DMsGuild. The Wolf Oracle Cerazen / Level 8 The Oracle of Cerazen is trapped in the Cerazen citadel, unable to take action on her latest vision, which foretells the demise of her own daughter. She asks adventurers to act in her stead. Available early 2019. What I Ask of You Kolodnokiva / Level 9 Adventurers who seek to earn respect or favor from their god or patron can embark on this pilgrimage that may cost them everything. Available early 2019. Altar of Holy Fire Ravukoi / Level 10 The Red Princess of Ravukoi has been promised to a prince of the Nine Hells, but her heart be- longs to another: Lea, a paladin in the Aureum. The star-crossed lovers need help from willing adventurers to escape Ravukoi and be wed in secret. Available October 2018. Birds of a Feather Level 12 Adventurers come face-to-face with the beings who could end the war of Emberez, once and for all. Available early 2019. notes from the author This whole campaign began while I was on a family trip to Italy. It was born out of my desire to explore my heritage — Italian and Russian/ Jewish — and to explore a fantasy story with a different “flavor,” so to speak. The Aureum is heavily inspired by the Holy Roman Empire’s domination across Europe; the Malum Animus represents the cultures that both struggled and flourished in the shadow of that rule. During my travels to places like Istanbul, Budapest, and Prague, the evidence of Roman Empire’s reign still permeates the unique cul- ture of those great cities. The tension between faiths is everywhere in Europe — Catholicism, Orthodoxy, Judaism, Islam, Paganism, etc., all tenuously co-exist — and I found that to be a compelling idea in the Forgotten Realms, where gods and otherworldly beings play a significant role in characters’ lives. Although Emberez is my own, I do see it firmly rooted in the Forgotten Realms. I love the notion of a place being “willed” into being, and that’s essentially how Emberez functions for characters who explore it. That being said, every story in this ongoing campaign is easily adapt- able to another location. However these stories manifest for you, I hope you enjoy them. Cheers, Ashley Warren AshleyWarrenWrites.com #ARequiemOfWings Art credits: Angel | darksouls1, Pixabay Door | Felicity_Kate11, Pixabay
textdata/thevault/Dungeons & Dragons [multi]/Adventures/A Requiem of Wings/A Requiem of Wings - The War of Emberez - Supplemental Lore.pdf
GP Starting GP Lifestyle � None � Standard (12 gp x TU) � Rich (50 gp x TU) � Luxury (100 gp x TU) Lifestyle Cost Other Coin Spent Total Coin Spent - GP GP Spent GP Subtotal + GP GP Gained GP Subtotal + GP GP Gained GP Subtotal - GP GP Spent GP FINAL GP TOTAL Items Sold Total Value of Sold Items Add ½ this value to your gp value Items Bought Total Cost of Bought Items Subtract this value from your gp value XP Starting XP - XP XP lost or spent XP Subtotal + XP XP Gained FINAL XP TOTAL XP TU Starting TU 1 or 2 TU TU Cost - TU Added TU Costs TU REMAINING ITEMS FOUND DURING THE ADVENTURE Cross off all items NOT found APLs 2-4 � #Blunt Arrows (Adventure, RoW) � #Forestwarden Shroud (Adventure, RoW) � #Leafweave Leather Armor (Adventure, RoW) � #Swiftwind arrows (Adventure, RoW) APL 6 (all of APLs 2-4 plus the following) � +1 Light fortification chain shirt (Adventure, DMG) APL 8 (all of APLs 2-6 plus the following) � #+1 Leafweave Studded Leather (Adventure; DMG & RoW) � Vest of Resistance +1 (Adventure, CAr) APL 10 (all of APLs 2-8 plus the following) � +1 Magical Beast Bane Greataxe (Adventure; DMG) � +2 Heavy Wooden Shield (Adventure; DMG) � #+2 Leafweave Studded Leather Armor (Adventure; DMG & RoW) � +2 Light Fortification Chain Shirt of Sonic Resistance (Adventure, DMG) � Cloak of Charisma +4 (Adventure, DMG) APL 12 (all of APLs 2-10 plus the following) � +2 Animated Darkwood Heavy Wooden Shield (Adventure, DMG � +2 Huge Greatclub (Adventure, DMG) � +3 Club (Adventure, DMG) � Cloak of Charisma +6 (Adventure, DMG)) Adventure Record# 597 CY A D V E N T U R E L E V E L O F P L A Y (CIRCLE ONE) APL 2 max 450 XP; 450 gp APL 4 max 675 XP; 650 gp APL 6 max 900 XP; 900 gp APL 8 max 1,125 XP; 1,300 gp APL 10 max 1,350 XP; 2,300 gp APL 12 max 1,575 XP; 3,300 gp �Grig Jig: You danced with the grigs. You have aged 1 full year (10 for elves). However, you now know the “Grig jig”. �Pranked! The grigs of the Honeypot got their hands on you. For the next 52TUs you suffer from the following condition: (check one) [ ] Hairless (yes, everywhere) [ ] Skin turned bright orange or purple [ ] Aged 10 years (permanent, 100 for elves) �Lock of Unicorn Mane: Throwing the mane on the ground (a standard action that does not provoke attacks of opportunity) provides a good-aligned PC with the benefit of an aid spell (CL 3rd). Non-good-aligned PCs instead benefit from a virtue spell (CL 3rd). After one use, the mane loses its power. �Shield of Yondalla: This blessing allows you to re-roll a single saving throw. Halflings add a +1 sacred bonus to the save re-roll. Clerics of the halfling Pantheon instead add a +2 sacred bonus to the save. Cross off once used. �Thanks of Applebee: This counts as an influence point with the halflings of Applebee. Cross off once used. �Metaorg Access: if you belong to the Dreerwode Druids or the Warders of the Wild, you gain regional access to items marked with #. This Record Certifies that __________________________________________________ Character Name Classes and Levels __________________________________________________ Player Name RPGA # Has Completed URC7-01– The Mare of Applebee An adventure set in the region of the County of Urnst Event:__________________________ Date: __________________ DM: _____________________________________________________ Signature RPGA # Play Notes: � Gained a level � Lost a level � Ability Drained ______________ � Died � Was raised/res’d � Was reincarnated ___________________________________________________ ___________________________________________________ ___________________________________________________ ___________________________________________________ ___________________________________________________ __________________________________________________ Home Region_________________________________
textdata/thevault/Living Greyhawk/Modules/County of Urnst/597/Normal Scenarios/URC7-01 - The Mare of Applebee (APL 2-8)/URC7-01 - The Mare of Applebee AR.pdf
Night of the Yellow Moon by John Dunn SQG1002 Night of the Yellow Moon by John Dunn Night of the Yellow Moon 2 NIGHT OF THE YELLOW MOON An Adventure for Characters of Levels 4–6 CREDITS Design: John Dunn Development: Richard Baker Editing: David Noonan Cover Art: Klaus Pillon Interior Illustrators: Justin Mayhew, Claudio Pozas Cartography: David Noonan Graphic Design: Mackenzie Schubert, Corey Macourek Production: David Noonan Based on the Primeval Thule Campaign Setting by Richard Baker, David Noonan, and Steve Schubert Night of the Yellow Moon is published by Sasquatch Game Studio. Sasquatch Game Studio LLC and Primeval Thule are trademarks of Sasquatch Game Studio, LLC. All characters and the distinctive likenesses thereof are prop- erty of Sasquatch Game Studio LLC. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Sasquatch Game Studio LLC. © 2015 Sasquatch Game Studio, LLC. Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Inc., and are used under the Pathfinder Role- playing Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse this product. Product Identity: The following items are hereby identified as Product Identity as defined in the Open Game License version 1.0a, and are not Open Content: All trademarks, proper names, dialogue, plot, storylines, locations, characters, artwork, and trade dress. Thule is a land steeped in savagery and super- stition. Vile cults lie hidden in the hearts of the great cities or rule over barbaric tribes in jungle vales, practicing terrible rites handed down from the prehuman denizens of earlier ages. Of these forgotten cults, few are as fanatical—or mad—as the wanderers who call themselves the Golden Ones. Servants of the Great Old One Hastur, the Golden Ones believe that the time is coming for He Who Must Not Be Named, and that it is their holy task to prepare the way by spreading his worship throughout the world and punishing all nonbelievers. For years, the Golden Ones have roamed the wilds more or less at random, burning villages, pillaging caravans, and attacking tribal camps un- der the guise of recruiting new followers. Howev- er, now something is different. A charismatic new high priest named Monyat has become the leader of the cult, and he believes that the signs and portents point to Hastur’s imminent triumph. A rare astrological alignment known as the Yellow Moon is coming, and Monyat intends to celebrate it with a ritual far larger than any the Golden Ones have attempted before. The Golden Ones need hundreds of new recruits, and thousands of potential sacrifices. Inspired by this mad vision, Monyat now feverishly drives the Golden Ones on a rampage through the tribal lands near Quodeth. The hour of the Yellow Moon approaches, and Monyat plans to stage the final act in his apocalyptic plan in the heart of the city. Adversaries and Treasure: Statistics for monsters and new items presented in Night of the Yellow Moon can be found in the Adversaries and Treasure appendix, at the end of the adventure. References to the Primeval Thule Campaign Setting are abbreviated PTCS. Encounter Difficulty: The adventure is in- tended for 5th level characters, but for much of the adventure the PCs only need to deal with one or two combat encounters per day. As a result, most of the encounters are deliberately set a level or two above the expected party level. ADVENTURE SUMMARY The adventure opens when the player charac- ters enter Morlun, the village of the Stonespear barbarian clan. They have a minor errand or old ties with the Stonespears, and expect a friendly welcome. Instead, they discover that the clan has been wiped out by unknown marauders. A search reveals that a tribal elder is the only surviving member. She warns the heroes that a band of nomadic cultists visited the tribe the night of the attack. The characters are expected to follow the cult- ists in the hope of recovering stolen goods, rescu- ing captured Stonespears, or exacting vengeance for the murders. As they continue their pursuit, they discover a trade caravan and another Ammur clan that the cultists destroyed. Encounters hint that there is dark magic at work, including a battle with a gibbering mouther and the discovery of one of the Golden Ones’ misplaced relics. In the second act of the adventure, the player characters catch up to the Golden Ones at the camp of the Storm Eagles, another band of Am- mur barbarians. The Golden Ones are seeking to induct the Storm Eagles, who are still hearing out the cultists when the PCs arrive. At this point, the heroes can either try to confront the cult directly, or make allies of the Storm Eagle clan to over- whelm the twisted cultists. Defeating the cultists at the Storm Eagle camp does not put an end to Monyat’s foul scheme, unfortunately. The heroes soon discover that the high priest Monyat and a group of elite followers split off from the main body of the Golden Ones, and headed directly to Quodeth. In the final act of the adventure, the PCs must find Monyat and his followers in the teeming streets of the city be- fore the followers of Hastur can begin the Yellow Moon ritual. If the heroes fail, Hastur’s minions will bring about the deaths of countless Quodethi and convert thousands of broken survivors to the path of their terrible god. NOMADIC CULTS Wandering bands of pilgrims are relatively com- mon in some parts of Thule. Some lead lives of endless pilgrimage, traveling from one ancient shrine or lonely wilderness altar to the next to honor their grim deities; individual devotees join these groups for a season or two before finding a place to settle down and giving up their travels. Other nomadic bands are driven by the desire to proselytize their beliefs, and seek out opportu- nities to make new converts. Some of these are content to live on the alms of those they visit, while others expect a tribute of goods—food, equipment, and other precious materials—to Night of the Yellow Moon 3 support their wanderings. Finally, the worst of Thule’s wandering pilgrims are little better than bloody-handed raiders following dark and de- manding gods. While wandering cults often spell trouble for those they meet, they aren’t entirely unwelcome. Thule’s pilgrims are responsible for spreading many of the myths that circulate across the land. Certain popular legends—creation myths, sto- ries of tremendous heroics, and tales of tragic loss—are commonly recounted by the better sort of nomadic cult. In some cases, these religious zealots bring healing or call on divine magic to perform minor wonders for those they seek to impress. As a result, many traditional tribes (and even some city dwellers) maintain a sense of awe and respect toward the nomadic cults. The arrival of a nomadic cult is seen as a sign, and turning them away risks the anger of the gods. THE GOLDEN ONES The Golden Ones are a particularly wicked no- madic cult. They see themselves as the chosen ser- vants of Hastur, the King in Yellow, and believe that their devotion to him will be rewarded when Hastur comes to establish his dominion over the earth. As a sign of their devotion, the cultists wear slaves’ collars made from beaten gold; high-rank- ing cultists wear heavier collars with loops of gold chain draped over their shoulders. The collars are poorly made and cruelly fitted, but the Golden Ones bear their sores as badges of honor. When the Golden Ones encounter another tribe or village, they present a peaceful aspect at first. While few members of the cult have any firm grip on sanity, some are at least capable of con- cealing their madness. It is these representatives who first introduce themselves to outsiders. They explain away the madmen among them by saying that the cult has many members whose delight and rapture has “freed them from concerns of the physical world,” and in their “blessed” state they may be hard for nonbelievers to understand. The cult representatives then allude to the tremendous power of “the King of the Stars,” or “the Sleeping One,” and hint at the favors that they can offer to those who heed his word. Examples include wealth and bounty, security from attackers, as well as fertility and fecundity. Invariably, at least some outsiders fall prey to the promises that the speakers initially make. In short order, the Golden Ones draw these poten- tial converts to rituals conducted around isolated campfires or within hastily erected tents. Most who join in the rituals succumb to madness, join- ing the cult as new recruits. Those who do not fall prey to insanity are typically slain as sacrifices to Hastur—an important part of each ritual. The Golden Ones then continue to prey upon their hosts until all are either recruited or killed, which seldom takes more than a day or two. Throughout the process, the cultists take care to lure in just a few individuals at a time and insure that none es- cape to warn others of the danger. Once everyone who dwells nearby has been converted or slain, the Golden Ones move on to find new prey. Legend has it that other tribes and cities have tracked down and wiped out the Golden Ones at least three different times. However, within a few short months, the tribe was once again travelling across Thule and spreading the word once more. It may be that there is more than one band of Golden Ones travelling the continent, or that survivors were able to restart the process, con- verting new members and growing their unholy religion again. BEGINNING THE ADVENTURE The opening scenes of Night of the Yellow Moon take place in the eastern foothills of Ammurath, the homeland of the Ammur barbarians. The Am- mur are advanced as far as barbarian tribes go, and many of their clans engage in some amount of trade with outsiders. The adventure works best if the characters have reason to visit Ammurath and expect a friendly welcome from at least one Ammur tribe—the Stonespear clan, whose home village is Morlun. If you have the opportunity to plan ahead a little, introduce the Stonespears as friendly NPCs in an adventure that takes place before you run Night of the Yellow Moon. Establishing a good relationship with the Stonespears before the adventure begins will provide the characters with plenty of motivation to avenge the tribe after the events of the opening scene. Choose one of the following hooks to bring the characters to Morlun and begin their pursuit of Monyat and the Golden Ones, or create one of your own. Remember that few adventurers in Thule have entirely selfless motivations. Make sure that the party has good reason to pursue the Golden Ones after the first scene. The Tablet of Darieoth: Travelers passing Night of the Yellow Moon 4 through Morlun have reported that the Stone- spear clan possesses an unusual treasure: A gold, disk-shaped tablet covered in ancient writing. The barbarians said their ancestors found the tablet in “the flying ship of Darieoth,” which crashed in nearby Lake Kydar and sank. A PC with scholarly interests—for example, an Atlan- tean noble, occult scientist, or star-lore ad- ept—heard the traveler’s tale in a nearby city, and resolved to go to Morlun to examine the tablet, persuading the rest of the party to come along. The Sacred Hunt: One or more of the player characters counts the Stonespear clan as friends or kin. The Stonespears are about to embark on a ceremonial hunt—an occasion for weeks of revelry and the renewal of old bonds—and the character has been invited to bring his or her comrades to Morlun and join in the revels. A jungle trader PC may have traded with the Stonespears before; a freeblade or tribal outcast may have found shelter with the Stonespears for a time; or a Dhari hunt- er PC may belong to an allied tribe. The Panjandrum’s Son: The heroes are hired by Jor Thodel, a wealthy panjandrum of Quo- deth, to track down his missing son, a young man named Khado. Khado Thodel was traveling with a caravan in the Quosa Vale a couple of months ago when the caravan met with a wandering band of pilgrims who wore gold collars and talked about the wonders of a coming “age of dreams.” The impressionable Khado abandoned the caravan and left with the cultists. After weeks of asking about pilgrims wearing gold collars, the heroes learn that the band was last seen near Pyriador, on the trail to the barbarian village of Morlun. Jor Thodel will pay the heroes 250 gp each for bringing Khado home. ACT ONE: TRAIL OF RUIN The adventure opens when the characters ar- rive in the village of Morlun, home to a friendly barbarian tribe. Upon their arrival, they discover that the village has been savagely destroyed. The ruined village has attracted dangerous jungle scav- engers, and the PCs must first fight off a pack of dire wolves before they can investigate the scene. In searching the ruins, the characters find a single survivor: Leena, a village elder who successful- ly hid from the attackers. Delusional and near death, she can tell the tale of what befell Morlun. Her story sets the PCs on the trail of the Golden Ones, and leads them into the Kurmanur Wilds. There the characters soon stumble over more of the cult’s grisly handiwork. When you are ready to begin, read the follow- ing: You are traveling to the village of Morlun in the forests of eastern Ammurath. Morlun is home to the Stonespears, a clan of Ammur barbarians who are known to trade with outsiders and sometimes serve as guides to travelers from civilized regions. The day is drawing to a close, but the village is only a few miles off, and you should be there well before dark. Explain the heroes’ reason for making the jour- ney to Morlun, if you haven’t done so yet. The players are free to take any precautions or scout around if they wish—the area around the village is deserted, and they meet no one else. MORLUN The Stonespears are an Ammur clan who take their name from a group of natural spires near their village. Because the tribe dwells relatively near Quodeth, they have begun to fall prey to its mercantile practices. Other Ammur clans would describe them as dangerously civilized. The Stonespears often traded animals skins, gems from mountain streams, and occasionally excess fruits gathered during the harvest season. They are far from wealthy, but they have lived in Morlun for generations, and their lifestyle is comfortable and secure. The village headman is a scarred old warrior named Gram One-Eye, and the rest of the clan’s members are prototypical Ammur barbarians. If the PCs have any connec- tion or history with the Stonespears, they would regard the clan as strong, brave, and certainly capable of fighting off almost any imaginable trouble. However, the party discovers the village in ruins: An ominous silence greets you when you arrive in Morlun. The village is an utter shambles. Bodies of people litter the ground, intermingled with the remains of livestock. Everything is dead, and it is clear that many of the victims were subjected to awful torture before meeting their ends. The attack appears to have been violent solely for its own purpose—most of the lodges and storehouses have been badly damaged, and some are burnt to the ground. Perishables, useful goods, ruined tools, and household furnishings are scattered across the area, as though the attackers had made a half-hearted attempt to pillage Morlun. While none of the Stonespears appear to have survived and no attackers are lingering in the area, the player characters can turn up several valuable clues by examining the area. Night of the Yellow Moon 5 Call or Shout: If any character thinks to call loudly for survivors to answer, the party hears Leena’s response—a weak, rasping moan—a mo- ment later. See Finding Leena, below. Examine the Dead: Most of the dead were slain by sword-cuts, arrows, or bludgeoning injuries. About sixty villagers are dead here, along with twenty or so outsiders. The outsiders are humans of Kalay or Nimothan descent. They are dressed in scraps of leather armor and mismatched kilts, robes, and capes in yellow. Four wear thin collars made from beaten gold (each is worth 10 gp), while the other outsiders have chafing and sores around their necks, suggesting they wore similar collars which were removed recently (the Golden Ones stripped most of the collars from their own dead, and overlooked a few). If any of the characters know the Stonespears well, they can tell at a glance that scores of villagers are missing. Otherwise, any character examining the bodies may attempt a DC 10 Intelligence check. On a success, the character realizes that based on the number of buildings in the village, there are at least 30 or 40 villagers unaccounted for. On a successful Heal or Survival check (DC 15), a character can tell that the bodies have been here about three days. So far, scavengers have stayed away from the scene. Look for Tracks: Any character who makes a careful search of the village and its surroundings automatically discovers a trail leading north- east into the Giantstead Grove—a large party of humans, including sledges drawn by oxen, left Morlun. On a successful Survival check (DC 10), the character can also determine that, based upon the tracks and the time since the last rain, the PCs are the first people to enter the village since the time of the attack. Search the Buildings: Characters who system- atically search the buildings in the village discover Leena in the ruins (see below). If a character searching the buildings succeeds on a DC 10 Perception check, he also discovers that a strange symbol has been carved into the woodwork in several places. It resembles a crown with three points. To identify the symbol, a character must suc- ceed on a DC 15 Knowledge (religion) skill check or a DC 20 Knowledge (local) skill check. The symbol is associated with the Golden Ones, a wandering cult devoted to Hastur. Search for Loot: Any one searching the village for valuables realizes that the attackers were quite haphazard in their looting (most of the Golden Ones are not terribly lucid, so attention to detail is not their strong suit). An hour of gather- ing scattered provisions and valuables results in 80 days’ worth of provisions, an assortment of ordinary clothing and tools, 320 sp, and 90 gp. A character who succeeds on a DC 15 Appraise check also finds a pouch of uncut emeralds, con- taining six stones worth 40 gp each, and a jeweled dagger worth 350 gp. Stand Guard: If any character stands watch and keeps an eye on the surrounding forest, he or she spots the approaching pack of wolves (see Scaven- ger Attack, below). The party is not surprised in that encounter. Night of the Yellow Moon 6 TALES TOLD BY THE DEAD Characters who can magically question the dead or otherwise divine something about the attack can piece together the story easily enough. The Golden Ones, led by their high priest Monyat, came to Morlun three days ago. Monyat is known to his followers as “the Golden Prophet.” He is a human man of middle years who wears ceremonial golden armor with a chained collar. The cultists preached for hours about the “King of the Stars” and “the Night of the Yellow Moon,” a fast-approaching revelation or transformation that would usher in an age of wonder and delight for those who followed their god. A DC 20 Knowledge (Religion) check identifies the “King of the Stars” as a name for the Great Old One Hastur used by his cultists. A successful DC 25 Knowledge (Arcana) check identifies the night of the Yellow Moon as an obscure astro- logical alignment associated with ill omens. Its next occurrence is in about two weeks. The Golden Ones performed various blessings for the villagers (most mere mummery, although neither ordinary cultists nor Stone- spear villagers knew that), begged for provisions, engaged in minor trades, and urged likely recruits to join them in their great pilgrimage. A handful of villagers were intrigued enough to attend the cultists’ rituals (none of the villagers or ordinary cultists lying dead know it, but those individuals were enthralled by Monyat’s magic or drugged with hallucinogens in the ceremonial wine). By evening, dozens of Stonespears were dancing alongside the cultists and were swept up in “the rapture of true belief.” Gram One-Eye, the village headman, was plied with drink and beautiful dancers until he fell asleep. At moonrise, Monyat gave the signal, and the cultists suddenly turned on the villagers who had declined to join them. The Golden Ones believed they were “purifying” the village of those who refused to be saved. The recently converted Stonespears were in a stupor and did not realize what was happening to their kin. The barbarians fought back, but they were overwhelmed by the cultists’ numbers. Gram and the other chief warriors were burned to death in the head- man’s lodge. The Golden Ones spent the next few hours looting Morlun, and left by noon. They carried off their new recruits (most still in a drugged stupor) and struck out eastwards along a small footpath. None knew where Monyat intended to go next. FINDING LEENA Characters who call out for survivors or make a thorough search of the village buildings discov- er that one Stonespear still lives. A weak moan from a collapsed building attracts their attention; Leena, an old woman who is one of the Stone- spear elders, is pinned under the wreckage of a collapsed wall. A weak moan reaches your ears. Following the moaning to its source, you find an elderly woman pinned under partially collapsed building. It seems that her current predicament may have saved her from the attackers, as she is largely concealed by what was once the structure’s thatched roof. She appears badly dehydrated, and her eyes are clouded with cataracts. Leena is pinned and unable to free herself. She is incoherent at this point, and can’t answer ques- tions; the best she can manage is, “Help me,” or “Water, please, water.” It only takes a few minutes of work to free her. Any character familiar with the Stonespears recognizes her as Blind Leena, one of the village elders. Initial attempts to talk to Leena are bound to be frustrating for the player characters. The woman has been trapped under a building for three days, and was in poor physical condition prior to that. Leena is responsive, but her voice is weak and faltering. The PCs can understand her requests for water—and she greedily gulps any they give her. Beyond that, her words are largely nonsense at first. Unless the heroes have a means of magi- cally clearing her mind or providing her rest (any magical healing will suffice), she needs at least eight hours of rest before she can be questioned. Roleplaying Leena: Normally, Leena would be suspicious of outsiders, particularly given the re- cent destruction of her clan. However, the player characters have most likely just rescued her from a slow and agonizing death. Whether or not they intend to give her further aid, she is in their debt and willing to repay their kindness. She hopes that the party might be willing to exact vengeance against the attackers, but she knows that is a lot to ask from a band of strangers. Even once she has recovered, Leena still speaks slowly and methodically, with a wavering voice. She often pauses mid-sentence, as though she is strug- gling to breath, and her breath often rattles as she inhales. The woman is clearly elderly and in failing health. It is miraculous that she managed to survive three days trapped under the collapsed structure. When questioned, Leena provides the following story: “I am Leena,” the old woman begins in a weak voice. “My people were the Stonespears. Three days ago, a large band of pilgrims came to Morlun. They called themselves the Golden Ones, and told many tales of the wonders awaiting those who would join them in worshiping their god. Wandering bands of holy people pass through Morlun from time to time, and we thought these Golden Ones were the same. “My eyes are cloudy and dim these days, and I cannot tell you what they looked like. I listened to their talk for a time. Their leader was a priest named Monyat, and he asked Gram, our chief, many questions about the tribes nearby. Then he gave Gram many gifts. “I thought the Golden Ones’ words were so much nonsense, but I know that some of the other villagers were swept up by their stories. I went to bed an hour after sundown. But in the middle of the night, I was awakened by terrible screams and the roar of flames. I went to the door of my hut to find out what was hap- pening, and I heard our warriors shouting that the Golden Ones had turned on us. Then the roof of my hut fell in on me, and I knew no more. When I woke up, it was day, and I was pinned. I called for help, but none heard my cries.” Leena witnessed (or at least overheard) most of the events described in the Tales Told by the Dead sidebar. She does her best to answer any questions the characters have for her, and urg- es them to avenge her people. However, she is terrified about what will happen to her once the party leaves Morlun—she is old, blind, and frail, and her home has been utterly destroyed. She has nothing of value, including the bare necessities for survival. If the characters choose to leave her in the ruins of the village, they are essentially consigning her to a slow death. The characters can significantly improve Lee- na’s circumstances by taking an hour or two to gather supplies, clear the village of the dead, and set her up in one of the surviving huts. Alterna- tively, they can take Leena to the village of a near- by clan, which requires several hours of travel and delays pursuit of the Golden Ones by half a day. SCAVENGER ATTACK (CR 6) So far, scavengers have shied away from Mor- lun—the smells of mankind (and sinister magic) lie heavily over the village. As the characters discuss how best to pursue the Golden Ones and what to do with Leena, a small pack of dire wolves drawn to the area by all the decaying bodies overcome their hesitation and move in to attack. The wolves creep to within 40 feet of the party by skulking through the ruined buildings, then burst out of the ruins. Night of the Yellow Moon 7 3 dire wolves (hp 45 each) If any character is specifically standing watch during the party’s first examination of the scene, the character spots the wolves nosing around the outskirts of the village—the wolves cannot sur- prise the party. Otherwise, each PC must attempt a Perception check (DC 13). Any character who fails the check is surprised by the wolves. The dire wolves only press the attack until two of the pack members are incapacitated. At that point, the last member breaks off from combat, grabs remains from the village, and attempts to flee. Leena makes no effort to participate in the battle. She hears and smells the wolves, but not until combat is engaged. During the fight, she screams out for someone to protect her. When the conflict is over, she despairs over her current plight, begging the characters to see her to safety before they go. FOLLOWING THE GOLDEN ONES The next move for the characters is to chase down the Golden Ones, but the cultists have a three- day head start. Normally, the cultists wander more or less at random, but their leader Monyat knows that the alignment of the Yellow Moon is coming soon, and he means to reach Quodeth in time. He drives his followers mercilessly, setting their course eastward and pushing them hard. The Golden Ones only stop to induct new mem- bers into the cult or to quickly slaughter travelers unfortunate enough to cross their path. In order for the characters to catch the Golden Ones, they need to move swiftly. In this part of the adventure, the characters fol- low the cultists’ trail (described in The Chase, be- low). They encounter more evidence of the cult’s violent ways in The Slaughtered Traders and Dire Portents. The chase ends at the barbarian village of Rethenna, home to the Storm Eagle clan. THE CULTISTS’ PATH On the evening that the heroes arrive in Mor- lun, the Golden Ones are camped in the plains south of Lake Kydar, about 35 miles northeast of Morlun. The timeline of their movements is described below; the heroes enter the story on Day 3. Day 0: The Golden Ones come to Morlun, and massacre the village. Day 1: Northeast through the forests of the Giantstead Grove, covering 9 miles and camping in a forest clearing. Day 2: Continued northeast through the forest, covering 11 miles and camping on the edge of the plains south of Lake Kydar. Day 3: Northeast across the Kydar plains, marching 15 miles. The PCs arrive at Morlun in the evening; the cultists are camped 35 miles away. Day 4: Northeast across the Kydar plains, crossing the Upper Kydar at a stony ford around noon. The cultists attack a party of traders at the ford (see Slaughtered Traders, below) and camp about 10 miles east of the river (a total of 18 miles). Day 5: East across the Kydar plains, striking the Cheir-Rethenna trail a few miles east of Majestic Keep. The cultists despoil the Redrock shrine (see Dire Portents, below) and camp there (17 miles). Day 6: Follow the trail to Rethenna, camping a couple of miles from the village (15 miles). Day 7: The Golden Ones arrive at Rethenna around noon, and begin to proselytize the Storm Eagles (5 miles this day, 90 miles from Morlun). Monyat and a group of chosen followers leave Rethenna at dusk. Night of the Yellow Moon 8 WHY PURSUE? Since Morlun has already been destroyed, some characters may not see a reason to pursue the villains. However, each of the hooks sug- gested at the beginning of the adventure offers compelling reasons for even the most mercenary of parties to make the Golden Ones their problem. Missing Tablet: Characters who came to Morlun to examine the Tablet of Dareioth discover that it’s missing. It seems likely that the Golden Ones carried it off when they plundered Morlun. Panjandrum’s Son: Khado Thodel is not among the dead cultists left unburied at Morlun. It’s clear that the missing youth is probably still traveling with the Golden Ones. Vengeance: Characters who had friends or kin among the Stone- spears shouldn’t need much of a reason to chase down the Golden Ones—someone must avenge the dead. Loot: Characters unmoved by the brutality of the attack at Morlun might be interested in a more concrete reward. Clearly, the cultists carried off a fair amount of loot from the village. Looting the looters may not be heroic, but there’s no sense in allowing the Golden Ones to keep their plunder. Majestic Keep M—QU OS A R IVER: 400 MI. MOUNT THUBOTAN Kal- Zinan Quodeth MOUNT TUTOBU L ON G S HA DO W E N Garadu H A R J R IV Danagra AMMURATH an Menhir Ruins of Lathra Ammur Hensek Morlun Ultriash Olodawl Vaniath N PENINSULA Ghanport G H AN RIV ER SUNRISE BAY Lak-Pral-Udu Ruins Jarithum Ruins of Hurhun Q UOS A R I V E R QUO S A R I V E R Anibhuraal ISLE OF WOE Tower of Golden Scales SARVIN BAY VHAUG ZINA N D A R M O U N T A I N S Tansere Citadel lood Lair of the Lake-Beast KYDAR L AK E Y D A R R . U PP E R K Y D A R R . Shrine of Asura’s Promise BAY OF BLOOD Phiakrak Rimkomn Hansiri Itok-Kamarnu oth’uram Cheir Belanour GIANTSTEAD GROVE WILDS OF ITOK KURMANUR WILDS JUNGLE OF ZAAL SUSSURIAN JUNGLE JAL DROR ISLAND QU O S A V A L E JUNGLE OF BURA KIRI ISLAND MARSH OF HURTH JA K I R R . IR O N W OE R IV ER TA C I T U RN R. S W I F T I C E R . R E D L AD Y R . DEE PD EL V E CIMARRON PLAINS Poth Varuviri Ansumo Ruins of Kynamus Earthreach Caverns Lokrano’s Tower City of the Risen Apes The Dreamer’s Ziggurat Ziggurat of the Hydra Ruins of Thumari Lastbreath Citadel Caverns of the Fang Dungeon of Rackgore Tomb of Madrak the Mad Castle Imiri Veilshard Castle Three Towers Caldrea’s Tower Fort Trasigore Castle Arthan Castle Bleir Taarbo Dryeth Zania Mhul Morth Yik Yarga Rethenna Iyerno Eyo Vhal Madengae Harkuwa Preel Spanak FIELDS OF THE STARBORN Agarithan’s Tomb Tomb of the Twelve Valiri Mozhe Lemetaru Pyriador Banutre Shrine of the Solstice Guardian Menhir MARSHES OF HEVLAKU FLINTARROW PENINSULA Lair of the Thought-Eaters Wyvern’s Aerie Anhir’s Tomb Ruins of Gathnakarn Ruins of Shragnaklu Kirusk’s Last Stand DRIMARJAI ISLAND Bittarn Koher Hegrakag Thrut-Gramn Gorukadir Thagrut Mleth Menamb Agriki Nonamatir A S T “ TH RE E S H IE L D M AIDE N S” VO L CAN OE S R O A D O F S MOKING WATE RS Shrine of the Golden Chalice Nothul Stoneport Citadel Northwall Fortress Borudh Shrine of the Five Breaths Atorakh Ruins Jadranir Lari-Naru T O KA L-ZI NAN: 1,050 MI. IKATH: 600 MI. 100 mi. 200 mi. 300 mi. Day 8: The cultists remain in Rethenna. Mon- yat’s group heads east along footpaths through the Kurmanur Wilds, covering 20 miles. The group is smaller, so they travel faster and are harder to track. Day 11: Monyat’s group arrives in the town of Ansumo, at the east end of the Kurmanur Wilds. Day 13: Monyat’s group arrives in Quodeth. Day 15: The Feast of the Yellow Moon. Pacing: The adventure works best if the heroes catch up to the cult at Rethenna. It’s about three to four days’ travel from Morlun for a party on foot marching hard. If the party moves slower, you can assume that the Golden Ones take an extra day or two, lingering in their camps until midday. It’s possible that a party of fast-moving charac- ters (or heroes who use magic) might be able to manage more than 30 miles a day, and potentially overtake the cultists. Mounts won’t help the party move faster on the path in the Giantstead Grove— riders in the forest are limited to a walking pace. However, the plains south of Lake Kydar are more open, and a mounted party can make excel- lent time. If you need to slow the party down, bad weather might make it difficult to follow the trail on the plain, or the party can run into “random” encounters with Thule’s dangerous wildlife. Fi- nally, it’s not unreasonable for the Golden Ones to push hard to get into Rethenna on Day 6. THE CULT ON THE MOVE The Golden Ones consist of more than two hundred mad cultists. Most of the cult’s members travel afoot, but they also use oxen to pull sledges, loaded with provisions (most looted from Mor- lun), tents, and the paraphernalia necessary to perform their rituals. There is little logic to any other goods they carry. Some carry food and water, while others go hungry unless Monyat orders the band to make camp and distribute supplies. Oth- ers carry bits of plunder or useless items such as branches, looted furnishings, or worthless “to- tems” simply because madness compels them to. Discarded goods, empty packs and crates, and even the bodies of cultists who have collapsed along the way provide clear markers for the trail. The cultists left behind on the march die quickly from exhaustion or deprivation, or are killed by their fellows. Because of their numbers and inat- tentiveness, the Golden Ones leave a trail that is easy to follow (a DC 0 Survival check in forest, or DC 5 in the plains). The Golden Ones begin their travel each day an hour after sunrise, and they continue travelling until it sets or they encounter another camp or village. They travel at the pace of their ox-drawn sledges (speed 20 feet), but frequent stops and general disorganization mean that they rarely make 20 miles in a single day. Night of the Yellow Moon 9 0 Mi. 100 Mi. WILDERNESS ENCOUNTERS Thule’s jungles and forests are home to many deadly creatures. Small parties traveling cross-country are especially likely to meet some- thing dangerous. If you wish to slow the heroes down or highlight the peril of the wilderness, select one or two of the encounters below. These should take place on the first or second day of the heroes’ pursuit. Saber-Tooth Cat (CR 6; PTCS, page 212): The cat picks up the party’s scent in the Giantstead Grove and stalks the party; have the rearmost character make a Perception check (DC 14) to spot the cat before it attacks. Ghoul (CR 1; Pathfinder Roleplaying Game Bestiary, page 146): A gang of 1d4+2 ghouls is squabbling over the remains of Golden Ones who collapsed and died along the trail; the heroes can surprise them if they are scouting ahead and the scout succeeds on a Stealth check (DC 17). Giant Frilled Lizard (CR 5; Pathfinder Roleplaying Game Bestiary, page 194): The party encounters 1d2 of the lizards on the Kydar plains. Winged Ape (CR 6; PTCS, page 232): The ape shadows the party and attacks their camp in the middle of the night when they stop to rest. It tries to overpower and drag off any character standing watch. SLAUGHTERED TRADERS (CR 5) Two days after the Golden Ones decimated the Stonespears, they encountered a small caravan of traders from nearby Quodeth. Caravans travelling through Ammurath are normally well protected against the dangers of the wild as well as barbarian attacks. Clearly, their defenses proved inadequate against the Golden Ones. As long as the play- er characters are directly following the Golden Ones’ trail, they come across the remains of the caravan a day or two into their journey. The scene is disturbingly similar to that of the Stonespear clan’s village. In a large forest clearing lie the remnants of a trading party. Slashed and torn tents flap in the breeze. The remains of more than twenty humans—most apparently porters or animal handlers—and a half-dozen ponies fitted with wicker panniers are interspersed with the ruined trade goods they were carrying. A tattered yellow cloth marked with a red, three-pointed crown symbol flies from a tent pole in the middle of the wreckage. As long as the party is not surprised, add the following: Several big, hairy man-like creatures dressed in foul scraps of hide are rummaging through the wreckage—a raiding party of beastmen. They carry wicker shields and stone-headed axes. The beastmen are ransacking the wreckage when the heroes arrive. They were not responsible for the destruction, but are perfectly willing to salvage whatever equipment and sundries they can from the mess that the cultists left behind. The beastmen are not, however, willing to share their newfound treasures with the heroes. Surprise: If the PCs are taking no special precautions, the beastmen attempt to hide and ambush the party; have each character attempt a Perception check (DC 12). Characters who fail the check are surprised. If the PCs are proceeding cautiously (for example, arranging for a stealthy character to scout ahead), they have a chance to surprise the raiders. Have the party’s scout make a Stealth check; the beastmen make one Perception check (+4) to spot the party scout. 4 beastman hunters (PTCS, page 214); hp 16 each 1 beastman cursemaker (PTCS, page 215); hp 35 The hunters spread out, each picking his own character to attack. The cursemaker hangs back a short distance from the fighting, and uses his juju heads to attack enemy spellcasters. The beastmen hold their ground until three of them are defeat- ed, at which point the survivors attempt to flee. Clues: If the characters defeat the beastmen and search the wreckage of the camp, they have an opportunity to make several discoveries. First, the human bodies scattered around the camp include 14 traders and 7 cultists in yellow robes. Two of the cultists are former members of the Stone- spear clan who wear yellow hoods and cloaks over Ammur clothing (player characters who knew the Stonespears recognize these cultists as members of the tribe). Treasure: A close search of the wreckage re- quires an hour. If the characters take the time to search, they find a pendant of cosmic alignment (see Adversaries and Treasure) on the body of a cultist wearing tattered yellow robes embroi- dered with the three-pointed crown symbol of the Golden Ones. If the characters just make a curso- Night of the Yellow Moon 10 ry search, they find the pendant only if a search- ing character succeeds on a DC 15 Perception check. If the characters find the pendant, read: One cultist dressed in more ornate robes than the others wears a strange pendant around her neck. It is made of a fossilized yel- low resin, probably some kind of amber, and hangs from a worn leather thong that passes through a hole drilled in the stone. A symbol in the shape of a three-pointed crown is scratched into its surface. When not in direct sunlight, the yellow stone has a faint golden glow. The symbol represents the cult of the Golden Ones is inscribed into the pendant’s stone. To identify the symbol, a character must succeed on a DC 15 Knowledge (religion) skill check or a DC 20 Knowledge (local) skill check. A detect magic spell reveals a faint divination aura on the stone. In addition to the pendant, a fair amount of treasure can be gathered from the scene—sev- eral of the traders are wearing coinpurses that were not looted, and some of the cultists likewise carried minor valuables. These include 24 pp, five tourmalines worth 20 gp each, a jeweled ring worth 250 gp, a potion of cure moderate wounds, and a potion of gaseous form. DIRE PORTENTS (CR 6) About twenty-five miles past the scene of the slaughtered trade party, and fifteen miles after the Golden Ones’ Day 4 campsite, the heroes come across the cultists’ next atrocity. You catch sight of smoke and circling vultures from a low rise a couple of miles ahead. It soon becomes clear that a small settle- ment on the hilltop has been burned. When you reach it, you find ruins that are by now disturbingly familiar. Like Morlun and the trade caravan, this tiny clan-hold was overwhelmed by the yellow-robed cultists. A handful of the attackers lie dead along- side the villagers they massacred, and the villagers’ belongings are strewn over the hillside. All of the lodges have been put to the torch, but an old shrine of roughly fitted fieldstone still stands at the top of the hill. This time, the victims were the Redrock clan, another small Ammuran tribe. Characters fa- miliar with Ammurath recognize the place; other characters identify Redrock with a successful DC 20 Knowledge (geography) check. The small clan-hold only had about forty inhabitants; thirty are dead here, and ten were dragged off with the Golden Ones. Many of the dead lie badly charred among the ashes and rubble of their homes. Shrine of the Redrocks: This small shrine was built long ago by barbarian priests dedicated to Tarhun, god of storms; the village of Redrock grew up around the place. The Golden Ones des- ecrated the shrine, and used members of the Red Rock clan as sacrifices to Hastur. Unlike the burned lodges outside, the old shrine remains intact. It looks much older than the rest of the village. An old, rusted battleaxe is affixed over the entrance, which consists of stone steps leading down to a dark, open doorway. The interior is a circular chamber half-buried in the earth, forty feet in di- ameter, and ten feet high in the center of the room. It is very dim inside, but you can make out huddled shapes lying on the floor and a big stone altar near the middle of the chamber. Characters who bring a light source (or who see well in low light) can see that the walls are painted with simple religious pictographs, although many seem to have been recently defaced with smears of charcoal and blood. The images depict storms, battle, and hunting; a character who examines them and succeeds on a DC 10 Knowledge (Re- ligion) check identifies the place as a primitive shrine dedicated to Tarhun, god of storms. If the characters move in for a closer look, add: Night of the Yellow Moon 11 There are five dead villagers on the floor, their bodies arranged carefully to form a shape like a three-pointed crown. The bodies are covered with many strange, rasped-away circular wounds, rather like the bites of lampreys. You hear a low whim- pering sound from behind the altar, which is immediately joined by several more soft sobbing voices. Characters that enter the room to examine the bodies or look for survivors behind the altar discover that the Golden Ones left something else behind: A gibbering mouther of unusual size, which was summoned during their foul ritual to devour the sacrifices. It remained within the tem- ple, awaiting further prey. Giant gibbering mouther (CR 6; see Adver- saries); hp 54. A madness check (page 141 PTCS) is certainly appropriate. The mouther might surprise charac- ters expecting to find survivors hiding here; allow characters a Perception check (DC 8) to avoid surprise before the monster surges out to attack. The creature opens the battle by gibbering, to try to incapacitate its foes. It then systematically attempts to engulf and devour anyone that comes close, and pursues (slowly) if the party flees the temple. If the characters defeat the aberration, they can investigate the chamber. A character with the Astrologer or Star-Lore Adept narrative recog- nizes that the ritual appeared to be based on an astronomical alignment of the moon and certain stars. Other characters must succeed on a DC 10 Knowledge (Religion) check to gain this in- sight. A successful DC 20 Knowledge (arcana or religion) check allows the character to predict the night of the alignment (it will occur after moon- rise on Day 15 of the timeline, however far away that is now). ACT TWO: AGAINST THE GOLDEN ONES The player characters might not know it, but they are closing in on their quarry. The Golden Ones are encamped at the barbarian village of Rethenna, home to the Storm Eagle clan. It lies only fifteen miles away from the ruins of Redrock. In this part of the adventure, the PCs catch up to the Golden Ones, only to find that the Storm Eagles don’t yet recognize the threat posed by the cultists—if the heroes aren’t careful, they might end up fighting both the Golden Ones and their unwitting hosts. There is one more complication the heroes don’t know about: Monyat, the Golden Prophet, leaves Rethenna before the party arrives. Confi- dent that his underlings can subdue the unsus- pecting barbarians, Monyat and a group of picked followers press on eastward after only a few hours in Rethenna. The Golden Prophet intends to be- gin preparations for his great ritual in Quodeth, and expects the rest of the cultists (reinforced by many drug-addled Storm Eagles) to follow him in a day or two. This part of the adventure begins with End of the Trail. Depending on how the players proceed, continue with Rash Attack, Urgent Diplomacy, or Hidden Heroes. Act Two concludes with Massacre at Rethenna—although whether that is a massacre of cultists or Storm Eagles remains to be seen. END OF THE TRAIL When the characters reach Rethenna, they may be surprised by what they find. The track leads across the plains to a good-sized barbarian village surrounded by a ditch and palisade. Pastures full of goats and sheep ring the village. A couple of hundred cultists in yellow robes or hoods are encamped around the village. The village gates stand open, and there seems to be quite a lot of mingling and trade between the tribesmen and the cultists. Some cultists are preaching to the villagers, others are pitching tents and starting cookfires, and many are dancing languidly, turning in small circles to no music you can hear. Quite a few cultists simply slump on the ground and stare into nothing, or mumble to themselves. No one notices you. The Golden Ones include 110 converts, 70 fanatics, and 5 acolytes (see Adversaries). They are divided into a dozen small encampments—a tent or two, a sledge, a cookfire, or just stupefied cultists sitting in a circle on the ground—each numbering anywhere from 15 to 20 Golden Ones. About 25 of the Golden Ones converts and fanatics are former members of the Stonespear clan; the Golden Ones took no recruits from the trading party or Redrock village. Three of these clusters are grouped around each of the two gates leading into the Storm Eagle village, and the remaining six ring the settle- ment, each about 50 or 60 yards from the next. In daylight, any pitched fighting or sudden burst of activity in one encampment will certainly be noticed by cultists in nearby encampments. Golden Ones Leader: In Monyat’s absence, the leader of the group is the Golden Ones aco- lyte Zuria. She and several other important cult- Night of the Yellow Moon 12 CULTIST DREAMWINE The Golden Ones encampments are disorderly collections of sledges, tethered oxen, baskets full of provisions, and battered tents. There is very little that is valuable, but three of the encamp- ments have sledges full of small earthenware jugs sealed with wax. These contain dreamwine—common wine of rather poor quality the Golden Ones acquire in trade, then infuse with mind-altering mush- room powder. The cultists share their dreamwine freely with their hosts, with the result that many warriors are in a drugged stupor when the Golden Ones attack. Dreamwine is an ingested poison (Fort save DC 15) with an onset time of 1 hour, a frequency of 1/hour for 8 hours, and 2 successful saves to cure. On the first failed save, the imbiber takes 1d4 Wis damage and is sickened (although he feels lightheaded and euphoric, not ill). On the second failed save, the imbiber is nauseated (again, the sensation is extreme dizziness and strange visions). If the victim is threatened by danger dduring this time, he becomes confused for 1d8 rounds, then lapses back into nausea. On the third failed save, the victim becomes unconscious. Victims reduced to 0 Wisdom by repeated dreamwine become insane (as the insanity spell). ists are negotiating with Tariss, chieftain of the Storm Eagles, in the chief’s lodge, which stands in the middle of the village. They are introducing themselves, requesting alms, and offering them the chance to participate in the cult’s rituals that evening. (The characters can’t see what’s going on in Tariss’s lodge unless they enter the village.) The Storm Eagles: The Storm Eagle clan is very traditional, generally distrusting outsiders and especially city dwellers, whom they see as greedy and indolent. They make their home in the eastern end of the plains south of Lake Kydar, growing a range of crops and keeping herds of sheep and goats. The leader of the clan is Tariss, a woman of fifty years who is still a formidable hunter. The tribe includes more than two hun- dred members, many of whom have returned to the sprawling village after a day of tending their livestock and crops. Most are commoners, but 60 are Storm Eagle Clan Warriors (see Adversaries). Tariss and the other clan’s elders are wary of the Golden Ones since something about these pil- grims just seems “off.” However, they recognize that wandering bands of pilgrims often bring gifts of news, healing, and the favor of the gods—it would be disrespectful to turn them away. Tariss is meeting with Zuria and some of the other cultist leaders when the characters arrive. RASH ATTACK Since the Golden Ones take no notice of a small group of travelers approaching, there is nothing to stop the player characters from falling on the nearest group of cultists in a murderous fury. (The Golden Ones have certainly earned it!) The cultists react slowly, but their great numbers are probably more than the PCs can overcome. Worse yet, the Storm Eagles feel obligated to defend their guests from what appears to be a random and senseless attack. If the PCs attack before nightfall, they can easily surprise the inattentive cultists, who call for help. Nearby bands notice the fighting and cries of alarm and come to help, resulting in waves of re- inforcements that join the encounter every 1d6+2 rounds. (If the PCs wait until nightfall to attack, they’ve waited too long—the cultists turn on the Storm Eagles, beginning the Massacre at Rethen- na encounter.) Groups of Storm Eagle warriors join in to repel the attack. Wave One (CR 5): 8 Golden One converts. Wave Two (CR 6): 2 Golden One fanatics and 6 converts. Wave Three (CR 6): 6 Storm Eagle warriors. Wave Four (CR 6): Golden One acolyte and 6 converts. Wave Five (CR 8): 4 Storm Eagle warriors and 5 Golden One fanatics. Wave Six (CR 8): Golden One acolyte, 2 fanat- ics, and 10 converts. See Adversaries for descriptions of these foes. Breaking off the Fighting: Sooner or later, even the most truculent heroes may realize they can’t kill all the cultists. If the party chooses to flee, the Golden Ones don’t pursue. If the party simply stops fighting and calls for a truce, any Golden Ones or Storm Eagles likewise stop—they have no idea why the party attacked and want an explanation. URGENT DIPLOMACY If the characters try to get to the Storm Eagles and warn them, the Golden Ones don’t hinder them. Most of the cultists outside the village just aren’t paying attention. However, the barbarians aren’t sure what to make of another band of outsiders that shows up with wild tales of whole villages slaughtered. Any random warrior or villager the characters accost hears out them out, then replies, “Tariss should hear this. She will know what to Night of the Yellow Moon 13 do.” The villager then leads the party to Chief Tariss’s lodge, where they find the Golden Ones speaking with the Storm Eagle chief. The chief’s lodge stands in the center of Rethenna. The door stands open; half a dozen Storm Eagle warriors sit cross-legged on the ground outside, looking inside. A couple of Golden Ones cultists dance slowly nearby. Inside the lodge, you see four Gold- en Ones (dressed in better robes than most of the others) sitting around a fire-pit, speaking with five tribal elders, including a fierce-looking woman of middle years who wears a circlet of leather and gold around her brow. If the characters wait a moment to listen, they hear the following: “We thank you for your welcome, Chief Tariss,” one of the Golden Ones says. She is a dark-haired woman who carries a tall staff. “The King of the Stars smiles upon this hour. Tonight at moonrise we shall join together in worship and raise our song to the skies. Will you not drink with us and celebrate this fortunate day? Great wonders are close at hand! Rejoice with us, good friends!” “There is honey in your words, Zuria, but I know not why,” the chief replies. “Why share these things with the Storm Eagles? We know nothing of these matters. And where is Monyat, the one they call the Golden Prophet? I thought he would come to treat with me.” “He has gone ahead,” the woman replies. “The Night of the Yellow Moon draws near, and Monyat goes to make all ready for the great celebration.” The characters can burst in and interrupt at any time; however, that will come across as terribly rude. Allow the characters on the scene to make Sense Motive checks (DC 15) to rec- ognize that bursting in may give offense. If the party interrupts anyway, Tariss’s starting attitude is Unfriendly. If the heroes wait for Tariss to finish with Zuria and the other Golden Ones and refrain from interrupting, Tariss begins the discussion with an Indifferent attitude. No Negotiations (CR 9): If the characters just attack the Golden Ones in Tariss’s lodge, both the Golden Ones and the Storm Eagles fight back. This is an extremely dangerous encounter—en- courage the players to retreat. See Adversaries and Treasures for statistics. Chief Tariss, hp 57 4 Storm Eagle warriors inside the lodge, hp 22 each. Zuria, Golden One acolyte, hp 38. 3 Golden One fanatics, hp 28 each. Night of the Yellow Moon 14 Negotiations: Initial interactions with Tariss take place under the constraints of diplomacy. as both Zuria and the heroes attempt to turn the chief to their respective points of view. Ask the players to tell you what they say to the Storm Eagle chief; if the players make good arguments to you, their characters automatically succeed in convinc- ing the chief. If the players fumble for words, ar- gue with each other, or are otherwise unconvinc- ing, have them make opposed Diplomacy checks against Zuria. Zuria’s Diplomacy check is +5; the first side to score three “wins” succeeds. Zuria lies unabashedly about the cult and its deeds. She insists to Tariss that the heroes are “mistaken,” and that “we harmed no one.” Because the cultists and Tariss are both extreme- ly insistent, the discussion is unlikely to have a peaceful outcome. Roleplaying Tariss: Tariss has little patience for outsiders, either the heroes or the Golden Ones. She is gruff and wants to keep her tribe isolated from forbidden influences. The clan en- joys a relative level of prosperity, and she intends to preserve that. Out of respect for those who serve the gods, Tariss’s first reaction is to trust the Golden Ones. Outcome: If the heroes can convince her of the danger the cultists present, Tariss demands that the Golden Ones leave. Zuria is furious, but she leaves the tent and tells the rest of the cultists to prepare to march. A few minutes later, she gives the order for the cult to attack. This leads to the Massacre at Rethenna encounter. If the cultists persuade Tariss that the PCs are liars, then the Storm Eagle chief demands that the heroes depart and accepts the presence of the cult. The Golden Ones attack the barbarians at moonrise, converting or killing the Storm Eagles just as they did with the Stonespear clan. If the characters are still nearby, they can intervene and perhaps save the Storm Eagles; see Massacre at Rethenna. If neither side is able to persuade Tariss, then the Storm Eagles demand that both the Golden Ones and the player characters leave. Zuria agrees and gives the command to go, but then orders the attack a few minutes later. HIDDEN HEROES If the player characters do not want to interrupt discussions or directly interact with the leaders of either faction, they might attempt to sneak in and disrupt the Golden Ones’ plans. This opens up several possibilities: The PCs can steal or destroy the Golden Ones’ stores of dreamwine, preventing them from drugging the Storm Eagles. This gives the Storm Eagles the edge when the fighting breaks out. The PCs can attack one faction while dis- guised as the other in order to provoke a fight before the Golden Ones are ready. The PCs can try to decapitate the cult by taking out Zuria, the Golden One acolyte that is currently in charge. She returns to one of the en- campments outside the village when she finishes her discussion with Chief Tariss and can be con- fronted with few other cultists nearby. However, other acolytes and fanatics among the cultists can carry on with the plan to attack at moonrise. The PCs can keep out of sight and await devel- opments (they will certainly be able to intervene in the Massacre at Rethenna). Disguise: This is actually not very hard. The Golden Ones have no idea who their own fellows are beyond “other people wearing yellow,” and the Storm Eagles don’t know the cultists. No one challenges one more band of “Golden Ones” wandering around. The party must first rob one of the cultist encampments to steal robes, impro- vise fake robes, or lure a group of cultists away in order to defeat them and take their robes. After that, no one questions them. Disguising themselves as Storm Eagles is harder for the party. The Golden Ones don’t know the villagers, but the Storm Eagles know their own kin and neighbors, so strangers trying to pass as Storm Eagles are definitely a cause for alarm. Passing for Storm Eagles requires a successful DC 14 Disguise check if the party enters the village or approaches the chief’s lodge. Stealth: If the party tries to simply not be seen, it’s easy enough out in the cultist encampment. The Golden Ones outside Rethenna ignore any- one who isn’t actually attacking them, so it doesn’t matter if the PCs are seen or not. Creeping around inside the village certainly looks suspi- cious to the Storm Eagles, though—they assume that strangers who are trying to sneak in are up to no good, and attack. Getting into position inside the village requires a group Stealth check (DC 12); if at least half the characters in the party pass the check, they can find an empty shed or feed Night of the Yellow Moon 15 crib to hide in near the center of the village, or get to the back wall of the chief’s lodge without being seen. MASSACRE AT RETHENNA If the characters take no action, the Golden Ones suddenly turn on the Storm Eagles at moonrise, a couple of hours after sunset. By that point, more than half of the Storm Eagle warriors are suffer- ing from significant doses of dreamwine and are lost in a drugged stupor or (worse yet) hallucinat- ing badly enough they can no longer tell friend from foe. The Golden Ones claim another 30 or 40 converts, and wipe out the rest of the tribe. If the characters intervene—warning the Storm Eagles, provoking an early attack, or simply jumping in on the barbarians’ side when the cultists go mad—the outcome is very different. With no other help from the characters, the Storm Eagles succeed in driving off the cult at the cost of scores of deaths. If the PCs actively side with the Storm Eagles, they can swing the odds significantly in the tribe’s favor. You can assume that barbarians are fighting cultists all around the party, but the PCs can make a difference at a few critical points. The Initial Rush (CR 5): The cultists go from dreamy lassitude to murderous savagery in the blink of an eye. A strange ululating cry echoes through the village. The Golden Ones in sight stand dazed for a moment, then they take up the cry, snatch up weapons, and throw themselves on the villagers! The village is instantly embroiled in a furious battle between the Storm Eagles and hundreds of Golden Ones. A band of 8 Golden Ones converts attacks the player characters (or threatens a handful of Storm Eagle elders near the party, at the GM’s discre- tion). When five are defeated, the remaining three are swept away by the tide of the battle. The Embattled Chief (CR 6): Chief Tariss does her best to organize resistance to the treach- erous attack. The Golden Ones seek to over- whelm her. “To me! To me, Storm Eagles!” You hear the clear voice of the tribe’s chief ringing through the village. Chief Tariss stands with longsword in one hand and the tribe’s standard in the other. Around her, a knot of embattled Storm Eagle warriors prepare to make a stand, but a band of Golden One warriors near you hurry to join the others threatening Tariss. This group consists of 3 Golden Ones fanatics and 3 Golden Ones converts. Chief Tariss and the warriors near her are busy fighting off a num- ber of cultists already, and if these six get past the PCs to join the attack on Tariss, things could go badly for the Storm Eagles. Counterattack (CR 7): Most of the Golden Ones fight with a distinct lack of skill or disci- pline, but the cult leaders are much more dan- gerous. The player characters can take out the cultists’ leadership and break the back of the assault. The scene is absolute chaos—gangs of cultists run every which way, attacking at random. Some ignore the Storm Eagle warriors altogether, snatching up torches to burn huts or hacking savagely at villagers who are already dead. But near the village gate you spot a Golden One in ornate robes who seems to be casting spells and giving orders to the cultists around her. This group consists of a Golden One acolyte (Zuria, if she is still alive), plus 2 fanatics and 2 converts who stay close by to guard her. If the PCs are already badly wounded by this point, 3 Storm Eagle warriors join them in their attack on the cultists’ leader. After the characters defeat these three groups of cultists, the Golden Ones attack falters, and the Storm Eagles gain the upper hand. The battle quickly turns into a massacre as the enraged bar- barians hunt down the mad cultists and slay them. AFTER THE FIGHT If the Golden Ones prevail, the characters may not know what to do next, especially if they did not interact with Chief Tariss. You can assume that the Golden Ones linger in the ruins of Rethenna for a day or so, then set out eastward, following Monyat’s trail to Quodeth. If the PCs linger in the area, they can eavesdrop on cultists planning their march to Quodeth, grab a cultist to question, or even fall in with the cultists and march along in disguise when they leave. If the Storm Eagles defeat the cultists, the char- acters enjoy significant rewards for their victory, described below. Friendship of the Storm Eagles: If the PCs made a conspicuous contribution to the victory (for example, by seeking to warn Chief Tariss or by handling their three scenes in the Massacre at Rethenna), the Storm Eagles are deeply in their debt. Chief Tariss and her warriors become lifelong allies for the party if the PCs show them a little respect for their bravery or compassion for their losses. Night of the Yellow Moon 16 If the players don’t think to ask about Monyat or leaders of the cult, Tariss (or any surviving Storm Eagle elder) tells the PCs that a small group of Golden Ones left the village, heading east on a trail that leads toward the Quosa Vale. The cultists who left were overheard telling the ones who stayed in Rethenna to “follow us to Quodeth when you are finished here.” Strange Plunder: Looting the dead Golden Ones and searching through their encampments requires several hours, but yields 2,400 sp; 1,260 gp; 60 pp; 44 assorted small gemstones worth 10 gp each, and 8 assorted gemstones worth 50 gp each. In addition, the party finds a ring of protection +1, three potions of lesser restoration, and a jar of mushroom powder sufficient to mix 50 doses of the cultist’s dreamwine. (The existing dreamwine in the sealed jugs rapidly denatures, and loses its toxicity within a day or two.) The Storm Eagles ask for half of the coins and gems, but if the PCs were especially conspicuous in fighting for the tribe, they offer the entire hoard to thank the characters for their help. In addition to the valuables, the Golden Ones possess many scrolls and strange texts among their goods. Most are poorly cared for, and many are covered in indecipherable writings. These are collectively their holy texts. These include di- rections for performing rituals, sacred writings, and a number of star charts. A character who examines the star charts and succeeds on a DC 15 Knowledge (arcana) check recognizes that a major astrological alignment is imminent; this is described as “the Night of the Yellow Moon” in the accompanying texts, and supposedly offers the opportunity to perform some sort of summoning to call “the Children of the Yellow Moon” down to the Earth. Interrogating Survivors: Even if the characters make no special effort to capture Golden Ones, a couple of dozen survive the battle—some were in such a stupor they were unable to fight, and others were knocked out or badly wounded in the fighting. The surviving Golden Ones make no ef- fort to conceal their intentions—instead, they are eager for the opportunity to demonstrate their devotion. They repeatedly cry out praises to “the Sleeping One,” and “the King of the Stars,” and urge the characters to “join the Golden Prophet for the great cleansing in Quodeth.” A little questioning by the PCs reveals that Monyat, the Golden Prophet, left Rethenna a few hours before they arrived. Monyat and a small band of chosen followers went ahead to Quodeth. There, the Golden Prophet intends to perform a ritual on the Night of the Yellow Moon to bring “enlightenment” to that unholy city. The cult- ists here don’t know exactly what that means, but they believe it will be a wondrous event, and that the King of the Stars will descend to bless all his faithful. (Characters who understand that the Golden Ones worship Hastur can readily infer that this would presumably be a Very Bad Thing.) Among the survivors, the characters find ten former members of the Stonespears clan. Howev- er, all of these individuals now suffer from insan- ity. Restoring them to normalcy requires greater restoration or similar magic, although it would be easier to confine the victims for a few days of rest until the dreamwine’s Wisdom damage wears off. Unfinished Business: Depending on the adventure hook you chose for the characters, they soon discover that their business with the Golden Ones is not finished yet. If the party is looking for Khado Thodel, the panjandrum’s son, they soon realize that he is not among the Golden Ones in Rethenna (living or dead)—he accompa- nied Monyat. If the party is looking for the Tablet of Darieoth, it isn’t here, since Monyat still has it with him. Finally, characters looking to avenge the Stonespears still have a score to settle with the Golden Prophet. The final confrontation still lies ahead of them. ACT THREE: THE YELLOW MOON The final act of the adventure takes place in Quodeth. Leaving behind his slow-moving camp, Monyat makes much better time. He and his small group of guards push hard along the trails of the Kurmanur Wilds, and reach the large town of Ansumo in three days. Given the fact that Monyat has at least a twenty-mile head start on the party, it is almost impossible for the PCs to catch the Golden Ones...but they know where the Golden Prophet is going. The crazed cultists arrived in Quodeth just two days before the Night of the Yellow Moon, which happens to take place at the same time as a harvest festival. The city is full of pilgrims, travelers, and people from the surrounding countryside who are celebrating. Only a few astrologers and sages know that an ill-omened alignment is due to take place, and even they have no inkling that the alignment is sacred to a despicable cult of Hastur-worship- Night of the Yellow Moon 17 ers. Ideally, the heroes arrive in Quodeth on the very eve of the Yellow Moon, and have only a few hours to locate Monyat and his cultists before the ceremony begins. INTO THE CITY Because of the festival, many farmers and mer- chants are bringing their goods to Quodeth. The festival lasts for several days, but tonight is the height of celebration. This has slowed the routine checks to a crawl. When the characters reach the city, there is a lengthy line of people waiting to enter. You spy the walls and spires of Quodeth from miles off. The traffic along the Quosa road is growing steadily heavier, and it seems that everyone is making their way to the city: oxcarts loaded with produce, wagons loaded with cages full of chickens, merchants leading long lines of heavily burdened porters, priests and officials riding in palanquins. As you draw near, you can make out the magnificent Gate of Mammoths—two huge stone mammoths that defiantly stand guard against the wilderness— and the mighty forty-foot walls surrounding the city. And you can also see that the line of people awaiting admittance to the city is at least half a mile long, and creeping along at a snail’s pace. It seems the gate guards are closely questioning everyone who seeks to enter. The city’s other gates are likewise guarded, and thronged with long lines of people waiting to enter. Wait It Out: Waiting patiently in line takes sev- eral hours before the characters reach the front. Allow the party to make a group Perception check (DC 10) every half-hour; if at least half the char- acters succeed, the PCs notice that every ten to fifteen minutes, parties of wealthier travelers—of- ficials carried on palanquins, merchants leading their caravans, or nobles on riding horses—bypass the line and enter Quodeth with little delay. If the characters choose to cut the line and head straight for the front, they can do so at any time. Groups of laborers or cart-drivers grumble and shoot dirty looks their way. Feel free to insert a nonlethal brawl that can be easily averted with some diplomacy or intimidation. Gaining Admittance: When the party reaches the gate, read: The gate is guarded by a company of bored soldiers wearing mail cuirasses and carrying spears. A weathered-looking warrior with a dark beard and a red plume on his helmet holds up his hand as you approach. “Halt,” he tells you. “Who are you, and what is your business in Quodeth?” A detachment of twenty Quodethi soldiers guards the Gate of Mammoths. The command- er is a young noble-born officer named Dhol Meyarn, who takes little interest in the business of the gate unless something unusual comes up. The guards question each traveler about their reasons for entering the city and the intended length of stay. The answers are largely irrelevant; the guards simply do not care. They just want to extort a few coins from the people coming into the city, and they recognize that the longer the line and the greater the delay, the larger the bribe they receive from people who wish to bypass it. The customary fee is 2 cp per traveler for those who wait through the line, while a party that bypasses the line must pay a 1 gp bribe on top of the entrance fee. If the party is hostile or insolent, the price might reach 5 or 10 gp. Panjandrum characters can simply command the gate guards to admit them, and need not pay any bribe. Characters who refuse to pay are refused admittance; the guards attack if the party tries to force its way inside. 20 Quodethi Guards, hp 16 each. Warning the Guards: The soldiers have no interest in any warnings the heroes bring to them. They have heard many wild stories from people trying to evade the gate tax, and assume that pre- dictions of doom are just another ploy. Persuad- ing them to offer even the most basic assistance— particularly when the guards could be collecting bribes from everyone entering the city—requires a DC 20 Diplomacy check, or a compelling bit of roleplaying on the part of the players. Characters with unusual position or influence, such as Atlantean nobles native to Quodeth or panjandrums, gain a +5 bonus on any check to persuade the guards to help. (If the PCs are work- Night of the Yellow Moon 18 SUCCESSFUL PURSUIT? While Monyat’s head start should allow him to keep ahead of charac- ters chasing him from Rethenna, it’s possible that a fast-moving party armed with the right kind of magic could overtake him. If your play- ers pull it off, don’t force them to fail to keep the final confrontation in Quodeth. You can assume that Monyat’s auguries warn him that he is about to be overtaken; he makes a stand in a ruined temple by the trail in the Kurmanur Wilds, and waits for the characters to catch him. Conclude the adventure with a confrontation against Monyat and his followers in the wilderness. ing for the panjandrum Jor Thodel, mentioning his name has the same effect.) Characters might also pretend to be important, although Bluff or Disguise checks would be more appropriate. Finally, if the heroes just offer a generous bribe (10 gp or more), it buys basic cooperation from the gate guards. If the Guards Cooperate: Unfortunately, the gate guards know nothing about the Golden Ones. The most Commander Meyarn can do is suggest that the heroes investigate the Temple Quarter. That’s the central area of the festivities, and the place where most of the religious celebra- tions take place. Dhol Meyarn can also be per- suaded to alert his superiors to look out for the Golden Ones, but he warns the characters that it may take several days and some lofty connections to get the city’s magistrates to look into things. Quodeth is a large city; finding the right people could take days. SEARCHING QUODETH If the characters have previously visited Quodeth, they already know the city’s basic geography and may have contacts within its walls. Feel free to reuse NPCs the characters met during previous visits for the sake of consistency. Characters new to Quodeth (particularly those who have not pre- viously visited any major cities) are likely to find the entire experience alien. The Gate of the Mammoths leads to Caravan Way, one of Quodeth’s busiest avenues. This is the city’s Bazaar Quarter, and it is crowded with thousands of people. The press of bodies in the crowded streets, the stink of fires and human waste, and the cries of merchants hawking their wares seem overwhelming after weeks in the wilderness. The Golden Ones are not in sight. Characters familiar with the city can see at a glance that Quodeth is unusually crowded—they have returned to Quodeth in the middle of a yearly harvest festival dedicated to Kishar, the goddess of agriculture. The whole city is busy, but the center of the celebration is the Temple Quarter. If the characters head straight for the Temple Quarter from the Gate of Mammoths (most likely because they persuaded the guards to be helpful) and they’re familiar with Quodeth, they arrive during Stage 1 of the Yellow Moon ritual. Oth- erwise, the amount of time it takes to locate the Golden Ones depends on how the characters try to find them. Asking Around: Characters might try to locate the Golden Ones by gathering information at local taverns, markets, inns, or asking people likely to take note of strangers (for example, street urchins or guard patrols). Each character attempting to gather information may make a Diplomacy check; the best result in the party is the one that counts. Since time is of the essence, the party’s level of success determines how quickly they learn what they need to know and get to the Yellow Moon Ritual (see below). The more the PCs learn, the earlier they arrive at the site of the climactic encounter. Diplomacy Check Result 0–9 No one has seen any “priests in yellow,” but priests belong in the Temple Quarter, so maybe the Golden Ones are there. The PCs arrive at Stage 3 of the ritual. 10–21 A party of priests in yellow robes wandered the streets for hours earlier in the day, telling every- one to come to the Temple Quarter later. They promised great wonders and free wine. The PCs arrive at Stage 2 of the ritual. 22+ The Golden Ones were seen setting up their banners on the steps of the old abandoned Tower of the Moon. They sent criers through the streets all day telling people to come to the Street of Gods at moonrise to see great won- ders and drink free wine. The PCs arrive at Stage 1 of the ritual. Roam the Streets: If the PCs try to physically locate the cultists by crisscrossing Quodeth and looking for them, they soon find that the flow of the crowd leads to Quodeth’s Temple Quarter. The general chatter of the crowd anticipates great revels on the Street of Gods later in the evening; the PCs arrive at Stage 2 of the ritual. Finding the Temple Quarter is not hard—many people in the streets are already making their way there, and any passer-by can provide directions. Futile Actions: If the PCs choose to do some- thing else—for example, waiting hours for an audience with a magistrate, seeking out a library to do research on the Yellow Moon conjunction, getting caught up in Quodeth’s many splendors, or looking after personal business first—their first warning of failure is disaster striking. Distant screams and flashes of golden light erupt from the Temple Quarter; if the PCs hurry, they can reach the Golden Ones during Stage 3 of the ritual. Night of the Yellow Moon 19 THE YELLOW MOON RITUAL The Golden Prophet and his followers spend most of the day wandering the streets, telling people to come to the Street of Gods. In the late afternoon, they assemble on the steps of the Tower of the Moon, an old temple dedicated to a forgotten goddess. The Tower is known to be the headquarters of the thieves’ guild known as the Red Furies, but the thieves pay little attention to strange priests on their doorstep—the temple doors are firmly locked, and it’s not unusual for peddlers, merchants, beggars, or crazy priests to stand on the front steps and address people passing by on the Street of Gods. In fact, most of the Red Furies are out burglarizing wealthy homes and businesses in now-deserted parts of the city or working the crowds in the Temple Quarter. If the characters succeed in quickly running down rumors or combing the city, they can catch Monyat and his followers at the beginning of the Yellow Moon ritual (see Stage 1, below). Oth- erwise, they arrive on the scene in the middle of the ritual (Stage 2) or right at the climax (Stage 3). Basically, this encounter is presented in three different forms—use the version that reflects the party’s success in finding their quarry. The PCs can choose to wait and watch if they arrive in an early stage, intervening when they decide to act. However, it should be clear that the situation is growing more and more dangerous as the Golden Ones continue their vile ceremony. Khado Thodel: If the characters began the ad- venture searching for Jor Thodel’s son, they find that Khado is one of the Golden One converts they face in this scene. The PCs recognize him when they face him. Khado is quite mad now, but if the PCs can knock him out and restrain him, he can be returned to his father and perhaps cured later. STAGE 1 (CR 6, THEN CR 7) During the ritual’s early stages, not all of the cultists join in. While Monyat begins the rites, his followers make a half-hearted effort to engage passers-by. A little after sunset, you find a crowd beginning to gather on the Street of Gods in the heart of Quodeth’s Temple Quarter. On the wide stone steps of a long-abandoned temple stand a number of the Golden Ones. Some hold tattered yellow banners and call out to the small crowd gathering here: “Welcome, brothers and sisters! Welcome! Tonight is the Feast of the Yellow Moon! Come, join us as we dance and celebrate for the King of the Stars!” Others pass out tatters of yellow cloth to anyone who pauses to listen, but few people seem to be taking them seriously. A wooden table at the top of the steps draped with yellow Night of the Yellow Moon 20 serves as the altar; here stands a thick-bodied man of middle years, dressed in golden armor. He is reading continuously from a large scroll unrolled in front of him, but his words sound like nothing but gibberish. Few of the passers-by give the Golden Ones any heed. Priests at other temples distribute food and other alms for Kishar’s Harvest, which draws far more attention than the obviously destitute cultists in their tattered rags. The Golden Ones assume the PCs are more potential converts and invite them to join, too. They do not attack un- less attacked, and in fact can be easily surprised by a sudden assault by characters pretending to be part of the crowd. However, they hurry to inter- cept anyone moving to directly confront Monyat— the cultists fight furiously to keep Monyat from being interrupted. Monyat does not participate in combat as long as he has at least one follower still defending him. If he has to, he continues reading from the scroll while moving away from attackers, concentrating completely on the ritual. However, once all his protectors are defeated, Monyat abandons the effort and fights back. As a result, this combat consists of two distinct parts: Getting through Monyat’s followers, then defeating the Golden Prophet himself. First Group (CR 6) 2 Golden Ones fanatics, hp 28 each. 6 Golden Ones converts, hp 10 each. Second Group (CR 7) Monyat, the Golden Prophet, hp 54. If any PC tries to make sense of what Monyat is doing, allow the character to attempt a Spell- craft check (DC 24). On a success, the character recognizes that Monyat is working on a massive summoning ritual intended to bring extraterrene beings to the earth. STAGE 2 (CR 6, THEN CR 8) As the ritual progresses, all of the cultists join the ceremony. This leaves them incapable of fighting the heroes. However, at this stage, the crowd— now numbering hundreds—is affected by the ceremony, and breaks out into mad brawling and confusion. Flickering torchlight illuminates a wild scene on the Street of Gods. On the wide stone steps of a long-abandoned temple stand a number of the Golden Ones, gathered around a wooden table at the top of the steps draped with yellow. Here stands a thick-bodied man of middle years, dressed in golden armor. He is reading continuously from a large scroll unrolled in front of him, but his words sound like nothing but gibberish. The other cultists echo his words—and, disturbingly enough, so do many in the crowd gathered in the street. Hundreds of Quodethi—labor- ers, merchants, even guards—dance drunkenly, shriek at the sky, or simply sway and mumble. It looks like they’re all mad! Watching the ceremony and listening to the Golden Ones is not healthy; any character within earshot (about 120 feet) who observes for at least 1 minute must succeed on a DC 16 Will save or become confused (although victims only stand still and chant until violence threatens). When the PCs attempt to intervene, the first thing they must do is fight through a crowd that suddenly turns wild. Once they reach the temple steps and attack the cultists, Monyat and four of his followers turn to deal with the intrusion— none of the other Golden Ones present are in condition to defend themselves. First Group (CR 6) 8 Golden Ones converts, hp 10 each. 4 Quodethi guards, hp 16 each. Second Group (CR 8) 2 Golden Ones fanatics, hp 28 each. 2 Golden Ones converts, hp 10 each. Monyat, the Golden Prophet, hp 53. STAGE 3 (CR 7, THEN CR 8) With the crowds entranced by the ritual, it reaches its peak shortly after moonrise unless the heroes manage to disrupt it. At this point, the Golden Ones pierce a dimensional barrier, and a plague of gibbering mouthers begins to descend upon Quodeth. Flickering torchlight illuminates a wild scene on the Street of Gods. On the wide stone steps of a long-abandoned temple stand a number of the Golden Ones, gathered around a wooden table at the top of the steps draped with yellow. Here stands a Night of the Yellow Moon 21 REINFORCEMENTS If the characters make an effort to bring city guards, guild-brothers, or other allies to confront the Golden Ones, you can assume that the cultists include a matching number of low-level converts. During the final confrontation, the PCs’ allies battle these “extra” cultists, leaving the characters free to deal with the encounters as they are presented below. Let the players feel that using their connections was a good idea. thick-bodied man of middle years, dressed in golden armor. He is reading continuously from a large scroll unrolled in front of him, but his words sound like nothing but gibberish. The other cultists echo his words—and, disturbingly enough, so do many in the crowd gathered in the street. Hundreds of Quodethi—labor- ers, merchants, even guards—dance drunkenly, shriek at the sky, or simply sway and mumble. There is a sudden flash of sickly yellow light, a column of crackling lightning that shoots down from the sky into the middle of the crowd. You catch a glimpse of some strange amorphous mass taking shape in the column, then a festering mass of eyes and mouths surges out of the light to attack the people nearby! Another mass begins to grow slowly in the crackling column of light. This scene warrants a madness check (PTCS page 141). The cultists concentrate on keeping the di- mensional gateway open, allowing “the Children of the Yellow Moon” to descend to Quodeth. The entranced crowd watching the ritual dissolves into panic and madness; most flee, while some turn on each other. First Group (CR 7) Giant gibbering mouther, hp 54. 4 Golden Ones converts, hp 10 each. Second Group (CR 8) 2 Golden Ones fanatics, hp 28 each. 2 Golden Ones converts, hp 10 each. Monyat, the Golden Prophet, hp 53. Monyat’s group remains by the altar, holding open the gate. At the end of 6 rounds, another giant gibbering mouther appears in the crackling column of light. The PCs can interrupt this by attacking Monyat’s group at any point; if they fail to stop the summoning, the Golden Ones will eventually bring down hundreds of the aber- rations upon the city. At this stage, the biggest challenge is to battle through the crowd and the gibbering mouthers to reach the site of the ritual. THE RITUAL’S WAKE Defeating Monyat ends the Ritual of the Yellow Moon. Any other cultists still on their feet are shocked and overwhelmed at the death of the Golden Prophet, so completely overwhelmed they lapse into uncontrollable sobbing or take their own lives. Citizens of Quodeth caught up in the madness of the ceremony lapse into a help- less stupor, slowly coming back to their senses in hours or days (some never recover without help). If the characters are interested in healing any of the victims, restoration or similar mag- ic can bring them around faster. Any gibbering mouthers that are loose must still be dealt with, although the city guard cooperates in eliminating them. If Monyat or any other cultists survive, they can provide little help. They are irrevocably insane without the use of powerful healing magic. All the cultists know is that they were instructed by the Golden Prophet to perform the ritual at this time and place, and that the Golden Prophet was guid- ed by “visions” sent from the King of the Stars, also known as He Who Must Not Be Named, the King in Yellow, or the One Who Sleeps—all so- briquets for the Great Old One Hastur. Treasure: The Golden Ones did not carry large quantities of gold with them into the city. Their belongings consist of a handful of packs or satchels heaped together under the table they appropriated for use as an altar. The valuables include 220 sp, 450 gp, 85 pp, a pouch of four small garnets worth 100 gp each, and a wand of magic missile (CL 3rd, 25 charges remaining). If the party was looking for the Tablet of Darieoth, it is here too. It’s a thin golden disc covered with strange writing, worth 500 gp to a sage or a collector of curiosities. (The Tablet’s mysterious writings can easily provide a clue to the characters’ next adventure.) CONCLUDING THE ADVENTURE Characters who succeed in stopping the ritual receive a story award of 800 XP each. If the char- acters were also able to disrupt the activities of the Golden Ones at Rethenna and save the Storm Eagles, increase the story award to 1,200 XP each. Finally, if the characters succeed in their original objective (recovering the Tablet of Dareioth, sav- ing Khado Thodel, or slaying Monyat in revenge for the Stonespears), increase this reward to 1,600 XP each. Depending upon how the characters stopped the Golden Ones and Monyat, different groups mail feel indebted toward them. In the case of surviving members of the different Ammuran tribes, any compensation is unlikely to have a direct financial value. Survivors of the Stonespear clan need to rebuild, and they are severely crip- pled by their losses. However, they gladly spread word of the player characters’ heroism, and are indebted to them for as long as their tribes Night of the Yellow Moon 22 survive. The Storm Eagles likewise have little to offer beside their friendship, but that is nothing to sneer at. The authorities in Quodeth are not sure what to make of the characters’ efforts. The city’s mag- istrates hear only the most garbled and confused stories about some kind of riot and evil sorcery in the Temple Quarter. Enough lucid witnesses eventually come forward to confirm that the char- acters played a big part in stopping something awful. Grand Vizier Ibland Posk (PTCS page 171) summons the party to hear their tale, and autho- rizes a reward of 500 gp each for the characters. If the characters made significant efforts to warn the city officials ahead of time, the reward is in- creased to 1,000 gp each. ADVERSARIES AND TREASURE Here are monsters and treasures specific to Night of the Yellow Moon. GIANT GIBBERING MOUTHER XP 2,400 N Large aberration Init +2; Senses all-around vision, darkvision 60 ft.; Per- ception +12 Defense AC 10, touch 11, flat-footed 18 (–1 size, +2 Dex, +9 natural) hp 54 (4d8+36) Fort +10, Ref +3, Will +5 Defensive Abilities amorphous; DR 5/bludgeoning; Immune critical hits, precision damage Offense Speed 10 ft., swim 20 ft. Melee 6 bites +5 (1d6+2 plus grab) Special Attacks blood drain, engulf (6d6 damage plus 2 Con damage, AC 13, hp 4), gibbering, ground manipula- tion, spittle (+4 ranged touch) Statistics Str 14, Dex 15, Con 28, Int 4, Wis 13, Cha 12 Base Atk +3; CMB +6 (+10 grapple); CMD 18 (can’t be tripped) Feats Weapon Finesse, Weapon Focus (bite) Skills Perception +12, Swim +8; Racial Modifiers +4 Perception Language Mi-Go Special Abilities All-Around Vision (Ex) A gibbering mouther sees in all directions at once. It cannot be flanked. Amorphous (Ex) A gibbering mouther’s body is malleable and shapeless. It is immune to precision damage (like sneak attacks) and critical hits, and can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing. Blood Drain (Ex) On a successful grapple check after grabbing, several of the creature’s mouths attach to its target. Each round it maintains its grapple, its mouths automatically deal 1d6 points of bite damage and 1 point of Constitution damage as it drains its victim’s blood. Engulf (Ex) This ability functions as swallow whole, except for the following changes. An engulfed creature is trapped in the gibbering mouther’s body, where several of its mouths continue to feed and drain blood. A gibber- ing mouther can engulf only one foe of its size or smaller at a time. If an engulfed creature cuts its way free (the mouther’s damage reduction still applies to those inside), the mouther simply flows together again and can still use its engulf attack. Gibbering (Su) As a free action, a gibbering mouther can emit a cacophony of maddening sound. All creatures other than gibbering mouthers within 60 feet must suc- ceed on a DC 13 Will save or be confused for 1 round. This is a mind-affecting compulsion insanity effect. A creature that saves cannot be affected by the same mouther’s gib- bering for 24 hours. The save DC is Charisma-based. Ground Manipulation (Su) At will as a standard action, a gibbering mouther can cause stone and earth under its body to grow soft and muddy. The ground remains muddy for 1 minute after the mouther moves off of the location. A gibbering mouther can move through these areas with ease, but other creatures treat them as difficult terrain. Spittle (Ex) Each round as a free action, a gibbering mouther can emit a stream of acidic spittle at one target within 30 feet. On a successful attack, the target is blinded for 1d4 rounds unless he succeeds on a DC 20 Fortitude save. The save DC is Constitution-based. GOLDEN ONES CONVERT XP 200 Human commoner 2 CN Medium humanoid (human) Init +1; Senses Perception –1 Defense AC 11, touch 11, flat-footed 10 (+1 Dex) hp 10 (2d6+3) Fort +0, Ref +1, Will –1 Offense Speed 30 ft. Melee club +2 (1d6+1) Statistics Str 13, Dex 12, Con 11, Int 9, Wis 8, Cha 10 Base Atk +1; CMB +2; CMD 13 Feats Skill Focus (Profession), Toughness Skills Profession (various) +6, Handle Animal +4 Languages Kalayan, Low Atlantean Gear club Night of the Yellow Moon 23 GOLDEN ONES FANATIC XP 600 Human commoner 1/warrior 3 CE Medium humanoid (human) Init +0; Senses Perception +3 Defense AC 14, touch 10, flat-footed 14 (+3 armor, +1 shield) hp 28 (1d6+3d10+8) Fort +4, Ref +1, Will +2 Offense Speed 30 ft. Melee morningstar +5 (1d8+4) (includes Power Attack) Ranged throwing axe +5 (1d6+2) Statistics Str 14, Dex 10, Con 12, Int 8, Wis 9, Cha 10 Base Atk +3; CMB +5; CMD 15 Feats Iron Will, Power Attack, Weapon Focus (morningstar) Skills Intimidate +4, Knowledge (religion) +2, Perception +3, Perform (dance) +2, Profession (various) +3 Languages Kalayan, Low Atlantean Gear leather cuirass, light wooden shield, morningstar, throwing axes (2) GOLDEN ONES ACOLYTE XP 1,200 Human cleric 4 CE Medium humanoid (human) Init –1; Senses Perception +1 Defense AC 15, touch 12, flat-footed 14 (+3 armor, +1 deflection, +1 Dex) hp 38 (4d8+12 plus 8 temporary hp) Fort +6, Ref +2, Will +7 (+8 vs. fear) Offense Speed 30 ft. Melee mwk sickle +6 (1d6–1) or spell-like ability +5 touch (includes aid) Special Attacks channel negative energy 4/day (DC 13, 2d6) Spell-like Abilities (CL 4th; concentration +11) 6/day—uncontrolled perception 6/day—vision of madness Cleric Spells Prepared (CL 4th; concentration +11) 2nd—cure moderate wounds, enthrall, hold person (DC 15), touch of idiocyD 1st—bless, command (DC 14), cure light wounds, doom, lesser confusionD 0 (at will)—guidance, purify food and drink, resistance, stabilize D Domain spell; Domains Cosmic (PTCS), Madness Statistics Str 8, Dex 12, Con 14, Int 10, Wis 16, Cha 13 Base Atk +3; CMB +2; CMD 13 Feats Brew Potion, Combat Casting, Weapon Finesse Skills Heal +10, Knowledge (arcana) +5, Knowledge (reli- gion) +5, Sense Motive +8, Survival +5 SQ aura, channel negative energy 2d6 (4/day) (DC 15), domains (Cosmic, Madness), spontaneous casting Languages Kalayan, Low Atlantean Combat Gear potion of cure light wounds (2); Other Gear masterwork leather cuirass, masterwork sickle, wooden holy symbol, pendant of cosmic alignment, Golden Crown robes (see New Items) MONYAT, THE GOLDEN PROPHET XP 3,200 Human cleric 7 CE Medium humanoid (human) Init –1; Senses Perception +7 Defense AC 18, touch 9, flat-footed 18 (+7 armor, –1 Dex, +2 shield) hp 53 (7d8+14 plus 8 temporary) Fort +7, Ref +3, Will +9 (+10 vs. fear effects) Offense Speed 20 ft. Melee +1 morningstar +8 (1d8+2) or spell-like ability +7 touch (includes aid) Ranged dagger +5 (1d4+1/19–20) Special Attacks channel negative energy 4/day (DC 14, 4d6) Spell-Like Abilities (CL 10th; concentration +15) 6/day—uncontrolled perception 6/day—vision of madness Cleric Spells Prepared (CL 7th; concentration +15) 4th—air walk, confusionD (DC 18), unholy blight (DC 18) 3rd—cure serious wounds, dispel magic, displacementD, prayer 2nd—cure moderate wounds, enthrall (DC 16), silence (DC 16), spiritual weapon, touch of idiocyD 1st—command (DC 15), cure light wounds, divine favor, lesser confusionD, obscuring mist, shield of faith 0 (at will)—create water, guidance, light, purify food and drink D domain spell; Domains Cosmic (PTCS), Madness Statistics Str 12, Dex 8, Con 14, Int 10, Wis 18, Cha 13 Base Atk +5; CMB +6; CMD 15 Feats Brew Potion, Channel Smite, Combat Casting, Craft Magic Arms and Armor, Lightning Reflexes Skills Bluff +6, Diplomacy +5, Heal +9, Knowledge (arcana) +6, Knowledge (religion) +6, Linguistics +4, Perception +7, Spellcraft +6 Languages Kalayan, Low Atlantean, Mi-Go SQ aura, channel negative energy 4d6 (4/day) (DC 14), domains (Cosmic, Madness), spontaneous casting Combat Gear potion of invisibility; Other Gear +1 breast- plate, heavy wooden shield, +1 morningstar, cold iron dagger, headband of inspired wisdom +2, pendant of cosmic alignment, Golden Crown robes (see New Items), silver unholy symbol Night of the Yellow Moon 24 QUODETHI GUARD XP 200 Human warrior 2 N Medium humanoid (human) Init +0; Senses Perception +2 Defense AC 17, touch 10, flat-footed 17 (+7 armor) hp 16 (2d10+5) Fort +4, Ref +0, Will –1 Offense Speed 20 ft. Melee glaive +3 (1d10+1/×3) or shortsword +3 (1d6+1/19–20) Ranged javelin +2 (1d6+1) Space 5 ft.; Reach 10 ft. Statistics Str 13, Dex 11, Con 12, Int 8, Wis 9, Cha 10 Base Atk +2; CMB +3; CMD 13 Feats Alertness, Toughness Skills Intimidate +4, Perception +2, Ride +4, Sense Motive +2 Languages Kalay, Low Atlantean Gear scale coat, glaive, shortsword, javelin (2) STORM EAGLE WARRIOR XP 400 Human warrior 3 CN Medium humanoid (human) Init +1; Senses Perception +1 Defense AC 15, touch 12, flat-footed 13 (+3 armor, +1 dodge, +1 Dex) hp 22 (3d10+6) Fort +5, Ref +2, Will +1 Offense Speed 30 ft. Melee greataxe +5 (1d12+3/×3) Ranged composite shortbow +4 (1d6+1/×3) Statistics Str 15, Dex 13, Con 14, Int 8, Wis 10, Cha 12 Base Atk +3; CMB +5; CMD 16 Feats Alertness, Dodge, Run Skills Climb +6, Handle Animal +5, Intimidate +5, Per- ception +1, Profession (hunter) +4, Survival +1 Languages Dhari, Low Atlantean Gear studded leather armor, greataxe, composite short- bow (Strength +1) TARISS, CHIEF OF CLAN STORM EAGLE XP 1,600 Human barbarian 6 CN Medium humanoid (human) Init +2; Senses Perception +10 Defense AC 16, touch 12, flat-footed 12 (+4 armor, +3 Dex, +1 dodge, –2 rage) hp 57 (6d12+18 raging) Fort +8, Ref +5, Will +5 (raging) Defensive Abilities improved uncanny dodge, trap sense +2 Offense Speed 40 ft. Melee mwk spear +11/+6 (1d8+6/×3) or dagger +10/+5 (1d4+4/19–20) Ranged mwk composite longbow +10/+5 (1d8+3/×3) Special Attacks rage (15 rounds/day), rage powers (no escape, quick reflexes, scent) Tactics Base Statistics When not raging, Tariss has AC 18, touch 14, flat-footed 14; hp 45; Fort +6, Will +3; Melee mwk spear +9/+4 (1d8+3/×3); Str 14, Con 13; CMB +8; CMD 21; Climb +11 Statistics Str 18 (raging), Dex 16, Con 17 (raging), Int 10, Wis 12, Cha 8 Base Atk +6; CMB +10; CMD 23 Feats Dodge, Mobility, Spring Attack, Weapon Focus (spear) Skills Acrobatics +12, Climb +13, Intimidate +8, Percep- tion +10, Survival +10 Languages Dhari, Low Atlantean SQ fast movement Combat Gear oil of magic weapon, thunderstone; Other Gear +1 studded leather armor, mwk spear, mwk compos- ite longbow (+3 Str) with 40 arrows Night of the Yellow Moon 25 NEW MAGIC ITEMS The cult of the Golden Ones has endured for hundreds of years. Over that time, a few of the more powerful or devout prophets have learned the secrets of imbuing items with a touch of divine magic drawn from He Who Must Not Be Named. GOLDEN CROWN ROBE Aura faint enchantment; CL 3rd Slot body; Price 8,400 gp; Weight 2 lbs. Description This tattered and frayed robe is yellow, with cuffs and a peaked hood of scarlet. The image of a three-pointed crown is embroidered on each shoulder. It confers the benefit of an aid spell upon the wearer (a +1 morale bonus on attack rolls and saves vs. fear effects, plus 8 temporary hit points), but only if the wearer is devoted to the wor- ship of the Great Old Ones. The robe regains expended temporary hit points at moonrise each night. Construction Requirements Craft Wondrous Item, aid; Cost 4,200 gp PENDANT OF COSMIC ALIGNMENT Aura faint divination; CL 3rd Slot neck; Price 1,650 gp; Weight — Description The pendant is a small, egg-shaped piece of amber pierced by a leather thong. It subtly sharpens its wearer’s intuition for interpreting the mystical significance of astro- logical events such as conjunctions, eclipses, or align- ments. The wearer gains a +2 insight bonus to Knowledge (arcana) checks made for the purpose of casting horo- scopes or predicting celestial alignments. In addition, the pendant glows as important alignments approach. It sheds soft golden light in a 5-foot radius within 10 days of an important alignment, increasing to a 10-foot radius within 3 days and a 20-foot radius within 1 day. When the pendant indicates an approaching alignment, the wearer can use augury once per day as a spell-like ability. (In any given month, there is a 10 percent chance that an align- ment of some sort takes place.) Construction Requirements Craft Wondrous Item, augury; Cost 850 gp Night of the Yellow Moon 26 OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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COPYRIGHT NOTICE Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Tome of Horrors. © 2002, Necromancer Games, Inc.; Designers: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publish- ing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publish- ing, LLC; Designers: Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, HalMaclean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan. Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publish- ing, LLC; Designers: Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn, James Jacobs, Steve Kenson, Hal Maclean, Rob McCreary, Erik Mona, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schnei- der, James L. Sutter, Owen Stephens, and Russ Taylor. Primeval Thule Campaign Setting. © 2014, Sasquatch Game Stu- dio; Authors Richard Baker, David Noonan, and Stephen Schubert. Night of the Yellow Moon © 2015, Sasquatch Game Studio; Author John Dunn. AVAILABLE AT YOUR LOCAL GAMING STORE OR AVAILABLE FOR MULTIPLE ROLEPLAYING GAME SYSTEMS VISIT SASQUATCHGAMESTUDIO.COM TO LEARN MORE
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The Complete Vivimancer by Gavin Norman Table of Contents The Vivimancer................................................................................................................1 Spell Notes.......................................................................................................................3 Spell List..........................................................................................................................5 First Level Spells...............................................................................................................7 Second Level Spells........................................................................................................16 Third Level Spells...........................................................................................................28 Fourth Level Spells.........................................................................................................39 Fifth Level Spells............................................................................................................47 Sixth Level Spells............................................................................................................51 Seventh Level Spells.......................................................................................................57 Eighth Level Spells..........................................................................................................63 Ninth Level Spells...........................................................................................................67 Magic Items....................................................................................................................72 Appendix I. Psionic Powers.............................................................................................81 Appendix II. Mutations....................................................................................................82 Appendix III. Basic Spells................................................................................................85 Open Game License.......................................................................................................86 Credits and Legal Published by Necrotic Gnome Productions. Text: Copyright 2014 Gavin Norman. Illustrations: Copyright 2014 Cadanse D. Editing: Tim Snider. Proofreading: Sándor “Ynas” Gebei, Noah Stevens, Art Braune, Ben Laurence. Labyrinth Lord™ is copyright 2007-2011, Daniel Proctor. Labyrinth Lord™ and Advanced Labyrinth Lord™ are trademarks of Daniel Proctor. These trademarks are used under the Labyrinth Lord™ Trademark License 1.2, available at www.goblinoidgames.com. This product is released under the terms of the Open Game License Version 1.0a, Copyright 2000, Wizards of the Coast, Inc. The Vivimancer Requirements: None Prime Requisite: INT Hit Dice: 1d4 Vivimancers are specialized magic-users who study the arcane manipulation of life. They have a multitude of spells focussing on mutation, transformation and flesh warping. Vivimancers also have the ability to perform a number of laboratory procedures which effect the creation of new life-forms, either by cloning, vat growth or genetic manipulation. The building and maintenance of a laboratory to pursue their research is thus of great importance to many vivimancers. Similar to other magic-users, vivimancers are limited in the armaments they are able to use. They are only proficient in the use of small weapons such as daggers and may not use any form of armour, including shields. Also like other magic-users, vivimancers keep spell books that hold the formulae for spells written on their pages. A vivimancer can have any number of spells in a spell book, but can only memor- ize a limited number of spells each day. This number increases as a vivimancer increases in level. Vivimancers can use all magic items that are described as being usable by magic-users, including scrolls of vivimantic spells. Magical research: When a vivimancer reaches 9th level, he is able to create new spells and magic items as described in the Labyrinth Lord core rules (p. 126). Vivimancers are only able to research spells and magic items within their specialist area of biological manipulation. Many vivi- mantic magic items are described later in this book. Apprentices: A vivimancer of 11th level who has built a stronghold or tower will attract 1d6 apprentice vivimancers of 1st to 3rd level who come to study under him. House Rule The Labyrinth Lord should consider whether vivimancer characters be allowed to use scrolls containing spells not on their spell list (e.g. standard magic-user spells). If this is allowed, it will clearly increase the power of the class to a sig- nificant degree. One possible “middle way” is to allow vivimancers to cast spell scrolls of non-vivimantic spells, but with a 10% chance of failure per level of the spell being cast. Whatever is decided, it is recommended that this be a two-way decision – that magic-users casting vivimancer spell scrolls be treated in the same manner. Vivimancers in Basic and Advanced Games The vivimancer class may be used as-is in basic games. In this case, all vivimancers will be humans. A basic spell list is given in Appendix III, as an alternative for groups who prefer spell- casters to have a more limited selection of spells. In advanced games, human, elf, or half-elf characters may be vivimancers. Elf vivimancers may advance to a maximum of 11th level and half-elves to 10th level. Human vivimancers have no level limit. The Vivimancer 1 Vivimancer Level Progression Spells Per Day by Level Experience Level Hit Dice (1d4) AC0* 1 2 3 4 5 6 7 8 9 0 1 1 19 1 - - - - - - - - 2,501 2 2 19 2 - - - - - - - - 5,001 3 3 19 2 1 - - - - - - - 10,001 4 4 18 2 2 - - - - - - - 20,001 5 5 18 2 2 1 - - - - - - 40,001 6 6 18 2 2 2 - - - - - - 80,001 7 7 18 3 2 2 1 - - - - - 160,001 8 8 17 3 3 2 2 - - - - - 310,001 9 9 17 3 3 3 2 1 - - - - 460,001 10 +1 hp only ** 17 3 3 3 3 2 - - - - 610,001 11 +2 hp only ** 16 4 3 3 3 2 1 - - - 760,001 12 +3 hp only ** 16 4 4 3 3 3 2 - - - 910,001 13 +4 hp only ** 15 4 4 4 3 3 2 1 - - 1,060,001 14 +5 hp only ** 14 4 4 4 4 3 3 2 - - 1,210,001 15 +6 hp only ** 14 5 4 4 4 4 3 2 1 - 1,360,001 16 +7 hp only ** 13 5 5 4 4 4 4 3 2 - 1,510,001 17 +8 hp only ** 13 5 5 5 4 4 4 4 3 1 1,660,001 18 +9 hp only ** 13 5 5 5 5 4 4 4 4 2 1,810,001 19 +10 hp only ** 12 6 5 5 5 5 4 4 4 3 1,960,001 20 +11 hp only ** 12 6 6 5 5 5 5 4 4 4 * Modified attack roll needed to hit Armour Class 0. ** Hit point modifiers from constitution are ignored. Vivimancer Saving Throw Progression Level Breath Attacks Poison or Death Petrify or Paralyse Wands Spells or Spell-like Devices 1-5 16 12 12 14 15 6-10 14 10 10 12 13 11-15 12 8 8 10 9 16-18 8 6 5 6 7 19+ 7 5 4 5 5 The Vivimancer 2 Spell Notes Laboratory Procedures A number of vivimancer spells, for example the classic clone spell, take the form of long-duration laboratory procedures. Such spells require a specially equipped laboratory and a period of days or weeks to be spent at work. The spell must be memorized and cast at the beginning of a laboratory procedure on the day of commencement. Once a laboratory procedure is under way, the caster must spend at least 6 hours per day in the lab, monitoring progress, making adjustments and performing magical work- ings. Only under unusual circumstances is it possible for a vivimancer to oversee more than two such procedures in parallel (requiring an exhausting 12 hours work per day). If the proper atten- tion is not given to a procedure, it will fail. Optionally, the caster may enlist the aid of other vivimancers (typically his apprentices) to help maintain a laboratory procedure. This allows the caster to attend to other business without abort- ing the procedure. A total of two experience levels of vivimancers is required per level of the laboratory spell to be maintained. For example, a vivimancer casts vats of regeneration, a 5th level spell requiring 2d4 days of labor- atory work. If the vivimancer cannot personally attend to the procedure during the whole of this period, it may be maintained by other vivimancers whose experience levels total 10 or more. Five 2nd level apprentices could, for instance, be assigned to this task. Laboratory Construction and Maintenance A laboratory must be furnished and stocked with a bewildering array of experimental equipment, texts and chemical compounds. The quality and scope of the equipment required increases with the level of the spell to be cast; thus a laboratory is rated in terms of the maximum spell level it is capable of supporting. More extensive laboratories are more costly to set up and maintain, and require a larger physical area. As a guideline, the Labyrinth Lord should work from a base figure of 1,000gp plus a 15' square area of space per spell level. This is the cost to establish (or expand) a laboratory. The laboratory also entails ongoing maintenance costs of 10gp per month per spell level. This is in addition to the costs specified by individual spells. The exact nature of the laboratory and the equipment it contains required is left to the Labyrinth Lord to determine. Design Note When considering the vivimantic laboratory procedures, I saw two main possibilities. The first was to devote a separate section of the book completely to these procedures, describing them as a new type of magical working, separate to the standard spell progression. The second possibility (for which I eventually decided) was to formulate them as normal spells requiring a laboratory and the expenditure of time or monetary resources. The decision to integrate them into the standard spell list was largely out of a desire to keep things simple by not intro - ducing a new rules sub-system. The traditional system of magic-user spells already contains magical workings with extended casting times (e.g. sum- mon familiar), requiring monetary expenditure (e.g. instant summons), or necessitating the use of a laboratory (e.g. clone). These new spells are no different. Spell Notes 3 Experimental Subjects Many vivimancers, at some point in their career, undertake experiments involving living organ- isms – humans, humanoids, animals, plants or fungi. If such subjects are to be of use for experi- mental procedures, they must be kept alive (vivimancers have no expertise with the various states of death or undeath). Thus a suitable environment and nourishment must be provided for the sustenance of any life-forms in the vivimancer's care. The table below provides a guideline for the cost of feeding and caring for creatures and the amount of space they require. Both factors are based on the Hit Die rating of the creatures being kept. Note that it is assumed that any plant or fungal life-forms a vivimancer keeps are of the “monstrous” variety with a Hit Die rating and various special abilities. Such beings will require specialised forms of nourishment in addition to normal soil and water. The vivimancer may choose (or be forced by circumstance) to keep his subjects in less than suit- able conditions. This reduces the upkeep cost and the space requirements, but poor conditions also increase the risk of subjects developing unwanted diseases. A diseased creature must make a saving throw versus death each day or expire. The vivimancer may employ magic or medicine to cure diseased creatures, but it is assumed that they will otherwise not recover naturally without external aid. Diseased subjects must also be moved into isolation, otherwise the risk of others of the same species contracting a disease increases tenfold. The Labyrinth Lord and player may, if desired, describe the exact nature of the conditions under which experimental subjects are kept, the type of nourishment they require, where these supplies are acquired from and so forth. Likewise, the nature and effects of any diseases contracted may be described in further detail. Note that these costs do not apply to creatures that are currently undergoing a laboratory proced- ure (such as the various clone or vat spells). During such procedures, the creature is assumed to be nourished by the magical energies and unusual fluids and plasms which surround it. Quality Daily Cost per HD Area per HD Daily Chance of Disease Wretched 2cp 3' sq. 5% Poor 5cp 5' sq. 2% Average 1sp 10' sq. 1% Tissue Samples Some vivimancer spells require a small sample of tissue from the life-form to be affected. Only liv- ing tissue is suitable for these spells; samples of blood, flesh, skin, organs, etc. Tissue such as that from bones, shells, hair and so on is not suitable for this purpose. Unless preserved in some manner (for example, the 2nd level ward against decay spell), tissue samples typically lose their potency within 1d6 weeks. Saves Versus Polymorph Many vivimancer spells specify a saving throw versus polymorph. This is handled using the saving throw value for “petrify / paralyse”. Spell Notes 4 Spell List 1st level 1. Bind familiar 2. Blood rupture 3. Bonewarp 4. Creeping homunculus 5. Detect poison 6. Echo location 7. Edibility (reversible) 8. Elasticity 9. Entangle 10. Flesh pocket 11. Flesh shape 12. Hormone control 13. Hyperolfaction 14. Jump 15. Meld flesh 16. Muscle control 17. Mutate breed 18. Natural weaponry 19. Ooze 20. Pheromone surge 21. Read magic 22. Reptilian metabolism 23. Scentlessness 24. Skein 25. Skin transformation 26. Sleep 27. Speak with animals 28. Spider climb 29. Spore cloud 30. Vitality surge 2nd level 1. Accelerated healing 2. Accelerated immune system 3. Accelerated metabolism 4. Adapt appendage 5. Arcane sight 6. Clone plant or animal 7. Decay (reversible) 8. Drone 9. Enlarge breed (reversible) 10. Face absorption 11. Fungal growth 12. Infravision 13. Insect messenger 14. Instinct 15. Leeching touch 16. Life energy protection 17. Nauseating stench 18. Neural surge (reversible) 19. Pair bonding 20. Polyvorousness 21. Psionic surge 22. Spider skein 23. Staunch blood flow 24. Symbiotic familiar 25. Transparency 26. Venom 27. Water breathing (reversible) 28. Warp wood 29. Web 30. Web walk 3rd level 1. Absorb equipment 2. Accelerated reproduction 3. Anthropomorphism (reversible) 4. Appendage growth 5. Cannibalize 6. Cannibal rage 7. Carapace 8. Chaos mind 9. Decode genome 10. Divide body 11. Feign death 12. Fluid absorption 13. Gelatinous transformation 14. Genetic location 15. Hibernate 16. Homing instinct 17. Insect swarm 18. Leech blast 19. Mutagen 20. Natural weaponry, improved 21. Neural encoding 22. Neutralize poison 23. Overgrow (reversible) 24. Paralysis 25. Repel vermin 26. Repulsive scent 27. Revert biology 28. Spying homunculus 29. Synaptic trigger 30. Vats of creation Spell List 5 4th level 1. Animate vegetation or fungus 2. Chimera I 3. Clone monster 4. Detach (reversible) 5. Fungal zombie 6. Hive mind 7. Hive sight 8. Immunity to disease 9. Insanity 10. Mind slave 11. Plant metabolism 12. Plant symbiosis 13. Polymorph others 14. Polymorph self 15. Slime blast 16. Speak with plants and fungus 17. Spore blast 18. Swarm transformation 19. Wall of ooze 20. Weltmark 5th level 1. Animal growth 2. Anti-plant shell 3. Devolution 4. Divide mind 5. Immunity to poison 6. Nature's secrets 7. Psionic awakening 8. Regeneration 9. Transfer pregnancy 10. Vats of regeneration 11. Venomous blood 12. Wall of thorns 6th level 1. Anti-animal shell 2. Charm plants and fungus 3. Chimera II 4. Flesh blast 5. Impregnate 6. Life cycle 7. Organ transference 8. Repel wood 9. Synaptic reprogramming 10.Transformative pupation 11.Vats of reincarnation 12.Virus 7th level 1. Genetic memory 2. Genetic spell encoding 3. Infestation 4. Instant adaptation 5. Mind mask 6. Parasitic implantation 7. Regeneration, greater 8. Replicate life-form 9. Spark of life 10.Vats of creation, greater 11.Wall of claws 12.Xenogamy 8th level 1. Chimera III 2. Clone 3. Explosive growth 4. Genetic conduit 5. Genetic resequencing 6. Mass devolution 7. Neural absorption 8. Organ transference, greater 9. Regenerative pupation 10. Shape change 11. Stabilize mutation 12. Survival of the fittest 9th level 1. Artificial intelligence 2. Cannibal holocaust 3. Clone self 4. Creeping doom 5. Dispersed mind 6. Extraordinary regeneration 7. Extinction 8. Genesis 9. Immortality 10. Mutagenic zone 11. Progeny 12. Temporal stasis Spell List 6 First Level Spells Bind Familiar Duration: See below Range: Touch Casting Time: 1-24 hours Cost: 100gp House Rule One of the traditional effects of spells which grant a famil- iar is the gain of 2d4 hit points (2 Hit Dice). PCs often cast such spells purely out of a de- sire for greater survivability due to the hit point increase, rather than out of any real de- sire for a familiar. Given the accessibility of such magic – 1st level and costing only 100gp – it is practically a must for any low-level magic- user to have a familiar as soon as possible. This can lead to a uniformity among PC magic- users and an (arguably) inap- propriate increase in their combat survivability. Labyrinth Lords who wish to avoid this situation may want to consider reducing or elimin- ating the hit point gain. The spell is quite powerful enough without this! Of course, if the benefits of this spell are reduced, the risk (hit point loss if the familiar is killed) should likewise be tempered. The same house rule should also apply to the 2nd level symbiotic familiar. By casting this spell, the vivimancer implants her own genetic code into a normal animal, binding it to be her familiar. Only small animals, no bigger than a cat, can be affected by this spell. The creature to be bound must be taken into the caster's laboratory for the procedure, which lasts from 1 to 24 hours (at the Labyrinth Lord's discretion) and uses rare solvents, costing 100gp, into which a small portion of the vivimancer's own genetic matter is dissolved. This mixture is then fed to the animal, which undergoes a process of genetic combination, causing its physical features to mutate to partly resemble the caster's in some way. The procedure is dangerous, entailing a save versus death. Failure indicates that the animal perishes during the procedure. There is also a 2 in 6 chance of a mutation occurring (see Appendix II). Once bound by this procedure, the familiar gains a supernatural intelligence. It is able to grant the caster access to its own senses and is able to communicate with the caster via a special shared language. In addition, a familiar is loyal and will follow orders until its death. Familiars have AC 7 and 2d4 hit points. A familiar grants the caster additional hit points equal to its own maximum total when the two are within 120' of one another. However, if a familiar is slain, the vivimancer must subtract the familiar's maximum hit points from her own maximum, permanently. Following are some examples of the type of animals which may be typically bound by this spell, along with the enhanced senses which they possess. Familiar Senses Augmented Bat Hearing. Cat Hearing and night vision. Hawk Much improved distance vision. Lizard Improved smell. Owl Hearing, night vision. Raven Improved vision. Toad 180-degree vision. Weasel Hearing, improved smell. Blood Rupture Duration: Instant Range: 30' This spell causes bleeding lacerations and sores to erupt in the flesh of up to one target per two levels of the caster (round up). Each target suffers 1d6 hit points' damage with a save versus spells indicating half damage. First Level Spells 7 Bonewarp Duration: 1d6 rounds + 1 per level Range: 20' This cruel spell causes the bones of the targets to warp and bend into horrid and crippling shapes. It affects up to one target per two levels of the caster. Targets must save versus polymorph or suffer one of the following effects, at random. When the duration ends, the targets' bones return to their normal configuration. 1d6 Effect 1 Legs crippled. Target is unable to move normally, can only crawl (movement rate 10'/3'). No DEX bonus to AC, -2 to hit rolls. 2 Arms warp and become unusable. 3 Skull warps and contracts – save versus death or fall unconscious due to pressure on the brain. 4 Skull expands. Characters wearing a helmet suffer 1d6 damage. 5 Spine extends. Target suffers -2 to attack and +2 to AC, and has a 50% chance of falling over when moving. 6 Ribcage contracts, wracking the target with pain. Each round the target must save versus death or be stunned, unable to act. Creeping Homunculus Duration: 6 turns, +1 turn per level Range: 60' Over the course of 1d6 rounds, a miniature (1' tall), naked replica of the caster emerges from her flesh. The tiny being can be tele- pathically controlled by the caster, but is unable to make any actions of its own accord. The homunculus has 1 hit point, AC 9, and a movement rate of 30' (10'). It cannot attack, but can be dir- ected to carry or move objects, explore, or perform mundane tasks. It can carry up to 20 pounds or drag up to 40. Controlling the homunculus requires only minimal concentration from the caster, who is able to act as normal. It is important to note that the caster receives no telepathic feedback from the hom- unculus and must thus be able to see it in order to control it. If the homunculus moves beyond the specified range, or in any case when the duration expires, it melts into a small pool of blood. Detect Poison Duration: 1 turn per level Range: 10' This spell enables the caster to detect whether objects or creatures are venomous. The presence of natural, artificial, and magical poisons can all be detected, and the caster has a 5% chance per level of detecting the exact type of poison present. Analysis of a target takes one turn. First Level Spells 8 Echo Location Duration: 1 hour per level Range: Touch This spell grants the target the ability to sense its surroundings by means of echo location in a similar manner to that used by bats. The target's vocal cords are modified to be able to emit high- pitched sonic bursts in the ultrasound spectrum, while its auditory organs are modified to be able to pick up and interpret the reflec- tions of the produced sound waves. Fine details and variations of colour – writing, for example – cannot be detected by this means. While the spell lasts, the target can act completely normally in absolute darkness, even magically created. A silence spell effect- ively creates a blind spot for the character relying on echo location. Note that this spell functions equally well underwater. Edibility (reversible) Duration: Permanent Range: Touch This spell transforms a quantity of inedible plant or animal matter into edible and nourishing food. Toxins and poisons in the affected material are rendered harmless, and non-nutritive or indigestible substances such as bark or grass become nourishing. A quantity of matter sufficient to feed one human for a day is transformed per level of the caster. The reversed version of the spell, inedibility, renders normally edible food toxic. Anyone consuming food transformed by this spell must make a save versus poison or be afflicted by an illness of shaking and vomiting lasting for 1d6 days. Elasticity Duration: 1 turn per level Range: Touch The flesh, bones, and organs of the subject become flexible and elastic, gaining a rubbery consistency which allows them to stretch and bend at unusual angles. The subject can control her body's elasticity at will and is able to stretch her limbs up to three times their normal length. This flexibility of the flesh also reduces crush- ing or bludgeoning damage, including that due to falling, by half. The subject's movement rate is, however, reduced by one-third, as the alteration of the bone structure makes locomotion somewhat more difficult. Entangle Duration: 1 turn Range: 80' Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in a 40' diameter area or those that enter the des- ignated area, holding them fast and causing them to become entangled. A creature may move half its normal movement if it succeeds in a saving throw versus spells. The Labyrinth Lord may also allow this spell to animate other suit- able organic materials such as cloth, rope, or even hair. First Level Spells 9 Flesh Pocket Duration: 1 hour per level Range: Touch Upon casting this spell, the caster must touch a small object against the skin of the target. The spell causes the target's flesh to open and the object to be absorbed inside. An object no larger than 1 cubic foot can be absorbed. Once inside the target's body, the object is visible as a swelling of appropriate size, but cannot be directly identified. The absorbed object is surrounded by a protect- ive layer which stops sharp objects from damaging the target. At the end of the spell's duration, or at any time the caster or (willing) target wishes it, the object emerges from the target's flesh. An unwilling target is allowed a saving throw versus polymorph to resist the absorption but, if the save fails, is unable to will the implanted object to emerge before the spell's duration ends. Flesh Shape Duration: 1 turn per level Range: Touch The subject's body morphs over the course of 1d6 rounds into a new form chosen by the caster. Mimicry of a specific individual is possible, but with at most 75% accuracy. The following features may be changed: • Bodily dimensions (height, weight, girth, etc.) may be modified by up to 25% – either larger or smaller. • The sex and apparent age of the target may be altered. • Colouration of skin, hair, eyes, and so on may be freely changed. • Length, thickness, and other qualities of hair (on the head, face, or body) may be altered. • Facial features may be modified in any way. A higher level vivimancer may, if she wishes, change the subject's form up to one additional time per 3 levels during the spell's dura- tion. The caster must be able to touch the subject again in order to do this. An unwilling target may make a saving throw versus poly- morph to resist this spell. Hormone Control Duration: 1 turn per level Range: Touch The subject gains the ability to increase or suppress the production of various hormones in its body. One of the following effects may be activated at any one time. • Adrenaline surge, granting a bonus of +1 to attack rolls and saving throws. • Adrenaline suppression, granting immunity to fear effects. • Pain suppression, granting an additional 1d4 temporary hit points. These are lost when the spell expires or when a different hormonal effect is activated. The subject may change freely between effects during the spell's duration, each change requiring one round. First Level Spells 10 Hyperolfaction Duration: 1 turn per level Range: Touch The target's senses of smell and taste are enhanced by an order of magnitude, enabling the detection of subtle scents beyond the nor- mal human range of perception. While under the spell's effects, the target is able to perform various feats of perception similar to those of which highly trained dogs are capable. The target can unfailingly follow fresh scent tracks or identify the presence of a familiar scent on objects or in a location. Scents which are older than an hour require a successful WIS roll on 1d20, with a -1 pen- alty per hour which has passed. If the target has knowledge of poisons, botanical extracts, or the like, her chance to identify the presence of unusual compounds is doubled. The spell has a single downside: the target's sense of smell is so enhanced that she automatically fails any saving throws against scent-based attacks (such as a troglodyte's stench or the nauseating stench spell). Jump Duration: 1 turn Range: Touch The subject's legs develop a springing capability similar to that of a cricket, allowing leaps straight up 10', backwards 10', or forwards 30'. The apex of the leap is 2' for every 10' sprung forwards. When the spell is cast, the subject may leap once at any point dur- ing the duration and an additional time per three levels of the caster (twice at 4th level, three times at 7th level, four times at 10th level, etc.). Note that the duration of the spell is the same no matter how many leaps are possible. Meld Flesh Duration: 1 hour per level Range: 60' Two victims within 5' of each other are affected by a horrible magic of flesh melding – an exposed body part of each melds into the other, making the two targets inseparable while the spell lasts. Characters with no exposed body parts, such as those encased in full plate armour or wrapped completely in cloth, cannot be tar- geted by this spell. Otherwise, the areas of exposed flesh which are most accessible are attracted together and meld. The targets are allowed a saving throw versus spells to avoid this effect. Once melded, the two victims' mobility is greatly reduced. The melded flesh can be cut apart, typically causing 1d4 points of damage to both subjects, or can be undone with dispel magic. Otherwise, at the end of the spell's duration the melded body parts separate naturally. Higher level vivimancers can meld more targets with a single use of this spell. One additional victim can be included for every three levels of the caster beyond 1st (three victims at 4th level, four at 7th level, and so on). The additional victims must all be within 5' of one other. First Level Spells 11 Muscle Control Duration: 1d4 rounds, +1 round per level Range: 60' This spell allows the caster to attempt to control the muscles of creatures within range, causing them to perform whatever actions she desires. Each round of the spell's duration, the caster can attempt to control a single limb of any target within range. The target gains a saving throw versus spells to resist the forced movement, but if the save fails the vivimancer gains complete con- trol of the chosen limb for the round. Thus weapons or shields may be dropped, arms made to attack, legs made to trip, and so on. Any attacks or other actions made with a controlled limb suffer a -2 penalty due to the lack of perfect precision with which they can be guided. Note that if a controlled limb is used to attack its owner, normal to-hit and damage rolls are still required. Mutate Breed Duration: Permanent Range: Touch Casting Time: 4 hours Often used in combination with the 3rd level accelerated reproduction, this spell allows the vivimancer to increase the rate of mutation in a breeding pool of creatures. Up to 2d4 creatures of the same species are affected. The creatures may be plants, fungi, or animals, but must be of non-human intelligence. Creatures of a magical nature cannot be affected. The spell takes 4 hours to cast. Once completed, any of the affected creatures which breed will produce mutant offspring. A roll on the appropriate table in Appendix II should be made to determine the nature of the mutation possessed by each offspring. Such mutations are inherited by any further generations. Natural Weaponry Duration: 6 turns Range: 0 The vivimancer's body develops bestial weaponry, such as spines, claws, talons, horns, fangs, or mandibles, usable in hand-to-hand combat. The caster is able to make three unarmed attacks per round with the newly developed weaponry, each attack inflicting 1d4 damage. Ooze Duration: 3 rounds, +1 round per level Range: 60' The ooze spell produces a thin layer of oily slime which covers either an area or an object. If used to affect an area, up to 20' square may be affected. Otherwise, the spell affects a single object of up to roughly the size of a human. Creatures moving into or through an area covered with ooze must save versus spells or slip over. Creatures who make the saving throw may choose to either remain immobile or to safely exit the area. Creatures attempting to use an ooze-covered item must likewise make a saving throw versus spells with failure indicating that the item is dropped. If the spell is cast upon an item which is already held by a creature, the target is allowed a saving throw versus spells to completely nullify the effect. First Level Spells 12 Pheromone Surge Duration: 1d6 hours + 1 per level Range: 30' This spell causes a wave of magically produced pheromones to assail the chosen target, provoking an overwhelming sexual attrac- tion. The target may make a saving throw versus poison to avoid the effects. If the save fails, the attraction lasts for the duration of the spell. Essentially, for this period, the caster becomes irresist- ibly attractive in the eyes of the target, who will do anything they can to get up close and intimate with the caster. The spell is effective against any creature, even targets who would not normally regard the caster as a potential mate. Read Magic Duration: 1 turn Range: 0 By means of read magic, the vivimancer can decipher magical inscriptions on objects, books, scrolls, weapons, and the like that would otherwise be unintelligible. This does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and the caster has read the magical inscription, she thereafter is able to read that particular writing without recourse to the use of read magic. All spell books are written such that only the character who owns the book can decipher it without the use of this spell. Reptilian Metabolism Duration: 3 days, +1 day per level Range: Touch This spell modifies the metabolism of a single mammalian creature (including humans and demi-humans) causing them to metabolise like a reptile for the duration. A creature affected by this spell can survive with one-tenth of its normal food requirements and, unless in a state of starvation before the spell was cast, suffers no ill effects from not eating at all. However, the target becomes far more susceptible to temperature, suffering a -1 penalty to attacks when in a cool environment and a -4 penalty to saves versus cold. Scentlessness Duration: 1 turn per level Range: Touch The target's body and all items on its person are shielded by a magical anti-scent mask, making the target completely undetect- able to the olfactory senses of others. As the target is rendered completely scentless, even creatures with incredibly powerful olfactory capability (including those under the effects of hyperolfaction) cannot detect or track the target. Skein Duration: 1 hour per level Range: 0 A glossy, almost transparent thread of spider-like silk emerges from the flesh in the palm of the caster's hand. The thread is typic- ally used to mark a traversed route, and can be unravelled for up to 200' per level of the caster, or until she wishes the spell to end. The skein created is as strong as thin copper wire – it can be delib- erately cut or broken without much difficulty, but is unlikely to break without interference. If the skein is used to support weight, it can carry only 5lbs before breaking. At the end of the spell's dura- tion, or at any time the caster wishes, the skein vanishes. First Level Spells 13 Skin Transformation Duration: 6 turns Range: Touch The target's skin undergoes a rapid mutation and gains one of the following features, chosen as the spell is cast: Camouflage: The target's skin gains the ability to change colour to match its surroundings. The camouflage takes several rounds to adapt to a new situation and is only effective for areas of the tar- get's skin which are exposed (i.e. not covered with armour or clothing). If sufficient skin is exposed, a silent and immobile cam- ouflaged creature has a 5 in 6 chance of remaining unnoticed. Protection: The target's skin becomes hard and scaly, granting a natural Armour Class of 5 (modified by DEX). Characters already wearing chain mail or better armour gain a +1 AC bonus from the extra protection granted by their scaly skin. Spines: A mass of sharp spines or thorns emerge from the target's skin. The spines will rip through the target's clothing (armour pre- vents them from emerging). Any creature using natural weapons or a very short weapon such as a dagger suffers the risk of being stabbed by the spines when attacking the target. The spine- covered target may, in this situation, make an attack roll in return. If successful, the attacker suffers 1d6 damage from the spines. Sleep Duration: 4d4 turns Range: 240' House Rule Although sleep does not, by default, specify that a saving throw is allowed to resist, this is a very common house rule. One of the most compelling reasons for this change is to reduce the possibility of a whole party of low-level PCs being put out of action by a single casting of this spell by a rival magic-user. A sleep spell causes a magical slumber to come upon creatures with 4+1 Hit Dice or fewer. The caster may only affect one creature if it has 4+1 HD, but the spell will otherwise affect up to 2d8 HD of creatures. Calculate monsters with less than 1 HD as having 1 HD and mon- sters with a bonus to HD as having the flat amount. For example, a 3+2 HD monster would be calculated as having 3 HD. Hit Dice that are not sufficient to affect a creature are wasted. Creatures with the fewest Hit Dice are affected first. Sleeping creatures are helpless and can be killed instantly with a blade weapon. Slapping or wounding awakens an affected creature, but normal noise does not. Sleep does not affect undead creatures. Speak with Animals Duration: 6 turns Range: 30' The caster can comprehend and communicate with ordinary anim- als or giant versions of ordinary animals. The caster can ask ques- tions of, and receive answers from, one particular kind of animal, although the spell doesn't make it any more friendly or cooperative than normal. The type of animal is decided when the spell is cast. If an animal is friendly toward the caster, it may do some favour or service. First Level Spells 14 Spider Climb Duration: 1 round, +1 per level Range: Touch The subject can climb and travel on vertical surfaces or even tra- verse ceilings as well as a spider does. The affected creature must have its hands and feet free and bare to climb in this manner. Any objects weighing fewer than 5 pounds cling to the spell recipient's hands. This spell may be used on another being (touch required) with no saving throw. Spore Cloud Duration: 2d6 rounds Range: 60' A cloud of sickly yellow mould spores erupts from a point within range, filling a 10' radius volume. All creatures in the affected area must make a saving throw versus poison or be overcome with coughing and choking, unable to attack, speak, or perform any action more complex than staggering or crawling at half move- ment. Upon emerging from the cloud, or once the spell's duration ends and the spore cloud dissipates, affected creatures regain the ability to act after 1d4 rounds. Vitality Surge Duration: 6 turns Range: Touch The subject gains an extra Hit Die, rolling to determine how many additional hit points are gained. If the subject is harmed, the dam- age is first subtracted from these additional hit points. The addi- tional hit points remain until they have all been lost due to damage or until 6 turns have passed. First Level Spells 15 Second Level Spells Accelerated Healing Duration: 2 turns per level Range: Touch This spell enhances the natural healing process of the recipient's body, granting the ability to heal physical damage at a rate of 1 hit point per turn. If the subject's CON score is above 12, it also instantly regains a number of hit points equal to its CON bonus, as the spell is cast. Creatures without a natural capacity for self-healing (undead or constructs, for example) gain no benefit from this spell. Accelerated Immune System Duration: 1 turn per level Range: Touch This spell enhances the functioning of the recipient's immune response, granting +4 to saving throws versus diseases. If the recipient is already suffering from a disease, he gains a new saving throw immediately, including the +4 bonus. Creatures without an immune system (undead or constructs, for example) gain no benefit from this spell. Accelerated Metabolism Duration: 1 turn per level Range: Touch This spell enhances the metabolic rate of the recipient. The tar- get's increased metabolism enables the quick flushing of toxins from the system, granting a +4 bonus against poison saves and a new saving throw against any existing poisons (including the +4 bonus). The target burns energy at such a heightened rate that it is raven- ously hungry when the spell's duration ends. Creatures without a metabolism (undead or constructs, for example) gain no benefit from this spell. Adapt Appendage Duration: 1 turn per level Range: Touch Upon casting this spell, one of the target's appendages mutates into a tool of the caster's design. Fingers, toes, hands, feet, ears, nose, whole arms or legs, and so on may be affected. The chosen appendage can be morphed into a biological version of any nor- mal tool, for example, lock picks, hammers, crowbars, shovels, etc. Even weapons may be produced – inflicting up to 1d8 damage. The mutated appendage functions as well as a typical example of the mimicked tool, gaining bony hardness, gristly flexibility, or whatever other qualities are required. As the tool is an intrinsic part of the target's body, it can be used with unusual precision, granting a +1 or +5% bonus to any rolls involved. Second Level Spells 16 Arcane Sight Duration: 1 turn per level Range: 60' The caster's optic system is enhanced to be able to detect the subtle radiations of magic. All enchanted items, creatures, places, or other things within range become visible to the caster, high- lighted with a coloured haze. The Labyrinth Lord may optionally allow this spell to also reveal additional details about magic forces detected – their age, type of enchantment, intensity, etc. Clone Plant or Animal Duration: Permanent Range: Touch Casting Time: 2d6 weeks A vivimancer with knowledge of this spell is able to magically clone any normal plant, animal, or fungus of less than one Hit Die. Creatures of one Hit Die or greater require the use of the 4th level clone monster. Beings of human-level intelligence cannot be cloned – this requires the use of the 8th level clone spell. A small sample of tissue from the original life-form is required. To create the duplicate, the tissue sample must be grown in a laborat- ory for 2d6 weeks. Over this time, an exact replica of the original specimen grows to full maturity. Once the process is complete, the clone exists as a fully independent individual. There is a 10% chance of something going awry with the proced- ure. In this case, there is an equal probability of the clone dying, being mutated (roll on the tables in Appendix II), or exhibiting an extreme behavioural aberration, typically resulting in a violent and dangerous creature. Life-forms with magical properties may be cloned at the Labyrinth Lord's discretion. This may entail an increased chance of failure or additional requirements for the process (time, money, unusual ingredients). Decay (reversible) Duration: Permanent Range: 60' Affecting a single dead body within range, this spell provokes the growth of insect larvae and mould spores to infest and devour the target. The targeted corpse is eaten away to bones within one round, leaving a writhing mass of maggots and fungus. A body so affected cannot be restored to life by the clerical raise dead. The corpse of a creature of up to one Hit Die per level of the caster may be affected. The spell can also be used against corporeal undead such as zom- bies or ghouls. In this case, the target suffers 1d6 damage per level of the vivimancer unless a saving throw versus spells succeeds. The reverse of this spell, ward against decay, indefinitely protects a single tissue sample or corpse from the natural processes of decay and deterioration. Second Level Spells 17 Drone Duration: Special Range: 120' Design Note The drone spell is a slightly weaker version of the stand- ard charm person, being 2nd level (as opposed to 1st) and causing a noticeable alteration in the target's behaviour. This weakening of the spell was intentional, emphasising the fact that enchantment is not an area of expertise of the the vivimancer class. Mimicking the organisational structure of hive insects, this spell causes a single humanoid creature to become a bound drone of the caster. The spell does not enable the caster to control the drone as if it was an automaton, but it perceives the caster's words and actions in the most favourable way. The subject can be given orders, but actions it wouldn't ordinarily do based on its nature or alignment may be abstained from. An affected creature never obeys suicidal or obviously harmful orders, but it might be con- vinced that something very dangerous is worth doing. Any act by the caster or his apparent allies that threatens the drone breaks the spell. When not in the caster's presence or carrying out his direct instructions, the drone takes on an odd, mindless manner. The caster must have some means of communicating with the drone – telepathy or magical comprehension are not granted. The target gains a saving throw against the effects of the spell when it is cast and then at intervals depending on its intelligence. An INT score of 3-8 grants a new save once every month. An INT of 9-12 grants a new save each week, and 13-18 grants a new save once every day. Otherwise, drone can be negated by the spell dispel magic. This spell has no effect on non-living or magical beings, or humanoids with greater than 4 Hit Dice. Enlarge Breed (reversible) Duration: Permanent Range: Touch Casting Time: 4 hours Cost: 100gp Often used in combination with the 3rd level accelerated reproduction, this spell increases the size of the eventual offspring of up to 2d4 target plants, fungi, or animals of non-human intelli- gence. Creatures of a magical nature cannot be affected. The spell takes 4 hours to cast and requires the use of various solvents and reagents costing a total of 100gp. At the end of the procedure, the player should roll 2d6, modified by his WIS (as per the magical saving throw modifier, LL p.7). The following table indicates how much the affected creatures' offspring will be enlarged. In general, every time a species increases in size by 50%, its Hit Dice increase by one and the damage inflicted by its attacks increases by one die type (1d4 to 1d6, 1d6 to 1d8, and so on). The reverse of this spell, miniaturize breed, causes the offspring of the target creatures to be smaller by the same percentage. 2d6 Result 2 or less Creatures become sterile, unable to breed. 3 - 4 Next generation 10% larger. 5 - 9 Next generation 25% larger. 10 - 11 Next generation 50% larger. 12 or more Next generation 100% larger (double size). Second Level Spells 18 Face Absorption Duration: 3d6 hours + 1 per level Range: Touch Touching the face of humanoid target, the caster's own face warps and melds into an exact replica of the target's visage. The spell may be used on a recently deceased corpse (up to 1 day old) or a living creature. Living victims are allowed a saving throw versus spells to resist. The effect on the target of the spell is somewhat unpredictable, requiring a roll on the following table. 1d6 Effect on Target 1 The face of the victim is “erased”, becoming a warped and unrecognisable lump of flesh. Note that a living target is still able to breathe, see, speak, and so on. 2 A face swap takes place – the target's face becomes a perfect replica of the vivimancer's. 3 The target's face is unaltered, but becomes locked into a state of mimicry of the motions of the vivimancer's face. Thus, whatever expression the vivimancer displays is mirrored on the face of the target. Even speech is duplicated. 4 The target's face is unaltered, but is wracked with hideous contortions, spasms, and shuddering, making communication difficult. 5 The process of absorption lacerates and tears the victim's face, resulting in a gruesome, bloody mess. This is extremely painful for a living target and causes 1d3 hit points' damage. This damage is healed at the end of the spell's duration. 6 The target's face is warped by the process with the various facial features being rearranged in a grotesque manner. At the end of the duration, the faces of both caster and the victim morph back into their normal form over a period of 1d6 rounds. Fungal Growth Duration: Permanent Range: 60' A patch of vivid mutant fungus erupts in a 10' diameter area as indicated by the caster. The conjured fungal growth is formed of a wide variety of species of mushrooms and moulds, of diverse form and colour. Contained within the patch is a single monstrous fungus, of a type randomly determined on the following chart. All fungi listed have 3 Hit Dice, Armour Class 7, and are immobile. 1d4 Fungus Type 1 Giant death cap. 2 Monstrous fly agaric. 3 Shrieker. 4 Violet fungus. Second Level Spells 19 Giant death cap: Pale greenish mushrooms which grow up to 6' in height. They are immobile and have no form of attack, but emanate a sinister charm which entices creatures coming within 30' to approach the fungus and eat of their flesh. A saving throw versus spells is allowed to resist the charm. The mushrooms' flesh contains a potent poison, causing death within 1d6 rounds unless a successful saving throw is made. Monstrous fly agaric: The “toadstools” of folklore, these giant red and white spotted fungi stand up to 6' tall. While they have no form of direct attack, they present two dangers to adven- turers. Firstly, they are typically host to a seething swarm of flies and maggots (see the Insect Swarm monster in Labyrinth Lord, p.83). Secondly, anyone coming within 5' of a monstrous fly agaric is subject to the hallucinogenic influence of the mushroom's spores. This causes targets to be overcome by a subconscious urge, as per the 2nd level instinct spell. A saving throw against this effect is allowed, as per the spell. Targets failing their save are subject to a randomly determ- ined instinct. Shrieker: A shrieker is a stationary fungus, resembling a large mushroom, that emits a loud noise to attract prey or when disturbed. Shriekers live in dark, subterranean places and come in of shades of purple. The shrieker will emit its scream if it senses movement within 30' or light comes within 60'. The scream persists for 1d3 rounds. For every round a shrieker is screaming, there is a 50% probability that it has caught the attention of a wandering monster. Wandering monsters will arrive on the scene within 2d6 rounds. Violet fungus: Violet fungi are 4' to 7' tall, resemble shriekers, and are often found growing among them. A violet fungus' colouration ranges from purple overall to dull grey or violet covered with purple spots. A violet fungus flails about with its 1d4 tentacles at living creatures that come within its reach of 1' to 4' per tentacle. The tentacles ooze a rot-inducing slime, causing a victim to save versus poison or, after one round, rot into a corpse. If the spell cure disease is cast on the round immediately after the attack, the effect is avoided. Second Level Spells 20 Infravision Duration: 1 day Range: Touch The optic systems of the subject are enhanced so as to be able to detect subtle variations in temperature in addition to their usual light-sensing capability. The subject is thus able to see up to 60' in the dark with infravision. Insect Messenger Duration: 1 day per level Range: 20' The vivimancer charges a normal insect, arachnid, or swarm of such creatures with the task of delivering a message. The natural behaviour of the creatures is overridden, their neural structure being reprogrammed to perform the vivimancer's wishes. A short phrase (up to 100 words) spoken by the caster is encoded into the insects' primitive minds, to be reproduced upon reaching a spe- cified person or location. The vivimancer must be familiar with the destination and must know how to reach it, at least in broad terms. The enchanted insects begin their mission immediately, moving at their normal movement rate, and instinctively knowing the way to their destination. When the goal is reached, the insects reproduce the vivimancer's message, either through sound (as a rasping imitation of the message, by means of fluttering wings and chattering mandibles) or motion (mimicking the forms of the words and letters which make up the message). Once the message has been delivered or when the spell's duration comes to an end, the insects die. Instinct Duration: 1 round per level Range: 60' This spell unleashes a surge of frenzied instinct from the deep sub- conscious mind of targets within range. Up to one Hit Die of creatures may be affected per level of the caster. As the spell is cast, the vivimancer may choose to awaken one of the following instincts: Feeding frenzy: The targets are overcome with a ravenous hunger and will consume any suitable food available. Fight: Blood lust causes the targets to attack the closest creature with deadly force. Flight: The targets flee, if possible, or become completely paranoid and defensive. Mating instinct: The targets' senses are overwhelmed by sexual lust, which they will consummate in any conceivable manner. While under the effects of this spell, affected creatures will defend themselves normally if attacked, but are otherwise completely over- come by the triggered instinct. A save versus spells is allowed to resist the instinct. Second Level Spells 21 Leeching Touch Duration: 1 round per level Range: 0 Rows of tiny, suckered mouths emerge along the caster's palms and fingers, lending to his touch the ability to drain blood from those he touches. The magical leech suckers cause 1d6 hit points' damage per successful melee attack. After a successful attack, the caster has the option to attach his hand to the target, automatic- ally draining a further 1d6 hit points per round until he chooses to let go or the target or caster is killed. Every round of blood draining, including the initially successful attack, the caster gains one hit point. In this way, the caster is able to heal previous damage, but can also gain up to 6 hit points above his normal maximum. Hit points gained above the caster's normal maximum cause his body to bloat in a hideous manner due to engorgement with blood. Any blood-borne poisons or diseases in a drained target will be transferred to the caster, who is allowed a saving throw as normal to resist the effect. Life Energy Protection Duration: 6 turns Range: Touch The target's life energy is augmented for the duration, granting a resistance to energy draining attacks. All forms of energy drain are counteracted, including the attacks of undead creatures and the drain energy spell. During the spell's duration, up to one level of energy drain per three levels of the caster can be resisted, having no effect whatsoever. Nauseating Stench Duration: 6 turns Range: 30' The pores of the vivimancer's skin are modified such that they exude an appalling stench for the duration. All creatures within range must save versus poison or suffer a -2 penalty to attack rolls due to the oppressive smell. The vivimancer himself is immune to the effects of the stench, as are those with no sense of smell or those who take preventative measures. Neural Surge (reversible) Duration: 6 turns Range: Touch The subject's synaptic impulses fire at an increased rate while under the effect of this spell, granting enhanced intelligence and reflexes. This has the effect of a temporary increase of 1d4 points to INT and DEX, to a maximum of 18. The subject also always wins initiative in combat, acting before others get a chance to. If group initiative is used, this means that the character affected by neural surge acts separately from the rest of the party. Following the intense stimulation of a neural surge, the subject's mind is exhausted, causing a -1 penalty to attacks and saving throws until the subject sleeps for at least one hour. The reverse of this spell, neural dampening, causes the target to lose 1d4 points of INT and DEX, and to always lose initiative. A save versus spells is allowed to resist this effect. Second Level Spells 22 Pair Bonding Duration: 1 day per level Range: 30' Activating the hormonal system of an intelligent being, this spell causes the target to fall madly in love with a second target of the vivimancer's choosing. Both targets must be within the range of the spell. The target is allowed to make a saving throw versus spells to resist. Note that the magic of this spell does not inspire a mutual infatuation, although it may be cast twice – once upon each target – in order to produce this effect. At the Labyrinth Lord's discretion, species which have no instinct or tradition of pair bonding may be immune. Asexual creatures are not affected. Polyvorousness Duration: Permanent Range: 30' With this spell, the caster can alter the nature and dietary prefer- ences of a single living creature. The targeted creature is allowed a saving throw versus polymorph to resist the effect. A carnivorous creature targeted by this spell will lose any natural weapons such as teeth and claws, and become docile in nature, only using violence to defend itself. Males may grow horns which can be used to inflict 1d6 damage. A herbivore, on the other hand, will develop the ripping teeth and claws of a meat eater, capable of inflicting 1d6 damage, taking on an aggressive predatory nature. Creatures such as humans that are naturally omnivorous can be pushed to one extreme or the other, developing natural weaponry appropriate to a herbivore or carnivore. Despite the radical transformation, the affected creature is com- pletely able to subsist on its new dietary preferences, though it may not be able to continue to function normally in the social structure of its species (a herbivorous lion, for example, would have no place in its pride). Polyvourousness may also be cast on a plant, causing it to lose its natural ability to photosynthesise and instead rely on consuming other plants or animals for sustenance. The affected plant will develop some means of trapping prey, perhaps similar to the jaws of a Venus flytrap. Likewise, a carnivorous plant may be turned docile by means of this spell. Psionic Surge Duration: 1 turn per level Range: Touch The target's mind is charged with a jolt of psychic energy, awaken- ing latent psionic potential. The target gains the ability to use a randomly chosen psionic wild talent (see Appendix I) once during the spell's duration. This spell has no effect on creatures of less than human intelli- gence or on targets which already possess psionic powers. Second Level Spells 23 Spider Skein Duration: 1 turn per level Range: 0 When the vivimancer touches a surface, a sticky thread forms, connecting his hand to the surface touched. The vivimancer can cause the thread to extend to a maximum length of 100' per level and at a maximum rate of 60' per round. The skein is attached with incredible strength to the vivimancer's hand and to the sur- face touched. This spell is thus typically used to allow the viviman- cer to descend safely from great heights. The spell does not confer the ability either to retract the skein or to climb up it again quickly. The caster may climb up the skein, but only at the normal rate of climbing. The thread itself breaks if more than 300 pounds of weight are suspended from it, or it can be deliberately snapped by a creature with 18 or higher STR. The vivimancer can disconnect either end of the thread at will. When the spell's duration expires, the thread vanishes. Staunch Blood Flow (reversible) Duration: 1 round per level Range: Touch This spell causes the recipient's blood to flow less rapidly, making the effects of wounds less severe. The spell can instantly cure 1d4 hit points of damage from existing wounds and, while the duration lasts, any further wounds inflicted on the target by piercing or cut- ting attacks are reduced in severity by one hit point. The reverse of this spell, bleeding wounds, causes the recipient's blood to flow more freely. This results in an instant loss of 1d4 hit points from any existing wounds and increases the damage of fur- ther wounds by one point while the duration lasts. Second Level Spells 24 Symbiotic Familiar Duration: Permanent Range: 0 Casting Time: 1-24 hours Cost: 100gp This spell has two distinct uses. Firstly, it can behave as a variation of the 1st level bind familiar, which, instead of binding a familiar to the caster, causes one to grow within his own body. In this way, the caster can acquire a plant- or fungal-based familiar which exists within and on the sur- face of his body. Some possible symbiotic familiars, and the advantages they grant the caster, are given in the following table. Familiar Advantage Mimosa Sensitivity to vibrations in the air up to 60' distant. Deadly nightshade +2 to saves versus plant-based poisons. Blue mould Immunity to the negative effects of fungal or mould spores. Yellow mould Cast spore cloud once per day, centred on self (caster is immune). Toadstools -1 reaction adjustment to fey creatures. Creepers or ivy Close range entangle effect once per day, up to 10'. Nettles Anyone touching the caster suffers 1 hp damage. Fly agaric Can cast a lesser version of insect swarm once per day – the swarm inflicts only 1 hp damage per round. The caster also gains an additional 2d4 hit points due to the pres- ence of the familiar, as described in bind familiar. The second use of this spell is to allow an existing animal familiar to meld with the caster's body, giving it the ability to conceal itself within the caster's own flesh. The symbiotic familiar is able to freely enter and leave the caster's body. When the caster takes damage while in symbiosis with a familiar of either type, there is a 1 in 4 chance that one point of the dam- age will be subtracted from the familiar's total. A symbiotic familiar is also treated separately for the purposes of area attacks and should make its own saving throw. The death of the familiar is handled in the manner described in the standard bind familiar spell. The degree to which the presence of the symbiotic familiar alters the caster's appearance is left to the imagination of the player and Labyrinth Lord. Second Level Spells 25 Transparency Duration: 1 hour per level Range: Touch Over the course of 1d6 rounds, the flesh, bones, hair, and internal organs of the target become completely see-through, enabling a near-invisibility. Clothing, armour, and carried equipment are not affected by this spell and must be removed in order to achieve the full effect. A target thus prepared is completely invisible when sta- tionary and has a 90% chance of remaining undetected when mov- ing. It is also able to surprise on a roll of 1-5. Unlike the invisibility spell, the effects of this spell are not contin- gent on the target's actions – it is fully possible to make attacks while in a transparent state. Victims of attack by a transparent creature may retaliate, but suffer a -2 penalty to hit. As the effects of this spell take the form of a polymorph rather than an illusion, spells and abilities which can detect invisibility are not effective in revealing a transparent creature. An unwilling target is allowed a saving throw versus polymorph to resist this spell. Venom Duration: Instant Range: See below The caster can use this spell to create a variety of poisonous sub- stances similar to those employed by venomous snakes and spiders. The spell has two different uses, chosen as it is cast. Firstly, the spell can be used to envenom a single cutting or pier- cing weapon. Any creature damaged by the poisoned weapon must save versus poison or suffer 1d6 damage for the next three rounds. The poison is enough for one successful attack per three levels of the caster and evaporates after 3 turns if not used. Alternatively, the caster can use this spell to emit a poisonous spray targeting up to one creature per three levels within a 45- degree arc, to a maximum range of 30'. The targeted creatures must save versus poison or suffer 2d6 damage. Warp Wood Duration: Permanent Range: 10' per level The caster causes wood to bend and warp, permanently destroy- ing its straightness, form, and strength. A warped door springs open (or becomes stuck). A boat or ship springs a leak. Warped ranged weapons are useless. The caster may warp a volume of approximately 15 square inches per caster level. For example, a 1st level caster could warp four arrows or a short wooden handle. Water Breathing (reversible) Duration: 1 day Range: 30' Temporary gills develop on the neck of the caster or another creature, allowing the subject to breathe water freely while the spell lasts. The spell does not make creatures unable to breathe air, and creatures under the influence of the spell are not granted any additional proficiency at swimming. The reversed version of this spell, air breathing, causes an aquatic creature to develop external lungs, allowing it to breathe air. Second Level Spells 26 Web Duration: 48 turns Range: 10' Web creates a many-layered mass of strong, sticky strands. Creatures caught within a web become entangled among the gluey fibres. Entangled creatures can't move, but can break loose depending on their strength. Any being with strength in a human range can break free of the webs in 2d4 turns. Creatures of higher strength or magically augmented strength above 18 can break free in 4 rounds. The strands of a web spell are flammable. All creatures within flaming webs take 1d6 points of fire damage from the flames for 2 rounds. After this time, surviving creatures are free of the webs. Web Walk Duration: 2 rounds, +1 round per level Range: Touch The subject gains the ability to climb or walk along ropes, skeins, and webbing as quickly and easily as he can move on the ground. The affected creature can traverse threads of any thickness, even those which could not normally support its weight – however, the spell's magic only allows thin threads to support the subject's weight plus up to 150 pounds. This spell has the additional effect of preventing the subject from becoming stuck in webs created by giant spiders or magical web spells, though it does not help creatures who are already bound up in webbing. Second Level Spells 27 Third Level Spells Absorb Equipment Duration: 1 hour per level Range: Touch Items carried or worn by the subject are absorbed into its flesh, integrating into the biology of the subject. Each item may be either completely or partially absorbed as the caster wishes. Completely absorbed items cannot be used or accessed without ending the spell (see below), but are visible only as a swelling in the appropri- ate body location. Partially absorbed items are plainly visible but may still be used while the spell is in effect – for example, a fleshy weapon may used to attack or an absorbed backpack may be accessed via a flap of skin in the subject's torso. For the purposes of other spells (for example transparency), absorbed items are treated as an integral part of the subject's body, in the same way as an internal organ. The subject may choose to retrieve an item at any time during the spell's duration, in which case it emerges from her flesh. Once an item has been retrieved, it cannot be re-absorbed except by casting this spell again. Accelerated Reproduction Duration: Permanent Range: Touch Casting Time: 1d6 days A staple of those vivimancers who undertake the breeding of new species, this spell increases the rate at which it is possible for life- forms to reproduce. The spell affects 1d4 target creatures of the same species, which may be plants, fungi, or animals. Creatures of greater than animal intelligence or of a magical nature cannot be affected. The growth of the affected creatures is rapidly accelerated, such that they are sexually mature within 1d6 days. The caster must oversee the procedure during this whole period. The creatures also consume double the normal amount of sustenance (of whatever form is normal) during this time. This spell has the side-effect of reducing the targets' natural life spans to one-quarter of what it would normally be. Third Level Spells 28 Anthropomorphism (reversible) Duration: Permanent / special Range: Touch Human qualities, both physical and mental, can be bestowed upon a normal, non-magical animal using this spell. A single animal of up to one Hit Die per level of the caster may be affected. Note that familiars cannot be affected, as they are of a magical nature. Fol- lowing are some qualities typically endowed by this spell; many others are possible: • The transformation of the subject's paws or feet into human-like hands, with an opposable thumb, allowing the manipulation of fine objects. • The modification of the subject's posture, allowing bipedal locomotion. • The gift of speech. Animals of normal intelligence are usually only able to master a few simple words. • A complex behavioural pattern not typically exhibited by the subject. In this manner, tedious months of training may be bypassed. Some vivimancers use the spell in this manner to create animal servants or guards. • Complex human emotions such as compassion, avarice, patriotism, or a sense of aesthetics. Note that full human intelligence cannot be endowed with anthro- pomorphism – this requires the 5th level evolutionary leap (the reversed version of devolution). The reverse of this spell, animalism, causes a humanoid to suffer the loss of one of the human qualities mentioned above. Thus, hands may be transformed into paws, quadrupedal locomotion may be forced, speech may be reduced to yowls, and complex emotions or behaviours may be forgotten. A saving throw versus spells is allowed to resist. The duration of animalism depends on the intelligence of the victim. Subjects with INT of 6 or less are affected for 1d6 days, those with INT of 7 to 12 for 1d6 hours, those with INT of 13 to 15 for 1d6 turns, and those of INT greater than 15 for 1d6 rounds. Third Level Spells 29 Appendage Growth Duration: 1 turn, +1 per three levels Range: Touch New appendages emerge from the flesh of one or more subjects at the body locations touched by the vivimancer. As the newly grown appendages are unfamiliar, they do not function with the full effectiveness of the subjects' natural limbs, however they grant cer- tain additional abilities, as described in the following table. d10 Appendage Notes* 1-2 Arm May hold a weapon and make an extra attack at -4 to hit. 3-4 Leg Increases movement rate by 25%. 5-6 Tail Aids with balance. May also be used to make tripping attacks in melee, if other attacks are forgone. A successful tail attack inflicts no damage, but stuns the target for one round. 7-8 Tentacle May make an extra attack at -4 to hit. Successful attacks grapple the target, inflicting a -2 penalty to Armour Class and attack rolls. A grappled target may break free by cutting the tentacle, which has 1d6 hp. 9-10 Wing One wing allows the subject to make leaps of up to 20'. Two wings allow the subject to hover in mid-air, or to fly or glide up to 120' in a round. *The beneficial effects of appendages may not apply if they are placed in unusual locations. Up to one new appendage may be grown per two experience levels of the vivimancer. For each appendage produced, there is a 1 in 6 chance of the type being randomly determined. Otherwise, the caster is free to choose the type of appendage. Cannibalize Duration: Instant Range: Touch This gruesome spell enables a vivimancer to magically absorb the living tissue of other creatures and transmute its energy to regener- ate damage to her own body. Unless the target is willing or help- less, a successful attack roll is required in order to touch the target. If the attack roll succeeds, the caster's touch inflicts 2d6 points of damage, ripping flesh from the victim's body. This damage can only be healed by magical means. There is a 2 in 6 chance that the damage causes a randomly determined limb to be torn off and cannibalized. The caster instantly regenerates an equal number of hit points to the damage taken by the target. Third Level Spells 30 Cannibal Rage Duration: 1 turn Range: 30' Up to one Hit Die of creatures per level of the vivimancer must save versus spells or be overcome with the irresistible hunger to consume the flesh of their own kind. Fresh corpses of the same species will be favoured, if present, but afflicted targets are also quite willing to kill to satisfy their hunger. While under the influ- ence of this spell, targets will abandon all other courses of action, being wholly consumed by their lust for flesh. Carapace Duration: 1 round per level Range: 0 A shiny black chitinous shell grows around the vivimancer's body, providing her with a +4 bonus to Armour Class. Chaos Mind Duration: 1 turn per level Range: 0 During the first 1d6 minutes after casting this spell, the viviman- cer's brain undergoes a process of radical internal restructuring, causing temporary unconsciousness. Upon awakening, the caster can continue to function as normal, although her synaptic struc- ture is wholly alien. This modification to the functioning of the brain provides immunity to all forms of mind reading and mental attack, both magical and psionic. The vivimancer's mind is indeed so incomprehensible that anyone attempting to make mental con- tact of any kind, including attacks, must save versus spells or be knocked unconscious for 1d6 turns due to the overwhelming effect of the chaotic neural patterns. This spell thus provides both a great defence and an effective offence against hostile psychics. There is, however, a downside to the neural alteration – memor- ized spells are not always safely restructured. When the vivimancer casts a spell while under the effects of chaos mind, the player must roll 1d12. A result of 1 indicates that the spell being cast has been misconfigured, resulting in a synaptic shock which ends the effect of chaos mind. At the end of the spell's duration, whether due to synaptic shock, as described above, or due to normal expiration, the vivimancer once more falls unconscious for 1d6 minutes while her brain is reconfigured to its normal state. Decode Genome Duration: Instant Range: Touch Casting time: 2d6 hours Cost: 100gp This laboratory procedure enables the caster to unravel the genetic code of a subject, gaining information about any dweomers that lie upon it. The subject of the spell must be either a tissue sample from a living being or a small portion of an object of biological ori- gin. The sample is destroyed during the procedure, being dissolved in a series of expensive solvents costing 100gp. Different kinds of information may be divined, depending on the type of subject: continued... Third Level Spells 31 Decode genome (continued) Non-vivimantic enchantment: Normal creatures or items which are under the effects of a non-vivimantic spell will be identified as such. If the vivimancer makes a successful save versus spells, the name of the enchantment (or enchantments) is divined. Vivimantic enchantment: If the subject is under the effects of a vivimantic spell, more information can be gained. The name of the enchantment is automatically divined, and a successful saving throw versus spells grants the vivimancer an insight into the work- ings of the spell or spells. This insight is enough to form a founda- tion for a process of research to duplicate the analysed spell effect, reducing the cost of spell research by 10–60% (1d6 ´ 10). Artificial life-form: Living creatures which are the product of a vivi- mantic procedure, such as vats of creation or clone, are identified as such. If the vivimancer makes a successful saving throw versus spells, she is able to extract the name of the creature's creator from its genetic code. Vivimantic magic item: A magic item of biological origin may be analysed, revealing the nature of its enchantment. The broad effects of the item are revealed, and command words are divined with a probability of 5% per level of the vivimancer. A successful saving throw versus spells also reveals enough information about the object to facilitate a process of research to create a similar item, reducing the research costs by 10–40% (1d4 ´ 10). If a temporary enchantment is being analysed, it is sufficient for it to be in effect at the beginning of the procedure. Divide Body Duration: 1 turn per level Range: 0 This spell causes the caster to physically split into two identical copies, which can be controlled individually. During the first turn of the spell's effect, the caster undergoes a horrific process of transformation, during which her body swells and mutates. At the end of this period, a second body splits away, leaving the caster with two separate and identical forms. Each body can be controlled completely independently, and both may engage in speech and spell-casting, sharing all knowledge and experience. As the two bodies share one mind, they effectively have a continuous telepathic link, experiencing everything that the other does. The two bodies must, however, share the caster's hit points, having half of her current total each. If either body is killed while the spell is in effect, the remaining body must make a saving throw versus death or fall unconscious for 2d6 turns. When the spell comes to an end, one of the two bodies (chosen at random) weakens and dies. The hit points possessed by the dead body are not regained and must be regenerated by natural or magical means. Third Level Spells 32 Feign Death Duration: 6 rounds, +1 round per level Range: Touch The caster of this spell causes a state of death-like paralytic arrest in herself or another willing creature. This physical state com- pletely mimics death to any observer, even if the creature is physic- ally examined. If affecting another creature, the target's level or Hit Dice must be equal to or less than the caster's level. No saving throw is permitted. Any being under the effect of this spell is con- scious and can hear and smell, but cannot move and is completely numb. Thus, if the body is damaged or otherwise molested, there will be no discomfort to the spell recipient and no physical reac- tion. Damage inflicted to a creature in this state is reduced by 50%, and poison, paralysis, or energy drain attacks are ineffective. However, any poison that retains its effective duration after the spell ends will affect the creature once the spell ends or is negated. The caster may negate the spell before the duration ends, but 1 round must pass for the body to resume normal life functions. Fluid Absorption Duration: Special Range: Touch During the first few rounds after casting this spell, the subject absorbs one gallon of liquid per level of the vivimancer. The liquid is absorbed into the tissue of the subject's body, causing a grot- esque bloating. Subsisting on the absorbed liquid, the subject may go for days without consuming water. Typically half a gallon of water is consumed per day in a temperate climate, or a gallon in very hot climes. It is also possible to share the absorbed fluid with others, by means of special glands in the subject's abdomen. Gelatinous Transformation Duration: 2 rounds per level Range: 60' This spell causes a single object or creature to undergo a complete transformation into a gelatinous state, similar to an ooze or pud- ding. Creatures in this state cannot attack or cast spells, though they may be able to use psionic or mental abilities. They are able to move 20' per round and can easily travel up walls, along ceil- ings, and through small holes and gaps. Gelatinous creatures are invulnerable to normal attacks and can only be harmed by magic or fire. An unwillingly targeted creature is allowed a saving throw versus polymorph to resist the spell's effects. An object affected by this spell is transformed into an animate ooze controlled by the caster. If the object is in the possession of another, the wielder may make a saving throw versus spells to res- ist the transformation. While transformed, the object can no longer be used for its normal purpose. Third Level Spells 33 Genetic Location Duration: Instant / 1 turn per level Range: Unlimited / 120' The vivimancer is able to determine the current location of a sub- ject life-form by use of a tissue sample. This spell also has some effectiveness with a tissue sample taken from an individual which is genetically identical to the intended subject (such as a twin or clone) or from a closely related individual such as a parent or sib- ling. If the caster possesses a sample from an identical being, the chance of the spell succeeding is reduced by 10%. Using tissue from a parent or sibling of the subject reduces the chance of suc- cess by 50%. The spell may be cast in two forms, as follows. Firstly, the spell may be used to attain a visual impression of the subject's location. There is a base 50% chance of success, modi- fied by 5% per difference in level (or Hit Die) of the subject versus the vivimancer – if the subject is of higher level, the chance of suc- cess is reduced. If the spell succeeds, the vivimancer gains a fleet- ing image of the subject's surroundings, covering an area of roughly 60' radius. Secondly, the spell may be used as a direction finder. In this case, the duration is one turn per level of the caster, and the range is limited to 120'. If the subject is within range, the caster gains an awareness of its direction, relative to her own location. This usage of the spell has a base 100% chance of success. Hibernate Duration: Up to 6 months Range: Touch This spell puts a single mammalian or reptilian creature into a deep sleep wherein its metabolism is reduced to the barest min- imum. The target can survive in this way without food or water for up to 6 months. An unwilling target may make a saving throw versus spells to resist. The caster may cast this spell on herself. During its hibernation, the creature can be awakened by force and will awaken automatically if it is harmed in any way. Homing Instinct Duration: 1 day per level Range: Touch A natural direction-finding instinct is awakened in the subject, allowing them to sense the compass direction to either their place of domicile or birth. Insect Swarm Duration: 1 round per level Range: 30' As soon as this spell is cast, a swarm of biting, pinching, and stinging insects engulfs a victim. There is a 50% chance either way that the swarm is a mass of flying or crawling insects. They inflict 2 hp damage per round, and a victim may commit no other action than try to get rid of the insect swarm. The caster may direct the swarm to attack different opponents, but it takes one round for the insects to disengage one opponent and move to another. Flying insects move at 180' (60') and crawling insects move at 120' (40'). Third Level Spells 34 Leech Blast Duration: Instant Range: 30' A huge volume of leeches erupts in a spray from the caster's out- stretched hands, engulfing all within a cone 30' long and 30' wide at its end. All characters caught in the cone must save versus spells or be covered in the mass of bloodsucking worms. Leech-covered targets suffer one point of damage per round due to blood loss. The leeches continue draining the target's blood until it is dead or until they are removed. Each round, the target may choose to forgo other actions in order to remove leeches. It takes a number of rounds equal to the half the caster's level (rounded down) to remove the attached leeches. More extreme methods of removing attached leeches (such as set- ting fire to oneself or rolling in large quantities of salt) may allow the leeches to be removed more quickly at the Labyrinth Lord's discretion. Mutagen Duration: Permanent Range: 90' One or more targets within range must save versus polymorph or suffer a permanent mutation, rolling on the tables in Appendix II. One target may be affected per five levels of the vivimancer. Magical or non-living targets are not affected by this spell. Natural Weaponry, Improved Duration: 6 turns Range: 0 This spell causes the vivimancer to develop natural weapons in the same way as the 1st level spell natural weaponry. The improved version of the spell increases the damage inflicted by the unarmed attacks to 1d6. It also grants the additional ability for the caster to exude poison from the newly gained claws or fangs. One poison- ous attack per three levels of the caster can be made within the spell's duration. The poison causes death in 1d10 rounds if a sav- ing throw is failed. Neural Encoding Duration: Special Range: 30' This spell causes a message to be encoded via subtle variations in the neural structure of an intelligent target. The message may be anything chosen by the caster, up to 100 words per level. It must be spoken by the caster as the spell is cast. The vivimancer must also choose a special command word which can be used to release the encoded message. The message remains dormant in the target's brain until the command word is heard, at which point the target is compelled to speak the implanted message in its entirety. The neural encoding is then erased, ending the spell. The target is allowed a saving throw versus spells to resist the pro- cess of encoding. A neural encoding may be detected as a faint enchantment or charm upon the target. Third Level Spells 35 Overgrow (reversible) Duration: Permanent Range: 160' Overgrow causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) or fungus within range and a 20' square area per level to become thick and overgrown. The vegeta- tion entwines to form a thicket or jungle that creatures must hack or force a way through. Movement drops to 10', or 20' for large creatures. The area must already contain suitable plants or fungi for this spell to take effect. This spell has no effect on plant- or fungal-based monsters. The reverse of this spell, wither, causes normal plants or fungus in a like area to become feeble and thinned out. Normal passage through otherwise overgrown areas becomes possible. If wither is cast on an area which has been enchanted with overgrow, there is only a 50% chance of the spell being effective. This percentage is modified by 5% for every level difference between the caster of wither and the caster of overgrow (+5% per level if the caster of wither is higher level, -5% per level otherwise). Paralysis Duration: 2 rounds per level Range: 90' The muscles of creatures within range will seize up, paralysing those affected. Up to two Hit Dice of living creatures may be affected per level of the vivimancer. Each target is allowed a saving throw versus paralysis to resist the effect. Note that the muscles which control breathing and circulation are not affected by this spell – victims are unable to move, but will not die from asphyxi- ation. Non-living targets as well as creatures without any form of musculature (plants, for example) cannot be affected. Repulsive Scent Duration: See below Range: Touch The vivimancer touches an object or creature of up to 10' dia- meter in size, infusing it with a hideously repugnant odour. If the target is an unwilling creature, it is allowed a saving throw versus spells to nullify the effect. The vivimancer may choose to create either a universal scent, which is repulsive to all creatures able to perceive it, or a selective scent, which only affects a single named species – other species can smell the odour, but it has no effect on them. Universal scents last for one turn per level of the caster, and select- ive scents for one hour per level of the caster. Creatures of relatively weak olfactory capability (such as humans) are affected by the scent at a range of 60', while those with more powerful senses are affected at 120'. Affected creatures must save versus paralysis or be unable to approach the source of the scent. Those who make the saving throw are able to approach but suffer a -1 penalty to attack rolls and saving throws due to nausea. The scent can only have an effect if there is an air flow to carry it – for example, an object in a sealed room cannot be detected until the doors are opened. Third Level Spells 36 Revert Biology Duration: Instant Range: 60' Design Note Revert biology is essentially the vivimancer version of the magic-user's dispel magic. A very large number of viviman- cer spells manipulate organic tissue or genetic structures – all of these spells may be nulli- fied by revert biology. This highlights the primary weak- point of vivimantic magic: its almost total inability to influ- ence inorganic matter or ener- gies. Cast upon a living target which has undergone a magically created mutation, shape-changing, or flesh-warping effect, this spell causes the transformation to end and the target to return to its nat- ural form. The spell can also cause the dissolution of unnatural life- forms which were created by magic. Effects or creatures created by spells of 3rd level or lower are auto- matically cancelled. Higher level spells have a base 50% chance of being dispelled, adjusted by 5% for each level difference between the caster and the character who created the effect to be reverted. Note that while this spell is able to cure diseases of magical origin, it has no effect on naturally occurring diseases. The bacteria or vir- uses which cause disease are as natural as the biology of the host that suffers from their presence. Spying Homunculus Duration: 1 turn per level Range: Unlimited Over the course of 1d6 rounds, a 1' tall, winged replica of the caster emerges from his flesh. The homunculus has a telepathic bond with the caster who can communicate with it silently, give it commands, see through its eyes, and hear through its ears. Con- trolling the homunculus requires only minimal concentration from the caster who is able to act as normal. The homunculus has 1 hit point, AC 9, and a movement rate of 30' (10') while creeping or 60' (20') while flying. It cannot attack, but can be directed to carry or move objects, explore, or perform mundane tasks. It can carry up to 20 pounds or drag up to 40. When the duration expires, the homunculus melts into a small pool of blood. Synaptic Trigger Duration: Permanent Range: Touch A new synaptic pathway is established in the mind of a willing subject, enabling the triggering of a specific effect (chosen as the spell is cast). The subject is aware of the implanted trigger and can activate it at will with a moment's thought. The synaptic trigger cannot be activated by any external factor. The following types of synaptic trigger may be implanted: Amnesia: The subject's memory is completely erased. This effect lasts for either 1d6 hours, 1d6 days, or 1d6 weeks, as chosen by the subject when activating the trigger. Death: The subject dies immediately, due to brain haemorrhage. Unconsciousness: The subject falls into a deep coma, barely distin- guishable from death. This state lasts for 1d6 days. Third Level Spells 37 Vats of Creation Duration: 1 week per level Range: Touch Casting Time: 1d4 weeks, +1 per Hit Die Design Note Vats of creation, in many ways the iconic vivimancer spell, is inspired by the writing of Jack Vance, in particular the char- acter Turjan of Miir, who strives to create artificial life in his nutrient vats. With the use of this spell and a special laboratory, the caster is able to create any life-form which she can dream up. Creatures of animal or plant intelligence of up to one Hit Die per caster level can be grown with ease. The process takes 1d4 weeks plus one week per Hit Die, during which the new life-form grows in a vat of liquid. The creation of creatures of greater intelligence may also be attempted, but the procedure is somewhat elusive, having only a 3% chance of success per level of the caster above 4th. If the caster succeeds in an attempt at creating an intelligent life-form, she is also able to pre-determine its personality and disposition, although there is a 10% chance of this going awry. The results of failed attempts to create intelligent life-forms are left to the Labyrinth Lord's imagination. In general, the caster can choose the exact appearance of the cre- ated life-form, though attempts to exactly replicate an existing indi- vidual are 90% likely to fail. There is also a 10% chance that the creature emerges from the vat with an unexpected mutation as per the tables in Appendix II. Creatures with magical properties may be created by this spell, but this typically either reduces the maximum Hit Dice of the creature or requires the use of additional special ingredients, perhaps including body parts of creatures with like properties, which must be acquired by adventuring. The exact details are left to the Labyrinth Lord's judgement. Creatures created by this process are genetically flawed, and, after emerging from the vat, only live for one week per level of the caster. Third Level Spells 38 Fourth Level Spells Animate Vegetation or Fungus (reversible) Duration: 2 rounds per level Range: 80' This spell may be used to animate all forms of non-intelligent plant and fungus life. Animated plant or fungus material within range clumps together to form a mobile entity under the caster's control. The animated vegetation or fungal matter can be moulded into any form the caster wishes. The size and strength of the animated being depend on the available quantity of vegetable matter. The caster can animate a single vegetable construct with a maximum HD equal to his level, if sufficient matter is available – a 3' cubic area of matter is required per Hit Die. If the animated matter is commanded to attack, it deals 1d4 damage per three Hit Dice. The reversed version of this spell, hold vegetation or fungus, may be used to magically immobilize plant and fungal matter within range. Affected life-forms are unmovable by magical animation or any other movement except by natural outside means, such as wind. Intelligent plants or fungus, or plant/fungus monsters, are entitled to a saving throw versus spells to negate the effect. The caster may affect up to 70 square feet of plant-covered terrain, or up to four mobile plant- or fungus-based beings. If fewer than four creatures are affected, each creature receives a -1 to the save versus spells for each creature fewer than four. Thus, if only one is affected, it saves at -3, -2 for two creatures, and -1 for three creatures. Chimera I Duration: 2 rounds, +1 round per level Range: 30' In the round this spell is cast, a formless, throbbing blob of flesh appears at the chosen location within range. Over the course of the next two rounds, the blob grows and mutates, rapidly forming into a bizarre hybrid creature that will do the caster's bidding, understanding simple verbal commands. The creature is genetically unstable and will dissolve into a pool of protoplasm when the spell's duration expires. The mutant creature is adapted to survive in whatever environment it is created in. For example, if this spell is cast in an aquatic environment, the chimera will have gills to breathe and fins to swim. It has 2d4 HD and a movement rate of 90' (30'). Its form, Armour Class, and abilities are determined by rolling a d12, d10, d8, and d6, and consulting the tables on the adjacent page. (For convenience, the dice may be rolled simultaneously.) Chimera are generally around 2' long, tall or wide (depending on their exact form) per Hit Die. The Labyrinth Lord and players should feel free to add any further descriptive details desired. Fourth Level Spells 39 1d12 Body Type (AC) 1d10 Head Type (Damage) 1 Blubbery (AC 6) 1 Bear (bite, 1d8) 2 Fungoid (AC 7) 2 Bull (gore, 1d6) 3 Furry (AC 6) 3 Frog (bite, 1d4) 4 Insectoid (AC 5) 4 Insect (bite, 1d6) 5 Mossy (AC 8) 5 Lion (bite, 1d6) 6 Ooze-like (AC 5) 6 Lizard (bite, 1d6) 7 Ribbed (AC 3) 7 Rat (bite, 1d4) 8 Scaly (AC 2) 8 Snake (bite, 1d6) 9 Segmented (AC 6) 9 Spider (bite, 1d6) 10 Serpentine (AC 4) 10 Wolf (bite, 1d6) 11 Transparent (AC 7) 12 Worm-like (AC 7) 1d8 Head Special Attacks 1 None. 2 Blood-sucking – attaches after a successful attack and causes 1d4 hp damage automatically in following rounds, until killed. 3 Gaping maw – swallow attack on a natural 20. 4 Giant tongue – may attack up to 10' with tongue, doing 1d4 damage. A successful attack indicates the target is dragged to the mouth on the next round and suffers a bite attack for automatic damage, unless it can successfully attack the tongue before then. 5 Breath attack (fire, cold, gas) causing 2d6 damage. Can be used once. 6 Poisonous bite – save versus poison or suffer 2d6 additional damage. 7 Two heads, each able to attack once per round. 8 Three heads, each able to attack once per round. 1d6 Appendages 1 Two claws which can attack for 1d6 damage. 2 Many legs – 120' (40') movement rate. 3 Wings – can fly. 4 Tentacles – 1d6 tentacles which can each attack for 1d3 damage. 5 Suckers or grippers – can climb walls. 6 Springing – can make a jumping attack up to 30' distant, gaining +2 to hit. Fourth Level Spells 40 Clone Monster Duration: Permanent Range: Touch Casting Time: 2d6 weeks Functioning in a similar manner to the 2nd level clone plant or animal, this spell allows a vivimancer to magically clone any creature. A creature of Hit Dice no greater than the vivimancer's level may be cloned. Beings of human-level intelligence cannot be cloned with this spell – this requires the use of the 8th level clone spell. To create the duplicate, a tissue sample from the creature to be cloned must be grown in a laboratory for 2d6 weeks. There is a 10% chance of something going awry with the procedure. In this case, there is an equal probability of the clone dying, being mutated (roll on the tables in Appendix II), or exhibiting an extreme behavioural aberration, typically resulting in a violent and dangerous creature. Life-forms with magical properties may be cloned at the Labyrinth Lord's discretion. This may entail an increased chance of failure or additional requirements for the process (time, money, unusual ingredients). Detach (reversible) Duration: See below Range: Touch Casting this spell and touching a body part causes it to detach from its owner, who can then control the part as an independent entity. Thus, hands may crawl around, legs may hop, and even heads can be detached and rolled. If the target is unwilling, a save versus spells is allowed to resist the detachment. The detached body part can be controlled for up to 1 turn per level of the caster, after which it must be retrieved and reattached to the body (which happens automatically). If the body part is not reattached during the spell's duration, it dies. Using the reversed version of the spell, graft, body parts lost in any way may be replaced either by reattaching the missing part or by grafting on replacement parts cut from another living or recently dead creature. It is entirely possible to graft body parts from incongruous species together. The graft is permanent, but the recipient (which may be the caster himself) must make a trans- formative shock roll. If the roll fails, the graft does not take and will wither and fall off in 1d6 weeks. Fungal Zombie Duration: Permanent Range: Touch Casting Time: 1d4 days The caster implants a magically created fungal spore into the body of a host target, preparing it for transformation into a zombie-like state. The host may be a living creature or the corpse of a creature which has died within the last day. A living being is allowed a sav- ing throw versus death to resist the spore's effects. This spell affects a single host creature of up to one Hit Die per level of the caster. continued... Fourth Level Spells 41 Fungal zombie (continued) Once implanted, the fungal spore grows rapidly, riddling the host with fibrous mycelium. The full process takes 1d4 days, during which time the vivimancer must tend to the developing fungus. A living target suffers terrible pain during the process and dies at its conclusion. The process may be interrupted by magical means such as cure disease, but normal medicines are ineffective against the fungal infestation. When the fungus has fully grown, it takes control of the host's nervous system and musculature, animating the dead body. The fungal zombie possesses one Hit Die more than the host had in life and moves at a rate of 60' (20'). Any special abilities of the host creature (such as poisons, flight, breath attacks, etc.) are no longer usable once it is controlled by the fungus. The fungus has a rudimentary intelligence and obeys commands from the caster. When not in the caster's presence, the fungal zombie can continue to obey very simple instructions (no longer than 10 words). Note that as the creature created by this spell is not undead (it is actually alive – controlled by the fungal parasite), it is not affected by a cleric's turning ability. Hive Mind Duration: 1 turn per level Range: Unlimited This spell can be cast in two forms. The first enables the caster to communicate telepathically with any creatures who are currently bound to him under the effects of the drone or mind slave spells. In this way, the vivimancer is able to instruct his minions. Hive mind may alternatively be used to grant telepathic communic- ation to a group of clones. The spell is cast on a single individual, which must be in the vivimancer's presence. Hive Sight Duration: 1 turn per level Range: Unlimited This spell can be cast in two forms. The first enables the caster to see through the eyes of any creatures who are currently bound to him under the effects of the drone or mind slave spells. Hive sight may alternatively be used to allow a group of clones to see through each others' eyes. The spell is cast on a single indi- vidual, which must be in the vivimancer's presence. Immunity to Disease Duration: 1 turn per level Range: Touch The spell's recipient gains complete immunity to all forms of dis- ease for the duration. Fourth Level Spells 42 Insanity Duration: Permanent Range: 30' The neural pathways of a single intelligent target within range are disturbed, causing it to be afflicted with a debilitating mental dis- order. A saving throw versus spells is allowed to resist. The follow- ing table can be used to determine the resulting affliction, or the caster may choose something specific. The insanity inflicted is per- manent unless dispelled by dispel magic or remove curse. d10 Insanity 1 Serious phobia or obsessive behaviour 2 Raving madness 3 Delusional belief 4 Radical personality change 5 Complete amnesia 6 Recurring hallucinations 7 Crippling paranoia 8 Hopelessness or catatonia 9 Multiple personalities or extreme mood swings 10 Sexual aberration Mind Slave Duration: Permanent Range: 30' A resonance is implanted in the synapses of a target, binding it to the caster's will in a manner similar to the 2nd level drone. Any creature of any Hit Dice may be affected by this spell – it is not limited to humanoids. The target also gains a rudimentary ability to understand simple commands from the caster, which it will carry out, within the normal behavioural restrictions of the drone spell. An initial saving throw is allowed to resist the enslavement and then periodic saves at the frequency interval indicated by drone. Neutralize Poison Duration: Instant Range: Touch The caster detoxifies any sort of venom or poison in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, or other effects that do not go away on their own. If a character dies of poison, neutralize poison will bring a character back to life if the spell is used no more than 10 rounds after death. Plant Metabolism Duration: 1 day per level Range: Touch The targeted creature's metabolism is modified so that it can sur- vive by photosynthesis – the production of energy purely by absorbing sunlight. This means that the subject can survive without food while the spell's duration lasts, as long as sunlight and water are available. On the other hand, a creature under this spell's effects that is kept underground, away from sunlight, will slowly starve to death. A saving throw versus polymorph is allowed to resist this spell's effects. Fourth Level Spells 43 Plant Symbiosis Duration: 1 day per level Range: Touch The caster is able to meld his physical body with nearby plants. While in this symbiotic state, the caster can survive without food or water, being nourished purely by the root systems of the host plants. At the caster's option, he may meld his body completely so that it disappears inside the plants, may leave sensory organs exposed so that he can still see or hear while in symbiosis, or may choose to leave larger portions of his body outside of the host. This spell may be used to target a single intelligent plant-based creature, providing it is of at least twice the caster's volume. The creature is allowed a saving throw versus polymorph to resist the symbiosis, but if it fails, it is affected by a charm (in the same way as drone) while the caster remains in symbiosis. The caster can choose to end the symbiosis at any time during the spell's duration. Polymorph Others Duration: Permanent Range: 60' By means of this spell, one living being may be transformed into another kind of being. The creature may make a saving throw versus polymorph, but if the creature is willing, this roll can be for- gone and the effects are automatic. If the new creature's HD total more than twice the HD of the original creature, the spell does not work. Although the final form will retain the same number of hit points as the original, all other abilities of the new form will be acquired, including intelligence level. The target becomes the new creature in every way, including instincts, alignment, preferences, etc. This spell may not be used to reproduce the appearance of a specific identity. The polymorph is permanent unless dispelled. When a poly- morphed creature dies, it will revert to its natural form. Polymorph Self Duration: 6 turns, +1 per level Range: 0 The caster transforms himself into another being. A particular indi- vidual may not be mimicked with this spell, only a typical indi- vidual of a creature type. The new body must be of a creature with a number of HD equal to the caster or fewer. The caster retains his intelligence, hit points, saving throws, and ability to attack, but does gain physical abilities of the new form, including strength or strength-based attack forms and damage. Magical abilities or other special abilities are not gained. For example, if the caster trans- forms into a manticore, he will be able to fly. If the caster takes the form of a medusa, his gaze will not petrify. The caster is unable to cast spells when transformed. The spells dispel magic and revert biology negate the effects of this spell, and if the caster dies while in a different form, he will revert to his natural form. Fourth Level Spells 44 Repel Vermin Duration: 1 turn per level Range: 0 The caster of this spell is able to prevent all ordinary insects, rats, spiders, etc. from coming within a 10' radius. Giant vermin or ver- min of 2 HD or more may enter the area if they succeed in a sav- ing throw versus spells. However, entering the area causes 1d6 hp damage to them. This spell does not affect wererats or intelligent vermin-like creatures. Slime Blast Duration: Instant Range: 120' House Rule The standard rule for green slime's ability to dissolve clothing and armour states that it takes 6 rounds. The Labyrinth Lord may alternat- ively wish to specify that the rate of dissolving depends on the protective capacity of the armour – a number of rounds equal to 10 minus the ar- mour's AC rating. This spell unleashes a 20' radius explosion of green slime as per the monster (LL p.80), at the targeted location. Creatures in the affected area may make a saving throw versus spells to avoid being hit. Those who fail their save are covered in 1d4 hit points worth of flying green slime. Once covering a victim, green slime will digest all clothing and armour in 6 rounds. The slime feeds so quickly that after this period, in only 1d4 rounds after contacting a creature's bare skin, the slime will completely digest it, creating more slime in its place. No magical revival is possible for a victim as nothing material of the victim remains. Green slime is impervious to most attacks, but is susceptible to fire. The slime clings in such a way to make scraping it off ineffect- ive. Note that if green slime is burned while it is on a character, the damage from the fire is divided evenly between the slime and the character. Green slime is killed instantly by a cure disease spell. Speak with Plants and Fungus Duration: 3 turns Range: 60' The caster can communicate with plants and fungus, including both normal varieties and plant or fungal creatures. The caster is able to ask questions of and receive answers from plants or fungus, and can ask them to move in such a way to clear a path that is impassable or covered in difficult growth. Normal plants and fungi have a very limited sense of their surroundings, so normally cannot give detailed descriptions of events outside of their immedi- ate vicinity. The spell does not make plant or fungal creatures any more friendly or cooperative than normal. If a creature is friendly toward the caster, it may do some favour or service. Spore Blast Duration: 1 round per level Range: 240' This spell conjures a cluster of fungal spores anywhere in range. The spores can be triggered to explode at any time in the spell's duration from the second round onwards (and will explode auto- matically once the duration ends), causing 1d6 damage to any creatures within 20'. Creatures in the blast radius must also make a saving throw versus poison or die from choking in 6 rounds. Fourth Level Spells 45 Swarm Transformation Duration: Special Range: 0 Upon casting this spell, the caster instantaneously transforms into a swarm of spiders or insects. While in swarm form, the caster can move at 20' per round and can choose to attack by engulfing vic- tims in a 10' area who suffer 2 hp damage per round. The caster is immune to normal damage, but can be harmed by fire, spells, or area attacks. Victims can choose to forgo all other actions, includ- ing movement, to reduce the swarm's damage to 1. The caster remains in swarm form as long as he wishes or until death. Any damage inflicted on the swarm is reflected on the caster's body when he returns to normal. Once the caster has returned to his normal form, the spell ends. Wall of Ooze Duration: 1 turn per level Range: 60' A barrier formed of up to one 10' cubic area per caster level springs into existence. The sections of the wall are of a semi-trans- parent gelatinous ooze, pulsating and slightly warm to the touch. The wall is coated in a toxic slime, causing paralysis. Anyone touching the wall must make a saving throw or become paralysed for 1d4 turns. Careful cutting of a path through the wall is possible, taking 1 turn per 10'. At the end of the spell's duration, the wall disintegrates into a flood of liquefied jelly. Any creatures within 20' must save versus paralysis or be affected by the same paralysing effect. Weltmark Duration: Permanent Range: Touch Applied to the flesh of a living creature, this spell causes an ugly cluster of bruises, welts, and scars to form in the shape of the caster's personal sigil. If a saving throw versus spells is successful, the weltmark has no effect and fades after 1d4 days. A failed save means that the mark is permanent and magical, bringing the target under a charm-like compunction. Targets bearing the caster's mark in this manner are unable to attack or in any way bring about harm to the caster. By speaking a special word, the caster is also able to inflict pain on all beings within 30' feet who bear his mark. Targets must save versus death or be stunned for 1d4 rounds, unable to act. Fourth Level Spells 46 Fifth Level Spells Animal Growth (reversible) Duration: 2 rounds per level Range: 80' The caster may use this spell to double the size of up to 8 animals within a 20' square area. This doubling effect applies to damage inflicted by the animals and to their HD numbers, which affects their attack values. The opposite, reduce animal, has exactly the opposite effect, reducing animals and their abilities by half. Anti-Plant Shell Duration: 1 turn per level Range: 0 The spell anti-plant shell creates an invisible barrier that keeps all creatures within the shell protected, as if behind a wall, from attacks by plant creatures, animated plants, or missiles of plant material. The shell is centred on the caster and is 20' in diameter. Devolution (reversible) Duration: Permanent Range: 60' This spell causes a single intelligent target to undergo an evolu- tionary regression, reverting to a primitive ancestral form and behaviour. A human, for example, would regress to an ape-like state, incapable of understanding speech or performing complex tasks of planning or visualisation. The target's INT is reduced to 3, while its STR and CON are both increased by one point (to a max- imum of 18). A save versus spells is allowed to resist the effect. If the save fails, the spell can be reversed with dispel magic or remove curse. Magical creatures, which have no evolutionary ancestors, cannot be affected. The reversed version of the spell, evolutionary leap, grants human-level intelligence to a target life-form of animal or lower intelligence. The affected being does not gain the ability to com- municate, though it may be able to learn in time. The newly formed sentience does not in any way alter the creature's attitude towards the caster. Divide Mind Duration: 1 turn per level Range: Touch This spell allows the caster to imbue a fragment of her living con- sciousness into another being. The target must be touched and is allowed a saving throw versus spells to resist. Once the mind fragment is imbued, the caster experiences everything the target does, in addition to the perceptions of her own body, and is able to communicate telepathically with the tar- get. The caster can also attempt to control the target's body, over- riding the mastery of its own mind. Each round, the caster has a base 50% chance of being able to control the target's body, modi- fied by 5% per point of difference in INT scores. continued... Fifth Level Spells 47 Divide mind (continued) It is only possible to control the target's body – the caster has no access to its mind, and it is thus not possible, for example, to force the target to reveal information or to cast spells. If the target dies during the spell's duration, the caster must make a save versus death or fall unconscious for 1d6 turns. If the caster's own body is killed while her mind is divided, she must make a sav- ing throw versus spells. Failure indicates that the mind fragment imbued in the target also dies. If the save succeeds, the caster's mind takes refuge in the target and continues to exist beyond the normal duration of this spell. In this case, the caster's mind may be retrieved from the target's body by spells such as magic jar or limited wish, and will automatically return to the caster's real body if she is raised from the dead. Immunity to Poison Duration: 1 round per level Range: Touch The spell's recipient gains complete immunity to all forms of poison for the duration. Nature's Secrets Duration: See below Range: ½ mile radius per level Casting Time: 1 turn / 1 or more hours This spell grants the vivimancer the ability to interpret information from the subtle whisperings of plants, fungi, and creeping creatures of the undergrowth. The spell may be used in two ways, as follows. Firstly, the caster may gain mundane knowledge of the area within range. One fact per caster level above 7th may be gained, from among the following subjects: the ground or terrain, plants, min- erals, bodies of water, people, general animal population, presence of powerful unnatural creatures, or even the general state of the natural setting. It takes 1 turn to cast this version of the spell. Alternatively, the caster may delve deeply into the inhuman intelli- gence of the natural world in order to receive advice and informa- tion on any subject. The vivimancer may ask as many questions as she wishes and will receive answers in the form of riddles or cryptic statements with a 75% chance of containing hints at the truth – the vast and subtle intelligence of the natural world is so radically different to human intelligence that straightforward answers can never be obtained. Each question asked in this way carries with it a risk of insanity as the caster opens herself to the alien mind of nature. A saving throw versus spells is required with failure causing the caster to be afflicted with a form of insanity (as per the 4th level spell, lasting for 1d4 weeks). The saving throw is penalized by -1 per question asked beyond the first. This process takes one hour per question asked. It is known that some vivimancers have driven themselves into a state of permanent insanity through seeking deep knowledge of the universe in this manner. Fifth Level Spells 48 Psionic Awakening Duration: Permanent Range: Touch Untapped psionic potential can be awakened by this spell; how- ever, the process is somewhat risky. A maelstrom of psychic energy overcomes the subject's mind, causing it to become uncon- scious for 1 turn. During this time, the subject's synapses undergo a process of restructuring. The target must roll 2d6, applying its WIS modifier to saving throws versus magic, and consult the fol- lowing table to determine the results of the process. 2d6 Result 2 or less Synaptic obliteration. Subject dies. 3-4 Permanent violent insanity. INT reduced to 3. 5-6 One psionic power gained, usable once per day. Also affected by insanity. 7-9 One psionic power gained, usable once per day. WIS permanently reduced by 1d6. 10-11 One psionic power gained. May be used twice per day. 12 or more Two psionic powers gained, each usable once per day. Psionic powers are described in Appendix I. A saving throw versus spells is allowed if this spell is cast upon an unwilling subject. This spell has no effect on creatures of less than human intelligence or those that already possess psionic powers. Regeneration Duration: 1 round per level Range: 0 While under the effects of this spell, the caster regenerates 1 hit point of damage per round. Even if reduced to 0 hit points or less, while the spell's duration lasts, the caster will continue to regener- ate damage, and may return to life. Additionally, the caster can reattach severed body parts by simply holding them together. Transfer Pregnancy Duration: Instant Range: Touch Casting Time: 1 hour Cost: 100gp This sinister spell effects the transference of an unborn child from its mother to the womb of another female. Females of any species can be affected, and both the original and the receiving mother must be present as the vivimancer casts the spell. The casting requires an hour-long ritual and the use of a glowing blue balm which must be applied to the body of the original mother. This balm must be produced in advance, costing 100gp. It is possible to use this spell to transfer a baby to the womb of a creature of another species. In this situation, it is up to the Labyrinth Lord whether the child survives. If it does, it may exhibit unusual qualities related to its second mother. Fifth Level Spells 49 Vats of Regeneration Duration: Permanent Range: Touch Casting Time: 2d4 days Severed body appendages (fingers, toes, hands, feet, arms, legs, tails, or even heads of multi-headed creatures), broken bones, and ruined organs can be regrown by means of this spell. The subject must be immersed in a vat of liquid in a special labor- atory for 2d4 days. Venomous Blood Duration: 1 turn per level Range: 0 The caster's blood mutates and becomes venomous. Any creature attacking the caster with a bite attack must save versus poison or die. The caster's blood can also be used to envenom weapons – one weapon per 1d3 hit points' worth of blood extracted may be affected. The venomous effects of the blood wear off after a suc- cessful hit or at the end of the spell's duration. Fifth Level Spells 50 Sixth Level Spells Anti-Animal Shell Duration: 1 turn per level Range: 0 The spell anti-animal shell creates an invisible barrier that keeps all creatures within the shell protected, as if behind a wall, from attacks by ordinary creatures. Ordinary creatures include giant animals and sentient races, but not any form of undead, demons, or most creatures from other planes of existence. The shell is centred on the caster and is 20' in diameter. Charm Plants and Fungus Duration: Permanent Range: 300' This spell enables a vivimancer to command plants and fungus in a 300' squared area. The plants or fungus may be directed to do anything within their ability, but intelligent life-forms are allowed a saving throw versus spells at -4 to resist the enchantment. Once an area is enchanted in this way, the vivimancer is able to com- mand the plants and fungus within it indefinitely. By whispering to the affected plants or fungus, the caster can encourage them, over long periods, to grow into any shape he desires. Vivimancers sometimes construct fabulous dwellings made of living matter in this way. By casting the 3rd level overgrow upon charmed plants or fungus, the formation of such architec- tural constructions can be accelerated. Chimera II Duration: 2 rounds, +1 round per level Range: 30' This spell works in a similar manner to the 4th level chimera I, creating a blob of tissue from which mutant life emerges. This enhanced version may either be used to create a single monster with 2d4 + 4 HD or two identical 2d4 HD creatures. Flesh Blast Duration: Up to 6 rounds Range: 60' The living tissue of a single target within range is caused to swell, bulge, and pulsate. This process causes the target 2d4 hit points' damage per round and is accompanied by agonising pain, prevent- ing the target from performing any actions, including movement. The vivimancer can choose to maintain the process of flesh distor- tion for up to 6 rounds. After this period elapses or immediately if the target dies, the target's swollen flesh explodes outwards in a radius of 20'. This explosion is fatal to the target (if it is not already dead) and causes 2d6 damage to other creatures in range. A save versus spells reduces damage by half. The target may make a saving throw versus polymorph to resist the spell's effects. If the save succeeds, the target avoids the even- tual explosion of its body, is able to resist the pain of the swelling process, and is able to act during the initial period. However, even on a successful save, the target still suffers damage. Creatures of greater than 8HD cannot be targeted by this spell. Sixth Level Spells 51 Impregnate Duration: Permanent Range: Touch Casting Time: 1 hour This spell provides an arcane means of bypassing the norms of sexual reproduction. The caster must first select the female who is to be impregnated and the male who is to be the sire. Neither of the pair need be willing participants in this spell, and no saving throw is allowed. The pair may be of any species, and in this man- ner it is possible to create unusual hybrids. In the case of highly disparate species, the Labyrinth Lord may wish to impose a per- centage chance of the foetus or the impregnated female dying. The spell must be cast twice – firstly on the male (or a sample of tissue from the male), and again, within one week, on the female. In both cases, the spell takes the form of an hour-long ritual, dur- ing which the target must be within touch range of the caster. Life Cycle Duration: Permanent Range: Touch This spell allows the vivimancer to advance a single target to the next stage in its life cycle. For example, an advancement of life cycle may cause an egg to hatch, a caterpillar to pupate, a plant to bear fruit, a foetus to be born, or a child to become an adult. In the case of humans and other animals with a natural ageing process, the following stages of life are treated as separate life cycles, for the purpose of this spell: foetus, childhood, adulthood, decrepitude, death. It is thus possible to cause the death of a target of advanced years. An adult who is advanced to old age typically suffers a 50% reduction of maximum hit points and all physical attributes (STR, CON, DEX). A save versus polymorph is allowed to resist the effect. Organ Transference Duration: Permanent Range: Touch Casting time: 1 turn This spell enables the transplantation of various bodily organs from one being to another. The affected creatures must both be alive, but may be of different species. The organs to be transferred must be physically cut from the bodies of the subjects and trans- planted – this spell only causes the fusing of the new organs into place and the healing of any wounding inflicted by the process. Commonly transferred organs include the eyes and the heart, but any organ except the brain may be transferred. Transplanting a healthy heart can restore CON lost due to ageing, disease, or magic. Unless some kind of anaesthesia is used, the procedure causes extreme pain to both subjects who usually pass out. It is thus not normally possible for a vivimancer to cast this spell upon himself. The caster has the option of actually exchanging the organs of both creatures or of simply removing an organ from one and transferring it to the other. Sixth Level Spells 52 Repel Wood Duration: 4 rounds per level Range: 0 Waves of energy roll forth from the caster on a 120' wide path, 20' long per caster level, moving in the direction he faces. Once the spell is cast, the area of effect is stationary. It causes all wooden objects in the path of the spell to be pushed away to the limit of the range. Wooden objects larger than 30' in diameter that are fixed firmly are not affected, but loose objects are. Objects 30' in diameter or smaller that are fixed in place splinter and break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 40' per round. Objects such as wooden shields, spears, wooden weapon shafts and hafts, and arrows and bolts are pushed back, dragging those carrying them along. If a spear is planted (set) to prevent this forced movement, it splinters. The waves of energy continue to sweep down the set path for the spell's duration. After being cast, the path is set, and the caster can then do other things or go else- where without affecting the spell's power. Synaptic Reprogramming Duration: Permanent Range: 20' A subject's neural structure may be modified with this spell, having a number of possible permanent effects on the subject's psyche. The effect generally takes one of the following forms. In all cases a saving throw versus spells is allowed to resist the reprogramming. Alter beliefs: A belief held by the subject can be modified or erased. New beliefs may also be implanted. Alter behaviours: A single specific behavioural pattern or personal- ity trait can be removed, implanted, modified, or inverted. Alter knowledge: A single area of knowledge possessed by the sub- ject may be erased or knowledge possessed by the vivimancer may be imprinted into the subject's brain. Implanting knowledge is a more dangerous procedure, requiring a saving throw versus poly- morph to be made by both subject and caster. The saving throw is modified based on the extent of the knowledge being imparted, from a +4 bonus for very trivial knowledge (a specific poem, for example), to a -4 penalty for very extensive knowledge (a lan- guage, for example). Failure of the saving throw (by either party) results in a subtly incorrect transfer of the desired knowledge and a permanent insanity as per the 4th level spell. Alter memories: Memories of a specific period (up to one hour duration per level of the vivimancer) can be either implanted, altered, or erased. Sixth Level Spells 53 Transformative Pupation Duration: Permanent Range: 0 Casting Time: 1d6 weeks By means of this spell, the caster can permanently alter his phys- ical form to that of any humanoid race of approximately equal size. Casting this spell requires the possession of a large quantity of magical silk, such as that produced by certain species of mon- strous giant spiders. Over a period of several hours, the caster becomes entwined within the silken threads, finally entering a pupa-like state, wherein he will remain for 1d6 weeks. While in the pupa, the caster is unconscious and vulnerable to attack – anyone wishing to do so can easily cut the pupa open, killing the semi- transformed wizard. When the pupation period is over, the caster emerges in the new form. The exact appearance can be chosen, including sex, height, weight; eye, skin, and hair colour; and facial appearance. It is even possible for the caster to accurately mimic the appearance of another, although very close scrutiny has a 10% chance of reveal- ing some slight difference. It is also possible for the caster to modify his ability scores during a pupation. He may choose to redistribute the sum of his physical attributes (STR, DEX, CON) amongst themselves in any way he desires. He may also choose to subtract points from his mental attributes (INT, WIS, CHA) in order to increase his physical attributes, but not the other way around. In any event, it is not possible to increase an attribute to greater than 16 using this spell. Sixth Level Spells 54 Vats of Reincarnation Duration: Permanent Range: 0 Casting time: 1d4 weeks House Rule This spell is a variant of the standard magic-user's rein- carnate, requiring the use of a laboratory and a period of sev- eral weeks, over which the new body grows. As it cannot summon an in- stantaneous “replacement” for a deceased character, it is, ef- fectively, weaker than the ma- gic-user spell. Thus, some Labyrinth Lords may prefer to either allow vivimancers to use the stand- ard spell or to specify that both vivimancers and magic- users may only cast this ver- sion. With this spell, the vivimancer has the power to return life to a character by means of growing another body. A tissue sample from the original body must be used as a seed for the new body to form around. The magic of the spell is such that the newly grown body is not guaranteed to be of the same species as the original. The spell creates an entirely new young adult body. Since the character is returning in a new body, all physical ills and afflictions are also repaired. If the result on the following table indicates reincarnation into a PC race, determine which class randomly and roll 1d6 to determ- ine the character's level. The level may not exceed the original character's class level. If the result on the table indicates that the reincarnated character returns as a creature, roll on the second table, using the column matching the character's alignment. Addi- tional creatures may be used to extend the tables, but no creature having more than 6 HD should be included, and each creature should be at least semi-intelligent. A character brought back as a creature must either adventure as the creature or the player must retire the character. Monsters generally do not gain experience or advance in levels, unless the Labyrinth Lord allows this. 1d10 Incarnation 1 Dwarf 2 Elf 3 Gnome 4 Halfling 5 Half-Elf 6 Half-Orc 7 Human 8 Creature (roll on following table, based on alignment) 9-10 Same race 1d8 Chaotic 1d6 Neutral Lawful 1 Bugbear 1 Ape Blink Dog 2 Gnoll 2 Baboon Gnome 3 Goblin 3 Centaur Neanderthal 4 Hobgoblin 4 Lizardfolk Pegasus 5 Kobold 5 Pixie Roc (small) 6 Minotaur 6 Werebear Unicorn 7 Ogre 8 Orc Sixth Level Spells 55 Virus Duration: 1 day per level Range: Touch A single target that the caster touches is infected with a magical virus having one of several possible effects, chosen by the caster (see below). The target is allowed a saving throw versus poison to resist. If the save fails, the virus is successfully implanted. An infec- ted victim suffers no effects for the first day, but 24 hours after the spell was cast, the virus causes one of the following effects, chosen by the caster. Mutation: The subject undergoes a mutation, rolling on the tables in Appendix II. Instinct: The subject is affected as per the 2nd level spell instinct. The caster must choose which instinct the virus causes (feeding frenzy, fight, flight, mating instinct). Transformation: The subject is affected by a polymorph, trans- forming into a creature of up to 4 HD chosen by the caster. Once the virus is active (after the first day), the subject also becomes a carrier of the magical virus and can spread it to any other beings that it comes into physical contact with (including engaging in combat), who must then in turn also make a saving throw or become a carrier. The virus can spread in this manner to up to 2HD of victims per level of the caster. When the spell's duration comes to an end, the virus dissipates, returning victims to their normal state. Wall of Thorns Duration: 1 turn per level Range: 80' A wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a human's finger. Any creature forced into or attempting to move through a wall of thorns takes damage equal to 8 + AC rating per 10' (a creature with AC -8 or better would take no damage). Any creature within the area of the spell when it is cast takes damage as if it had moved into the wall and is caught inside. The caster may create a 10' cubed area of wall per level. The wall must be 10' thick (or fills a smaller space completely), which allows it to be shaped as a number of 10´10´10 blocks. A wall of thorns can be breached by slow work with edged weapons at rate of four turns per 10'. Nor- mal fire cannot harm the barrier, but magical fire burns away the wall in two turns. Sixth Level Spells 56 Seventh Level Spells Genetic Memory Duration: Instant Range: Touch Casting Time: 1 turn Cast upon either a living creature or a tissue sample, this spell unlocks the secrets of the subject's ancestors. Both knowledge of specific individuals who are known to be ancestors of the subject or general information about ancient cultures may be obtained. The caster enters a trance for one turn, her mind travelling back through the genetic pathways of the subject, decoding the desired information. The answer to one question may be obtained, plus an additional question per two levels of the caster above 13th (two questions at 15th level, three at 17th, and so on). Each question has a percentage chance of success based on its antiquity, as fol- lows. The caster gains a 2% bonus to the check per experience level above 13th. The chance is halved if the information sought was kept secret by the genetic ancestors of the subject. Time Span Chance of Success 50 years 95% 100 years 75% 250 years 50% 500 years 35% 1,000 years 20% 10,000 years 10% 50,000 years+ 5% Genetic Spell Encoding Duration: Permanent Range: Touch The genetic code of the subject is modified to contain the pattern of a vivimantic spell of 3rd level or lower, which must be currently memorized by the vivimancer as she casts this spell. The spell to be encoded is erased from the caster's mind and implanted into the subject's genetic structure. Once implanted, the subject may cast the encoded spell at will. Casting a genetically encoded spell requires a round of concentration, but does not necessitate ges- tures or incantations. Such deep alterations to a creature's genetic structure are not without risk. Firstly, if this spell is cast upon a creature that already carries a genetically encoded spell, the subject must save versus death or die immediately, due to genetic disintegration. Secondly, when casting an implanted spell, the subject undergoes a process of genetic shock as the encoded patterns of magical energy are ripped from its chromosomes. The subject must save versus poly- morph or develop a permanent mutation (see Appendix II). A genetically encoded spell does not register as magic for the pur- poses of spells such as arcane sight or detect magic. Seventh Level Spells 57 Infestation Duration: Permanent Range: 300' This spell creates a spore, seed, or nest that is planted at the centre of the area to be affected. Once planted, the seed takes root in the affected area, producing a voracious infestation of impenet- rable creeping plants, choking fungal mycelium, swarming insects, writhing worms, etc. The infestation grows at a rate of 10' per day until eventually a 300' radius area is covered. All vegetation in the area is smothered and destroyed. Progress through the infested area is greatly hampered. Movement rates are quartered. The infestation allows the caster, and any oth- ers to whom she grants access, unhindered transit. While the caster is within the infested area, she can hear the psychic whispering of the infestation. In this way she may gain forewarning of intruders. She may also, up to three times per day, cause the infestation to manifest the following spell effects as appropriate: entangle, spore cloud, insect swarm. The infestation can be damaged by normal means such as fire or cutting back, though it will regenerate at a rate of 10' per day, so it is very difficult to fully root out. Instant Adaptation Duration: One hour per level Range: Touch The subject of this spell gains the extraordinary ability to adapt to any environment in which she finds herself. Upon entering a new environment, the subject's body mutates, instantly developing enhancements to senses, breathing, skin, etc. which may be required to survive. For example, a human subject diving into water would develop gills to breathe and a membrane over the eyes, allowing vision to a normal range. All naturally occurring environments – including extremes such as lava pools or deep space – can be adapted to. The spell may also provide protection against the strange energies of some extra-planar environments, such as the elemental planes, at the Labyrinth Lord's discretion. This spell also provides partial protection (a +4 bonus to saving throws) against natural or magical energy attacks which mimic extreme environments, for example a dragon's breath weapon, fireball, ice storm, etc. Seventh Level Spells 58 Mind Mask Duration: Special Range: Touch The target's true personality is masked by a new identity that this spell implants via a process of synaptic restructuring. The new personality may have whatever characteristics the vivimancer chooses. This spell may even impart knowledge (including lan- guages) previously unknown to the target, but which the caster possesses. An unwilling target may make a saving throw versus spells to resist. If the mind mask is successful, the target's knowledge and memory of its former self are completely concealed – the target takes on its new personality perfectly convincingly. Even spells or psionic powers of mind-reading cannot detect the deception. Only a spell- caster of higher level than the vivimancer, using the appropriate spells, will be able to detect the presence of this enchantment. The target's true personality remains masked until a certain named contingency occurs. This may be something as simple as a trigger word, or as complex as meeting a specific person in a location of a certain type under certain temporal conditions – whatever the caster wishes. When the moment the contingency comes to pass, the mind mask falls away, revealing the target's true personality. Note that it is perfectly possible for a vivimancer to cast this spell upon herself. Parasitic Implantation Duration: Permanent Range: Touch With a subtle touch, the vivimancer infects the subject with a magical parasite that will grow inside its host, causing one of a variety of effects. The subject is allowed to make a save versus poison to resist the implantation of the parasite; however, if the save fails, the parasite will take hold and begin to grow. For the first 1d6 days after the subject is infected, no noticeable effects occur. However, once this initial period has passed, the parasite begins to cause one of the following effects, chosen by the caster at the time of casting. Spying: The parasite sends its subject's sensory experiences to the caster telepathically, enabling the caster to spy on every moment of the subject's life. Geas: The subject is compelled to complete a certain task, in the same manner as the quest spell, with the one difference that the target is not consciously aware of the quest with which it is tasked. Instead, it receives a series of sub-conscious urges pushing it in the desired direction. If the target resists these urges, the parasite will inflict internal pains, causing the target to lose 1d4 points of CON or DEX per day of resistance. If the task is completed, the parasite will die. continued... Seventh Level Spells 59 Parasitic implantation (continued) Death: The subject must make a saving throw versus death once every 24 hours or meet its doom. Suggestion: The presence of the parasite gives the caster great influence over the subject, allowing her to make a suggestion to the subject once per day. If the suggestion is worded in such a way so as to sound like a reasonable course of action, the subject will obey without question. All types of parasite can be detected by spells which detect disease or magic, but can only be removed by dispel magic, revert biology, or limited wish; or the clerical heal. Regeneration, Greater Duration: 1 round per level Range: 0 This spell functions in the same way as the 5th level regeneration, except that the caster regenerates at the faster rate of 3 hit points of damage per round. Replicate Life-Form Duration: Permanent Range: Touch With the use of a tissue sample taken from a living creature, this spell causes a new creature of the same species to spring into existence by a process of instantaneous genetic replication. The newly formed creature is a typical example of the species from which the tissue sample was taken – it is not an exact recreation of the original, making this spell ineffective as a means of resurrec- tion. The caster is able to replicate a creature with HD no greater than her level. The replicated creature behaves as a typical adult of its species, but has no knowledge of complex behaviours which are typically learned over many years, such as language, limiting the spell's usefulness in replicating creatures of greater than animal intelligence. Seventh Level Spells 60 Spark of Life Duration: Permanent Range: Touch Casting Time: 2d4 days Some vivimancers pursue magically enhanced breeding programs or processes of vat growth in their quest to mould life to their own designs. Others prefer to craft new beings out of their raw com- ponents, breathing life into the non-living. This spell enables the vivimancer to perform such feats. The vivimancer must first construct the creature to be vivified. Any organic materials may be used, for example flesh, blood, wood, hair, bone, leaves, and so on. The spell must then be cast upon the lifeless form in the vivimancer's laboratory. If the constructed creature has a reasonable biology, with tissue and organs in a feas- ible structure, then the spell has a 90% chance of success. More outlandish creations reduce the chance of the spark of life taking hold. The Labyrinth Lord should determine the exact percentage chance of success. For example, a being made entirely from bone may only have a 25% chance of coming to life. The constructed creature may have up to one Hit Die per level of the caster. Creatures with magical properties may be created by this spell, but this typically either reduces the maximum Hit Dice of the creature or requires the use of additional special ingredients, perhaps including body parts of creatures with similar properties, which must be acquired by adventuring. The exact details are left to the Labyrinth Lord's judgement. If the vivification is successful, the creature rises under the vivi- mancer's control. Such creations are usually only of bestial intelli- gence, able to obey simple commands. Creatures brought to life with this spell exhibit unusual behavioural characteristics, accord- ing to a roll on the following table (made in secret by the Labyrinth Lord). There is additionally a (non-cumulative) 3% chance per day of the creature breaking free of its creator's command, becoming a completely free-willed entity. 1d6 Creature's Behaviour 1 Lackadaisical – 1 in 6 chance of ignoring commands. 2 Violent – the creature interprets all commands in the most destructive manner possible. 3 Wilful – has a mind of its own and pursues its own ends when not under the vivimancer's supervision. 4 Hateful – the creature harbours a brooding hatred for its creator. If it ever breaks free, it will do anything in its power to destroy the vivimancer. 5 Obsessive – once given a command, the creature will not stop until instructed otherwise. 6 Intelligent – the creature is of human-level intelligence and may in time be taught to speak. It has an INT score of 2d4 + 2. Seventh Level Spells 61 Vats of Creation, Greater Duration: Permanent Range: Touch Casting Time: 1d4 weeks, +1 per Hit Die This spell works in the same manner as the 3rd level spell vats of creation, but produces stable life-forms which will live to a normal natural lifespan. Wall of Claws Duration: 1 turn per level Range: 60' This spell brings forth a barrier formed of blubbery flesh, riddled with vicious claws and talons. The wall has a small degree of sen- tience and will lash out to attack anyone approaching within 5', attacking as a 10 HD monster and inflicting 2d4 damage. This spell creates up to one 10' cubic section of wall per level of the caster. Each 10' section of the wall has 10 Hit Dice. The wall is Armour Class 8 and can only be harmed by magical weapons or spells. It takes half damage from fire and cold attacks. The caster may optionally specify a means of bypassing the wall, by way of a password, special token, or scent. In this case, the wall will also exhibit small sensory organs (eyes, ears, or nostrils, as appropriate). When the correct key is presented, a section of the wall opens up to allow egress. When the spell's duration expires, the wall dissolves into a goo of plasma that fizzes and evaporates over the course of an hour. Xenogamy Duration: Permanent Range: Touch Casting Time: 2d4 weeks This spell enables the caster to create an infinite variety of hybrid creatures by a process of genetic melding. Two living creatures of any species must be selected and contained within a laboratory for a period of 2d4 weeks. During this period, the two creatures gradually begin to meld into a single being. Each week, there is a 10% chance that the hybrid creature will die. If the process is suc- cessful, the resulting creature will have qualities and appearance reflecting both of its “parents”. The Labyrinth Lord should determine which qualities are retained from which parent. If creatures of greater than animal intelligence are melded, the res- ulting monstrosity has a 90% chance of being utterly insane. Seventh Level Spells 62 Eighth Level Spells Chimera III Duration: 2 rounds, +1 round per level Range: 30' This spell works in a similar manner to the 4th level chimera I, creating a blob of tissue from which mutant life will emerge. This enhanced version may either be used to create a single monster with 2d4 + 8 HD or three identical 2d4 HD creatures. Clone Duration: Permanent Range: Touch Casting Time: 2d4 months This spell makes a duplicate of a creature of human intelligence, including its memories and personality. To create the duplicate, the caster must have a tissue sample taken from the original creature's living body. The sample need not be fresh, but it must be kept from rotting. Once the spell is cast, the duplicate must be grown in a laboratory for 2d4 months. Once the duplicate reaches maturity, if the original being is alive, the two beings will share a psychic link for 1 week. During this time, each will seek to destroy the other. If this proves to be impossible, there is a 95% probability that either the clone or the original will lose his sanity. If this occurs, 25% of the time it will be the original, otherwise it is the clone that becomes insane. There is a 5% probability that both beings lose their sanity. After one week, if neither being destroys the other, the psychic link dissolves and there is no longer a com- pulsion to destroy each other. If the original being is no longer alive, this procedure can be used as a means of resurrection. The spell duplicates only the original's body and mind, not its equipment. Note that this spell cannot be used to create a replica of the caster's own body; this requires the 9th level clone self. Explosive Growth Duration: See below Range: 120' A single target in range begins to grow at a rapid and alarming rate – potentially reaching gigantic proportions within a matter of rounds. During the spell's duration, a target of normal human stature will grow in size and unarmed damage potential as follows: Round Height Unarmed Damage 1st 10' 1d8 2nd 12' 2d6 3rd 14' 3d6 4th 16' 4d6 5th 18' 5d6 6th 20' 6d6 7th 22' 7d6 continued... Eighth Level Spells 63 Explosive growth (continued) The maximum size is maintained after the 7th round for one addi- tional round per level of the caster above 15. Subsequently, the target will return to its normal size, shrinking one step on the size scale per round. Clothes or armour worn by the affected creature are destroyed in the first round, and, if it is in a confined space, the creature's body will either break out of the confinement or be crushed to a pulp. The target is allowed a saving throw versus polymorph to avoid the effect. Genetic Conduit Duration: 1 round Range: Unlimited The possession of a tissue sample can grant a high-level viviman- cer great power over the creature from which it was taken. When cast upon a genetic sample from a creature, this spell allows the vivimancer to magically influence the subject from afar. The spell is effective on both living organisms and the corpses of recently deceased creatures, as long as their flesh is intact. In the single round of the spell's duration, a second spell (of up to 4th level) or magical effect (such as from a wand) may be cast upon the tissue sample. This second effect is instantly relayed to the body from which the tissue sample was taken. Genetic Resequencing Duration: Permanent Range: 0 This advanced spell allows the caster to permanently modify his own genetic structure, stabilising the normally temporary effects of a transformative spell. The following spells can be made perman- ent: adapt appendage, appendage growth, arcane sight, echo location, flesh pocket, hyperolfaction, infravision, jump, natural weaponry, nauseating stench, reptilian metabolism, scentlessness, skin transformation, water breathing. Once the transformative spell has been fixed into the caster's genetic code, it cannot be dis- pelled by any means short of a wish. Casting this spell permanently reduces the caster's CON by one point. Mass Devolution (reversible) Duration: Permanent Range: 60' This spell causes all creatures of a single named species in range to be affected by the 5th level spell devolution or its reversed form evolutionary leap. Eighth Level Spells 64 Neural Absorption Duration: 1 day per 3 levels Range: 0 Cast upon one or more freshly extracted brains, this spell effects the absorption and temporary integration of the neural tissue into the vivimancer's own cerebrum. The addition of cerebral matter causes the vivimancer's head to swell noticeably while the spell is in effect. The absorbed neural matter can be used by the vivimancer for the memorization of additional spells per day. For each brain absorbed, the player should roll 1d20. If the result is less than or equal to the INT of the creature whose brain has been absorbed, the vivimancer gains the ability to memorize an additional spell level per day for this spell's duration. The additional spell levels gained may be used to memorize extra spells of any combination of levels. For example, if a vivimancer successfully absorbs neural matter sufficient to grant three addi- tional spell slots, he may memorize three 1st level spells, a 2nd level spell and a 1st level spell, or a single 3rd level spell. This process is, however, not without risk. For each brain absorbed during a single casting of this spell, there is a cumulative 2% chance of the vivimancer's mind being dominated by the for- eign neural tissue. When this occurs, the caster's behaviour and thought processes are replaced by those of the brain absorbed. This state endures until the end of the spell's duration. If more than one brain is available, the vivimancer may choose, after absorbing each one, whether to continue with the process or to stop. In this way, the vivimancer may tread the delicate balance between risk and reward. Organ Transference, Greater Duration: Permanent Range: Touch Casting time: 1 turn This spell functions in the same way as the 6th level organ transference, but additionally enables the transplantation of the brain from one being to another, essentially causing a permanent body swap. Eighth Level Spells 65 Regenerative Pupation Duration: Permanent Range: 0 Casting Time: 1d6 weeks Similar to the 6th level transformative pupation, this spell causes the caster to enter a state of pupation lasting 1d6 weeks. While in the pupa, the caster undergoes a process of regeneration, having one of several effects. Firstly, up to three levels lost due to energy drain may be regained. Secondly, any physical damage, including lost limbs or disease, may be healed. Alternatively, the caster may rejuvenate himself – becoming 1d8 years younger. Each time this spell is used for rejuvenation, there is a 1 in 6 chance that the caster will permanently lose one point of CON. When the number of CON points lost equals the caster's original CON ability score, the caster dies permanently. Shape Change Duration: 1 turn per level Range: 0 This spell enables the vivimancer to assume the form of any single non-unique creature of any type except for particularly powerful creatures like demons, devils or demi-gods. The caster's hit points remain the same. The caster gains all extraordinary and supernat- ural abilities (both attacks and qualities) of the assumed form, except for any abilities relying on knowledge or intelligence of the monster, because the caster's mind remains his own. If the assumed form is capable of human-like speech and gestures, the vivimancer is still able to cast any spells he has memorized. The caster can change form once each round for the duration of the spell. Stabilize Mutation Duration: Permanent Range: Touch This spell modifies the unstable genetic structure of normally tem- porary life-forms such as those created by the vats of creation, chimera, homunculus, or wall spells. A single target can be affected. The affected creature's life span is extended to 1d6 months, after which it will die unless this spell is cast again. The first time this spell is used on a creature with a degree of sen- tience (chimeras or walls of claws, for example), the creature must make a saving throw versus spells. Success indicates that it has broken free of the caster's command, becoming free-willed. Such monstrosities are typically highly aggressive. Survival of the Fittest Duration: Instant Range: 60' This reckless spell forces all living creatures within range, includ- ing the caster and allies, to make a saving throw versus death or die immediately. Eighth Level Spells 66 Ninth Level Spells Artificial Intelligence Duration: Permanent Range: Touch Casting Time: 1d4 days One of the most elusive properties in the vivimancer's quest to create life is human-level intelligence. This strange and powerful spell brings about the creation of a disembodied intelligence, which the caster can choose to imbue into an object or a location. It is sometimes used by vivimancers during the creation of power- ful magic items or to create spies, assistants, companions, or sen- tient libraries. The spell requires the caster to concentrate continu- ously for 1d4 days, as tiny extracts of his consciousness are gathered and imbued into the target. After the casting the viviman- cer must rest for 1d4 days, and cannot cast spells. The Labyrinth Lord should roll 3d6 to determine the INT, WIS, and CHA scores of the magically created mind, and then also roll 1d20 and consult the following table to determine additional char- acteristics of the mind. The mind's alignment should also be ran- domly determined. The artificial intelligence is able to see and hear (by magical means) within a 60' radius and can speak with a dis- embodied voice. 1d20 Mind Characteristics 1-2 Insane (harmless) 3 Insane (subtly psychotic) 4-5 Unfathomable and alien 6 Obsessed with a certain goal 7 Impressionable – picks up personality traits of those whom it first encounters 8 Capable of learning to cast spells 9 Claims to be a reincarnation 10-11 Has an innate detection power (roll on the table for sapient swords, LL p.122) 12-13 Has an innate spell-like power (roll on the table for sapient swords, LL p.122) 14 Completely empty – can learn, but has no pre- formed knowledge or personality 15 Expert in an obscure field 16 Driven and manipulative 17 Hateful 18 Replica of the caster's mind 19 Roll twice* 20 Roll three times* * Re-roll further results of 19 or 20. Ninth Level Spells 67 Cannibal Holocaust Duration: 1d6 days Range: 20' per level Casting time: 1 hour This abominable and greatly feared enchantment triggers a bestial cannibalism in all creatures of a single named species within range. Individuals are allowed a saving throw versus spells to resist. The effects are the same as the 3rd level cannibal rage with the one difference being the much longer duration of the effect. In this manner, whole settlements have been wiped out in a gruesome cannibalistic orgy. The casting of this spell takes the form of an hour-long ritual requiring the vivimancer to consume the entrails of an individual of the species to be affected. During this process, there is a 5% chance of the vivimancer herself being overcome with a cannibal- istic rage for the spell's duration. Clone Self Duration: Permanent Range: 0 Casting Time: 2d4 months Via a laboratory procedure lasting 2d4 months, the caster creates an exact duplicate of herself. When completed, the clone exists in a dormant state similar to temporal stasis. Clones are used as a means of assurance against death. If the caster dies and the clone is still intact, her consciousness is instantly transferred to the duplicate body, which then awakens. The clone's mind is identical to that of the caster at the point the spell was completed. Memories of any events which occurred since that point are lost. The caster must imbue a certain portion of her life energy into the clone. This causes a permanent loss of 1d4 hit points. It is possible for a vivimancer to create multiple clones of herself. In this case, upon death, one of the clones (chosen at random) will come to life. Creeping Doom Duration: 4 rounds per level Range: 0 When the caster utters the spell of creeping doom, a mass of centipedes, insects, and arachnids is called forth. The swarm occu- pies a volume of 20' square and can be commanded to swarm any target within 80'. The swarm moves at 10' per round, and will consist of (1d6+4) ´ 100 individual bugs, each of which deals 1 point of damage and then dies. If a swarm occupies the same area as a target, as many bugs attack as the creature has hit points. The remaining swarm may be commanded to attack a new target in range. If the swarm moves beyond 80' from the caster, 50 of their number wander away. An additional 50 wander away per 10', so that if they are 100' away, 150 have been lost. Ninth Level Spells 68 Dispersed Mind Duration: Special Range: 0 The vivimancer's mind leaves her body and seeps into the living tissue of plants, fungi, and animals in the surrounding area. Ini- tially, the caster's consciousness extends 60' around the location of her body. The longer the caster concentrates to maintain the spell, the further she can spread her mind – up to a range of one mile per hour with a maximum radius of one mile per experience level. The caster's mind can be gradually withdrawn from the natural world at the same rate. The duration of the spell is limited only by the vivimancer's desire for her mind to remain dispersed. Once her mind is dispersed, the caster is aware of everything per- ceived by all living creatures in the affected area, excluding intelli- gent beings, who are immune. The caster is also able to speak anywhere in the affected area, producing sound via the rustling of leaves, chattering of birds, fluttering of insects, and so on. It is in this manner even possible for the vivimancer to cast spells within the area of her mind's reach. While it is left vacant, the caster's body remains in a comatose state where it does not age or require any form of nourishment, essentially under the effects of temporal stasis. The caster's mind, in the dispersed state, likewise does not tire and requires no sleep. Several dangers lie in the use of this spell. Firstly, the caster's body, while in stasis, is completely vulnerable and can be killed with ease. Secondly, if the caster, for some reason, wishes to quickly return her mind to her body, she must make a saving throw versus spells. If the save succeeds, the return is effective within 1d6 rounds. A failed save, however, indicates that a rapid with- drawal cannot be achieved. In this case, the caster's mind can withdraw only at the standard rate of one mile per hour. If the save results in a natural 1, the vivimancer's mind cannot withdraw at all, and the duration of the spell becomes permanent. Note that there is no risk when withdrawing at the normal rate. The saving throw is only required when a hurried return is attempted. Legends tell of areas of haunted, desolate wilderness, where the depraved minds of arch-vivimancers from ages long forgotten still lurk, cursed by misuse of this spell to live on in an eternal twilight of disembodied consciousness. Ninth Level Spells 69 Extinction Duration: Instant Range: 240' This spell brings about the instantaneous death of living creatures of a single named species within range. Up to 40 Hit Dice of creatures are affected. A saving throw versus death is allowed to completely avoid the effect. If greater than 40 Hit Dice worth of individuals of the chosen spe- cies are within range, the affected targets should be determined randomly – the caster is not able to choose. Magical creatures and those with greater than 8HD are not affected. Extraordinary Regeneration Duration: 1 round per level Range: 0 This spell grants the vivimancer immunity to all physical damage, poison, and disease for the duration. While the spell lasts, the vivimancer can only be harmed by spells or magical weapons. All other damage is regenerated at a startling rate – wounds heal over instantly, severed limbs regrow, and so on. Genesis Duration: Permanent Range: 30' This spell instantly conjures living beings of any natural species desired or any unnatural type which the caster has seen person- ally. Up to 2HD of creatures per level of the caster may be con- jured, in any combination of species. The conjured creatures are typical examples of their race – the spell cannot be used to sum- mon specific individuals. The conjured creatures are not in any way bound to obey the caster and will follow their natural beha- viour. Immortality Duration: Permanent Range: 0 Design Note This spell's feasibility, exist- ence, and exact means of func- tioning are left up to the Labyrinth Lord to determine. Quests for historical traces of the spell, and subsequent re- search to recreate it could po- tentially form part of a high- level campaign. This hypothetical spell is the holy grail of arcane research for many high-level vivimancers who, after mastering the creation and manipulation of life in all its forms, seek to unravel life's final mys- tery – death. It is rumoured that vivimancers in ancient times succeeded in this quest, and that this spell of perfect immortality did indeed exist, once upon a time. Such secrets have, however, been lost in the mists of time, and only the merest hints as to the required proced- ures remain. Mutagenic Zone Duration: Permanent Range: 30' A 30' diameter area is permanently enchanted to warp the genetic structure of any creatures entering within. A saving throw versus polymorph is allowed to resist the zone's effect. Failure indicates that the creature develops a permanent mutation, according to the tables in Appendix II. The vivimancer is immune to this effect and can pass freely through mutagenic zones of her own creation. Ninth Level Spells 70 Progeny Duration: Permanent Range: 0 Casting time: 7 days A risky procedure undertaken by some arch-vivimancers, this spell produces a child from the vivimancer's own flesh. Over the course of the seven-day procedure, the child forms inside the caster's body as a foetus, emerging when the spell is complete. Female vivimancers casting this spell experience a normal (if hyper-accel- erated) process of pregnancy and birth, while male vivimancers undergo the disturbing process of the foetus emerging directly from the flesh of the torso. In either case, part of the vivimancer's own life force is imbued into the child, causing a permanent loss of 1d8 hit points. These lost hit points cannot be regained by any means. From the moment of its birth, the vivimancer has an empathic link with the child, allowing the sharing of thoughts and sensations, at- will. The child develops normally, albeit at twice the normal rate, reaching adulthood after about 9 years. At this point, the progeny begins to age normally. Physically, the child is an almost exact rep- lica of its parent, but is always of the opposite sex. Its ability scores are the same as those of the caster. The great benefit of this spell (as well as the risk) lies in the soul connection that exists between the caster and the progeny. If the child dies, the vivimancer must make a saving throw versus death, with a -4 penalty, or also die. When, eventually, the caster dies, the knowledge and experience of her entire life, including her expertise as a vivimancer, is passed instantaneously to the pro- geny. Thus this spell enables a form of immortality, spanning over multiple generations. Temporal Stasis Duration: Permanent Range: Touch The subject is placed into a state of suspended animation, and for the creature, time ceases to flow. The creature does not grow older, and its body functions virtually cease. This state persists until the magic is removed (such as by a successful dispel magic spell). No saving throw is permitted. Ninth Level Spells 71 Magic Items Like other magic-users, vivimancers of 9th level or higher are able to create new magic items. These may simply be potions or scrolls replicating the effects of vivimancer spells, but the ability also includes the possibility of creating unique items possessing any imaginable magical proper- ties. Vivimantic items are always of biological origin, typically being crafted from specially bred plants, fungi, or animals. Indeed, much of the construction time of a magic item may be taken up by a process of breeding or genetic experimentation to produce creatures with the qualities required in the manufacturing of the magic item. Even potions and scrolls produced by viviman- cers have a biological quality. Vivimantic potions are sometimes found in the form of fruits whose juices bestow magical properties. Scrolls of vivimancer spells are often written on parchment pre- pared from the skin of specially bred animals. This section lists a selection of vivimantic magic items. These may be placed as treasure in adven- tures or may be used as inspiration for the creation of new items by player character vivimancers. House Rule Traditionally, the ability of magic-users to create new spells and magic items only becomes available at 9th level. Many campaigns, however, never approach this stage of the game, remaining in the low-level range. Bearing this in mind, the Labyrinth Lord may wish to allow magic-users (including vivimancers) to create spells and magic items from 1st level – subject, of course, to the usual constraints of research time and expense. In this way, this very exciting and creative as - pect of the game can be included without the need for many months of play in order to reach 9th level. Animals Some animals bred by processes of vivimantic research are in and of themselves magical. Such beings are created purely for their practical qualities which are of use to humans, and as such are treated as magic items rather than monsters. Some vivimantic animals are more magical than natural, existing without sustenance or air. Others are more akin to natural biological organisms and require some kind of sustenance. Assassin Bug A small mosquito constructed from filigree silver and the internal organs of a specially bred (and deadly poisonous) spider. The creature lies dormant when kept in darkness. When brought into the light, the mosquito may be presented with the scent of a living creature, activating its predat- ory instinct. From this point, the insect will live for 24 hours, during which time it will untiringly seek the one whose scent it was imprinted with. The mosquito has a magical instinct which draws it in the direction of its target, travelling at a rate of 60' per turn. If it reaches its goal, it will seek an area of exposed flesh, land, and inject its deadly poison. The victim must save at -2 or die instantly. Like normal mosquitoes, assassin bugs produce a noticeable high-pitched buzzing, which may give their presence away. Brain Leeches When not in use, these normal-looking leeches must be kept in a quantity of blood, which must be refreshed on a weekly basis. Their magical function is revealed when they are placed on the skull of a living creature. The leeches attach immediately and begin sucking blood from the victim. Over a period of one week, the leeches work their way into the victim's flesh, boring small holes into its skull, exposing the brain, from which they begin to feed. Left to their work for a further week, the leeches completely drain the victim's memory before dying. An intelligent being put under the leeches can be thus rendered defenceless and pliable. Magic Items 72 Cerebral Spider A hideous-looking arachnid with yellowish grey, spindly, hairless limbs, distended mandibles and an abdomen tipped with a gruesome, prehensile spine. When allowed to settle upon the shaven crown of an intelligent creature's head, the spider's sinister instinct is activated. It plunges its abdominal spine into the subject's skull at the base of the neck, and over the coming days injects fluids which cause the brain to become entwined with a complex latticework of webbing. Once attached in this manner, the spider will lay completely immobile on the skull of the subject, becoming joined with its host in symbiosis. The presence of the spider and its webbing has the effect of protecting the subject from telepathy and mind reading, effectively scrambling thoughts so as to make them incomprehensible to outside observation. It also grants a +2 bonus to saves against other forms of mental attack, including psionic powers. In return for this boon, the spider drains the energy of one particular emotion from the host, effectively rendering the host incapable of feeling this emotion. Examples include: lust, love, hatred, greed, compassion, and so on. Lockroaches Appearing somewhat like brass stick-insects, these creatures are a hybrid of insect and clockwork. They need no sustenance, and if left to their own devices will slowly creep into crevices and dark places. When the mandibles of a lockroach are placed inside a keyhole, its magical function activ- ates. The creature's forelegs and mouth-parts act as lock-picks of fantastic efficiency, opening any mechanical lock in the space of a single round. After fulfilling its function, the creature dies. Swarm of Antiquity Typically contained in a small ceramic jar, this swarm of hundreds of tiny, black, ant-like insects lie in a dormant state until released. When the jar is opened and an object is placed at its aperture, the insects come to life, swarming onto the object with which they are presented. Over the course of one turn, the insects explore the totality of the object's surface. Having completed their ana- lysis, the insects perform a series of intricate movements of legs and antennae, which can be interpreted by a vivimancer with a magnifying glass and the correct training. The dance of the swarm indicates the age of the object, and the last time it was touched by another living creature, both accurate to within 1%. A swarm can be used 1d10 times before it dies. Swarm of Translation Placed upon written material, this swarming collection of tiny black mites is capable of translating the text into a language understood by the vivimancer who commands them. The mites scuttle over the writing, producing a faintly audible translation by means of their clicking mandibles. They can “read” at a rate of approximately 100 words per turn. The swarm requires little sustenance, but must be fed one sheet of parchment per week. Each time the mites are used to translate, there is a 5% chance of them dying during the process. Swarm of Wound Suturing Unnaturally ravenous and highly carnivorous, these inch-long beetles consume one “ration” of food per day. They must be kept in a sealed container, for their instinct is to disperse in search of prey. To one who opens their container, they present a frightening sight – snapping mandibles raised viscously and legs scuttling in a bid for freedom. Indeed, given the opportunity, they will attack living beings and consume their flesh. The beetles' beneficial – and magical – behaviour is only observed when they are placed onto an open wound (a somewhat fraught procedure). The beetles proceed to close the wound, biting it shut with their powerful jaws. This procedure heals 2d6 hit points of damage caused by cutting or piercing attacks. The beetles die once used. Magic Items 73 Worm of Poison Absorption A 6' long, purplish tapeworm, which must be kept sedated in a vat of acid when not in its natural environment (the humanoid gut). Extracted from its acidic resting place and presented with a suit- able gullet, the creature comes to life, attempting to writhe its way into the intestines of the sub- ject. This process is extremely unpleasant for the subject, and almost invariably causes vomiting and sickness. Once the worm is in place, the subject benefits from its metabolic protection, becoming immune to ingested poison while the worm lives. Each time the subject consumes a poison, there is a 1 in 4 chance of the worm expiring. While the worm lives, the subject must eat twice the usual amount of food per day in order to avoid starvation. Eggs and Seeds Egg of Life Magical eggs which come in many shapes and sizes. When an egg of life is cracked open and its contents allowed to fall onto the ground, a chain reaction of magical growth begins. Over the course of the following turn, a panoply of life springs into existence within a 120' radius, creating a full habitat complete with plants, insects, and small animals. Each egg creates a different type of habitat (forest, marsh, grasslands, etc.), as determined by the vivimancer who created the item. Note that geological conditions such as soil or water sources are not created or modified by the magic of these eggs. Thus, while the plants and animals conjured will theoretically live to their natural lifespan and may reproduce, they may perish more rapidly if created in an otherwise hos- tile environment. Hive Egg These fist-sized, translucent white insect eggs have the capability of producing a whole hive of giant insects over a short period when buried in the earth. The process of hatching and growth takes a total of 1d6 rounds, producing a large hive structure along with 2d10 individuals. The type of insect produced is determined randomly using the following table. 1d10 Hive Type Page Reference 1-2 Giant ants LL p.63 3-4 Giant killer bees LL p.65 5 Fire beetles LL p.65 6 Giant centipedes LL p.68 7 Giant carnivorous flies LL p.75 8 Giant ticks AEC p.138 9-10 Giant wasps AEC p.140 Hut Seed A normal-looking pine-cone which has the wondrous power to produce a dwelling when planted into moist soil. The moisture and nutrients of the soil activate the cone's magic, causing the rapid growth of a series of needled branches which, over the course of one turn, form into a small hut- like construct. The seed hut is proof against all naturally occurring weather conditions, providing a cosy interior with approximately a 10' cubed area of space. Once grown, the seed hut is rooted to the spot where it was planted and cannot be relocated. It is now a permanent construct. Magic Items 74 Laboratory Equipment High-level vivimancers often spend much of their time in their laboratories. It is thus unsurprising that their research sometimes leads to the production of magical items to aid in laboratory proced- ures. Magical vats are found in a range of sizes, the size determining the eventual Hit Dice of creatures which can be grown inside it. A vat found as treasure will be capable of containing creatures of up to 2d8 Hit Dice. Apparatus of Organ Transference This complicated mechanical apparatus takes the form of a pair of thrones placed back-to-back, surrounded by a macabre array of retractable brass arms, tipped with scalpels, grippers, suction cups, catheters, and specula. Living subjects placed in the apparatus can be subject to the organ transference spell (or the greater version), controlled by the operating vivimancer. The apparatus can also be configured to perform an automatic procedure, without human direction. In this way, it is possible for a vivimancer to transfer organs to or from his own body, including the brain. Brain Vat Made from thick glass of very high strength, these small vats have the power to maintain a single brain in a state of perfect preservation. A fresh brain can be immersed in the vat's liquid and the lid tightly sealed. The housed brain will survive indefinitely in a state of suspended animation and can be revived at a later date with the use of further magic (the greater organ transference spell, for example). More advanced brain vats are found occasionally, which keep the housed brain in a conscious state and transmit aural and visual sensations through the glass of the vat into the sensorium. Twin Vat An exquisitely crafted vat of delicate green crystal, this item enhances procedures of vat-growth by producing two identical beings at the same time. There is a 2 in 6 chance of the twinned creatures having a mutual telepathic link, and a 3 in 6 chance of their fates being intertwined, such that if one dies, the other will die also. Vat of Accelerated Growth A vat of reinforced brass, with only a small dark window into the liquid-filled interior. This item makes use of an experimental and dangerous “hot synthesis”, and can be used to perform any vat procedure in 50% of the usual time. There is, however, a 10% chance of the contained creature dying during the procedure and a 5% chance of the vat exploding during use. Vat of Continual Growth The pinnacle of vat-synthesis, this item allows a vivimancer to produce a series of identical creatures in an ongoing procedure of vat growth. Using this vat has two effects. Firstly, the time required by the spell vats of creation (either lesser or greater version), is reduced by one-third. Secondly, once a creature emerges from the vat, the vivimancer has the option of continuing the process, producing another identical creature. The growth of subsequent creatures is randomly determined according to the usual duration of the spell which was originally cast, but is also reduced by 33%. The vivimancer may choose to continue this process indefinitely, the only limita- tion being the time required to maintain the laboratory process. In this way, vivimancers some- times produce armies of minions. This vat requires unusually expensive fluids and fuels for its functioning, adding a cost of 200gp per month of use. Magic Items 75 Lenses Optic lenses harvested from the eyes of vat-crafted chimera, these items are found in wide variety, from marble-sized to cyclopean. Looking through these lenses, or allowing light to pass through them, activates arcane powers. Lenses may occasionally be found set in rings, crowns, or pieces of jewellery. Like all vivimantic items, the magic imbued in lenses allows them to retain some of the features of living organisms. Lens of Biological Detection Always found in pairs, these small green lenses must be placed over the eyes. They reveal the world wreathed in a green mist with biological organisms haloed in yellow. The capability of the lenses is such that the outlines of organisms are visible even through inorganic matter up to 1' thick. If looking through one lens only with the second eye uncovered, the viewer's brain is bom- barded with strobing energies – a save versus spells is required to prevent insanity (per the spell) lasting 1d4 days. Lens of Blinding A small, white, glistening lens with a dull light at its core. The lens emits a blinding flash when anyone except its rightful owner looks upon it. Onlookers within 20' must save versus spells or be permanently blinded. Even those who make the save are blinded for 1d6 turns. These lenses are sometimes used as traps to protect hidden valuables. Lens of Observation A pair of thin violet lenses which gently pulsate with a soothing warmth. Looking into one of the pair of lenses allows sight through the other. Cunning use of these lenses can enable various forms of intrigue, spying, or communication. Lens of Perpetual Radiance Unlike the other magical lenses described, this item is in fact constructed from many thousands of individual eyes, in this case the iridescent compound eyes of insects. The lens is in the shape of a disc 2' in diameter. The countless surfaces of the lens, each an individually placed compound eye, produce a shimmering light possessing the natural qualities of daylight. In this way, the lens can be used to sustain plant life in locations where no natural light penetrates. A single lens of per- petual radiance is sufficient to illuminate an area of up to 100' radius. Lens of Sublime Refraction Fist-sized lenses of a milky hue, covered in a warm oily liquid, these lenses gather and refract light from atypical angles. Looking through the lens and aligning it correctly, the viewer is able to see around corners and through small holes. The maximum range of vision using this lens is 60'. Lens of Subtle Sight This lens redirects any light which hits its surface into the optic nerve of one who holds it, essen- tially enabling sight via organs other than the eye. The lens must be in direct contact with the user's flesh in order to function. Lenses of subtle sight are typically palm-sized and of an azure hue, flecked with brown. Every time a lens of subtle sight is used, there is a 1 in 6 chance of it permanently embedding itself in the flesh of the user. Magic Items 76 Lens of the Sub-World A tiny black lens no larger than a fingernail, this object has the power to reveal biological matter on the smallest scale. Vivimancers trained in its use are thus able to study samples of living tissue in order to identify species or to diagnose disease. Lens of Transparent Revelation These clear, 1' diameter lenses scintillate with rainbow hues that ripple across the surface. They are extracted from octopoid monstrosities which can only be grown in large vat-pools. Looking through this lens, the internals of solid objects are revealed, allowing their form to be studied. Objects larger than 2' cannot be fully penetrated by this lens' sight. Plants and Fungi Similar to the animals described earlier, some vivimantic magic items are actually living plants. Blood Tree This 12' tall tree appears to be a hybrid between plant and animal. From a distance it looks like a normal tree, bedecked with exotic yellow flowers. It is only upon close inspection that one may notice that the tree is actually covered in a network of blood vessels. Indeed, if the tree's flesh is cut, it will bleed just like an animal. Once per month a blood tree produces a single mango-like fruit with remarkable properties. Like the tree which produced them, the fruits have strange animal-like qualities: they are warm to the touch, throbbing with blood vessels. When consumed (a gruesome, bloody affair), the fruits of the blood tree are able to magically heal 1d6+1 hit points. Mind Fungus Reminiscent of a fist-sized human brain, a single specimen of this species of robust magical mush- room is the fruit of a lengthy procedure of growth under carefully controlled conditions. The mushrooms must be grown on a medium of neural matter, and are fed a solution of magically treated spinal fluid. A character who consumes one of these rare fruits gains a permanent +1 bonus to INT, but must also roll a side-effect on the following table, as the psychic echoes of the minds which fed the fungus interact with the character's neural structure. 1d10 Side-Effect 1-2 None 3 -1d3 WIS 4 -1d3 CHA 5 Re-roll WIS (3d6) 6 Re-roll CHA (3d6) 7 Alignment change – randomly determined (roll again if no change) 8 Insanity (as per the 4th level spell) 9 Radical personality change 10 Memory warp – long periods of the character's memory are either erased or replaced with events which did not occur (50% of each) Magic Items 77 Safe Tree Squat, bulbous trees, with slightly transparent succulent leaves, these magical plants are some- times found in large pots in inconspicuous locations in the manses of powerful vivimancers. Safe trees grow and thrive just as normal trees, having but a single magical property, activated by a command word known to their creator. When the command word is spoken, the bark of the tree's trunk peels back, and its flesh divides, revealing an inner cavity in which objects can be secreted. A repetition of the command word causes the cavity to close once more, leaving no clue as to its existence. Screaming Mandrake A gnarled, 6” long root segment with a somewhat humanoid semblance. The mandrake's deadly power is the subject of many folk tales and is greatly feared. When planted under the light of the moon, the root comes to life and begins slowly to grow. Thenceforth, if the root is in any way dis- turbed (such as by digging or uprooting) it begins to scream, emitting a horrifying shriek audible to all within 60'. Those hearing the mandrake's scream must save versus death or perish. The screaming persist for 1d6 turns after the mandrake was disturbed, after which it dies. Spying Mandrake This mandrake root can be distinguished by the distinctly ear-like whorls which are found here and there on its gnarled form. When planted under the light of the moon, the mandrake begins to slowly grow and to listen. It hears and remembers all that is spoken within 30' of its resting place. If, at a later date, it is dug up, the mandrake will report what it has heard, speaking in a faint high- pitched whisper. Depending on the location in which it was planted, the mandrake's story may take some time to recount – it is mindless and cannot answer specific questions, merely reprodu- cing the words it has heard. Potions, Salts, Salves, and Solvents Philtre of Infertility Perhaps originally invented by accident or as a result of an experiment gone awry, this sweet transparent liquid has the ability to render one who imbibes it completely and permanently infer - tile. Imbibed in smaller quantities, however, the sterilising effect is only temporary, having a dura- tion of two weeks. It is for this purpose which this potion is sometimes deliberately brewed. A single dose of this philtre is sufficient to make one creature infertile permanently or for 2d6 tem- porary uses. Potion of Miraculous Fecundity A rare and extremely potent substance whose process of manufacture is obscure and complicated, this potion imbues one who drinks it with a remarkable and somewhat grotesque reproductive capability. A dose of this substance grants a creature the ability to produce offspring which will mature and be born within the space of a single turn. The potion also grants the ability to breed with any species, producing hybrid creatures. The effects of the potion last 24 hours, quite long enough for the affected creature to produce a large number of odd offspring. Magic Items 78 Salts of Desiccation A coarse grey salt, this substance causes the dehydration of living tissue at a frightening rate. To use this substance safely, the vivimancer must take protective measures – putting one's hand into a quantity of these salts causes a rapid desiccation, leaving the member crippled. Applied to the body of a living or recently dead creature, the salts cause the subject to wither to a dried husk one- third of its natural size. The application takes one turn. Curiously, living creatures that are desic- cated can be returned to life by immersion in water for 24 hours. Salts of desiccation are typically found in a quantity sufficient for use on 1d6 human-sized targets. Salve of Repulsion Applied to an item or area, this oily balm produces a pungent aroma which can be smelled up to 120' away, air circulation permitting. There are many different varieties of this salve, as each tar- gets a single species. Creatures of the target species when smelling the aroma of the salve must save versus spells or do all they can to leave the vicinity of the protected object. Those who suc- ceed the saving throw may venture closer to the object, but only by force of will, and suffer a -2 penalty to attack rolls and saving throws while in the affected area. A jar of this salve contains enough for 1d4 doses. The effects of a dose wear off after 1d6 hours. Solvent of Androgyny Applied to the body of a living creature, this oily white solvent causes an agonising process of flesh melting and transfiguration over the course of 1d6 turns. Three varieties of the solvent are found with the following different effects – changing the sex of the subject, causing the subject to become sexless, transforming the subject into a true hermaphrodite. All effects are permanent. Solvent of Essential Distillation Distilled from the sap of a rare and delicate species of cactus, this fizzing, caustic substance is found in very small quantities (1d20 drops). A single drop, applied to the flesh of a living organ- ism, is enough to progressively reduce the being to a pool of protoplasm. The plasm must then be boiled away, leaving behind a dark red, viscous residue. When a second drop of the solvent of essential distillation is applied to this residue, the reverse process occurs – the original creature is reformed. Both plasmafication and reintegration take 1d6 rounds. The residue of a plasmafied creature can also be used with spells such as replicate life-form or clone. Solvent of Neural Crystallisation A transparent, etheric liquid, close to vaporisation under normal conditions, this substance must be kept in an air-tight vessel until used. The brain of a sentient being, when placed in a quantity of several pints of this fluid, dissolves over a period of several hours. When the liquid has fully evaporated, a set of fine crystalline wafers remains. By shining different coloured lights at various angles through these crystal sheets, the sum experience of the being's life is projected as words and imagery. Given patience and time, any fact about the being's life may be discovered. Solvent of Nutrient Recapture A thin, acidic fluid of bright green hue, this substance is distilled from specially bred species of magical algae. The solvent works to disintegrate biological matter (either living or recently dead) at a cellular level, producing a protoplasmic nutrient slime. This slime can be used to feed processes of vat growth, reducing the growth time by one day for each Hit Die of matter dissolved. The solvent is usually found in quantities sufficient for dissolving 4d6 Hit Dice of living tissue. Magic Items 79 Staves and Wands In addition to the wand of polymorphing (described in Labyrinth Lord), the following vivimantic wands may be found in treasure hoards. Staff of Flesh Dissolution This 6' long staff is crafted from a single bone, taken from the skeleton of a large creature, and treated by various arcane procedures which bestow it with magical properties and make it com- pletely transparent. The staff has two uses. Firstly, its charges can be used to instantly liquefy the flesh on a corpse, leaving a clean skeleton behind. Corpses thus affected can no longer be raised by the clerical raise dead spell. Secondly, the staff can be used in combat. The expenditure of three charges and a successful attack roll force the victim to save versus death or have its flesh instantly liquefied. Wand of Dissolving This wand is a semi-living twig from a tree which was magically raised and nourished solely on the plasma of human blood. The wand's charges can manifest an effect causing living matter to dis- solve. A non-magical creature of any size struck by the wand's ray is instantly reduced to proto- plasm. As the wand is partly alive, it needs to drink a saucer of blood each day. Wand of Muscle Control A grotesque length of throbbing gristle, formed from the magically entwined tendons and liga- ments of giant birds and insects, this wand contains charges allowing the 1st level muscle control spell to be cast. Two charges can be spent to cast the 3rd level paralysis. Wand of Spasms A cursed wand, similar in appearance to the wand of muscle control. When touched, the wand melds with a magic-user's hand, replacing one of his fingers. In addition to its hideous appear- ance, the wand causes its owner to be wracked by spasms when casting spells. Mostly these spasms are merely inconvenient, but 10% of the time they cause the victim to fall writhing to the ground for 1d6 rounds. Cutting the wand from the victim's body is potentially fatal (save versus death). It can only be safely removed with remove curse or similar magicks. Magic Items 80 Appendix I. Psionic Powers Several vivimancer spells grant psionic abilities to a subject. The following simple system of psionic powers may be used, unless the Labyrinth Lord already has a preferred rules set. 1. Telepathy: Allows language-transcendent, mental communication with a target within 100'. Communication can be maintained as long as the character concentrates. 2. Mind Control: With deep concentration (no moving or other actions), the character is able to completely control the actions of a target of equal or lesser Hit Dice. The target can save versus spells to resist. 3. Telekinesis: The character can move objects or creatures up to 20lbs per level with her mind. The target can be moved up to 20' per round, for up to one round per level. Creatures may save versus spells to resist being moved. 4. ESP: The character can detect the presence of sentient minds within 60', and with a turn of concentration is able to tune in and read the surface thoughts of one target in range. Lasts for one turn per 3 levels of the character. ESP is blocked by stone or lead. 5. Psionic Blast: A blast of mental energy which can disrupt the neural structure of a target within 60'. Causes 1d4 damage per level of the character, save versus spells for half. 6. Suggestion: A subtle mind trick that lends persuasive power to the character's words. Affects up to two Hit Dice of targets per level. The targets must save versus spells or obey the character's command for up to 2d4 rounds. 7. Mind Probe: Placing her hands on the target's temples, the character can delve into the other's mind and look for the answer to one question per round. The target can save versus spells to resist each round of probing. The power lasts for one round per level. 8. Clairsentience: The character can see or hear (not both) through the senses of another being within 100'. The power lasts as long as the character concentrates fully. 9. Precognition: Grants insight, extending one or two minutes into the future, regarding what would happen to the character if he or she were to take a specified action. 10. Mental Barrier: Protects against all psionic powers, as well as mind-affecting spells such as charm person or suggestion, and similar magical effects. The power does not require concen- tration and lasts for one turn per level of the character. Appendix I. Psionic Powers 81 Appendix II. Mutations This appendix contains random tables which may be used to determine the result of a process of mutation. They may be used alone or in conjunction with any other mutation tables which the Labyrinth Lord wishes to use (for example, those found in Mutant Future). To determine the result of a mutation using these tables, the player should first roll on the Type of Mutation table. This then indicates that one or more further rolls should be made on the Body Part / Change in Form or Function table, in order to determine the exact body parts which are affected, and in what manner. Separate tables exist for animals, fungus, and plants. Many possible combinations of results are possible using these tables. The exact interpretation of the effects, including any possible benefits or downsides, is left to the creativity of the Labyrinth Lord and players. Some results may be clearly beneficial or detrimental, while others may be just weird or absurd. Sometimes the tables may indicate completely inapplicable results or a null result (for example a leg replaced with a leg). In such cases, the mutation should simply be re-rolled. Example mutations (using the animal tables): 1. The player first rolls a 2 (“body part replaced with another”). This indicates that two rolls should be made on the Body Part table, the first to determine which body part is replaced and the second to determine what it is replaced with. A roll of 12 indicates that the creature's nose is replaced and a roll of 8 indicates that it is replaced with a head. The players interpret this as meaning that, in place of a nose, the creature has a tiny replica of its own head with normally functioning miniature eyes, ears, mouth, etc. This may be recursive – the nose of the miniature head may in turn be replaced with an even smaller head... 2. The initial roll comes up 11 (“additional body part with modified form or function at location of another”). The player must roll once on the Body Part table to determine what new body part has appeared, once on the Form or Function table to determine in what way the new body part is unusual, and once more on the Body Part table to determine the location of the new body part. A roll of 3 indicates that a new brain has developed. A 5 indicates that the brain is ultrasensitive while a 4 indicates that it is loc- ated in the ear region. The players interpret this as meaning that the creature's brain has divided into two with the additional neural matter protruding out of its ears. The creature is thus deaf and at severe risk of brain damage due to its exposed second brain. It is however also highly intelligent. Special* Traits The change in form or function tables have entries marked with an asterisk, denoting “special” qualities. This indicates that the affected body part has some unusual, perhaps supernatural, function. Some examples of the kind of trait which is possible: emitting light or darkness, colour changing (possibly adaptive), exceptional heat or coolness, discharging strong scents, exuding poison, spinning webs, producing unusual sounds, being partly ethereal, and so on. Appendix II. Mutations 82 Animal Mutations 1d20 Type of Mutation 1 Body part missing. 2-3 Body part replaced with another. 4-6 Body part changes places with another. 7-8 Body part moved to location of another. 9-10 Additional body part at location of another. 11-12 Additional body part with modified form or function at location of another. 13-17 Form or function of body part changes. 18 Body part replaced by a fungus or plant body part (use appropriate table). 19 Body part augmented by a fungus or plant body part (use appropriate table). 20 Roll twice. 1d20 Body Part Change in Form or Function 1 Anus Shrivelled, wasted, useless, or non-functioning. 2 Arm Grotesque, bestial, or monstrous. 3 Brain Lengthened. 4 Ear Thickened or bloated. 5 Eye Ultrasensitive. 6 Foot Enhanced strength. 7 Hand Retractable or prehensile. 8 Head Duplicated or bifurcated. 9 Internal organs** Stunted or shrunken. 10 Leg Insensitive. 11 Mouth Disproportionate – other body parts reduced in relation. 12 Nose Odd colouration. 13 Sexual organs Transparent. 14 Skin Enhanced flexibility. 15 Spine Inverted or reversed. 16 Tail Of another species. 17 Tentacle Extravagantly decorative. 18 Tongue Dense hair, fur, spines, scales, or feathers. 19 Torso Bald. 20 Wing or fin Special* ** Either a specific organ or the internal organs in general may be affected. Specific organs may include: heart, blood vessels, lungs, kidneys, liver, intestines, stomach, etc. Appendix II. Mutations 83 Fungus and Plant Mutations 1d20 Type of Mutation 1-4 Body part missing. 5-12 Form or function of body part changes. 13-16 Body part replaced by a human, animal, fungus, or plant body part (use appropriate table). 17-19 Body part augmented by a human, animal, fungus, or plant body part (use appropriate table). 20 Roll twice. 1d12 Fungus Body Part Plant Body Part Change in Form or Function 1 Cap Flowers or pollen Extravagantly decorative. 2 Mycelium Fruit Odd colouration or pattern. 3 Spores Leaves Unusual texture – slimy, wrinkled, abrasive, furry, etc. 4 Stem Roots Mobile. 5 Cap Seeds Reminiscent of a human or animal body part (use animal table). 6 Mycelium Stem Duplicated or bifurcated. 7 Spores Flowers or pollen Emits unusual sound or scent. 8 Stem Fruit Disproportionate – other body parts reduced in relation. 9 Cap Leaves Possesses an unusual sense – sight, hearing, heat sensitivity, motion sensitivity, etc. 10 Mycelium Roots Shrivelled, wasted, useless, or non-functioning. 11 Spores Seeds Special* 12 Stem Stem Special* quality granted to anyone consuming the body part. Appendix II. Mutations 84 Appendix III. Basic Spells The following alternative spell list, with twelve spells per level, may be used by groups who prefer magic-users to have a more limited selection of spells, in-line with the basic Labyrinth Lord game. 1st level 1. Bonewarp 2. Elasticity 3. Flesh shape 4. Meld flesh 5. Muscle control 6. Mutate breed 7. Pheromone surge 8. Read magic 9. Skin transformation 10. Sleep 11. Speak with animals 12. Spore cloud 2nd level 1. Adapt appendage 2. Arcane sight 3. Clone plant or animal 4. Face absorption 5. Insect messenger 6. Instinct 7. Nauseating stench 8. Pair bonding 9. Transparency 10. Venom 11. Water breathing 12. Web 3rd level 1. Accelerated reproduction 2. Anthropomorphism (rev.) 3. Appendage growth 4. Cannibalize 5. Divide body 6. Gelatinous transformation 7. Genetic location 8. Mutagen 9. Overgrow (reversible) 10. Paralysis 11. Revert biology 12. Vats of creation 4th level 1. Animate vegetation/fungus 2. Chimera I 3. Clone monster 4. Fungal zombie 5. Insanity 6. Mind slave 7. Plant symbiosis 8. Polymorph others 9. Polymorph self 10. Speak with plants/fungus 11. Spore blast 12. Wall of ooze 5th level 1. Animal growth 2. Anti-plant shell 3. Devolution 4. Divide mind 5. Immunity to poison 6. Nature's secrets 7. Psionic awakening 8. Regeneration 9. Transfer pregnancy 10. Vats of regeneration 11. Venomous blood 12. Wall of thorns 6th level 1. Anti-animal shell 2. Charm plants & fungus 3. Chimera II 4. Flesh blast 5. Impregnate 6. Life cycle 7. Organ transference 8. Repel wood 9. Synaptic reprogramming 10. Transformative pupation 11. Vats of reincarnation 12. Virus 7th level 1. Genetic memory 2. Genetic spell encoding 3. Infestation 4. Instant adaptation 5. Mind mask 6. Parasitic implantation 7. Regeneration, greater 8. Replicate life-form 9. Spark of life 10. Vats of creation, greater 11. Wall of claws 12. Xenogamy 8th level 1. Chimera III 2. Clone 3. Explosive growth 4. Genetic conduit 5. Genetic resequencing 6. Mass devolution 7. Neural absorption 8. Organ transfer., greater 9. Regenerative pupation 10. Shape change 11. Stabilize mutation 12. Survival of the fittest 9th level 1. Artificial intelligence 2. Cannibal holocaust 3. Clone self 4. Creeping doom 5. Dispersed mind 6. Extraordinary regeneration 7. Extinction 8. Genesis 9. Immortality 10. Mutagenic zone 11. Progeny 12. Temporal stasis Appendix III. Basic Spells 85 Open Game License DESIGNATION OF PRODUCT IDENTITY The name The Complete Vivimancer is product identity. DESIGNATION OF OPEN GAME CONTENT The entire content of this book, with the exception of material specifically excluded in the declaration of product identity, is open game content. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. 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COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathon Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Open Game License 86 Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors Davis Chenault and Mac Golden. Cave Cricket from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Crab, Monstrous from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Fly, Giant from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Golem, Wood from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; Authors Scott Greene and Patrick Lawinger. Kamadan from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Nick Louth. 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Beetle, Giant Rhinoceros from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Brownie from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Crayfish, Monstrous from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Demon: Juiblex „The Faceless Lord” (Demon Lord) from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Demon: Orcus (Demon Prince of Undead) from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Devil: Amon (Duke of Hell) from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Devil: Bael (Duke of Hell) from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Devil: Geryon (Arch-Devil) from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Ear Seeker from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Erica Balsley, based on original material by Gary Gygax. Eel, Electric from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene. Eye of the Deep from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Floating Eye from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Frog, Monstrous from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Frog, Monstrous Killer from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Frog, Monstrous Poisonous from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Gas Spore from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Gorbel from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Andrew Key. Groaning Spirit from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Hippocampus from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Erica Balsey, based on original material by Gary Gygax. Jackalwere from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene based, on original material by Gary Gygax. Leprechaun from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene based on original material by Gary Gygax. Lurker Above from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Piercer from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Slithering Tracker from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax, Slug, Giant from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Strangle Weed from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Tick, Giant from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Trapper from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax, Turtle, Giant Snapping from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Green, based on original material by Gary Gygax. Wind Walker from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax, Yeti from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Green, based on original material by Gary Gygax. Advanced Edition Companion, Copyright 2009-2010, Daniel Proctor. Author Daniel Proctor. Theorems & Thaumaturgy, Copyright 2012, Gavin Norman. The Complete Vivimancer, Copyright 2014, Gavin Norman. END OF LICENSE Open Game License 87 Why let necromancers have all the fun? Tended by a legion of mindlessly loyal clones, abominable new life ferments in the vats of the vivimancer's laboratory. In prison cells nearby, experimental subjects are kept bound and drugged, ready for the moment of the monster's birth, the first chosen to receive its genetic seed. Meanwhile, the master's mind is elsewhere, immersed in the strange sentience of nature, watching through every insectoid eye, listening for the secrets whispered by spiders. Expert of cloning, cross-breeding, flesh warping, genetic meddling, neural manipulation, and vat growth; master of mind slaves, mutants, symbionts, parasites, and viruses. The vivimancer is a perverter of nature, a magician whose focus is the manipulation of life to his or her own ends. This supplement contains: • The complete vivimancer spell selection – everything in one place, with no need to cross-reference other rule books. • Over 130 new spells for Labyrinth Lord campaigns. • Spell lists suitable for both basic and advanced play. • 42 new magic items produced by the arts of bio-sorcery. • Guidelines for constructing and maintaining a research laboratory. • Mutation tables for animals, plants, and fungi. • Quick psionics rules. Warp your campaign with the addition of the vivimancer as a player character class or a surprising and devious enemy. Alternatively, simply raid the new spells and magic items for use by existing magic-user characters. Suitable for use with Labyrinth Lord and other old-school adventure games.
textdata/thevault/Labyrinth Lord (osr)/Classes/LL - The Complete Vivimancer.pdf
The War On CHRISTMAS The True(ish) Hiſtory of PUBLISHING Command is given, we must obey, and quite forget old Christmas day: Kill a thousand men, or a Town regain, we will give thanks and praise amain. The wine pot shall clinke, we will feast and drinke. And then strange motions will abound. Yet let’s be content, and the times lament, you see the world turn’d upside down. The War on Christmas is an historically-themed Christmas module for Lamentations of the Flame Princess and other old school roleplaying games, set in England during the Civil War/Commonwealth period (1644-1657). It should challenge low to medium level characters. GALOTFP05 The Late and Lamentable True1 Story of 1 ish The War On CHRISTMAS during that time when Puritans did rule in England, and good old Chriſtmas and all other holy-days were outlawed as popish and Pagan superſtition, told by that papiſt malignant Andrew Marrington in the form of an adventure for Lamentations of the Flame Princeſs (of all the ridiculous and unſuitable ways to tell the ſtory) and other roleplaying games of the old school. PUBLISHING Copyright Village map by Kristian Richards, used with permission. Weapon and helmet artwork by Carlos Castilho, used with permission. Other artwork not listed from the public domain. Parliamentary Ordinances reproduced from Acts and Ordinances of the Interregnum, 1642-1660, ed. C H Firth and R S Rait (London, 1911), as reproduced online at British History Online http://www.brit- ish-history.ac.uk/no-series/acts-ordinances-interregnum/ This product is an independent production by Grimm Aramil Publishing and is not affiliated with Lamentations of the Flame Princess. Lamentations of the Flame Prin- cess is a registered trademark owned by James Edward Raggi IV. 3 Synopsis The player characters are spending Christmas in a small village in England sometime between 1644 and 1657. A troop of Roundhead cavalry passes through the village and, finding the people observing Christmas with the customary games and revelry, they attack the villagers and loot their homes. If the player characters intervene, they may drive off the riders, but then a second wave will come to hunt down the malig- nants, and, if driven back, the entire troop will attack the village in a third and final wave. Introduction The War on Christmas is one of those rare adventures for Lamentations of the Flame Princess which doesn’t derive its horror from weird fantasy. The horror of The War on Christmas is entirely mundane in origin. A group of heavily armed religious fundamentalists who have not been paid for sometime come across an unsuspecting village celebrating Christmas in its traditional fashion - through feasting, drinking, dancing, and playing games. They resolve to teach the revellers a lesson in good Christian propriety and address their shortfall in salary at the same time - by looting the town. Will the player characters let these heavily armed Grinches steal Christmas? Or will they intervene? An intervention, if it occurs, will have consequences. There is a price do-gooders must pay to do good. In all likelihood, your player characters are superior to the Pu- ritan soldiers on a one to one basis, even with their arms and armour. The first wave of sermonizing looters should be easy enough for the player characters to repel. The second wave will be more difficult to repel. The third wave is, through sheer weight of numbers, likely to be downright fatal. How do the players win, then? What constitutes winning? Do they abandon the Christmas revellers to their fate at the outset, reasoning it isn’t a good idea to upset an armed band of religious fanatics? It’s not very heroic, but it’s the surest way to get out alive. If they take this route, I’m sorry you wasted money on this adventure. Assuming that they at least play the heroes when the odds seem reasonable enough, the player characters may provoke the troopers into attacking with more numbers, but still manage to get away before they assault the town with their full weight of numbers and religious fury. That’s probably a reasonable mix of heroism with playing it smart. With clever tactics and a few handy spells, it’s possible for a party to prevail even against the third and final wave of attack- ers, especially if they killed or captured almost all the troopers involved in the first two assaults. It will not be easy, but that’s their problem anyway! Introduction 4 The War on Christmas An Ordinance for the better observation of the monethly Fast; and more especially the next Wednesday, commonly called The Feast of the Nativity of Christ, Thorowout the Kingdome of England and Dominion of Wales. 19 December, 1644 Public notice to be given for observation of Monthly Fast till further order.; And on the next day, being Christmas Day, in particular. Whereas some doubts have been raised whether the next Fast shall be celebrated, because it falleth on the day which heretofore was usually called the feast of the Nativity of our Saviour. The Lords and Commons in Parliament assembled doe order and ordaine that publique notice be given that the Fast appointed to be kept on the last Wednesday in every moneth ought to be observed untill it be otherwise ordered by both Houses of Parliament: And that this day in particular is to be kept with the more solemne humiliation, because it may call to remembrance our sinnes, and the sinnes of our forefathers, who have turned this Feast, pretending the memory of Christ into an extreame forgetfulnesse of him, by giving liberty to carnall and sen- suall delights, being contrary to the life which Christ himselfe led here upon earth, and to the spirituall life of Christ in our soules for the sanctifying and saving whereof Christ was pleased both to take a humane life, and to lay it down againe. Christmas Day In the 17th Century, England still used the Julian Calendar, whereas today the world uses the Gregorian Calendar, as did most of continental Europe at that time. The table below shows on which day of the week Christmas fell for the Julian years 1644 through to 1657. Year Christmas was a... Year Christmas was a... 1644 Wednesday 1651 Thursday 1645 Thursday 1652 Saturday 1646 Friday 1653 Sunday 1647 Saturday 1654 Monday 1648 Monday 1655 Tuesday 1649 Tuesday 1656 Thursday 1650 Wednesday 1657 Friday 5 An Ordinance for Abolishing of Festivals 8 June 1647 All Festivals and Holy Days abolished,; Time allotted for Recreation. Forasmuch as the Feasts of the Nativity of Christ, Easter and Whitsuntide, and other Festivals commonly called Holy-Dayes, have been heretofore superstitiously used and observed Be it Ordained, by the Lords and Commons in Parliament assembled, That the said Feast of the Nativity of Christ, Easter and Whitsuntide, and all other Festival dayes, commonly called Holy-dayes, be no longer observed as Festivals or Holy-dayes within this Kingdome of England and Dominion of Wales, any Law, Statute, Custome, Constitution, or Cannon to the contrary in any wise notwithstanding: And to the end that there may be a convenient time allotted to Scholars, Apprentices, and other Servants for their Recreation: Be it Ordained by the authority aforesaid, That all Scholars, Apprentices, and other Servants shall, with the leave and approbation of their Masters respectively first had and obtained, have such convenient reasonable Recreation and Relaxation from their constant and ordinary Labours on every second Tuesday in the moneth throughout the year, as formerly they have used to have on such aforesaid Festivals, commonly called Holy-dayes. And that Masters of all Scholars, Apprentices, and Servants, shall grant unto them respectively such time for their Recreations on the aforesaid second Tuesdaies in every moneth, as they may conveniently spare from their extraordinary and necessary Services and Occasions. And it is further Ordained by the said Lords and Commons, That if any difference shall arise between any Master and Servant concerning the Liberty hereby granted, the next Justice of the Peace shall have power to hear and determine the same. Parliamentary Ordnances 6 The War on Christmas A Village in England This adventure can be set in any village in England during the English Civil War or Commonwealth period, really. The only real requirement is that the primary religious sympathy of the village not be Puritan - a village of more mainstream Anglicans is far more likely to observe Christmas in the traditional fashion: through feasting, getting drunk, and playing games. We will henceforth refer to the village simply as “the village”, and you may assign it a name from the region in England where your party is presently adventuring, or invent a name of your own if you prefer. Each listed location has loot and payment listed for it. The first of these is all the loot which could be found in a thorough ransacking of the building, and the second is the proportion of the loot the household would be willing to offer the Roundheads to leave them in peace (see details in the Second and Third Waves listed later). Also listed under each location are the villagers who live at that location. Each NPC is listed with a name, age, and short description. Each is a level 0 character, and can be assumed to be Anglican (or close enough). 1. St Mary’s Church St Mary’s Church is the largest single building structure in the village. It sits atop a modest hill, a little higher than the other buildings. The original church dates from the 14th century and was made of wood - this forms the nave of the existing church. Two brick aisles were added to either side late in the 16th century. Most recently, a modest wooden belltower/vestibule has been added in the last few decades as the new entrance into the church. On the interior, most of the church is sparsely decorated, with simple whitewashed walls and windows of thick but clear glass replacing older decoration during the early stages of the Reformation. The chancel has been redecorated in a more lavish style as part of the Laudian campaign of beautification. The chancel is separated from the nave by a communion rail, and the altar boasts two large silver candlesticks (each worth 360sp), and engraved silver church plate (collectively worth 960sp for the silver alone - and perhaps twice that for someone in the very narrow niche of black market church plate collectors) - all purchased for the church in the late 1630s. If allowed, the troopers will certainly loot this church plate at their earliest opportunity. Loot: two large silver candlesticks (360sp each), engraved church plate (960sp) Payment: two large silver candlesticks (360sp each) 7 2. Bakery The village’s baker (Christopher Brown) lives and works in this modest building with his wife Jane and teenage daughter Lucy. They bake brown bread from the local corn (a word which at this stage describes any grain). The grain is milled at a windmill on a hill just off the map to the east. The Village Archbishop Laud William Laud was Archbishop of Can- terbury under King Charles I. He was an opponent of Calvinism, and led a campaign against Puritanism in the Church of Eng- land. He pushed for liturgical uniformity and episcopacy, i.e. an hierarchical, ritu- alistic Church of England led by bishops, similar in its outward appearances to the Church prior to the Reformation. Laud’s vision for the Church of England was what would be termed a “high church” vision in the Anglican Communion worldwide today. Puritans opposed these things, dismissing them as “popish idolatry”, and generally refused to conform to Laud’s changes. Parliament supported Presbyterian and Puritan sensibilities over Laudianism, and arrested him prior to the war. He was executed in 1645, after which time the See of Canterbury was left vacant until the Restoration in 1660. Loot: 52sp, ribbons (worth a total of 2sp), prayer book (worth 12sp), nice cloth to make a new dress for Lucy to be given as a gift on 1 January (worth 10sp) Payment: 36sp Christopher Brown, age 39, is the village baker. His father was the village baker before him. His younger brother, Luke, left the village nearly twenty years ago with the intention to join the navy, and never returned - Christopher has never heard from him since. Jane Brown (née Joyce), age 35, is Christopher’s wife. She is from a village a few miles south west of the village. Although she is friendly with everyone in the village, she is close friends with Mary Cowper, who grew up with her. Lucy Brown, age 16, is the only sur- viving child of Christopher and Jane. She dreams of moving to London or another city because she imagines life would be much more interesting with lots of other people around. The rib- bons belong to her, and she will wear them for the benefit of any visitors to the village. The War on Christmas The War on Christmas 8 9 3. The Cowper Family The Cowpers are copyholding farmers. Although not wealthy or especially prosperous, they are productive and secure, with a three-life lease on their farm valid for the dura- tion of the lives of Thomas Cowper, his wife Mary, and their eldest son Humphrey. They have two other living children, their daughters Anne and Joan. A farmhand named Jack Done also lives with the family. The Cowper house is the newest in the village - the old farmhouse was badly dam- aged by a fire which started in the barn a decade ago which claimed the lives of the last copyholder and his wife. The Village Loot: 156sp, quattro edition of the King James Bible (worth 336sp), prayer book (worth 12sp), a fine dress with lace (20sp) now too small for Mary but still too large for the girls Payment: 132sp Thomas Cowper, age 36, is a copyholding farmer, who moved to the village from the nearby market town and took over the copyhold lease for what used to be the Reed family’s farm about a decade ago. Although new to farming when he moved to the village, with the help of his wife and neighbours he has learned enough that it is almost as if he grew up on the farm. He complains that town life was too busy, and that towns have too many people in them for a man to thrive and prosper, so he prefers life as a farmer. Mary Cowper (née Ellis), age 35, was born in the village a few miles south west of the village, where her family lived next door to the Joyce family. She grew up playing with Jane Joyce (now Brown) and the two remain firm friends. When she first married Thomas Cowper, the couple lived in the nearest market town, but struggled finan- cially. She feels secure and settled in the village. Anne Cowper, age 12, is the eldest child of Thomas and Mary Cowper. She is a happy but hardworking child, doing many of the jobs about the Cowper farmhouse which the maid servants do in the wealthier farms in the village. Humphrey Cowper, age 11, is the eldest son of Thomas and Mary Cowper. He is an active child who can always be found outdoors in the warmer months, playing games and throwing rocks at birds. His parents complain he is insufficiently attentive to chores and prayers. Joan Cowper, age 8, is the youngest child of Thomas and Mary Cowper. She is a precocious child who is undoubtedly her father’s favourite. Her older sister Anne sometimes complains to neighbours that she had chores when she was Joan’s age. Jack Done, age 30, is a farm hand, from another village in the county. He has worked for Thomas Cowper since Thomas became the copyholder, and is proud of how he and his master have restored the farm to productivity after the disaster which befell the Reeds. 10 The War on Christmas 4. The Lambe Family Reverend Bartholomew Lambe is the village vicar, and he lives here with his wife Margaret, her daughter by a previous marriage, Agnes Waide, their youngest daughter Elizabeth, and maid servant named Jane White. The home is part of the vicarage, which includes the nearby buildings and fields. Loot: 84sp, fine new clothes for the family members to be giv- en as gifts on 1 January (worth 60sp), silver crucifix necklace (worth 50sp), wardrobe of religious vestments (worth 120sp), a small library of religious books (worth 840sp), most of which the Roundheads would simply burn Payment: 84sp Reverend Bartholomew Lambe, age 47, is the vicar of St Mary’s Church. He is a Laudian and a Royalist, although he rarely opines on these topics as the bitter politics of the era have not been discussed much in the village since the outbreak of the Civil War. He believes in the importance of rituals and the patterns of life, and loves the slow pace of change in the village, a haven from the upheaval of the rest of the Three Kingdoms in this tumultuous time. He is originally from the county town. Margaret Lambe (née Rich, previously Waide), age 32, is the vicar’s wife. A daughter of a merchant in the county town, she married young and has one surviving child from that marriage, her daughter Agnes. Her first husband died while she was still in her early twenties, and she remarried the much older Bartholomew Lambe so that she and her daughter could be provided for. Over time, the relationship has developed into genuine mutual affection, and she is now very content with her life in the village. Agnes Waide, age 13, is Margaret Lambe’s daughter by her first husband, Philip Waide, who died when Agnes was very young. She is Anne Cowper’s friend and play- mate whenever Anne can be pried away from chores to come and play. Agnes knows the best hiding spots about the village, and she often plays “hide and seek” with her little sister. Elizabeth Lambe, age 7, is the youngest child of Margaret Lambe, and the only child by birth of Bartholomew Lambe. She loves to play games and is often indulged by her half-sister Agnes. Other than her sister, Emma Sympson is her main playmate. She introduces herself to other children and adults alike as “Elizabeth, like the great Queen”. Jane White, age 20, is the Lambe family’s maid servant. She has been with the family since she was the same age Agnes is now. Reverend Lambe hired her from the local manor house, and the village gossip would have people believe that she is the natu- ral daughter of the lord of the manor, and that the vicar was obliged to take her in. Reverend Lambe dismisses these rumours as scurrilous and if pressed Jane insists she was born in wedlock but that her father died when she was very young. Indeed, that is what her mother always told her - but the older Jane gets the less she actually believes it. 11 The Village 5. Blacksmith The village blacksmith, Toby Smith, lives and works here with his apprentice Sam Blackburn. Toby is a widower with no surviving children, and the people of the village are especially sym- pathetic to him during the Christmas season. Loot: 53sp, horseshoes and nails and other black- smith goods (worth a total of 64sp) Payment: 48sp Toby Smith, age 40, is the village blacksmith. He grew up in the village and took over the smithy from his father after serving an apprenticeship in the nearest market town. He is a “strong, silent type” and has been since the death of his wife and children from tuberculosis six years ago. Sam Blackburn, age 19, is an apprentice blacksmith from a village to the north. He is tall and well-built, and probably overestimates his ability to defend himself and the village against professional killers like the troopers (or the player characters for that matter). 12 The War on Christmas 6. The Nicolson Family The Nicolsons are the wealthiest family in the village. They hold their farm through customary freehold and have been established here since time immemorial. Gilbert Nicolson is a shrewd and widely respected farmer, and lives here with his second wife, Alice, his two daughters by his late first wife, Katherine and Dorothy, and Alice’s young son by her previous marriage, Jacob Stout. Gilbert lost two sons in the First Civil War - his eldest, Gilbert, who died fighting for the King at the First Battle of Newbury, and his youngest, Peter, who predeceased his elder brother by a few months, dying of his wounds received fighting for Parlia- ment at the Battle of Roundway Down. The family has two maid servants, Phyllis Reed and Mabel Jackson, and two farm hands, Joseph Willey and Elijah French, although the latter two live in a separate building on the farm. Loot: 560sp, a library of mundane secular and religious books (worth a total of 1152sp), lace for the girls to be given 1 January (worth 40sp), wooden toys for Jacob to be given 1 January (worth 12sp) Payment: 480sp Gilbert Nicolson, age 49, is the richest farmer in the village. He and his first wife, Blanche, had seven children, three of whom died as infants, before she died of fever 13 years ago. When his neighbour Henry Reed and his wife died in a fire on their farm a few years later, he took the couple’s daughters in as maids to give them a place and support them until they could marry. He married a young widow, Alice Stout (his current wife), not long after, both because he was quite taken with her and because he wanted his children to have a mother. Gilbert is personally kindly and gen- erous, but he is also shrewd in all matters of business. The loss of his sons in the Civil War nearly broke his spirit, and he finds solace in reading books on religious topics. Alice Nicolson (née Ponds, previously Stout), age 34, is the second wife of Gilbert Nicolson. She is from a market town on the other side of the county, and both her own family and her first husband were wealthier than Gilbert, even if Gilbert is the wealthiest man in the village. From the earliest days of her marriage to Gilbert she thought that the Reed girls were over-familiar with her husband, playing on his sym- pathies so that he treated them more like stepdaughters than servants, and she is still hard on Phyllis Reed to keep her in her place. She is liberal, kind and generous to her stepdaughters, however, and absolutely doting on her son Jacob. 13 The Village Katherine Nicolson, age 18, is the eldest daughter of Gilbert Nicolson and oldest surviving child by his first wife, Blanche. She is an intelligent, strong-willed young woman. To indulge her (and her sister Dorothy), her father often buys loose leaf books of poetry along with his more somber reading materials, and Katherine reads them voraciously. She keeps a journal in which she often composes poems of her own - they are not yet accomplished but are improving. Dorothy Nicolson, age 16, is the youngest surviving child of Gilbert Nicolson and his first wife, Blanche. She is bright but less intellectually inclined than her sister Katherine, and is an enthusiastic consumer of poetry, but is not a poet herself - nor does she aspire to be. She loves music and dancing, and complains that there is too little of both in the village. Jacob Stout, age 9, is the son of Alice Nicolson by her late husband, John Stout, who died of consumption when Jacob was a toddler. The boy has only the faintest mem- ories of his father, and is affectionate towards his stepfather, Gilbert Nicolson. He is a bossy little boy, who tries to boss around his stepsisters and succeeds at bossing around the family’s maids. Phyllis Reed, age 19, is a maid servant. She is the younger sister of Bessie Arrowsmith. Phyllis and Bessie have lived in the village all of their lives - their parents died fighting a fire in their barn when Phyllis was 10, when the Nicolsons took both girls in. The Cowpers now hold the lease over the old Reed farm, whose buildings were pulled down due to damage from the fatal fire. Phyllis is very careful around Alice Nicolson, who always finds fault with her. Mabel Jackson, age 23, is a maid servant. She is from the other side of the county, and visits her parents every month on her day off and gives them the bulk of her mod- est salary. For the past six months she has been secretly having an affair with Grace Sympson. Joseph Willey, age 24, is a farm hand. He was born two counties away and roamed England trying to avoid being pressed into military service for one faction or another while trying to find consistent work. Elijah French, age 26, is a farm hand. He was born in the same county as the village, and boasts that his family comes from Calais originally. He is always trying to flirt with the maids of the village, and doesn’t understand why Mabel finds it so irritating. He boasts of his success with the ladies to Joseph and other men of his social class, but never reveals names. 14 The War on Christmas 7. Sawhouse This semi-open structure is a saw house with saws and lumber for use in common by the village. Loot: An axe, a long saw, two mallets, a shovel, 15 nails Payment: Not applicable 8. The Sympson Family The Sympsons are the second wealthiest family in the village. Like the Cowpers, they hold their farm through a three-life copyhold lease originally granted to John Symp- son’s late father, and now valid through the duration of his life and of his spinster sister Grace. John Sympson is married to Mariana, and the pair have four living young children, named Emma, John, Mary, and Mark. They have a maid servant, Judith Granger, who also lives with them. Loot: 432sp, wooden toys for the children to be given on 1 January (together worth 32sp), a measure of lace (worth 14sp), “New Englands plantation” by Francis Higginson and a map of the colony (together worth 12sp) and four books of poetry (together worth 88sp) Payment: 360sp John Sympson the Elder, age 30, is the copyholder of the farm. He is a hard-working family man, who values the farm all the more because it has been in his family since time out of mind - in a way, the farm is as much a part of his family as the people living on it. John’s great aspiration is to leave the farm to his children as it was left to him. Mariana Sympson (née Graye), age 29, is John Sympson’s wife and the elder sister of Henry and Rebecca Graye. With four children and a house to keep, she is every bit as hard working as her husband, and being born in the village, she is equally committed to the place. She is aware that her brother had a hard time of negotiating the new lease for her family farm upon her father’s death, though, and this makes her anxious that her children will find the same difficulty. Grace Sympson, age 28, is the sister of John Sympson. She has never wanted to marry, which suits her brother because she is named as a life on the lease, and has often been dismissed by the men of the village as “tall and awkward” and cold. Grace has always been attracted to other women. She is presently having a secret affair with Mabel Jackson - this has been her only long term relationship. Nobody else in the village knows and she will do whatever she can to keep the secret. 15 The Village Emma Sympson, age 7, is the eldest surviving child of John and Mariana Sympson. Her best friend in the village is Elizabeth Lambe, the vicar’s daughter. She is bossy around other children, but always polite to adults, even servants. John Sympson the Younger, age 5, is the son of John and Mariana Sympson and pre- sumptive heir to the farm, although when that day comes, he will have to negotiate a new copyhold lease with the lord of the manor. He is easily led by his older sister and other older children in play. Mary Sympson, age 4, is the youngest daughter of John and Mariana Sympson. She has trouble making the “r” sound. Mark Sympson, age 2, is the youngest child of John and Mariana Sympson, and requires nearly constant supervision as he toddles around the farm. Judith Granger, age 21, is a maid servant, originally from the nearest market town. Last Christmas, after a little too much to drink, she went for a tumble with Elijah French in her master’s barn, a secret she has managed to conceal and which Elijah has so far kept. She avoids drinking too much this year to avoid similar indiscretions. 16 The War on Christmas 9. Alehouse The village alehouse is operated by Denis and Constance Hopper, who live here with their twin teenagers Daniel and Esther, both of whom assist their parents in the alehouse especially on busy days like Christmas. The alehouse has a guest room with two beds (each of which could comfortably sleep two or uncomfortably sleep three) available to rent to lodgers at 5cp per person per night. Loot: 256sp, bottles of wine of divers types and qualities (worth a total of 180sp), 8 barrels of beer (worth 230sp), 2 barrels of ale (worth 58sp), cheeses (counts as rations for 20 days) Payment: 240sp, 7 barrels of beer, 1 barrel of ale, and all the cheese. Denis Hopper, age 38, is a licensed ale brewer who has lived in the village since he was a teenager. He brews all the ale he sells, and some excess which he trades with a brewer in a nearby village for beer (i.e. with hops). Denis leaves most of the “front of house” and book work to Constance, but deals with suppliers and brewers, and any guests who get too rowdy. Constance Hopper (née Readhead), age 37, is the daughter of Edmund Readhead and sister of Martin Readhead. She is an attentive landlady and manages the ac- counts, keeping written records of how much everyone in the village owes and for what. Despite that she is well-liked in the village, because of her convivial nature. Daniel Hopper, age 16, is the son of Denis and Constance Hopper, and the twin brother of Esther. He is rather fond of Lucy Brown, but laments that she doesn’t seem to know he exists. He keeps no secrets from his sister Esther. Esther Hopper, age 16, is the daughter of Denis and Constance Hopper, and the twin sister of Daniel. She is rather fond of Sam Blackburn, although they’ve never done more than make innocent smalltalk with each other. She keeps no secrets from her brother Daniel - but if Sam kissed her under the mistletoe, she might not rush to tell Daniel about it. 17 10. The Arrowsmith Family The Arrowsmith family live in this house, which is part of the vicarage. Barnard and Bessie Ar- rowsmith pay rent to the vicar to live in the house and work some of the vicarage’s fields. They are poor farmers but grateful to have a roof over their head and food to eat in these troubled times. They have one living child, a son named Jarrad. The Village Loot: 38sp, prayer book (worth 12sp), wooden toy to be given as a gift to Jarrad on 1 January (worth 6sp) Payment: 24sp Barnard Arrowsmith, age 27, is a hard-working man, who is borderline obsequious in his dealings with Reverend Lambe and the wealthier families. He moved to the village eight years ago, taking up the lease for the empty farmhouse and vicarage fields, and fell in love with Bessie, then a maid in the employ of Gilbert Nicolson, almost at first sight. He wants to get his young family established in the village, and is willing to work very hard now in the hope of future prosperity. Bessie Arrowsmith (née Reed), age 23, is the older sister of Phyllis Reed (a maid employed by the Nicolsons). Her parents died fighting a fire when she was fourteen, and the Nicolsons took her and her sister in as maids. She will always be grateful to Gilbert Nicolson, but resents his wife Alice, who was a strict mistress. Bessie was quick to accept Barnard’s proposal of marriage in part to escape Alice Nicolson’s rebukes. She is currently 6 months pregnant. Jarrad Arrowsmith, age 4, is currently the only living child of Barnard and Bessie. He is excited that soon he will have a new sibling. He is sure that his mother will have another boy. 18 The War on Christmas 12. The Readhead Family The Readhead Family are copyhold farm- ers. The head of the family is old Edmund Readhead, who is the last life on the family’s three-life lease - which causes much anxiety for his son and heir Martin Readhead, who fears the next lease will be on considerably worse terms than the one agreed upon when his grandfather was the tenant. In addition to old Edmund and anxious Martin, Martin’s wife Eleanor and their children Susan, Bridget and Charles all live on the farm. 11. Labourer’s House The labourer’s house is part of the vicarage. Seven men live here - all migrants from other parts of the country who have roamed from village to village looking for work and a place to earn a good enough living to settle. All have been in the village for at least nine months and many longer than that, and are generally able to find consistent work on the farms in the village or in the surrounding area. They each pay a modest rent to the vicar, which, in order to model Christian charity to his congregation, he only collects when he knows the tenants are working and thus able to pay. The house is cramped but could accommodate more lodgers, if the party expresses the desire to stay in the village for work. A bunk in the single shared bedroom will cost 7sp 5cp per month - the vicar will not pro-rate this as he doesn’t want short term lodgers and itinerants in the house, or to compete with the Hoppers. Loot: 25sp Payment: 14sp The men who live here have fled poverty in other villages across the county and beyond. They are all eager for work and for money, but will not accept work which involves taking up arms (they might have joined the army if they were willing to do that). Their first names are Matthew, Patrick, Robert, William, Nathaniel, Wendall, and Eddie. Loot: 356sp, new cloth, lace and ribbons for new clothes to be given on 1 January (worth 80sp), prayer book (worth 12sp), “A New Almanack and Prognostication for the yeere of our Lord God 1642” by Richard Allestree (worth 6sp - considerably less than it once was now that 1643 is passed) Payment: 340sp 19 The Village Edmund Readhead, age 64, is the patriarch of the Readhead family and the oldest person in the village. His joints ache from a long life spent working hard in the field, and he is dreadfully short sighted. He likes telling Rebecca Graye and anybody else who will listen to him about the days of his youth, when a Jesuit was found in a priest hole in the manor house, and when folk were much more modest and prayerful than today, and when the Queen had good courtiers who did good for the people and Parliament was rightfully obedient and there was no war, and how much better the old England was than this new England. Martin Readhead, age 38, already effectively manages all of the family business, and will one day inherit the farm, assuming a new copyhold lease can be arranged with the lord of the manor. He is very interested to talk with any visitor who knows anything about the law, and will understandably be obsessed with inheritance. He doesn’t have opinions about the grand political and religious debates of the day, and tells anybody who asks him for his opinion that he does pray daily for peace in England, but that is all. Eleanor Readhead (née Hibbert), age 35, is a diligent housekeeper who often finds herself frustrated with her father-in-law’s long-winded stories about the old days, especially when they hold Rebecca Graye from helping her with house work. She was born in a nearby village to the north west, and has very strong opinions about most topics. She disapproves of all Roundheads and their institutions and believes God will punish England for its disobedience to the King, His representative on Earth. Susan Readhead, age 13, is the eldest child of Martin and Eleanor Readhead. She is intensely interested in all news from outside the village, although there is very little of it, and finds the village boring by comparison with the few stories she hears of the rest of the world. Although she is untrained, she sings very well. Bridget Readhead, age 11, is the daughter of Martin and Eleanor Readhead. Bridget is a very active girl, and in the warmer months is always coming home with scrapes and bruises and dirt from running around and playing with the boys of the village, for which her parents chide her. Charles Readhead, age 6, is the youngest child of Martin and Eleanor Readhead. He was named for the King by his Royalist mother. 20 The War on Christmas 13. The Graye Family Henry Graye is a newlywed copyhold farmer, who lives here with his wife Sarah, and his unwed sister Rebecca. Henry has only a lifetime lease on the farm, and on con- siderably worse terms than his parents and grandparents had the same farm, but he is determined to prosper re- gardless. Rebecca is employed as a nurse and maidservant to assist the elderly Edmund Readhead. The two families have been neighbours for three generations. Loot: 83sp, a modest library of divers books (worth 220sp), new cloth, lace and ribbons for new clothes to be given on 1 January (worth 55sp), a fiddle (worth 24sp) Payment: 72sp Henry Graye, age 22, has recently inherited the farm from his father, but on consid- erably worse terms than the previous generations of copyhold tenants. He resents his landlord’s “man of business” for this injustice, and has warned his neighbours to expect to be shabbily treated when their leases expire despite their families living in the villages since time immemorial. He is young and fit, and a good rider, and will actively assist in schemes to resist the Roundheads. Sarah Graye (née Ford), age 21, is from a nearby village to the east. She is a very good dancer and knows how to play the fiddle, both of which she plans to do a lot of over the Christmas season. Like her husband she is young and fit, and will actively assist in schemes to resist the Roundheads. Rebecca Graye, age 20, is the youngest Graye sibling. She works as maid servant for the Readhead family, and a nurse to Edmund Readhead in particular. Off Map - the Mill The mill is off the map, on a modest hill just to the east of the village so as to best catch the wind. Reginald Miller, age 32, is the village miller, like his father and grandfather before him, and their forefathers too, going back longer than anyone can remember. He receives a portion of all grain he mills for the farmers of the village, but receives no money from them directly. He complains that he is now obliged to pay a higher rent and that if the village wants to have a miller it may need to start paying him in coin too or at least increase his share of grain. The village’s farmers are consequently disin- terested in his opinions. Clare Miller (née Barke), age 26, is married to Reginald and complains both of his poverty and his miserly nature to the other wives of the village, whom she always thinks better dressed than her, although an impartial observer would be hard pressed to notice any difference on this front. She is from another village where she assures the miller is paid in coin as well as a larger customary share of grain, and where all the rest of the village better prospers thereby. The village’s farmers are even less interested in her opinions than in her husband’s. 21 The Roundheads Captain Ezekiel Walker’s Troop of Horse During the Civil War, cavalry was organised into regiments commanded by a Colo- nel, and consisted of one or more smaller formations called troops, each commanded by a Captain and consisting of 50 to 150 cavalry. In this adventure, the village is threatened by a troop of horse which has suffered some casualties and is on the small- er side of that range - Captain Ezekiel Walker’s Troop of Horse. You may be asked for the name of the regiment to which the troop which threatens the village belongs. If pushed, you may use the Col. Bartholomew Vermuyden’s Regiment of Horse (a real regiment which existed in the Earl of Manchester’s Army and then in the New Model Army), although if you have a military history buff in your group, then you may wish instead to find a Parliamentary regiment of horse (cavalry) which was active in the region of the village at the time this adventure takes place. There was no Captain Ezekiel Walker commanding any troop of horse in Col. Vermuyden’s Regiment of Horse, and the details given here do not conform to those of a real unit. If this upsets your resident military history buff, maybe they’d like to referee instead? I didn’t think so. Captain Ezekiel Walker Level 5 Fighter, Lawful Puritan Roundhead Notable Abilities: Charisma 15 HD 5 (28 hp), Armour 17, AB +6, Morale 10, Movement 60’(20’) unmounted or 180’(60’) mounted, equipped with 2 flintlock pistols, an estoc sword (medium weap- on with +1 to hit vs Armour 15 or greater), buff coat, breast and back plate (Pike- man’s armour), tassets, lobster tail pot helm (+2 to physical damage saving throws), a powderhorn of gunpowder and ample shot, waterskin, The Souldiers Pocket Bible, and a fanatical hatred of popish superstitions like Christmas. Mounted on a warhorse. Captain Ezekiel Walker is an experienced professional soldier, hardened by years of Civil War in England and mercenary work on the continent before that. To this formidable experience he brings ruthless fanaticism and dedication to the cause - the creation of a new England governed by the godly elect, and the completion and per- fection of the Reformation. He is convinced that Christmas and other holidays are actually pagan in origin, their appropriation by the early Christian church a worldly and cynical error, and that their observance through unrighteous behaviour like feasting and drinking is a debauchery of the true Christian religion. He and his men, and the rest of the Parliament’s armies, have been chosen by heaven to bring England to order. Generally a strict disciplinarian as a commander, he sees no sin nor failing in violence and looting done to popish/Arminian/Laudian idolators - rather, it is the work of the righteous elect. He can be relied upon to quote scripture out of context in the thick of battle and pillage alike. 22 The War on Christmas The Troop The troop has a total of four sergeants, each commanding twelve troopers. These are all veteran soldiers who have fought in numerous battles across the Three Kingdoms. Their beliefs are staunchly Puritan and increasingly republican. The troop has suffered heavy casualties in recent battles, for which reason they have been assigned a primarily scouting role, and many troopers will be looking to avenge their fallen comrades on “the enemy” as violently as possible, and will be none too picky about definitions of who should constitute the enemy. It’s always hard to tell in a civil war anyway, is it not? The last page of this module (before the Open Game License) has a casualty tracker for Captain Walker’s Troop of Horse. Morale The morale of the troopers starts the adventure relatively low, and increases with each “wave” as they shift from expecting no serious resistance to being filled with righteous fury. If Captain Walker or a Sergeant is present, then all troopers test morale as a group, using Walker or the Sergeant’s morale. Wave Trooper Morale Sergeant Morale First 7 7 Second 8 9 Third 9 10 Sergeants Level 2 Fighter, Lawful (1 in 4) or Neutral (3 in 4) Puritan Roundhead HD 2 (12, 13, 14, 11 hp), Armour 17, AB +3, Morale Special, Movement 60’(20’) unmounted or 180’(60’) mounted, equipped with 2 flintlock pistols, flintlock carbine (treat as an arquebus), sword (medium weapon), buff coat, breast and back plate (Pikeman’s armour), tassets, lobster tail pot helm (+2 to physical damage saving throws), a powderhorn of gunpowder and ample shot, waterskin, The Souldiers Pock- et Bible, mounted on a war horse. Troopers Level 1 Fighter, Lawful (1 in 4) or Neutral (3 in 4) Puritan Roundhead HD 1 (8 hp), Armour 17, AB +2, Morale Special, Movement 60’(20’) unmounted or 180’(60’) mounted, equipped with 2 flintlock pistols, flintlock carbine (treat as an arquebus), sword (medium weapon), buff coat, breast and back plate (Pikeman’s armour), tassets, lobster tail pot helm (+2 to physical damage saving throws), a powderhorn of gunpowder and ample shot, waterskin, The Souldiers Pocket Bible, mounted on a war horse. 23 Baggage Train Captain Walker’s Troop of Horse also has a modest baggage train, consisting of 24 non-combatants and six horse-drawn carts. The carts are loaded with gunpowder, supplies and loot taken from surrounding The Roundheads Mounted Combat Reminder Remember, as per Rules & Magic, mounted combatants receive a +1 to hit (unless using minor or small weapons) and a +1 to Armour when in melee combat against infantry. They have a -5 penalty to hit with missile weapons. villages and estates. The baggage train is located on the roadside, about one mile east of the village. If any injured soldiers return from the village, they will be treated at the baggage train in a tent set up for that purpose. Until the third wave of attacks on the village, Captain Walker is present at the baggage train with four troopers throughout Christmas Day. If the baggage train is captured, it has 8d20 days of rations, 2d4 barrels of beer, 2d6 barrels of gunpowder and as much shot as any party could want, goods and loot worth 1000sp, plus any loot the troopers have taken away from the village during the course of the adventure. If the soldiers know that their baggage train is under attack (and bear in mind that any gunshot is likely to be heard in the village and beyond), they will rally to its defence at once. 24 The War on Christmas Christmas in the Village On Christmas Day, the overwhelming majority of the village will attend Reverend Lambe’s morning service at St Mary’s Church. After that, they will return to their homes to feast. There are three feasts in the village, attended as follows: A. The Nicolsons will host the Browns and Cowpers, their house festooned with evergreens (holly, mistletoe and the like), and they will serve a feast of roast beef, roast lamb, geese, mince pies, custard and plum porridge, and mulled wine and buttered beer to drink (even for the children). B. The Sympsons will host Toby Smith, the Arrowsmiths, and the Grayes, and will serve a feast of turkey, capon, mince pies, and mutton, and serve plenty of warm beer. C. The Readheads and Hoppers will host Sam Blackburn, the Millers, and most of the labourers together at the Hoppers’ alehouse, where there’ll be beef, chicken, and mince pies, and as much beer and ale as both the other feasts combined. The Lambes will move between each of these three feasts, since obviously everyone wants to invite the vicar and he would not want to offend anybody. If the party is staying in the town, then they are probably staying at the alehouse, and will probably join the celebrations there. If they are staying with a family then they would be invited to the same feast as their hosts. If they are simply passing through the village, then they will see the houses gaily decorated, and will see children running between houses to play games with their friends. All of this feasting will take a long time, clearly. After they’ve had their fill, the chil- dren of the village will go out to play. Finding it cold outside, they go to the Nicol- sons’ home to play games there. As the adults feast and drink, the children play Blind Man’s Bluff (also called Hoodman’s Blind). As the adults get more drunk, they join in on the games. Around 2pm on Christmas Day, the first wave of Roundhead troopers attacks the village... 25 Christmas in the Village Location of the divers Christmas Day feasts in the village 26 The War on Christmas First Wave Take as many six-sided dice as there are party members, and roll/drop them on the village map. Each die represents a group of Roundhead troopers. If a die lands on a building, that indicates that the group it represents is headed to that building. If a die lands somewhere else, then the group it represents heads to the nearest building. If a building is so unlucky as to have multiple dice land on it, then all the troopers indi- cated go together to that building. This “die-drop” method shows where the troopers go first. The number on the die shows the number of troopers in the group - if the number is a six, then there are five troopers and one sergeant in that group (up to the maximum number of sergeants). The troopers can see the evergreen decorations on doors and in windows, and hear the singing and drinking and games going on, and know at once the village to be corrupted by the Romish, pagan holiday of Christmas, and so feel entirely justified in looting the place. If they come to a building which is not presently hosting a feast, the troopers will tie their horses up outside, then break open the door and start ransacking the house, seizing anything valuable they can find (see the loot indicated in each house). The rev- ellers will not notice them over the noise of their own feasting - but player characters who are alert, looking out windows, or blessed with better than normal hearing may notice them. Player characters who are outside in the village will certainly notice the troopers! If they come to a building which is hosting a feast, then the troopers tie their horses up outside, then bang on the door until somebody lets them in. If a player character is present in the feasting house and wishes to open the door, let them - the NPCs are distracted with their celebrations after all. Otherwise, a servant will open the door. The troopers will brandish their weapons at the celebrating occupants, and will shout insults at them and berate them for their impious debauchery. They will overturn tables, pour out people’s drinks, and shove people around, but they won’t actually deliberately injure somebody unless they are challenged by a player character. If there are no player characters present, then after cowing the NPCs, the troopers will loot whatever they can carry out under one arm. If, after looting a building, a group of troopers has not been interrupted by the player characters, and can still carry more loot without heavily encumbering their horse, then they will move on to the next nearest building which has not been looted, and repeat the process. They do this until they can carry away no more loot, and then leave. 27 The First Wave If the player characters do interrupt the Roundhead troopers while they loot the village, the reaction of the Roundheads should generally be clear from the situation: • If the player characters are visibly armed, and they equal or outnumber the Roundheads present, and seem prepared to stand up for themselves or the villagers, the Roundheads will withdraw from the building, then call to their fellows about the village for help. Any trooper elsewhere in the village who is not indoors in a feasting building will hear that call for help. If, once reinforced, the Roundheads outnumber the party, they will attack the player characters. • If the player characters are not visibly armed, but are prepared to stand up for themselves or the villagers anyway, then the Roundheads will generally strike them with the butts of their pistols or swords. If that is insufficient to deter them, then they will attack the troublemakers with full lethality. • If a player character casts a magic-user spell in front of a Roundhead, they will watch in stunned amazement until it goes off. After the spell has been cast, whether it has visible effects or not, the Roundheads will shout “Witch! Witch!” and attack. • If the player characters try to convince the Roundheads to leave the village alone and employ some sort of clever deception or other social trick, and the Referee is unclear about whether this would be effective or not, then make a Reaction Roll for the Roundheads. The sound of any gunshot will be heard through the whole village by everyone, whether they are feasting or not, and the Roundheads will abandon their looting and make haste to the source of the sound. Likewise, any trooper in an empty house or outside in the village will hear any melee combat or shouts for help taking place outdoors, and will rush to investigate. Make sure to follow the morale rules and remember that the Roundheads only have a Morale score of 7 during the first wave as they are not expecting serious resistance. If they fail their morale checks, they will withdraw, dropping any loot they are carrying and running for their horses, then riding their horses east out of the village and back towards their baggage train. If for some reason a trooper cannot get to his horse, or the horses have been slain or stolen or let loose and scared off, then the troopers will run away on foot if they can. Only if a trooper absolutely cannot escape will they sur- render. Make sure to track the Roundhead casualties closely so that subsequent waves do not “double count” troopers who should already be dead or incapacitated. 28 The War on Christmas After the First Wave After the end of the first wave, assuming the villagers have been disrupted and threatened by the Roundheads, there will be much distress about the village. If the player characters drove off the troopers they will be lauded as heroes and defenders, and much a fuss will be made over them irrespective of whatever attitudes the NPCs had towards them before, and given whatever food and drink they want. Even while expressing their sincerest gratitude, though, the villagers fret that the Roundheads will be back, and worry themselves about the defence of their village. If the player characters instruct them in the defence of their village, they will take any reasonable direction. The Nicolsons, Sympsons, Cowpers, Readheads, Grayes, and Hoppers will all be prepared to defend their homes if the player characters encourage them in it - otherwise they will also be prepared to gather whatever money they can to offer the Roundheads should they return in exchange for not looting their goods if the player characters seem pessimistic about their chances. Reverend Lambe prefers to pay off the Roundheads to protect both the church and his home, although he will not attempt to dissuade anyone else from fighting in defence of the village. He will hide the church plate if it has not yet been looted, and attempt to use the candlesticks to pay off would be looters. The Browns and labourers have little worth fighting to keep, and Toby Smith will do whatever seems likely to keep his apprentice Sam safe, and if that is impossible, he will fight to defend the village without much sense of self-preservation. If the player characters did nothing to stop the first wave, then they are not blamed or reproved by the villagers, who after all did nothing either. In this situation, the villag- ers are most inclined to offer payment to the troopers to avoid losing everything, but the player characters could still talk them into putting up a fight if they are especially convincing. 29 The Second Wave Second Wave Unless the Roundhead Troop of Horse has less than twenty troopers remaining, then an hour after the first wave (whether it returned fully laden with loot, or was driven off, or was entirely killed or captured), two sergeants (assuming two sergeants are left) ride into town, at the head of twenty troopers. If the first wave encountered armed resistance or witchcraft, then they come with pistols drawn, ready to fight. If they did not encounter armed resistance in the first wave, they will still come, but be more at ease, and will resume looting houses and carrying away as much as they can much as they did before. Assuming the second wave does expect armed resistance, they stay mounted and ride about the village, splitting into two groups to ride around the blacksmithy, looking for signs of resistance outdoors, or signs of people hiding in any of the buildings they pass. If they are not challenges while riding through, then one sergeant and ten troopers will dismount, leaving their horses with the still-mounted troopers, and will assault the alehouse first, and then will go building to building in a clockwise direction. Any unarmed villager they find indoors hiding who does not resist will be dragged out into the street by the mounted troopers, until either the troopers on foot encounter resistance, or they have dragged the whole village outdoors. In the latter case, they will keep them standing out in the cold, at pistol point, while the troopers on foot then go about systematically looting the village, taking all they can, loading up all the horses up to the point of being heavily encumbered, and then they will leave. If the villagers attempt to parley or bargain, the troopers will only accept the offered payment if it is accompanied also by the village handing over “all malignants, witches, papists, wantons, rogues” and so on who were involved in any fight with the first wave, along with any prisoners they took during the first wave. If the Round- heads came expecting resistance, they will only leave peacefully if they have prisoners and each household’s offered payment. If the player characters are not there to be handed over, or do not surrender themselves, then the troopers will loot everything the village has. The villagers are unlikely to hand over the player characters unless the player characters have been particularly obnoxious towards them. If the troopers are challenged, or encounter resistance, then, of course, combat will ensue. Once again, the numbers of troopers should be carefully tracked, and the morale rules should be followed closely. Remember that during the second wave, the Round- heads have higher morale than they had in the first wave, and can use the morale of their sergeants if they are in their proximity. If they fail a morale roll then they will retreat to the baggage train, falling back to their horses if unmounted, mounting up, and then riding off eastwards, abandoning any loot which they need to abandon to guarantee that they can get away. A Roundhead will only surrender if they cannot reach their horse and cannot run away on foot. 30 The War on Christmas Third Wave There will only be a third wave if the Roundheads encountered resistance to the second wave. Half an hour after the second wave’s retreat or its failure to report in, all of the remaining able-bodied Roundheads will assault the village under the personal leadership of Captain Ezekiel Walker. They will come with pistols drawn, and will kill any adult man on sight regardless of whether he is armed or not, and any woman or child who carries a weapon. If they are not all killed or driven off, they will not stop until everyone they regard as a potential threat in the village is dead. Unarmed women and children will be spared, but will be made to stand outside in the frosty mud of the street while the fanatical Roundheads loot everything that is not nailed down, and burn down any building in which they encountered resistance. Presuming any buildings are left standing, the surviving villagers will be allowed to huddle in there against the coldest night which ever followed Christmas Day in their lives. Epilogue Even if the Roundheads are driven away, the long term consequences for the village of any show of resistance is likely to be severe. The poor labourers will start leaving the village when the weather warms up. If Captain Ezekiel Walker’s Troop of Horse took heavy casualties or Captain Walker himself was killed, then the Roundhead army will eventually return to the town. They will not loot it like Walker’s troopers did, but they will arrest anyone they suspect of involvement in any resistance and try them as malignants. The severity of sentencing would likely depend on body count. If the entire troop, baggage train and camp followers included, was to be slain and the evidence concealed though, then the village might be spared a visit from the army and the imprisonment of its inhabitants. Depending on the party’s level, it is likely that the party will be driven away from the village by the second or third wave, reasoning that continuing any defence of the village would likely be suicidal. They will become wanted criminals, sought by the army. If any Roundhead troopers saw the faces of the party members and survived, some reasonably accurate descriptions of them will start to circulate in pamphlets and correspondence between Roundhead commanders and officials, advising that they are wanted for arrest as malignants. Depending on the size of the body count the player characters left behind, this period of being hunted by the Roundhead army may last just a few months, or may go on for years to come. 31 The Roundheads Attack 32 The War on Christmas The World Turned Upside Down Listen to me and you shall hear, news hath not been this thousand year: Since Herod, Caesar, and many more, you never heard the like before. Holy-dayes are despis’d, new fashions are devis’d. Old Christmas is kickt out of Town. Yet let’s be content, and the times lament, you see the world turn’d upside down. The wise men did rejoyce to see our Savior Christs Nativity: The Angels did good tidings bring, the Sheepheards did rejoyce and sing. Let all honest men, take example by them. Why should we from good Laws be bound? Yet let’s be content, and the times lament, you see the world turn’d upside down. Command is given, we must obey, and quite forget old Christmas day: Kill a thousand men, or a Town regain, we will give thanks and praise amain. The wine pot shall clinke, we will feast and drinke. And then strange motions will abound. Yet let’s be content, and the times lament, you see the world turn’d upside down. Our Lords and Knights, and Gentry too, doe mean old fashions to forgoe: They set a porter at the gate, that none must enter in thereat. They count it a sin, when poor people come in. Hospitality it selfe is drown’d. Yet let’s be content, and the times lament, you see the world turn’d upside down. The serving men doe sit and whine, and thinke it long ere dinner time: The Butler’s still out of the way, or else my Lady keeps the key, The poor old cook, in the larder doth look, Where is no goodnesse to be found, Yet let’s be content, and the times lament, you see the world turn’d upside down. To conclude, I’le tell you news that’s right, Christmas was kil’d at Naseby fight: Charity was slain at that same time, Jack Tell troth too, a friend of mine, Likewise then did die, rost beef and shred pie, Pig, Goose and Capon no quarter found. Yet let’s be content, and the times lament, you see the world turn’d upside down. (Anonymous, 1646) 33 Roundhead Casualty Tracker When each Roundhead is killed, cross off a silhouette here. Captain Walker Sergeants Troopers OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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(h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. 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Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not mar- ket or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Con- tent due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document © 2000, Wizards of the Coast, Inc.; Authors Jonathon Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. System Reference Document © 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Modern System Reference Document © 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Castles & Crusades: Players Handbook, © 2004, Troll Lord Games; Authors Davis Chenault and Mac Golden. Castles & Crusades: Monsters Product Support, © 2005, Troll Lord Games. Basic Fantasy Role-Playing Game © 2006–2008 Chris Gonnerman. New Spells: A Basic Fantasy Supplement © 2007 Chris Gonnerman, Ola Berg, Angelo Bertolli, Jeff Querner, Everett Bradshaw, Emiliano Marchetti, Ethan Moore, Jim Bobb, and Scott Abraham. OSRIC™ © 2006, Stuart Marshall, adapting mate- rial prepared by Matthew J. Finch, based upon the System Reference Document, and inspired by the works of E. Gary Gygax, Dave Arneson, and many others. Labyrinth Lord™ © 2007-2009, Daniel Proctor. Author Daniel Proctor. Swords & Wizardry Core Rules, © 2008, Matthew J. Finch. Eldritch Weirdness, Book One, © 2008, Matthew J. Finch. Darwin’s World © 2002, RPGObjects; Authors Dominic Covey and Chris Davis. Mutant Future™ © 2008, Daniel Proctor and Ryan Denison. Authors Daniel Proctor and Ryan Denison. Advanced Edition Companion, © 2009–2010, Daniel Proctor. Author Daniel Proctor. Lamentations of the Flame Princess: Weird Fantasy Role-Playing Deluxe Edition, © 2010, LotFP. Au- thor James Edward Raggi IV. First Level Magic-User Spells Grindhouse Edition Spell Contest: Bookspeak, © 2011 Daniel Smith. First Level Magic-User Spells Grindhouse Edition Spell Contest: Howl of the Moon, © 2011 Joel Rojas. Lamentations of the Flame Princess: Weird Fantasy Role-Playing Grindhouse Edition, © 2011, LotFP, Author James Edward Raggi IV. Lamentations of the Flame Princess: Weird Fantasy Role-Playing Player Core Book: Rules & Magic © 2013 LotFP, author James Edward Raggi IV. The War on Christmas © 2020 Andrew Marrington. Author Andrew Marrington. DESIGNATION OF OPEN GAME CONTENT: The stat blocks and equipment of Captain Ezekiel Walker (p.21), the Sergeants (p.22), and the Troopers (p.22), and the box “Mounted Combat Reminder” (p.23) are all Open Game Content. DESIGNATION OF PRODUCT IDENTITY: All other text, artwork, maps, logos, trademarks etc. END OF LICENSE
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1 Fat Goblin Games Sidebars Written by Ismael Alvarez Edited by Lucus Palosaari Layout and Design by Rick Hershey Sidebar # 33: Vile Idols © 2017 Fat Goblin Games Compatibility with the Pathfinder® Roleplaying Game requires the Pathfinder® Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder® Roleplaying Game. Paizo, Publishing, LLC does not guarantee compatibility, and does not endorse the product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder® Roleplaying Game and the Pathfinder® Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder® Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Open Game Content: All material — including but not limited to art, place and character names, character and setting descriptions, background, and new class descriptions—is Product Identity. All other content is considered Open Game Content. # 33 Vile idols 2 Fat Goblin Games Sidebars Grinning Demon Aura strong (all schools); CL 20th; Weight 2,000 lbs. Alignment neutral evil; Senses 120 ft. Attributes Intelligence 14, Wisdom 12, Charisma 16; Ego 15 Language speech (Common, Aklo) The Grinning Demon is an aptly named stone gray statue that is as thick as it is tall, encompassing a robust looking demon with a grotesquely large face. It’s tongue is rough to the touch, and is often stained red. The statue imposes a great depression on all that stray towards it, and further compels those it influences to worship it, to give them short bursts of joy. This cycle of joy and sadness causes an intense addiction that lasts until people starve from constantly worshipping the idol. The idol will usually compel some creatures to stay away so that they can lure new victims. The statue is hearty (hardness 14, 520 hp, break DC 45). The Grinning Demon can affect creatures within 200 feet with the effects of the enthrall and cause fear spell once per day each. These effects require a Will saving throw against a DC of 15. DESTRUCTION The Grinning Demon loses potency when it runs out of victims. When it is desperate enough to turn on its remaining victims, it becomes weak and vulnerable. During that time, if a great and truly joyful party is held within its radius of influence, the statue’s grin becomes a frown, and its power becomes inert for all time. Fierce Fetish Doll Aura strong (all schools); CL 20th; Weight 5 lbs. Alignment chaotic evil; Senses 60 ft., darkvision Attributes Intelligence 10, Wisdom 10, Charisma 10; Ego 12 Language speech (Common, Abyssal) This idol takes the shape of a grim looking fetish doll, wearing a fierce face, wiry hair, a loincloth and miniature spear. The doll appears nearly demonic, with teeth filed to sharp points. Despite being crudely made, the doll’s countenance is disturbing to most sensibilities. The Fierce Fetish Doll often preys upon unsuspecting creatures that take the doll with them, thinking it to be a trinket of interest. The doll awakes when the victim is sleeping, and murders their temporary owner, only to go inert and be recovered by one of its few willing worshippers until the process is repeated. The Fierce Fetish Doll is fragile (hardness 7, 20 hp, break DC 13) and is normally kept carefully guarded in an underground catacomb, though it may be nearly anywhere after killing a new victim. The idol can animate as per the animate objects spell (treat as a tiny animated object from the Pathfinder Roleplaying Game: Bestiary). The idol also has a total of +5 to Stealth checks, and +5 to Perception checks. DESTRUCTION If the Fierce Fetish Doll is damaged, the doll becomes weak and inert for 1 week. Within that week, if the doll is played with by a truly innocent child, it falls apart and can never reanimate. Vile idols Idols exist in many cultures, even if you don’t recognize them. A bronze bull, a triangle with inset eye, a malformed human body; all of these are representations of ideas worshipped in some way or another. But even among these symbols there exist ones with ties to dark forces and old ways. These vile idols draw power from primal influences, like darkness, the cold, and even blood. Vile idols are essentially intelligent artifacts, and these three examples expand on the concept of idols in the Pathfinder Roleplaying Game that hold power and influence, either from absorbing dark energy, or channeling it. 3 Fat Goblin Games Sidebars Sacrificial Room Aura strong (all schools); CL 20th; Weight Incal- culable Alignment neutral good; Senses 120 ft. Attributes Intelligence 16, Wisdom 18, Charisma 10; Ego 15 Language speech (Infernal) Rather than a single idol, Sacrificial Rooms are all too common, a natural development of the darkest places of humanoid suffering like torture chambers, ritualistic murder rooms, or even a common basement regularly used for the darkest of deeds. Some rooms are made to look like the object of worship, while other rooms merely have some kind of makeshift shrine that marks the presence of the idol’s influence. A Sacrificial Room gathers cultists that wish to worship dark powers, acting as a surrogate force that thirsts for blood. A room is incredibly difficult to damage (hardness 10, 460 hp, break DC 60) and is usually guarded by at least a dozen cultists. A Sacrificial Room can actually grant spells as a dark deity does to 1d4 priests. It can target creatures within 200 feet with the effects of the enthrall and cause fear spell once per day each. Finally, it can bolster its worshippers once per day with the effects of the heroes' feast spell. There are three days during the year when the stars are right in which the Sacrificial Room can actually grant a form of immortality to its favored worshippers, for as long as they worship the idol. While within 1 mile of the idol, these selected worshipers do not age; do not need to eat, drink, or breathe; and do not suffer any ill effects from extreme heat or extreme cold. The power of immortality is typically granted to those worshippers that also receive priestly powers from the idol, as long as they do not invoke its wrath. DESTRUCTION If the building and walls that made up a Sacrificial Room are destroyed, and it is subject to a hallow spell for 1 year, the Sacrificial Room ceases to function and is permanently destroyed at the end of that year. fatgoblingames.com Save the Goblin Hoarde! and pick up our latest products, directly from us! not to mention free content, blogs from our creators, and the latest news from fat goblin games! Visit us Now! life is more fun if you play games. 4 Fat Goblin Games Sidebars About FAt Goblin GAmes Based in South Carolina, USA, Fat Goblin Games was founded in 2011 to create Pathfinder Roleplaying Game compatible products. With a focus on high quality production values and providing a creative environment for our writers, Fat Goblin Games has quickly become a recognized force in the world of third party publishers. With hundreds of support books, visual aids, campaign settings, and quality stock art, Fat Goblin Games continues to provide exciting content and fantastic worlds in which gamers can immerse themselves. Visit us on Facebook, follow us on Twitter and check out our website at fatgoblingames.com. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) “Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f ) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/ or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Campaign Setting: Occult Realms © 2015, Paizo Inc.; Authors: Robert Brookes, Thurston Hillman, Thomas M. Reed, and Mark Seifter. Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend. Pathfinder Roleplaying Game Ultimate Equipment. © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor. The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved. Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; based on original content from TSR. Sidebar: Vile Idols © 2017, Fat Goblin Games; Author: Ismael Alvarez
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A Scenario for Delta Green: The Role-Playing Game THE LAST EQUATION A Scenario for Delta Green: The Role-Playing Game THE LAST EQUATION The Mathematics of Murder A killing spree is horrifying enough. When all eight members of the Ridgeway fam- ily are gunned down by a math student who then kills himself, Delta Green sees hints that make it more terrible still. Your Agents have to stop the madness before it spreads. The Last Equation is a full-color scenario of personal apocalypse and lethal mys- tery. It is playable with Delta Green: Need to Know or Delta Green: Agent’s Hand- book, available from Arc Dream Publishing. available from Arc Dream Publishing. DELTA GREEN: THE LAST EQUATION MSRP $14.99 Stock code APU8117 • ISBN 978-1-940410-33-3 Published by Arc Dream Publishing Sold by Studio 2 Publishing Get more great games at www.arcdream.com. This is a work of fiction. The Mathematics of Murder A killing spree is horrifying enough. When all eight members of the Ridgeway fam- ily are gunned down by a math student who then kills himself, Delta Green sees hints that make it more terrible still. Your Agents have to stop the madness before it spreads. The Last Equation is a full-color scenario of personal apocalypse and lethal mys- tery. It is playable with Delta Green: Need to Know or Delta Green: Agent’s Hand- book, available from Arc Dream Publishing. available from Arc Dream Publishing. DELTA GREEN: THE LAST EQUATION MSRP $14.99 Stock code APU8117 • ISBN 978-1-940410-33-3 Published by Arc Dream Publishing Sold by Studio 2 Publishing Get more great games at www.arcdream.com. This is a work of fiction. 1 The Last Equation A Scenario for Delta Green: The Role-Playing Game Written by Dennis Detwiller Published by Arc Dream Publishing in arrangement with the Delta Green Partnership. The intellectual property known as Delta Green is ™ and © the Delta Green Partnership, which has licensed its use here. The contents of this scenario are © 2018 by Dennis Detwill- er, excepting those elements that are components of the Delta Green intellectual property. Illustrated by Dennis Detwiller, © 2018. This is a work of fiction. Dedicated to Mark McFadden, the Lizard King. Introduction Brussels-born mathematician, sage and astronomer Fascius Claudan (1535–1561) was responsible for many minor breakthroughs in science and technology during his short but broadly travelled life. Between journeys to Egypt, Persia, central Asia and more exotic locales, Claudan published six books on astronomy and mathematics. His last book was on cosmology, a book which is considered dangerous by some who know of such things: the Libri Plures Admiratio (“Book of Many Wonders”). Claudan is fleetingly remembered as a minor in- ventor or various knots, pulley systems, cogworks and early machines for pumping water, but he has vanished almost entirely from known science. One legacy of Clau- dan remains: the Laqueus Equation. This short code was rendered just days before his death. It is regarded in the small circles that know of it as either an epiphany or complete gibberish. To date, no one has publicly claimed to understand it, much less to have solved it. For over 500 years, the world’s most brilliant math- ematicians and cryptographers tried in vain to solve the equation. It holds a place in the annals of cryptography as one of the few cryptograms to resist modern attempts at cracking. It is used as an example in many cryptogra- phy tomes as a “clean” cypher, because it has remained untranslatable. Until now. 2 // The Last Equation // // Delta Green // The Program Makes the Call When the report reached the national crime database, the numbers spray-painted on the pavement in front of the Ridgeway murder scene triggered a troubling alert in the Program’s intelligence office. It was flagged as a possible paranormal event. (If your Agents are part of the Outlaw conspiracy and not the Program, then an unnamed Friendly recognized the dire import of the numbers.) The numbers have been seen at various times and in various dangerous books known to the conspiracy, once at the death scene of a Delta Green agent. It is high on the containment protocol list as a dangerous, infectious meme. The numbers are: 9 9 2 0 .2 2 9 9 8 9 2 1 2 .3 3 3. Within an hour, a team is being assembled through secure channels to get to the Ridgeway murder scene. Wherever they live, tickets are waiting to fly them to Newark Liberty International Airport, about 30 minutes’ drive from Alliance, New Jersey. Odd Questions Reaching out to each Agent in turn, the Agents’ case officer or primary contact asks strange questions before informing them of the assignment: things like “Do you have any experience in theoretical mathematics?” and “On a scale of 1 to 10, how well would you say you understand physics?” Any Agent who has any skill in Science (Mathemat- ics) or Science (Physics)—unless the skill is unknown to the Program—is told that the case is not for them, and then the contact hangs up. The player should take a temporary replacement character. (As Handler, you can facilitate this by having a couple of spares ready. Delta Green: Agent Dossiers may be useful.) The Program is looking for people to identify and contain the meme, not spread it. Some Agents might answer “No” to the above questions while the true answer is a resounding “Yes!” Don’t worry. Having such a character join the operation won’t ruin the scenario, but it might derail things— in a fun way. Columbia University On October 12, Michael Wei, a graduate student in mathematics at the prestigious Columbia University Department of Mathematics, successfully cracked the Laqueus Equation. Using a computer program of his own design, Wei examined all seven of Fascius Claudan’s books and discovered a cypher embedded in imperfections on the pages on the last one. That dictated the proper way to decipher Claudan’s last equation. What Wei discovered was a complex formula, which rendered the world at every level down to a mathemati- cal simplicity never before seen. It was literally a reduc- tion of the entirety of existence through prime numbers unlocked in a particular calculation of a sequence of sixteen digits. It revealed a vast and roiling reality danc- ing just behind modern mathematics. Elated, Wei forwarded this discovery to a very select few on a privately maintained mathematics mailing list. The list consisted of twelve mathematicians known to one another through academia or friendship, math- [email protected]. Wei did this before the true horror of the Laqueus Equation had settled in his consciousness. Four hours later, Wei drove out of New York City to Teaneck, New Jersey, and purchased ammunition for a stolen shotgun. He drove 10 km to Alliance, New Jersey. At 2:28:13 P.M., he entered the home of Dinah and Malcolm Ridgeway and their six children. Wei, who had no criminal history, slaughtered the Ridgeway fam- ily one by one. He chased the last, 18-year-old Michael Ridgeway, out onto Highway Six and shot him in the back in front of eyewitnesses. Before police arrived, Wei spray-painted a number sequence on the pavement as witnesses understandably kept their distance. He then shot himself in the face with the shotgun, removing almost all of his head in one blast. When the police arrived, they had an interstate murder-suicide with nine bodies and no apparent con- nection between the victims and assailant. No clues, no leads, no motive. All they had was a dead mathematician, the corpses of eight slaughtered innocents, and a spray-painted number. As usual, that’s where Delta Green comes in. 3 // The Last Equation // // Delta Green // course the Program cannot come forward to assist any of its personnel caught in such a situation. A tandem approach is probably the safest, if the Agents think to propose it. One or more Agents can be officially placed on the case as “experts,” while the rest act as a “go team” to investigate leads leaked by their insiders. Experts on the Case It is generally easy to place an Agent or Friendly as a specialist on the Ridgeway case, as it now falls within the FBI’s jurisdiction (due to Wei’s interstate transpor- tation of firearms to commit murder). The murderer killed himself after killing the family, so the local police are eager to close the case and move on, but the FBI wants to confirm that Wei was not involved in anything broader-reaching. Joining the Investigation The Agents’ case officer assumes that they will join the interstate murder investigation in an official capacity. The Program is well suited for arranging that, and sends the Agents under the aegis of the FBI as special agents or as consultants under an FBI contract. An official tie to the investigation has many advantages, including easy access to crime scenes, witnesses and evidence. Of course, it also brings the Agents under the close scrutiny of the commander of the investigation and has a chance of exposing their real purpose. The Agents may wish to set up a secret, parallel investigation with part of their team or even all of their team. That reduces day-to- day exposure to law enforcement officers, but it can be dangerous. Being caught inside a secure crime scene and tampering with evidence carries a heavy penalty (three to five years in prison under New Jersey law), and of Operation IAPETUS Briefing Summary You are to investigate the murders of MALCOLM RIDGEWAY (age 44), DINAH RIDGEWAY (43), MICHAEL RIDGEWAY (18), CLARK RIDGEWAY (16), DEAN RIDGEWAY (14), MARY RIDGEWAY (13), ALICE RIDGEWAY (12), and CLAIRE RIDGEWAY (10) in Alliance, New Jersey, on October 12. The murderer was MICHAEL WEI (26, deceased). Wei was a mathemats student at Columbia Universi- ty, New York. At the scene, Wei wrote a series of numbers which are known to possess dangerous, paranor- mal properties. Instructions » Determine if WEI distributed the number in any manner besides the crime scene (such as phone, text, social media, or email). » Locate WEI’s notes and other works on the number and destroy them. » Destroy the numbers written at the scene and all photographic evidence of them in the hands of the authorities. » Locate any individuals who have been exposed to the numbers and have mathematics experience and report them to your case officer. » To establish a cover story for WEI’s actions, link WEI romantically to DINAH RIDGEWAY. Create what- ever documents are necessary to make an affair between the two seem likely. » Once these actions are complete, contact your case officer for further instructions. Possible Friendly Contact » Trooper Thomas Blanet, New Jersey State Police 4 // Delta Green // // The Last Equation // Ironically, the most unassuming role for an Agent would be as a mathematics expert brought in to exam- ine the numbers, as well as Wei’s work, email and doc- uments. Of course, Delta Green is bringing in the exact opposite: people with little skill in mathematics. Still, the role of mathematics specialist is not unattainable, even to someone uneducated in mathematics. Possessing the proper badge and ID is far more important than ac- tually understanding mathematics, as far as the bureau- cracy of the FBI is concerned. Few FBI agents are expert mathemeticians, so it’s not hard for an Agent to fake it. A “mathematics specialist” can get away with saying a series of numbers “are gibberish, they mean nothing.” No federal agents or cops on the scene will know to say otherwise, at least for now. Paperwork and ID The Program sends the proper paperwork and ID to Agents assigned officially to the investigation. Agents with the appropriate backgrounds—those who are already federal law enforcement officers—are suddenly assigned to the Ridgeway/Wei case, and their day-job supervisors are not told why. The whole thing strikes everyone as political, so the Agents’ colleagues encour- age them to keep their heads down and finish as soon as possible to avoid trouble. Agents without the proper background each receive a FedEx envelope filled with a disturbingly detailed dossier of a new identity. This “cutout” is as real as you can be on paper, at first glance, right down to dental re- cords, IRS returns for the last two years, and credit card receipts. It also has the appropriate law enforcement ID, and details on what firearm to purchase as an appropri- ate duty weapon. However, this identity will not stand close scrutiny for long. Anyone examining this paper- work at length can make a Bureaucracy roll. Success means some inconsistency has been detected. It is then only a matter of time until that thread unravels the false identity. Avoiding that kind of attention is critical. Anyone caught illegally posing as a federal officer faces eight to 13 years in jail—even a special agent from a different agency. Anyone outed in such a manner better be prepared to flee. If they don’t, it could mean an ignominious end to a career. Exposed Agents can be readily identified by their fingerprints. If the Agent is in the employ of another agency (for example, if the Agent works for the IRS but is pretending to be with the FBI), each agency will launch an investigation. Such a discovery, and possible detainment of an Agent, may make the Program take some unusual steps to prevent a deeper witch hunt from occurring. We leave those details to the Handler. But an Agent who is unfortunate enough to try to crawfish on Delta Green— to expose the Program after being left to dangle—will be in for a swift and lethal surprise. Horrific things happen in jail all the time, over things as trivial as a case of cigarettes. A Friendly on the Inside If the Agents do not officially join the investigation, the Program reaches out to a contact in the New Jersey State Police and gets him placed in the investigation. The last victim and Wei technically died on the highway, which opens the jurisdictional nightmare of the Ridge- way murders up to the state police. This contact, Trooper Thomas Blanet, is a 22-year veteran of the New Jersey State Police and a wholeheart- ed believer in Delta Green, though he does not know it by that name. Agents he worked with before simply called it “the Group.” Blanet has access to most files on the case, as well as crime scene photos, copies of Wei’s hard drives and more. He is careful and resourceful, soft-spoken and to-the-point. Blanet does his best to assist the Agents in retrieving whatever information they need to complete their investigation. He is willing to copy or photograph evidence for the Agents. Blanet will not cross certain lines, however. He will not falsify information, tamper with evidence, steal evidence, or tolerate murder or abductions. Agents asking for his assistance in those matters find them- selves stonewalled. If confronted with an unnatural threat, Blanet acts by the book, never losing his cool unless insanity strikes. Blanet brings with him a bit of baggage. His in- volvement with the Group dates back nearly 20 years 5 // The Last Equation // // Delta Green // Official Investigators: Ambushed If any Agents are officially placed on the case, the fol- lowing occurs just as they arrive at either the airport or at Alliance, New Jersey, itself. As an Agent exits a vehicle, he or she is ambushed by a small press team: reporter Enrico Savé (see THE FACE OF NORTHERN NEW JERSEY on page 9), a camera- man, and a producer. The camera shines a bright light in the Agent’s eyes as the reporter launches a barrage of questions that vaguely imply that the case’s investi- gators are keeping the truth to the public. The reporter already knows the Agent’s name (or at least the name on the Agent’s credentials), and bombards the Agent with questions about Wei and his motives. If the Agent has a Charisma of 13 or better, the player must make a Luck roll. If it fails, that Agent be- comes the “face” of the investigation in the eyes of the media. (If there are two or more Agents with Charisma 13 or better and only one is female, she gets the honor. Otherwise it goes to the one with the highest Charisma.) If that happens, other news agencies now go out of their way to track down this particular Agent and in- terrogate him or her with ambush interviews. God help the team if this comes to pass while they are involved in something unnatural, because a camera crew is likely to be nearby, looking for trouble. Worse yet, if that Agent has been assigned a false identity to pursue the investigation, every time he or she appears on the news, the player must make a Luck roll. If it fails, someone recognizes the character as a video spreads through Twitter, Facebook, YouTube, cab- le news, and so on. The character may suddenly get a phone call asking what he or she is doing in New Jersey and why he or she was identified by the wrong name on the news. If the Luck roll is a fumble, someone in the character’s own office saw the broadcast and the Agent’s official supervisor is informed. It’s then only a matter of minutes until the hammer falls. to the locally infamous Tiem slaughter, a hit on a dozen men of Vietnamese extraction by an unknown gang. Blanet claimed he was struck on the head and did not recall any of the particulars of the firefight that erupted. Investigators said Blanet froze in the line of duty, which cost Alliance Police Officer Morris O’Dell his life. Blanet was cleared, but it put him on the radar of local news. He was later diagnosed with and treated for post-trau- matic stress disorder. Blanet will do his best for Delta Green. His maneu- vering would be easy if the Ridgeway murders were an abstract little news story. For about the first ten minutes, it was. It’s not anymore. Preliminary Plans Smart Delta Green Agents will immediately secure a primary base of operations and, if they are particularly diligent, a secondary safe house. Alliance, New Jersey, is nothing more than two strips of restaurants, gas sta- tions and some large shops, surrounded by sparse lots that once were farms. Two large motels sit on the east and west of town and a hotel stands in the center of the strip. The Motel 6, on the west side, is the current haunt of all manner of law enforcement personnel; it would be the common choice of an FBI specialist, and, most likely, a room is waiting for any official member of the investigation. Killer Math Teacher! By the time the Agents are in the air from their various ports of call, the story of Wei’s murder of the Ridge- way family has become national news. Reporters have descended on Alliance, New Jersey, in droves. The story is filled with the hooks that make viewers tune in by the millions: insanity, murder, innocents slain, and a confus- ing back-story which may never be understood. Already, camera crews are camping out at every meaningful place in Wei’s life or the lives of the Ridgeways. They are like- ly to be anywhere the Agents arrive, and they are likely to have lots of questions. This makes the investigation doubly dangerous. Conspiracies don’t have a good track record of surviving encounters with the press. 6 // Delta Green // // The Last Equation // Special Agent Gant William Gant is Canor’s go-to man. He is young and eager, working his way up the ladder at the Garret Mountain office. He both looks up to Canor and covets his position. Everyone at Garret Mountain knows Gant is on the fast track. Gant is a short, stocky, dark-haired Caucasian, only 31 years old. His eyes are a deep green and seem too close together. At first glance this makes him look stupid. He’s anything but. He dresses in carbon-copies of the same suit every day—always charcoal grey—along with a pair of tinted sunglasses. He projects a feeling of careful routine. Gant has a close-knit family with many siblings, nieces and nephews. He has been on the prowl for a sig- nificant other for a long time now, but he’s a bit out of practice. This becomes evident whenever Gant is dealing with a woman about his own age. His somber attitude immediately becomes overly jovial instead. Gant graduated Quantico six years ago and is still relatively wet behind the ears. He was a marvel as a student, and is still known to instructors at the acade- my—some of whom are Delta Green operatives. Gant is deeply religious (Greek Orthodox) and be- lieves in unseen things. He dislikes only one thing about Canor: his lack of faith in any religion. Gant’s father often said, “Never trust an unreligious man,” and to a certain degree that distrust is evident in Gant’s relation- ship with his supervisor. Gant has never really taken to Canor as much as Canor has taken to Gant. Bringing Gant into Delta Green is a viable option, particularly if the Agents approach him through Del- ta Green operatives at Quantico who were once his teachers. If exposed to the conspiracy in such a manner (or more likely, to the fact that the government has a supernatural investigation arm), Gant will do anything to be a part of it. Dr. Comox If the Agents do not think ahead and fill the slot of FBI mathematics specialist with one of their own, the FBI sends one who is truly expert. Anyone familiar with the mission protocols can immediately see this as a problem. The Ridgeway Investigation The following characters might turn up in the investiga- tion of the Ridgeway murders. Use them as you will. Supervisory Special Agent Canor Aiden Canor is a 15-year veteran of the FBI, assigned to the Garret Mountain Resident Agency in Woodland Park, New Jersey, a short drive from Alliance. He has been the lead investigator of nine investigations in the last four years, successfully prosecuting six of them. Canor is a 47-year-old African American man, tall and thin, with steel-rimmed aviator sunglasses, always clad in black a suit. He lives with his wife and two chil- dren in Bergen, New Jersey. He is a straight-laced agent with no substantial dirt in his past. Canor is an easy-going supervisor who places his trust in those who prove themselves. He is easy to get along with, as long as the Agents are careful to go above and beyond when Canor asks them for information. If the Agents fail him, or avoid direct questions by him, Canor becomes interested in them as a “manpower problem” and inserts himself in their lives to find out “what’s wrong.” Canor’s interest in helping the Agents to help the in- vestigation can be very, very bad. The Agents might find Canor at their hotel doors late in the evening to “catch a beer” and “discuss their problems.” Needless to say, the last thing any Agent needs is face-time with the FBI’s lead investigator. Canor will not believe in the unnatural under nearly any circumstances. He views even direct experi- ence of magical effects with disdain, as some complex shuck and jive. His mind just does not feature such a possibility. If the Agents attempt to bring Canor into Delta Green, it becomes readily apparent that it was a large mistake. If Canor discovers the conspiracy, nothing short of a direct, unequivocal threat to his family will disengage him. And a threat like that turns him into an enemy for life. He then makes a career of uncovering Delta Green and bringing the Agents to justice. 7 // The Last Equation // // Delta Green // Day 2 Comox walks through the crime scene at the house, and stops in the kitchen, where a large portion of the mur- ders happened. She stares at the damaged stove. Anyone watching her sees the color drain from her face. She hurriedly leaves the scene. If questioned, she replies, “I just thought of something,” but does not say what. She remains in her room for the rest of the day. Day 2: If Comox Is Interrupted If Comox is approached about the numbers on Day 2, it is clear she is deeply disturbed about something. She says that Wei was brilliant but deranged, and that his math is so complex, she’s not sure she can fully un- derstand it. To those with a mathematics background, she talks of number series, strange interrelationships between number sequences, and reoccurring patterns in prime numbers. This is the point of no return for Comox. If she is removed from the investigation here, and all her notes are removed, she will take a leave of absence and slowly recover. Day 3 Comox stands at the highway near the Motel 6, look- ing at her watch. She holds a pen and a notepad. She seems engaged in some sort of count. Every once in a while a car passes, she checks her watch, and she notes something down. After one hour and twenty-three minutes of this, she seems satisfied and retires to her room. If she is interrupted, it seems as if she’s been crying, but her attitude is jubilant, almost manic. If asked what she was doing, she says she was “testing a theory” without explaining. She is not seen again outside of her room that day. She phones the scene supervisor and complains of indigestion. Day 3: If Comox Is Interrupted It is clear Comox is off the rails. If detained, she contin- ues to degenerate, and will never recover. She attempts to escape and fulfill her Day 5 plans. Dr. Sarah Comox is a crypto-analyst for the FBI, with a double Ph.D. in mathematics and cryptography. She has worked on several cases involving mathematical oddities. Comox is a 46-year-old Caucasian woman with sandy brown hair cut in a bob, a chubby face, and little in the way of grooming. She would not look out of place at an insurance seminar. She looks over-dressed in her business suit. Her demeanor practically screams T-shirts and sweat pants. Comox has no family to speak of and few friends. Above all, Comox is a maven for numbers. She is in great danger. She will, of course, have access to the sequence of numbers found at the crime scene, as well as Wei’s notes from his dorm. It is a matter of time before she realizes that Wei broke the Laqueus Equation, and that the solution may be the greatest discovery in all mathe- matics history. Those with direct access to her (that is, Agents on the inside of the investigation) notice the change very quickly. Comox’s Timeline Here’s a rough schedule of Dr. Comox’s involvement in the operation. Adjust it as needed for your game. Day 1 Comox takes extensive notes at the crime scene, down- loads Wei’s email correspondence from the FBI secure servers, and retires to her room at the Motel 6 to study them. The next morning, she is exhausted and sluggish, looking as if she had little sleep. Day 1: If Comox Is Interrupted If Comox is approached about the numbers by anyone with HUMINT, Medicine, or Psychotherapy at 50% or higher, they see signs of stress and fatigue. If ques- tioned about the meaning of the numbers, she seems torn. They could, she finally admits, be very significant, but she is still studying them. She offers nothing more on the subject. 8 // Delta Green // // The Last Equation // Laqueus solution to be a threat. If you need an alterna- tive, though, one of the other FBI agents or even one of the New Jersey State Police troopers could be substitut- ed as being “infected” by the meme, acting out in the manner just described. Police Chief Upton Weeks Weeks is a career officer, recently named chief of the tiny Alliance Police Department. He is eager to hand off the investigation of the biggest crime in Alliance histo- ry to the FBI or the New Jersey State Police. He wants nothing to do with it—not that he’ll say that out loud. Weeks has training in investigations, but offers little help, deferring to his deputies and the FBI. Weeks is a 41-year-old Caucasian male with a tall, thin build and a strangely protruding gut. When deal- ing with anything investigation-related he has a look of constant confusion about him; that kind of thing is what his deputies are for. It’s only in front of large crowds or cameras that the reason for Weeks’ success comes to light. He has a way with words. He is self-deprecating and humorous, and knows what to say and when. Weeks is a family man with two children, and his wife Emily is known as a bit of a battle-axe. For the last year and a half, Weeks has not-so-quietly been sleeping around with an Alliance waitress, Cicely Brown, age 25. This scandal has been on a slow boil for months and could explode at any time. His biggest concern is keeping his job. He wants to stay near enough to know what is going on (and maybe take some credit), and far enough out to point a finger if things go wrong. Special Agent Canor is smart enough to include Weeks in press events and to paint the chief in a positive light. That makes Weeks Canor’s puppet in nearly every way. Trooper Thomas Blanet A New Jersey State Police officer, this Delta Green Friendly is useful in many capacities, not the least of which is knowledge of the lay of the land, both liter- ally (he has driven around this region for more than 20 years) and jurisdictionally speaking. Blanet has Day 4 Comox fails to report in, and a state trooper is dis- patched to her room to locate her. The door is unlocked. The ruined remains of her laptop are found scorched in a metal wastepaper basket along with scraps of paper, apparently ignited with lighter fluid on the walkway outside (so as not to set off the fire alarm). Her car is still in the parking lot. Her credit cards are unused. This disappearance is reported to FBI head- quarters and an alert is set. Day 4: If Comox Is Interrupted She is beyond help. She appears normal at first glance, but close observation reveals she’s unkempt and has a glazed look. Comox eagerly murders anyone who gets in her way. She holds them at gunpoint while looking at her watch as if waiting for something. After two min- utes and 23 seconds, she shoots them in the head. Incarcerated, she is a raving lunatic, screaming about the Laqueus Equation. If she escapes, she at- tempts her Day 5 plans. Otherwise, she attempts to kill herself. Day 5 Before business hours, Comox turns up at Shaver and Sons, a small stock trading firm on the lower east side of Manhattan (229 9th Avenue East). After passing through three security doors which require either key card or code access and successfully gaining access to a safe, she destroys $2.3 million worth of bearer bonds by setting a fire. The fire soon rages, igniting most of the offices. Comox is found dead by fire crews, on the ground, having fallen nine stories to her death. She has no identification or clues as to her motivation or methods. She died from the fall. It takes New York law enforcement six hours to identify her and notify the FBI. Interestingly, the telephone number of Shaver and Sons is (212) 333-0229, almost exactly a match to part of the Laqueus solution. Infecting Others Unless one of the players’ Agents is skilled in Science (Mathematics), only Comox is skilled enough for the 9 // The Last Equation // // Delta Green // been involved peripherally in many operations which involved local police and the FBI, and is well-versed at slipping in and out of the cracks in such fragmented investigations. Blanet is a 49-year-old, stocky Caucasian man. He works out religiously and his chest and arms are huge. However, this exercise has not removed his ample beer belly. He keeps his salt-and-pepper hair clipped short. He rarely smiles. In or out of uniform, he is ob- viously a cop. Blanet is divorced and has no children. His ex- wife Rosemarie remarried and moved to Los Angeles 11 years ago. Blanet will assist the Agents as long as it does not compromise his personal integrity or risk his pension. See A FRIENDLY ON THE INSIDE on page 4 for details. The Face of Northern New Jersey TV reporter Enrico Savé has been the face of northern New Jersey news for a decade and a half. He is part Mexican, part French, and has the classically handsome looks of an aging 1950s movie star. He is loud, abrasive, and driven. He is always eager to chase down any lead, day or night, to make the six o’clock news sing. Savé will be the main thorn in the side of the Delta Green investigation into the Wei murder-suicide. As many people have discovered before, Savé is ex- tremely effective at emotional and social manipulation. Wherever the Agents go, it is likely Savé will be there or has been there. It quickly becomes clear Savé is far too informed not to have someone inside the investigation. Savé also has the uncomfortable ability to be three places at once. His producer, Charlie “Chip” O’Con- nell, and cameraman Armand Grant often operate independently of Savé, running down leads and quickly getting Savé to locations of importance. All three are in constant phone and text contact. To avoid Savé, it is not enough to just know where he is. All three must be accounted for. Savé has already done a deep background check on Wei and the Ridgeways. He thinks that this is simply the act of a deranged mind and wants “candid” footage of the federal agents for extra color. If the Agents are not cautious, he might realize there is far more to the story. 10 // Delta Green // // The Last Equation // numbers for letters), bank accounts, and mortgage amounts yields a sum of 9,920,229,989,212,333. Any Delta Green Agent with experience in the field should begin to feel that perhaps they’ve jumped in a bit over their head. Investigating the Shotgun Wei’s murder weapon is a Remington 870 police shotgun, serial number 2022998. It is well oiled and maintained. It holds eight rounds including one in the chamber. The weapon has been fired repeatedly and is covered in Michael Wei’s fingerprints. Its serial number indicates it was sold to the state of New York in the summer of 1959, and was relocated to the 24th Precinct in New York City as a utility weapon. As far as the city of New York is concerned, the weapon is still there. Checking with the 24th Precinct—the Agents must make a Bureaucracy roll to get the right officer on the phone, or else take a long drive to go there in per- son—reveals the weapon is missing. A wooden box that should hold five Remington 870s is missing one. The box itself seems untampered with; its nails are all in place. If the box is dusted for prints, prints consistent with Michael Wei are found all over it. Recently—on the day of the murders, in fact—the weapon was one of an allotment of weapons moved offsite while plumbers replaced a pipe in the basement of the 24th Precinct. The weapons were taken out of a storage locker, boxed, and then moved to the precinct parking lot, where a single policeman watched the pile of weaponry for the day as the work was completed. At 5:53 P.M., the weapons were moved back down- stairs and signed for. Nothing odd was noted. The officer watching the weaponry was Sgt. Mar- vin Herrera, a 19-year veteran of the NYPD with a sterling record. He is completely innocent of any crime, although at the beginning it may look like he stole the shotgun or sold it on the side. Herrera is convinced of his own innocence, so his response may be a bit more heated than the Agents expect to any accusations. The Ridgeway Crime Scene The Ridgeway house is three stories tall plus a basement, built on a quarter acre just on the edge of New Jersey Highway 6. Built in 1924, it was once the main house of a much larger farm, which was long ago split up into lots. There is absolutely nothing unusual about the house or its occupants. They were innocent bystanders. Dinah, Malcolm, Clark, Dean, Mary, Alice, and Claire Ridgeway all died in or around the kitchen. Michael Ridgeway, who was upstairs, fled and was killed outside. Wei fired 16 times in the house, hitting each victim once, except for Clark whom he shot twice when the first blast failed to kill him. Wei used both slugs and shot. The kitchen is sprayed with buckshot and slug-holes. Strangely, Wei also seemed to fire once in the house with no living target. The stove, a 1970s tan and green monstrosity, was struck by buckshot, and the old clock on it is stopped at 2:28:13 P.M. Searching the house provides no clues except the clock in the kitchen. There is absolutely no connection between Wei and the Ridgeway family. The Numbers An Agent who looks into the numbers that Wei painted on the street at any length, and compares them with numbers found at the crime scene, may make a Luck roll. If the Luck roll fails, the Agent begins to notice the numbers Wei scrawled everywhere. The ruined clock in the Ridgeway kitchen, for instance, stopped at 2:28:13 (or 22813)—numbers in the sequence separated by twos. Also, there are sixteen numbers; Wei fired sixteen times. Such strange, disturbing coincidences appear to any Agent who looks for them. License plates, phone numbers, receipt amounts, anything with a number may turn out to resemble the number sequence. Adding, dividing, or subtracting numbers reveals stranger connections. For example, totaling the Ridge- ways’ Social Security numbers, their license plates (with 11 // The Last Equation // // Delta Green // Herrera claims complete (and truthful) ignorance of the weapon’s disappearance, and initially claims he never left the boxes unattended without trading off with another officer. Shortly thereafter he corrects himself and explains that he did, in fact, step away for a mo- ment when a squad car collided with a small dog at the east exit from the parking lot. The dog, which had run from its owner, was killed in the intersection, and sever- al officers gathered to see what the commotion was. Herrera was away from the boxes for less than seven minutes. If the Agents fail to consider it, Herrera offers up the idea that the cameras that record the outside of the building might have recorded what happened. As soon as Herrera realizes that the Agents think a murder weapon was part of the lot that he was supposed to watch, he demands a union lawyer to be present for every interview to ensure that he is not going to be subject to prosecution or a lawsuit. The Tale of the Tape If they keep things cordial with the police, the Agents can examine recordings from the many cameras which observed all entrances and exits of the 24th Precinct on the date of the murders. An Alertness roll spots Michael Wei, recorded by the front entrance camera, waiting across the street 20 minutes before Herrera reports stepping way. Wei stands holding an obvious- ly empty gym bag, and checks his watch many times. He suddenly crosses the street to the west parking lot entrance, 15 seconds before a small dog appears on the other camera and is struck by a police cruiser. On the parking lot camera, Herrera stands and heads towards the commotion. Less than five seconds later, Wei walks to the tarps covering the weapon boxes, uncovers them, produces a claw hammer from his bag, pries open a box, removes a Remington 870, and replaces the lid in less than a minute. He restores the tarp before stepping off camera with the shotgun in his gym bag. This took place at 9:21 A.M. Herrera returns a few minutes later and sits down in the folding chair once more, unaware that Wei was ever there. Columbia University Columbia University is an Ivy League school located in Morningside Heights on Manhattan’s Upper West Side. Wei attended the Applied Physics and Applied Mathe- matics program as a graduate student. By all accounts, he was a model student. The university is extremely forthcoming with law enforcement personnel, revealing any information they have on Wei without hesitation. A public informa- tion official is assigned to the Agents. Sandy Beema, a woman in her mid-40s, is responsible for spin control for the PR disaster that Michael Wei represents. She does her best to paint Wei as a troubled, mentally ill individual who simply snapped. She sharply rebukes any implication that Wei’s involvement in mathematics at the university was responsible for his illness. Otherwise Beema is a great resource, walking anyone with the right police or federal credentials anywhere on campus, as well as granting them access to Wei’s dorm and universi- ty email account. Wei’s Dorm Room Wei was housed in a small dorm room in John Jay Hall, a skyscraper-like residence hall located on the campus. John Jay Hall also houses the Fu Foundation School of Engineering and Applied Science, which contains the Applied Physics and Applied Mathematics program. Wei chose the room due to its vicinity to his work. He often went downstairs in his pajamas to work in the lab. Wei’s dorm is small, modest and messy. It is clear he had little or no social life. Every surface is covered in half-read books (folded open at random points). His bed is nothing more than a futon dropped in the mid- dle of the room. A single, rickety Ikea desk holds a nondescript gray computer and a cheap monitor. A pile of papers are stacked all over the table. Most are covered in a scrawl that anyone with any level of Science (Mathematics) skill recognizes as differential equations. It is clear this room was simply a rest-stop for Wei in his daily routine. 12 // Delta Green // // The Last Equation // The Photocopied Book A bundle of pages stained with coffee and food, and held together by an orange binder clip, is shoved beneath Wei’s futon. This is a heavily annotated, photocopied English translation of Libri Plures Admiratio (“The Book of Many Wonders”). Wei’s interest in Fascius Claudan began as a simple query into interesting and esoteric encryption and compression methods. He hoped some old trick might either fit the bill for his Mersenne prime algorithm or point the way toward a solution. Instead, he found a gaping hole in reality. With some effort, Agents can find that the book was photocopied from the Educational Studies Books edition of The Book of Many Wonders, translated by Maurice Ester and published in 1944. The company is long since defunct, and it only published several hundred copies of the book before ceasing publication. All involved in the translation and production are long dead from normal causes. There is nothing sinister about this. The book was not popular, and only now has the study of mathe- matics caught up with Claudan’s discovery. Before the 1960s, the book posed little threat to any except the most brilliant mathematicians. Now, to any mathematician worth his or her salt, reading this book is like pointing a gun at his or her own head. Anyone with a Science (Mathematics) skill of 20% or more who studies the photocopy is subject to the ill effects as out- lined in THE LAQUEUS SOLUTION on page 15. The photocopied book is covered in handwritten notes, some coherent, some not. The deadly number sequence covers the last page in a violent scrawl. It appears as if the marker used to scribble it broke during the writing. Notes in the margins in Wei’s handwriting include some disturbing elements. Deciphering this chicken scratch requires a successful Science (Mathematics) roll. If successful, the Agent reading the manuscript realizes that Wei predicted the time the Agent would find the book and read the entry, as well as the Agent’s Social Security Number, age, and the latitude and longitude of the Agent’s home address. There is even a scrawl at the end of the equation which says, “Hello!” This costs 1/1D4 SAN. Nothing is obviously unusual in Wei’s apartment. There is no indication he owned any firearms. Digging deeper into his digital records and the pa- pers on his desk reveals some oddities. Wei’s Computer The computer is a poorly maintained, component-built machine running a recent version of Windows. It is not password-protected and all directories on it are open. There is nothing hidden on the machine. Wei’s last email was sent the morning of the murders to [email protected], a group composed of 12 mathematics students and teachers from around the world who are interested in mathematical puzzles. This email was the complete and complex solution to the Laqueus puzzle. Anyone with a Science (Mathematics) skill of more than 20% can use this email to “solve” the Laqueus equation. (See THE LAQUEUS SOLUTION on page 15 for details.) Wei’s Papers The papers are of particular interest. Those stacked on top the pile are the most recent and are filled with a spray of complex numbers. The equations seem to resolve in a chain of numbers: 10.12, 921, 40.796901, and –73.968158. They represent the date and time (Oc- tober 12, 9:21 A.M.) of Wei’s theft of the shotgun and the latitude and longitude of the 24th Precinct house (40.796901, –73.968158). Anyone putting this together with the video from the 24th Precinct must make a Sanity roll. Failure costs 1D4 SAN from the horrors of the predictive power of the equation. Furthermore, each Agent with a Science (Mathemat- ics) skill of 20% or more must make a Luck roll. If it succeeds, the Agent loses 1D4 SAN as additional ram- ifications of the equation’s effects sink in. In addition, from this point on, any time that Agent is exposed to the equation, the number sequence, or numbers generat- ed by it, he or she must make another Luck roll or lose another 1D4 SAN. Such a character who hits the Break- ing Point comes under the influence of the equation. (See THE LAQUEUS SOLUTION on page 15 for details.) 13 // The Last Equation // // Delta Green // mention of him was his incarceration in an alms-house in the summer of 1651. No other record exists for him past this point. Most scholars assume he died, as thou- sands did, from an outbreak of cholera which swept through Brussels that summer. Only six copies of Libri Plures Admiratio sur- vived to the modern age. All but one were lost during World War II. The last, thought to be the original, re- sides in Brussels. Several small publishing houses have created copies of the book, and a few cryptography books cite the puzzle in it, but for the most part it remains an obscure footnote in scientific history. The Mailing List The mailing list [email protected] is composed of 12 individuals in academia around the world who enjoy puzzles, codes and mathematical ciphers. It is maintained in the open and membership is open to any- one (though a moderator ensures no spammers make it on the list). It is a small group and it sees only periodic activity, usually comprising a flurry of emails concerning some puzzle or equation. The latest email was from Michael Wei, containing the complete solution to the Laqueus Equation, on October 12 at 6:41 A.M. No one has responded to this email yet. The list moderator is Julio Kimbrel, Ph.D., a professor of mathematics at Alfred University in upstate New York. He is wholly forthcoming with anyone in law enforcement. Luckily, he has not read the Laqueus solution. But he might, especially if the Agents indi- cate it might have something to do with the murders in New Jersey. The list includes: » Lawrence Badek, 42, a math and chess enthusiast in Wiesbaden, Germany » Kelly Casselman, 29, a math teacher in a high school in Brinkman, Montana » Jamie Izzi, 19, a biochemistry student in Paris, France If the Agents’ case officer or Delta Green contact is made aware of this manuscript, they immediately order its destruction, as well as a report on who has read it or is reading it. If they learns that an Agent has spent significant time with the manuscript, the other Agents are tasked with carefully observing the reader. Researching Fascius Claudan Agents with at least 70% in History—or with at least 50% in History and at least 40% in Latin, Dutch, or French; or who gets help from an expert in early-mod- ern European history; or who simply succeeds at a History test—can find details about Fascius Claudan in Columbia’s library. Fascius Claudan—summarized on page 1—is an ob- scure figure in scientific history. He is mentioned in some sixteenth-century texts as an oddity, almost a cautionary tale, and then not at all. His name vanishes from most texts at about the time of the Dutch invasion of England (1688), almost as if it had been purposely excised. Claudan was known in Brussels as a brilliant inven- tor and scientist. Locally he was held in high esteem by nobles, and his papers were seen as far away as Milan. Early in his career, Claudan focused on astronomy, me- chanics, and simple machines. He developed two pulley designs which enjoyed widespread use in Europe. Still, his name was clouded by his later activities. Claudan travelled to Asia and Africa and, according to some sources, was corrupted by the influence of for- eign science and magic. Upon his return, Claudan was withdrawn and strange; some even called him insane. He defaulted on debts and was thrown in an almshouse more than once. He feverishly wrote a series of books on astronomy, Asian and African-influenced science, and alchemy. In his last book, Libri Plures Admiratio (“The Book of Many Wonders”), Claudan revealed the Laqueus Equation, a math puzzle he claimed he learned from an Arab in Constantinople in 1650. The book claims this Arab was six hundred years old and had seen the “grand library of Nakotic,” wherein lie the secrets of the ancient architects of the world. Claudan’s death remains a mystery. No official records indicate how or where he died. The last official 14 // Delta Green // // The Last Equation // turn reveal odd mathematical structures that hover far above the highest prime identified to date. See THE LAQUEUS SOLUTION on page 15 for details. Wei’s Friends and Neighbors Those who knew Michael Wei are shocked, saddened and sickened by his death and the murders he commit- ted. Some simply can’t believe Wei is responsible for such a thing and remain certain he was either co- erced or framed. Wei was held in high esteem by all in his program. He was known as a hard worker, happy and no-non- sense, bent on making math his life. He had many passing acquaintances but few close friends. His closest friends were Anthony Desjardin and Molly Frank. Molly and Anthony are graduate students at the Ap- plied Science and Applied Mathematics school, and are a couple. The two were good friends with Wei for more than a year, and considered him a “project.” That is, they routinely attempted to set him up with friends. Wei spent many weekends with the two, drinking, talking physics and math, and basically goofing off. The two are absolutely certain that there is no way that Michael Wei could have done the things the author- ities claim he did. They vehemently dismiss all evidence to the contrary and say simply: “No. Michael wasn’t wired that way. He was a peaceful guy.” Wei’s Family The Wei family resides in Alta Mira, California. Com- posed of Miriam Wei (Michael’s mother) and Imogen Wei (Michael’s younger sister), the family is literally dumbstruck by the turn of events. Michael was always an exceptional student and was the golden child of the family. At the time of his father’s death (eight years ago) Michael was already an accom- plished student-mathematician. Michael’s mother has spent the last few days heavily sedated, and Imogen has been attempting to arrange a remote, quiet funeral for her headless and infamous brother. There is nothing to learn from Michael’s family, except that they are devastated and sickened by the turn of events. » Noreen Kuder, 22, a math student in Ma- nila, Philippines » Tia Markell, 29, a math dabbler in New York City » Eve Mehaffey, Ph.D., 39, a physicist in Brighton, England » Ben Philbeck, 44, a computer scientist at Law- rence Livermore National Laboratory, California » Kelly Pletcher, 21, a physics student at the Univer- sity of Columbia, Missouri » Julius Sward, 31, a house-husband in Modesto, California » Emile Tumlinson, 51, a chemist for Tyson Foods in Miami, Florida Asking Delta Green Informing their case officer or Delta Green contact about the mailing list before hell breaks loose elsewhere is a mark in good favor for the Agents. The Agents themselves might be dispatched to investigate the nearest list member (Tia Markell in New York City). They are told the others “will be handled.” Clever Agents may watch the news to see the effects of the Laqueus solution on the list members. Others might search the Internet for the names on a daily basis, looking for stories. Others still might visit those on the list in the hopes of short-circuiting the solution’s effect on them. If they ask Delta Green about foreign nationals on [email protected], their contact answers quite frankly: “They’re not your problem. Worry about Americans.” Wei’s Last E-Mail The solution to the Laqueus Equation, emailed to the list October 12 at 6:41 A.M., is both elegant and disturb- ing. To those with no background in mathematics, the solution is simply gibberish. To those with significant Science (Mathematics) skill, the equation is a trap. Mathematicians might describe it as a “key” which reveals a chain of prime numbers. These numbers— which are “unlocked” in a sequence—show huge and previously unknown prime numbers. These primes in 15 // The Last Equation // // Delta Green // The Shotgun The Agents probably want to know how and where Wei obtained a police shotgun. There are no records of Wei purchasing any weapons in the tri-state area, and the gun is registered to the NYPD. See INVESTIGATING THE SHOTGUN on page 10 for further investigation of it. In truth, the Laqueus Equation “told” Wei where to find the gun and what to do with it. The Laqueus Solution The number-patterns revealed by the Laqueus Equa- tion are an extra-dimensional trap, a pinhole through what we know as reality that reveals something be- yond, something infinite. This crack in the world is enough to consume any with the mathematical chops to understand the sequence, the chain of numbers, and interrelationships they represent. To those not schooled in advanced mathematics, the numbers remain harmless gibberish, a madman’s last bizarre message to the world. Solving the Equation Anyone with a Science (Mathematics) skill of more than 20% can “solve” the Laqueus Equation with a Science (Mathematics) roll. If the roll succeeds, the character must then make a Luck roll. If that fails, the charac- ter begins to see numbers from the sequence every- where. The full consequences of the equation will soon be unleashed. Choices Take aside a player whose Agent is affected by the equa- tion. Explain that the Agent has discovered perhaps the most important piece of mathematics in the history of the world. If the universe is a mathematical puzzle, this number sequence is the answer. Ask whether the Agent intends to delve deeper into the numbers or attempts to ignore the sequence. Effects Whether the Agent chooses to ignore or explore the sequence, he or she loses 1/1D6 SAN once a day as the Agent recognizes its far-reaching implications. Those Wei’s Life Michael Wei was not a recluse, but he did not draw much attention. He spent very little money on personal goods, ate mostly in the school cafeteria, and was in the lab working most of the time. His neighbors report nothing unusual, and all had a nodding acquaintance with him. He had few close friends, but spent most of his free time (which was very limited) with Anthony Desjardin and Molly Frank. Wei’s life is easily tracked by his credit card and bank card, and it ran like clockwork. Even up until the day of his crime, Wei followed the same routine. Break- fast at the cafeteria at 7 A.M., work until 1 P.M., lunch at the cafeteria or the Surly Bean coffee house across campus, work in the lab until 8 or 9 P.M. and then either a pizza at home or takeout food. Wei’s real life seems to have been his math, and it is obvious to all who knew him that math was ev- erything to him. Wei’s Work Wei’s school work and dissertation involved research into Mersenne prime numbers: huge prime numbers buried in values so large that they encompass millions of digits each. Wei was working on fast distributed math models to generate extremely large Mersenne primes, numbers somewhere in the range of fourteen million digits. He hoped to achieve this through a special, small algorithm which could be run on a personal computer, or a smartphone for that matter. This data could then be dumped and “chewed” by another algorithm to sift for high primes. To date, this algorithm remained a failure. Early positive results in his ideas had proven false, something known to all in the program. Wei was extremely forth- coming about his work. This failure had sent Wei on a search for clever math puzzles and solutions. That led him to Libri Plures Admiratio. 16 // Delta Green // // The Last Equation // always involves murder and the eventual self-destruction of the character. Try to take the player aside and involve him or her in the Agent’s self-destruction. It’s fun to go crazy! Tell the player the Agent is in an ever-degrading spiral of mental illness. Then issue the Agent’s “orders” and let the player act it out naturally in the game. An Agent who succeeds at suppressing the disorder can resist the urge to violence but cannot tell people about it. The Agent has no moment of clarity, only an intermission in which to plan rather than act. The objective of the end game might be as focused as killing everyone in the Delta Green group, or as far-ranging as murdering the U.S. president on live tele- vision. Play the situation out in the game, allowing the player to attempt to accomplish the goal. If the player refuses, step up the SAN losses as the character feels the increasing trauma of refusing an over- whelming compulsion from the universe itself. When the character hits zero SAN, the equation-given task should be that much more awful. Marching Orders Issue the affected player orders from the equation. They can be anything violent; the more random, the better. A set of orders might read: 1. Locate six people with the initials R.A. Kill them. Don’t get caught. 2. Murder each of them, 15 minutes after the hour or 51 minutes after the hour. 3. Find the user of the telephone number (212) 989-9222. Follow the user home. Kill every- one there. Call the local news and repeat the Laqueus solution to them. Pour gasoline on yourself and the corpses. Burn yourself alive. If necessary, the Handler should invent new sets of orders. The objective is always horrifyingly violent mur- der, with details and victims that seem entirely random except for the numbers, ending with the killer’s suicide. Of course, if an Agent reduces a Bond’s score to zero by projecting the equation’s SAN loss, that Bond could be the first or last victim. who reach the Breaking Point are on the fast track to self-destruction. Paranoia Solving the Laqueus Equation fills a mathematician at all times with a feeling of creeping dread, as if the world itself is closing in. Descriptions of this condition vary. Some describe the empty air as something alive and squirming. Others say that the stars are watching them. There is a constant feeling of a ubiquitous presence spy- ing on their every action. This feeling increases in inten- sity as time goes on. In the beginning it can be shrugged off and hidden. As SAN losses increase, it becomes more and more evident in the person’s behavior. Detection Anyone observing a character affected by the equa- tion may make a HUMINT or Psychotherapy roll for each SAN loss the subject has suffered. With a success, the observer recognizes that the subject is suffering from some kind of mental illness. Those who are familiar with the “illness” that the Laqueus Equation seems to produce, and are actively looking for such symptoms, gain a +20% bonus to the roll. Chains of Causality Those who solve the equation begin to see numbers from the sequence on receipts, in birth dates, in tele- phone numbers, on TV, everywhere. They are surround- ed by the numbers. If they dig a bit deeper, they discover seemingly unrelated numbers add, subtract, divide and multiply to reveal portions of the sequence. Those who explore such numbers soon find the sequence “leading” them to places. This might be as easy as a telephone number being revealed through some math, along with latitude and longitude, and a letter-number replacement code which reads “KILL THEM ALL.” End Game An Agent who reaches the Breaking Point due to the equation gains a new disorder (“obsession with the Laqueus Equation”) and is in the end game. What task the equation has for the Agent is up to the Keeper, but it 17 // The Last Equation // // Delta Green // Once these orders are issued, encourage the affect- ed player to act them out in the most devious, clever fashion possible. Their goals should be primarily to not be caught, and secondarily to carry out the equa- tion’s orders. Capture If an affected Agent is somehow subdued, disarmed and locked up, he or she becomes totally unresponsive unless put into a situation where it’s possible to enact the or- ders or spread the number sequence. Psychological testing reveals a deep psychosis involving the subject’s perception of being controlled by unseen forces. The subject must do his or her best to spread knowledge of the solution as far and wide as possible, making the character dangerous even under controlled conditions. Once the viral nature of the number-meme is confirmed by Delta Green, it won’t be long for unaf- fected Agents to be ordered to silence infected individu- als permanently. Trouble Elsewhere Just as the situation in Ridgeway begins to hum, trou- ble begins elsewhere. Three additional crime sprees are outlined here. Feel free to expand the death toll using the MathGeeks list as a starting point. Modesto Murders Two days after the Ridgeway slaughter, a seemingly un- related crime occurs in Modesto, California. A family of four dies under suspicious circumstances. Julius Sward (age 31), Anetta Sward (30), Anthony Sward (2), and Evelyn Sward (5) are found in the ruins of their home, which was burned to the ground around them. Each of them had been shot by a small caliber weapon. The weapon could not be located in initial investigation. In truth, Julius Sward murdered his family and then burned the house to the ground. As the home burned, Julius shot himself while surrounded by the bodies of his family. The gun, a small .22 pistol, is still in the gutted ruins of the house. 18 // Delta Green // // The Last Equation // removed a pump shotgun, leveled the weapon at the nearest student, and asked, “What’s the answer?” When the student failed to properly answer, Casselman blew his upper torso open. This continued until 11 students were dead and the rest had fled. Casselman apparently then shot herself in the chest with the shotgun. Casselman seems light years from the type of person who could commit such a crime. Like Wei, she was quiet, bookish, and loved her job. She was a diligent teacher who took care of her students. She was heavily involved in school activities. Students thought fondly of her before the incident. That’s five days into the operation. If the Agents somehow find themselves looking for Casselman before her self-destruction, they have a chance to stop the mas- sacre. Those showing up at Casselman’s home before the attack find the door open and the living room covered in a bizarre mixture of ripped and arranged pictures, mostly of students at the school. Casselman is oblivious to the Agents, even if they knock. She sits at her computer, entering odd number sequences into a calculator and then entering the results in a spreadsheet. A new shotgun sits on the desk next to her. She does not answer orders or requests, but only continues typing. If stopped, Casselman smiles and asks quietly, “What is the answer?” Apart from the shotgun on the desk, she seems totally impassive and unthreatening. If she is not cuffed, or the gun not removed, Casselman suddenly snatches up the shotgun. Resolve the resulting combat as usual. She is a schoolteacher; her physical stats are average and her combat skills are all at base. Nevertheless, Casselman will do her damndest to kill the Agents, one by one, after asking the question “What’s the answer?” If the Agents do not intervene, and look into the case after the massacre, they can find FBI files on Cas- selman’s spreadsheet. No one at the local FBI office has realized it, but the fourteen numbers in the spreadsheet correspond to the Social Security numbers of the eleven victims. The other three numbers match students who barely escaped the attack. The police are operating under the assumption that the family was attacked by an intruder. It will take some time before they realize Julius was the assailant. No computer or paperwork survived the fire. Weisbaden Suicide Four days after the Ridgeway murders, a news story makes the rounds of an man threatening suicide at the top of the Marktkirche Cathedral in Wiesbaden, Germa- ny. The man, a 42-year-old ex-math teacher named Law- rence Badek, has held security forces at bay at the top of the tower for hours, twice unfurling what looks like a bed sheet with numbers written on it in shoe polish. The picture of the numbers is very poor. With a Luck or Alertness roll, Agents recognize the La- queus solution. Seven hours into the incident, it becomes clear that Badek is armed when he ineffectually fires at the police on the ground, hitting no one. Finally, a Spezialeinsatzkommando team (the German state police version of SWAT) attempts to take Badek down. The situation ends suddenly with Badek falling to his death along with SDK commando Ernst Austerlitz on live television. The two men tumble nearly two hundred feet and strike a concrete abutment. They die instantly. Investigation reveals that Badek was mentally ill. No one locally notices the link to Wei and the list. Badek’s apartment is a crazed assortment of print-outs, dissected books, and maps. The gun, which was owned by a police officer in a nearby town, was reported missing the morning of Badek’s climb to the top of the cathedral. Montana Massacre Five days after the Agents arrive at the Ridgeway crime scene, news erupts about a brutal and bizarre attack on a classroom full of students at Lewis and Clark High School in Brinkman, Montana. The story is confusing. Nearly a dozen students were killed in a shotgun attack. Survivors claimed their teacher, an unassuming woman named Kelly Casselman, entered the classroom Monday morning with a gym bag, 19 // The Last Equation // // Delta Green // Altering FBI Evidence Because the Wei case involves the FBI, case files are copied to the local FBI field office where they are rou- tinely digitized and dispatched to FBI headquarters. The Agents might be able to gain access to the local FBI field office to destroy or alter evidence without assistance. But it is nearly impossible for them to gain access to FBI headquarters without some assistance from Delta Green. It remains up to you whether such a mission is under- taken by another team, by an insider at FBI headquar- ters, or by the Agents themselves. Closing the Case The best way for the Agents to cover their tracks may be to see to it that the Wei case is quickly closed. This should not be hard. Wei clearly committed the murders. All that really remains is to confirm that he acted alone, and to determine whether the NYPD officer from whom he stole the shotgun should be charged for negligence. The Agents can shut down that part of the investigation by making a convincing argument and succeeding at a Law roll. That results in the case being closed with- in a week and everyone—including the Agents—be- ing sent home. Of course, if anyone outside Delta Green discovers that Wei’s fellow MathGeeks list members have begun killing people, that explodes the case into investigation of an international conspiracy. That official investiga- tion is likely to last months, whether or not the Agents manage to contain the numbers. The Agents ought to do everything possible to prevent that. Killing the Infected Anyone who understands the Laqueus solution is a vector for the “disease.” The Agents’ orders from Delta Green say anyone exposed to the number should be reported to their case officer or contact. If the Agents ask for orders on dealing with an infected individual, they are told brusquely to “remove the vector.” Their contact does not elaborate, but the meaning is clear: Kill anyone exhibiting symptoms of “infection” by the Laqueus solution. Containing the Numbers The primary motivation of the Agents, once the situa- tion is fully understood, should be the containment of the Laqueus solution. This is more difficult that might be initially imagined. By the time the Agents arrive on the scene, the number has already done what it does best—it has propagated into hundreds of files, people’s heads, photographs, and videos. It has even been shown (briefly) on the news. Altering Local Evidence Agents acting under official authority of the FBI have access to the Alliance Police Department, and have free rein on the case files. However, the chain of evidence re- quires those examining such files to sign in and sign out. Destruction of papers, photos, or videos will eventually be noticed. But the tampering is relatively easy and might not be detected at all for a time. Agents destroying files must make a Luck roll. On a failure, someone immediately notices the tampering and those who signed in are investigated. Another Luck roll must be made or the Feds are brought in and things turn more serious. If the Luck roll succeeds, the tampering goes un- noticed for 1D8 weeks. Then, unless the Wei case has been completely closed, it is discovered and investigated. Most likely, by this time the Agents will be long gone, but accusations of tampering with evidence could haunt them even when they think it’s all over. Clever Agents could alter evidence rather than destroying it outright. Photos can be replaced with photo-manipulated versions where the numbers are obscured or altered. Reports can be duplicated down to the last detail, except for the Laqueus-related num- ber. Replacing such files takes 2D10 hours and requires the Forensics skill, free access to the files, a computer, a printer, and no witnesses. It is up to the Agents to set up this situation. At the end, the Agents must make a Forensics roll; use the highest skill among them. If it fumbles, the tampering is noticed after 1D8 weeks. Oth- erwise, they get away with it. 20 // Delta Green // // The Last Equation // itself is not well known either to mathematicians or book dealers, but can be found for the right price. The original copy of the book itself is contained at L’Université libre de Bruxelles, in Belgium. It is very rarely looked at and has remained untouched in the library for nearly 22 years. Gaining access to the book is as easy as having any lettered teacher in the universities of Europe granting an Agent a letter of introduction. Entry to the private library is far from secure. Agents expecting some vault-like facility will be disappointed. There is only a bored librarian, a small room, and stacks of old books. Destroying the book is easy. If violence en- sues, everyone in the library attempts to flee rather than interfering. Destroying Claudan’s original, hand-written code is probably the easiest thing any of the Agents could undertake in this scenario. Destroying the original manuscript in this fashion regains those involved 1D4 SAN. Destroying all known copies of the book regains those involved 1D4+2 SAN. Killing an unarmed person is very hard on the hu- man mind. It costs 1/1D10 SAN due to violence, unless the Agent changes his or her mind at the last moment. Standing by while another Agent commits that murder costs 1/1D6 SAN instead. Resolution The Laqueus solution operates a lot like a virus. It moves from host to host, can lie dormant in the form of writing or data for months, years, or even centuries, and can awaken in an explosion of infection at any time. It is a threat. Depending on the Agents’ commitment to the situation, it might become an obsession. Completely wiping out the number is a practical impossibility. Locating and destroying copies of the various trans- lations of Libri Plures Admiratio is possible, though time-consuming. Fewer than 400 copies of the book, in various languages, exist worldwide. Many are not in fact full translations, but short portions of Claudan’s notes reproduced in cryptography textbooks. The book 21 // The Last Equation // // Delta Green // Police Chief Upton Weeks Chief of police of Alliance, New Jersey. A charming political operative. White male, age 41. Chief Weeks STR 10 CON 10 DEX 15 INT 16 POW 8 CHA 16 HP 10 WP 8 SAN 40 BREAKING POINT 32 SKILLS: Alertness 40%, Craft (Mechanic) 45%, Driving 50%, Firearms 45%, Law 30%, Persuade 70%, Unarmed Combat 55%. ATTACKS: Unarmed 55%, damage 1d4−1. SIG Sauer P226 pistol 45%, damage 1D10. State Trooper Thomas Blanet New Jersey State Police trooper and Delta Green friend- ly. White male, age 49. Trooper Blanet STR 13 CON 11 DEX 10 INT 11 POW 9 CHA 11 HP 12 WP 9 SAN 42 BREAKING POINT 36 SKILLS: Alertness 50%, Driving 60%, Firearms 54%, Law 35%, Navigation 53%, Persuasion 49%, Stealth 50%, Survival 33%, Unarmed Combat 55%. ATTACKS: Unarmed 55%, damage 1D4−1. Glock 19 pistol 54%, damage 1D10. Colt AR-15 carbine 54%, damage 1D12, Armor Piercing 3. Enrico Savé Television reporter—the Face of Northern New Jersey. Hispanic male, age 41. Enrico Savé STR 10 CON 12 DEX 12 INT 12 POW 10 CHA 17 HP 11 WP 10 SAN 50 BREAKING POINT 40 SKILLS: Alertness 55%, Art (Emotional Interview) 70%, Driving 30%, HUMINT 50%, Persuasion 80%, Unarmed Combat 57%. ATTACKS: Unarmed 57%, damage 1D4−1. Characters FBI Supervisory Special Agent Aiden Canor Veteran FBI agent. African American male, age 47. Special Agent Canor STR 15 CON 11 DEX 9 INT 14 POW 11 CHA 10 HP 13 WP 11 SAN 55 BREAKING POINT 44 SKILLS: Accounting 31%, Alertness 40%, Bureaucracy 50%, Driving 45%, Firearms 60%, HUMINT 60%, Law 50%, Persuasion 60%, Search 40%, Stealth 41%, Unarmed Combat 65%. ATTACKS: Unarmed 65%, damage 1D4. Glock 20 pistol 60%, damage 1D10. Special Agent William Gant Up-and-coming FBI agent who is ready to believe. White male, age 31. Special Agent Gant STR 10 CON 12 DEX 9 INT 12 POW 10 CHA 10 HP 11 WP 10 SAN 50 BREAKING POINT 40 SKILLS: Alertness 45%, Driving 40%, Firearms 60%, HUMINT 50%, Law 51%, Persuasion 40%, Stealth 45%, Unarmed Combat 55%. ATTACKS: Unarmed 55%, damage 1D4−1. Glock 22 pistol 60%, damage 1D10. Dr. Sarah Comox FBI crypto-analyst. White female, age 34. Dr. Comox STR 9 CON 10 DEX 7 INT 15 POW 6 CHA 9 HP 10 WP 6 SAN 30 BREAKING POINT 24 SKILLS: Accounting 55%, Alertness 60%, Computer Science 60%, Driving 40%, Firearms 40%, HUMINT 40%, Law 35%, Science (Mathematics) 55%, Science (Physics) 30%, SIGINT 60%, Unarmed Combat 50%. ATTACKS: Unarmed 50%, damage 1D4−1. KALI GHATI A Delta Green operative is missing from a U.S. base in Afghanistan. It’s up to the players’ agents—soldiers, spies or academics with Delta Green clearance—to find him before the disappearance draws the kind of attention that the group cannot afford. Includes six ready-to-play agents. ALSO BY ARC DREAM PUBLISHING OBSERVER EFFECT If we look too deeply into the roiling chaos of reality, chaos may look back. The Olympian Holobeam Array has gone off ine in a catastrophic power surge. Delta Green has reason to suspect the worst. The players’ agents have no idea what they’ll find when they arrive. VISCID Two days ago, retired geneticist Tibalt Grieves and his girlfriend died gruesomely. A CDC specialist found weirdly unidentifiable samples. When the sun rose, Grieves’ body began to smolder and disintegrate. When the players’ agents arrive, they may find that even death has a half-life. MUSIC FROM A DARKENED ROOM Places, like people, go wrong. In the last 50 years, 18 people have died at 1206 Spooner Avenue, and you can feel it. Neighbors stay away. In the hours that stretch like taffy after two, no one hears the music from its darkened rooms. Will the players’ agents be the next to die? NEED TO KNOW & HANDLER’S SCREEN A 48-page quickstart rulebook has six characters and a starter adventure. A sturdy, full-color game moderator’s screen features and useful tables and data to aid the Handler and evocative art to unsettle the players. THE STAR CHAMBER A Delta Green operation in Myanmar went disastrously wrong. The players’ agents must interview the team responsible. The action plays out from one conficting point of view to the next. The players must decide who is at fault and who, if anyone, is telling the truth.
textdata/thevault/Delta Green [multi]/adventures/DG - Adv - The Last Equation.pdf
by Vincent Florio An Adventure For 3-6 Swords & Wizardry White Box Characters of 3rd or 4th Level The FrozeN NorTh holdS maNy SecreTS, NoT leaST oF whIch IS The power oF The purple loTuS. So much TrouBle For oNe lITTle Flower... OSR00 (a-lost-age-adventure) (a-lost-age-adventure) The Purple Lotus The Purple Lotus ISBN 0-9670552-1-0 An Adventure For 3-6 Swords & Wizardry White Box Characters of 3rd or 4th Level The FrozeN NorTh holdS maNy SecreTS, NoT leaST oF whIch IS The power oF The purple loTuS. ImpoSSIBle To FINd, IT may Be The oNly way To help a BroTher geT veNgeaNce... wIll our heroeS help FINd The Flower or keep IT For ThemSelveS? A CINEMA8 PrODUCTION Copyright © 2015 Wild Games Productions and Moebius Adventures Last update: 19-MAY-2015 This product is compatible with the rules of Swords & Wizardry: White Box. Swords & Wizardry, S&W, White Box and Mythmere Games are the trademarks of Matthew J. Finch. Wild Games Productions and Moebius Adventures are not affiliated with Matthew J. Finch or Mythmere Games™. Written by Vincent Florio Additional Writing and Maps by Brian “Fitz” Fitzpatrick Editing by Gene Fitzpatrick Art by Mickey Fitzpatrick Jason “Banditt” Adams Peter Saga Jacob E. Blackmon Jeremy Hart Some artwork copyright William McAusland, used with permission Dollar Photo Club VINCENT FLORIO IN ASSOCIATION WITH WILD GAMES PRODUCTIONS AND BRIAN “FITZ” FITZPATRICK WITH MOEBIUS ADVENTURES PRESENT The Purple Lotus A LOST AGE Adventure 1 Introduction FADE IN White screen with the sounds of howling wind and the cracking of ice. Fades slowly to falling snow on a barren, glacial landscape. NARRATOR (Voice-over) The Frozen North. Few live here. Fewer still manage to thrive here. It is a land of unforgiving extremes. The weather alone can kill a man with cold. Even so, a few hearty souls eke out a living. But other things have also found a home here, so they are not alone… nor are they safe from harm. And the brave who come to visit… Well, in a land of snow and ice, you can bet they won’t be warmly welcomed. Welcome! Welcome back to the lands of the Lost Age! The Purple Lotus introduces a new part of the Lost Age world the Frozen North - presenting the PCs with a whole new area to play in as they explore the bitterness of this world of snow and ice. Like the weather, the people who call the Frozen North home live a difficult life and often come across as brutal and cold. Survival is tough with little food to keep them alive. Few plants will grow in this unforgiving cold, and even the local wildlife struggles for survival. And we mustn’t forget the other strange and dangerous creatures that call this region home. As a result, humanity huddles together for safety and protection while hunting or at home. Towns exist mainly as defensible trading posts where the locals trade various goods with each other to survive. The Purple Lotus is an adventure designed for 3-6 Swords & Wizardry White Box rules characters between 3rd and 4th level, but it can easily be adjusted for use with any edition of your favorite fantasy RPG. Preparing for the Adventure The referee is encouraged to read the full adventure before running it at the table. The adventure includes a few choices by the PCs to alter the course of events. Will they be friendly and patient? Or will they become as icy as the locals? Background The Frozen North consists of a seemingly infinite expanse of rock, snow, and ice punctuated by the occasional island of habitation. Between those isolated islands roam nomadic tribes, criminals, packs of wolves, herds of hearty deer, lone ursine beasts, and worse. If your heroes have come here, they are in for a rough time. Communities are close-knit and suspicious of outsiders. The native tribes who have roamed the frozen waste since their gods set them on their path view all non-natives as anathema to the balance of the wild. And the hungry beasts will view them as a quick meal. Finding a safe place to spend the night may be difficult. But finding someplace out of the elements will be nearly impossible unless they make friends quickly. So why come at all? This untamed wilderness hides ancient secrets, potential natural remedies, and the opportunity to test themselves under some of the worst conditions Mother Nature can provide. If they want a challenge, this is definitely the place to find it. See monster descriptions later in the book. Introducing the Players The referee can use almost any ruse to get the heroes here, but here are a few possibilities... • A pack of wolves has been tormenting a village to the south. The villagers have asked the Heroes to eliminate the threat before more lives are lost. • Heroes are traveling somewhere nearby and hear of a giant icy bear rumored to roam the tundra. The monstrous bear is seen as somewhere between a wild god and an aberrant spirit, both feared and revered by the native people. • While traveling to another destination, a freak storm pushes them far off course. However they manage to get to the first encounter, their initial greeting is far from a warm one. D8 Encounter Description 1 2d6 Wolves 2 1d4 Polar Bears 3 1d6 Nomadic Hunting Party 4 2d6 Raiders 5 Freak Storm (See encounter 4a) 6 1d3 Frozen Corpses 7 1d3 Ice Elementals 8 1d2 Yeti RANDOM ENCOUNTERS 2 Decision Time! (Opening Scene) EXT. ICY CLIFF IN THE FROZEN NORTH Traversing frozen mountain paths has been a challenge, which our Heroes have overcome until now. Trapped at the edge of an icy cliff, they find themselves cornered by a group of at least ten raiders, maybe more. RAIDER LEADER A growling man, whose voice is muffled by furs but clearly sinister, yells at the PCs. “So what’s it gonna be? Give us what we want or see if you can fly!” Setup The PCs are quickly thrown into a fight or flight situation as the scene opens, finding themselves standing on the edge of an icy cliff. Behind them lies a 25 ft drop to the cliff below. Before them lies an angry group of at least ten angry Raiders. Should they stand and fight, use the following stats and refer to “Winning the Day…”. Should they choose to jump, roll falling damage for a 25-foot drop and refer to “Testing Gravity...” Antagonists Human, Raiders (10): HD 1+2; AC 7 [12]; Atk weapon (1d6); Move 12; HDE/XP 2/30; Special: N/A; Equipment: furs, 2 gp each. Aftermath Consult one of the two possible outcomes, then move to the next scene. Winning the Day... If the PCs win the fight, they will find a cage containing several starved men, all dead... except for one. The live prisoner is bruised and battered beyond belief. He will only say, “Lotus… Vanguard... find…it…tell brother, Thom-” before passing away. The PCs will recognize the name Vanguard as the name of a rough village just a day’s travel west into the mountains... Testing Gravity... Should the PCs decide to climb back up to the cliff, be sure to factor in that they are carrying armor and equipment. Plus it is an icy cliff. This would be a difficult feat at best. Give the players no more than 30 seconds to make the decision: fight or jump. Count out loud or use an hourglass to ramp up the tension. Referee 3 Cut Scene - What Really Remains... EXT. BURNED VILLAGE On the journey to Vanguard, our PCs will come across the remains of a small village burned to ashes. From inside a burned-out husk of a hut the PCs hear the voice of someone muttering quietly to himself among the burned homes and the bodies of those who didn’t escape. OLD MAN (Muttering) “No, I don’t think they’re coming back. They destroyed it all.” “Yes, we ARE starving… It would be nice to get something to eat, but we’ll wait a while longer in case they DO come back. Can’t be too sure.” “Yes, it’s obvious the Purple Lotus is out of our reach now...” Setup The Old Man is the only survivor, hiding from the Raiders who destroyed the village. (If the PCs happened to play through The Snake’s Heart, they may recognize him as the crazy old man they met on the road.) A few burned out huts and walls are all that’s left of this nameless village. Roughly 20 bodies are found. Initially the survivor may be afraid of the PCs, thinking them to be connected with the Raiders. However, he will eventually come around and share the following information with the party: • The Raiders came from the north. • The Raiders are looking for the location nearby where the Purple Lotus grows. • The petals of the Purple Lotus are said to have the power to make an army invincible in battle! • We know much, but we are not allowed to tell. We will help where we can. • We know no Ian. • They may know Ian in the town of Vanguard nearby. • These people did not deserve such wanton death and destruction. • These people helped Us, gave Us a place to stay for the night. Aftermath Other than the Old Man and his rambling, the village has been picked clean of anything deemed valuable by the raiders. Should the PCs decide to stop and give the victims a proper burial or attempt to clean up the destruction, they should earn some extra experience. Referee 4 “Welcome to Vanguard” (Encounter 2) EXT. TOP OF A SNOWY HILL NEARBY The town of Vanguard lies before you, surrounded by a crude, but towering, stone wall. A few scattered guards walk the perimeter. Does the wall keep things out? Or does it keep people in? Setup As the PCs come within sight of Vanguard, they will quickly notice the huge, crude stone wall (10 ft. thick and about 25 ft. high) surrounding the entire perimeter. Though solid, it appears to have been constructed with little skill. Guards wear what appears to be Bone Mail armor, though the PCs can’t tell unless they get a closer look. One of the guards at the main gate is itching to start a fistfight with someone. Within the walls, the town is made up of wooden shacks and log cabin. with one stone-walled building at the center. It has a sign out front proclaiming “The Conqueror’s Tavern and Inn.” For 1 silver piece a day, the PCs can get a very small room and what looks like a bowl of mud soup as a meal. While staying in town and interacting with the locals, the PCs might hear the following rumors: • Ian was captured by Raiders. (true) • Ian has an angry brother willing to kill to find him. (true) • There is an abandoned castle nearby said to be haunted by the ghosts of an evil cult. (false for now, but will be in another adventure) • Thomas, local explorer and brother to Ian, is a hero in town. (true) • It is said that the Purple Lotus flower grants invincibility to those who consume it. (unknown) • The Raiders attacking in the region are mind-controlled by a creature from another world. (false) • The town warlord has been missing since shortly after the raids began. (true - he died in an avalanche a while ago) • The warlord was last seen frozen in the snowy mountains when he attempted to find the Lotus. (false) • There is a hillside at the top of the mountains where the Purple Lotus grows. (true) • The hillside is protected by headless hairy men. (true) • The Purple Lotus has the ability to make a man fly. (false) Antagonists Guard, Town: HD 1+1; AC 7 [12]; Atk weapon (1d6); Move 12; HDE/XP 2/30; Special: N/A; Equipment: furs, and official red strap wrapped around one arm to signify their authority. The Village of Vanguard Vanguard has made a reputation in the area as an island of safety in the valley. Enough heavy rock was left behind when the gacier retreated into the high mountains to the north and west that an enterprising group of explorers used the detritus to build. One stone at a time, a huge wall was put together for protection from the creatures roaming the waste. As word spread of the construction project, other hardy souls joined the effort... and Vanguard was born. Behind the wall, the village revolves around the local blacksmith, an indoor bazaar for traders, and the local inn. It’s had its share of leadership changes and trouble from outside. Over the last few weeks, a group of Raiders has attacked groups entering and exiting Vanguard, just as they attacked the Heroes coming into the area. Few have survived such encounters to tell the tale. Storm season has brought many harsh nights to the area. Hunters and explorers have been lost in the snow. The local nomadic tribe has once again made some rumblings about the town being in their sacred space. Tribe borders shift frequently and villagers have largely learned to ignore them unless they’re willing to trade trinkets and baubles from the wild. Points of Interest • Conqueror’s Tavern and Inn (1) - As the first building constructed within the wall, the people of Vanguard regard it as the center of the community. The owner, Madame Gilsi, is widely regarded as the leader of the village despite the relatively recent addition of Warlord Cyne who rose to power as a response to the Raider threat. You can usually find a cold drink and a hot meal here. • Miter’s Forge (2) - The fires at the forge are always burning and you can find a few locals warming themselves or helping out in a pinch. Weapons have become a hot commodity as Raider attacks have increased. • Hall of Prophecy (3) - A temple to the god Erlik, overseen by the mystic Grey Hilia, a priestess known to spread visions of gloom and doom from time to time. • The Bazaar (4) - A combination of local merchants and traders’ tables brought together under one roof. Britta Elean is the matriarch-in-charge and has a crew of six guards who keep the place safe. No combat is allowed under her roof. • The Defenders Hut (5) - Here is where the guards hole up for warmth when not on duty. Nomadic Tribes Small family groups roam the snow and ice, living off the land as their ancestors have for generations. Some are more friendly than others, choosing to trade with outsiders in their villages. But many feel like the villages are invading sacred lands and should be destroyed. Encountering nomads in the wilderness can be nerve-wracking if you’ve not met them before. There is a 50% chance the nomads you meet would rather see you dead than see you desecrating their space. But any met in the village should be friendly. 5 “In Comes the Brother” (Encounter 3) EXT. TOWN STREET As the PCs wander around town asking questions, they attract some attention. A group of men, led by an angry-looking fi gure, charges straight up to them on the street. THOMAS Thomas is a tall, stern-looking man wearing furs, light bone armor, and carrying a backpack over one shoulder. “Strangers! What do you know of my brother Ian? You must be working with the Raiders!!” Setup During the fi rst day the PCs arrive, or the next, they will run into Thomas, Ian’s brother. While wandering Vanguard, they will run into Thomas and a group of the local guards, including the ones from the main gate who may or may not have fought with the party when they came to town. Once Thomas sees the PCs, he will charge right over, demanding answers. He’s heard of them asking questions about his brother all around town. He will accuse them of being part of his abduction and assisting the Raiders. The PCs have a choice. They can stand and fi ght or try to convince Thomas that they are not on the side of the Raiders. He really isn’t looking for a fi ght, he’s just upset and wants answers. He will calm down if the PCs try talking to him. While this is going on, a huge blizzard is closing in on Vanguard. Antagonists Th omas: HD 6; AC 4 [15]; Atk Sword +2 (1d6+2), Longbow (1d6); Move 12; HDE/XP 8/800; Special: N/A Carrying: 20 gp, 10 silver and various equipment for climbing, inside a bag of holding. Guard, Town (5): HD 1+1; AC 7 [12]; Atk weapon (1d6); Move 12; HDE/XP 2/30; Special: N/A; Equipment: furs, and offi cial red strap wrapped around one arm to signify their authority. Aftermath If Thomas dies during the altercation, the PCs must fl ee the village. Vanguard loves Thomas, and the townsfolk will seek to destroy them. People will fl ing rocks, snowballs, ice, and anything they can fi nd to harm the PCs. Their only option is to fl ee into the mountains (see Encounter #4a). Should they convince Thomas of what they found, he will come to trust them a little and explain how he is searching for his brother. He believes that the only way to defeat the raiders would be to fi nd this Purple Lotus. He will invite the PCs to join his expedition when they head into the mountains to fi nd the fl ower the next day (see encounter #4b). The PCs have a decision to make as they learn more about the Purple Lotus. If the rumors are true, this fl ower would tip the balance of power in the world, making any man invincible in battle. If it is found, should they destroy it, give it to Thomas, or keep it for themselves? Referee VANGUARD 1 4 2 3 6 1. Conqueror’s Tavern and Inn 2. Miter’s Forge 3. Hall of Prophecy 4. The Bazaar 5. The Defenders Hut 6. Front Gate 5 = 10 feet 6 “Fleeing to the Mountains” (Encounter #4a) EXT. BLIZZARD ON A MOUNTAIN TRAIL Running from the angry mob in Vanguard, the PCs are quickly engulfed by the blizzard outside. Lost and barely able to fi nd the mountain pass before them, they struggle onward. Setup If the PCs fl ee into the mountains, the villagers will not follow for long. They will deem the blizzard not worth the risk. Hopefully the PCs stocked up and prepared for the cold while they had the chance. After a few hours trudging through the snow and wind, the PCs will really feel the effects of the cold. Seeking shelter should be their fi rst objective as they get higher into the mountains. While searching for shelter, one of the PCs will spot a beautiful woman dressed all in white eerily visible in the entrance to an inviting cave. Somehow she exudes a feeling of warmth and security, beckoning the PC to follow as she disappears into the mountain. Trapped by powerful magic within the cave, the Snow Nymph will lure the party deeper into the caves and attack. She is starving and the only thing keeping her alive is feeding on foolish travelers like the party. Antagonists Snow Nymph: HD 2; AC 4 [15]; Atk Dagger (1d4 plus 1d4 cold) or slam (1d2 plus 1d4 cold); Move 12; HDE/XP 4/240; Special: Cold, spells, immunity to cold, magic resistance (5%), double damage from Heat Aftermath The caves will keep the PCs warm until the storm passes. If they take time to rummage through the piles of bones, they fi nd d20 + 10 silver pieces. Any weapons discovered are rusted or useless. The PCs will have to wait out the storm through the night and continue the next day. “Mountain Expedition” (Encounter #4b) INT/EXT. TREACHEROUS MOUNTAIN PASS The recent blizzard has made traversing the narrow mountain pass up to the area of the Purple Lotus even more diffi cult. Every step falls through two feet of fresh powder, slowing progress and wearing on each member of the expedition with each footstep. Setup The party meets Thomas outside Vanguard the next morning to join the expedition for the Purple Lotus. Travel is tough as the fresh snow from the blizzard makes the pass much more diffi cult to traverse and it is still snowing lightly. If the PCs packed well and make steady progress, they can make it to where Thomas believes the trail starts and where the fl ower lies by mid- afternoon. During their travels, the party may spot the small cave entrance listed in Encounter 4a. The Snow Nymph hides deep in the cave, waiting for better conditions in which to attack the group. Daylight and light snow does not offer enough confusion or cover for her to make an attempt. If the PCs decide to check out the cave, the Nymph hides towards the back, waiting for a surprise attack opportunity to present itself. Movement is reduced by 3/4ths, vision is reduced to half and the longer the PCs make their way through the snow, they will need to make a saving throw or begin freezing to death. Referee Movement is reduced by half and vision is reduced to 3/4. Referee Frozen Caves 1. Entrance 2. Main Chamber 3. Sparkly Cavern 4. Deep Dark 1 2 3 4 = 10 feet 7 “Long Way to the Top!” (Encounter #5) EXT. ICY MOUNTAIN CLIFFS Wind swirls and howls around the expedition as the group march higher and higher into the mountains. With each step they hear the echoes of cracking ice. Thomas gestures to the cliffs looming above them and yells above the din that the flower they seek is somewhere up there in the clouds... Setup Though the expedition made it safely to the base of the plateau, the sheer mountain face presents a significant challenge. Even the best climbers may have issues finding purchase among the boulders and ice. The characters have a long climb to the top. Hopefully the PCs have thought to bring extra rope and climbing gear, otherwise they will have to free climb and hope their skills are sufficient. There are three levels to this climb. Each will require the PCs to make a climb (Dexterity) check to make it safely. A failure at any level presents a recipe for disaster. If a PC fails the check for the first level, they take 1d6 points of damage when they hit the ground and must restart their climb. If a PC fails the check between the first and second level, they have an opportunity to catch themselves via a secondary check. If they make the second check, they take 1d3 damage (scrapes, cuts, and bruises) and must climb back up from the first level. If they fail the second check, they take 2d6 points of damage when they hit the ground. The second level presents a small ledge upon which the PCs can rest for a few minutes if they choose to do so. If a PC fails the check between the second and third level, they fall with two opportunities to catch themselves (two additional checks for 1d3 damage) before taking 3d6 points of damage when they hit the bottom. While the PCs attempt to climb the final segment to the top, they are attacked by an Ice Elemental. The creature will attack from above to try and knock each PC off the cliff during their climb using his Burst ability. Any PC hit will have to make a Dexterity save or fall as described earlier. Antagonists Elemental, Ice: HD 6; AC 2 [17]; Atk See Special; Move 12; HDE/ XP 6/400; Special: Able to maneuver on ice and snow as if on flat dry ground, and climb at full movement speed with no difficulty. Ice/Snow Ball (2d6) - Single shot or Burst. Burst can hit up to 3 targets no more than 5 ft apart at -3 to hit and may only be used every three rounds. 8 Final Scene - “The Lotus Myth” (Encounter #6) EXT. GRASSY PLATEAU Though the climb was treacherous, the plateau presents a whole other world... Patchy sun shows green grass poking through a thin layer of fresh snow. The snow decreases quickly on the other side near a large cave. As you get closer, you notice that the temperature has risen sharply and a patch of purple flowers waits at the cave entrance… But that’s not the only thing waiting. Setup After the long climb to the top, the PCs will find a grassy plateau where the temperature is noticeably warmer. The temperature gets warmer still, the closer they get to the large cave about 100 feet away on the other side. In front of the entrance is a small patch of purple flowers. They have found the Purple Lotus! However… as they get closer to the flowers, the PCs will hear a loud roar and stomping from within the cave. Peering out from inside is a large hairy ape-like creature, with no head and its eyes and mouth on its chest. It looks furious and hungry, with drool dripping from one corner of its mouth. It’s obvious this creature hasn’t had a good meal in a long time. Antagonists Crape: HD 8; AC 5 [14]; Atk 2 fisted attack (2d6); Grapple and bite (3d6); Move 12; HDE/XP 9/1100; Special: Save vs stun or stunned 1d4 rounds on every 2-fisted attack that hits. If Thomas has survived the adventure so far, he will attack the Crape from a distance using missile weapons while the PCs close and attack. He deliberately misses the creature, as he does not want to draw its attention. Instead, he hopes the PCs will keep it busy. He is using this encounter to his advantage and will attempt to double-cross the PCs in the Conclusion if he survives. It’s possible the PCs will discover his ruse and stop him, but they will be preoccupied with the beast. Referee 9 The Aftermath Once the Crape falls, the PCs can rest, relax, and tend to their wounds. When they search the cave, they will fi nd the following: • 1000 pieces of metal (pieces of armor, swords, spears, etc. worth 200g) • 500 various silver coins from different nations • 100 copper pieces • And various wood chips. If Thomas is Alive... While the PCs search the cave, Thomas will slink away to head for the Lotus. If they notice, he will realize the ruse is up and make a run for the fl owers. The PCs now have a decision to make. Do they allow him to get the fl ower? Or do they stop him? Option 1: Question Thomas If they try to question Thomas, he will ignore them to take a Lotus fl ower and consume it before attacking the PCs like he is invincible. For a while, it will seem as though none of the damage hurts him. When he gets to half his hit points, he will realize he’s still taking the physical damage and that the myth of the fl ower’s vaunted abilities is just that… a myth. Once he knows the truth behind the Lotus, he will make a decision. He will fi ght to the death or he will make a run for the edge of the cliff and dive off. He knows the party will likely not let him survive at this point. Option 2: Chase Thomas If the PCs run after Thomas, a grand chase begins. Any party member who runs after him will be just out of reach as he gets to the fl owers fi rst. With a fl ower in his hand, he will spin around and draw his weapon to defend himself. He will then attempt to eat a petal of the Lotus as his next action. With fl ower power on his side, he will attack the PCs like he is invincible… For a while, it will seem as though none of the damage hurts him. When he gets to half his hit points, he will realize he’s still taking the physical damage and that the myth of the fl ower’s vaunted abilities is just that… a myth. Once he knows the truth behind the Lotus, he will make a decision. He will fi ght to the death or he will make a run for the edge of the cliff and dive off. He knows the party will likely not let him survive at this point. After the Battle for the Lotus... Should the PCs attempt to talk to Thomas at any point in time before, during, or after the battle (if he’s still alive), he will explain… “It was nothing personal… I just wanted to be important. I wanted to honor my brother by ruling these lands with an iron fi st.” If Thomas Has Been Slain… If Thomas is slain prior to consuming the Purple Lotus, the PCs must decide what to do about the vaunted powers of the fl owers. If the rumors are true, the fl ower has enormous power. The referee should encourage the PCs to ponder their decision carefully. They just eliminated the fl ower’s guardian and it is now more accessible to those who truly want it. They might destroy the fl owers to prevent their growth and head back to town, spreading more rumors of the horrors up the mountain to dissuade any further pursuit. They might leave the fl owers and spread rumors to convince others not to pursue them. Or they might take the Lotus for themselves and leave. The Power of the Purple Lotus Should the PCs eat a petal of the Purple Lotus fl ower, they will feel a surge of energy as though they consumed a large quantity of caffeine from coffee or energy drinks. They will feel invincible… like nothing can stop them. But that is the limit of the fl ower’s abilities. If the PCs return to Vanguard without Thomas, the villagers will be sure to ask what happened. If the PCs’ explanation is accepted, the PCs will be left alone and they will simply mourn the loss of their friend. If their explanation is not accepted, the PCs may fi nd themselves accused of murder! Referee The Purple Lotus is rare but can be found found elsewhere in the Lost Age world. It is sought by many merchants as a strong tea sold to adventurous souls. Referee 10 Bestiary • Bear, Polar: HD 7; AC 6 [13]; Atk 2 claws (1d6+1), 1 bite (1d10+1); Move 12; HDE/XP 7/600; Special: Hug (3d6) • Crape: HD 8; AC 5 [14]; Atk 2-fisted attack (2d6); Grapple and bite (3d6); Move 12; HDE/XP 9/1100; Special: Save vs stun or stunned 1d4 rounds on every 2-fisted attack that hits. • Elemental, Ice: HD 6; AC 2 [17]; Atk See Special; Move 12; HDE/XP 6/400; Special: Able to maneuver on ice and snow as if on flat dry ground, and climb at full movement speed with no difficulty. Ice/Snow Ball (2d6) - Single shot or Burst. Burst can hit up to 3 targets no more than 5 ft apart at -3 to hit and can only reuse burst once every three rounds. • Guard, Town: HD 1+1; AC 7 [12]; Atk weapon (1d6); Move 12; HDE/XP 2/30; Special: N/A; Equipment: furs, and official red strap wrapped around one arm to signify their authority. • Human, Raiders: HD 1+2; AC 7 [12]; Atk weapon (1d6); Move 12; HDE/XP 2/30; Special: N/A; Equipment: furs, 2 gp each. • Snow Nymph: HD 2; AC 4 [15]; Atk Dagger (1d4 plus 1d4 cold) or slam (1d2 plus 1d4 cold); Move 12; HDE/XP 4/240; Special: Cold, spells, immunity to cold, magic resistance (5%), double damage from Heat. • Wolf: HD 2+2; AC 7[12]; Atk 1 bite (1d4+1); Move 18; HDE/XP 2/30; Special: None. Attack in groups of 2-12. • Yeti: HD 5; AC 6[13]; Atk 2 fists (1d6); Move 14; HDE/XP 7/600; Special: Immune to cold, hug, fear. Usually found alone or in pairs. New Creatures BEAR, POLAR ARMOR CLASS: AC 6[13] HIT DICE: HD 5 MOVE: 12 HDE/XP: 7/600 NO. OF ATTACKS: 2 DAMAGE/ATTACK: Claws (1d6+1), Bite (1d10+1) SPECIAL ATTACKS: Hug (3d6) Polar bears are larger varieties of their cousins from warmer climates. They are typically found in groups of 1-4. Single bears are usually male and multiple bears usually include a mother and cubs. CRAPE ARMOR CLASS: 5 [14] HIT DICE: 8 MOVE: 12” HDE/XP: 9/1100 NO. OF ATTACKS: 2 DAMAGE/ATTACK: 2-fisted attack (2d6); Grapple and bite (3d6) SPECIAL ATTACKS: See below The Crape appears as a mutated ape, standing nearly 8 feet tall with its face on its chest - two piercing eyes and a set of teeth like a shark’s. The beast will attempt to slam its fists into its target to stun it before grappling with it and shoving it into its mouth. Special: Save vs stun or stunned 1d4 rounds on every 2-fisted attack that hits. ELEMENTAL, ICE ARMOR CLASS: 2 [17] HIT DICE: 6 MOVE: 12” HDE/XP: 6/400 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 2d6 - Ice/snow ball - single shot SPECIAL ATTACKS: See below Ice Elementals live in snowy, frozen areas, mostly in the mountains. They enjoy their advantage of being able to maneuver on ice and snow as if on flat, dry ground, and climb at their movement speed with no penalty. They always try to attack their foes while they are at a disadvantage, such as while climbing a mountainside. Special: Burst of Ice/Snow Ball (2d6). Burst can hit up to 3 targets at once at -3 to hit. Can only use burst 1x every three rounds. 11 SNOW NYMPH ARMOR CLASS: 4 [15] HIT DICE: 2 MOVE: 12” HDE/XP: 4/240 NO. OF ATTACKS: 1 DAMAGE/ATTACK: Dagger (1d4 plus 1d4 cold) SPECIAL ATTACKS: See below Much like their other elemental cousins, Snow Nymphs appear as attractive humanoids. Snow nymphs have long, fl owing, platinum-colored hair, skin with a light blue hue, and deep red eyes. Up close, they give off the scent of lavender, offering a comforting and calming affect on their foes. They prefer to blend in with their surroundings, wearing warm white robes cut strategically to enhance their fi gures. Snow Nymphs aren’t as powerful as their cousins and can only cast spells involving cold/frost or snow as 6th level spell casters. When touching the body of the nymph, it feels cold to the touch and causes 1d4 points of damage. Any metal weapon used by the nymph also gives off the cold effect, granting an extra d4 damage. Special: Ice/Snow Ball (2d6) - Single shot or Burst. Burst can hit up to 3 targets at once at -3 to hit and can only reuse burst once every three rounds. Cold, spells, immunity to cold, magic resistance (5%), double damage from Heat WOLF ARMOR CLASS: AC 7[12] HIT DICE: HD 2+2 MOVE: 18” HDE/XP: 2/30 NO. OF ATTACKS: 1 DAMAGE/ATTACK: bite (1d4+1) Wolves are wild cousins of the domestic dog who live and hunt in packs. They are found in groups of 2-12 and will often attack a single target in number. YETI ARMOR CLASS: AC 6[13] HIT DICE: HD 5 MOVE: 14 HDE/XP: 7/600 NO. OF ATTACKS: 2 DAMAGE/ATTACK: Fists (1d6) SPECIAL ATTACKS: Immune to cold, hug, fear. Yeti are strange snowy ape-like creatures who live in cold, high-altitude climates alone or in pairs. They are well suited to a solitary life and prefer their isolation. 12 DESIGNATION OF PRODUCT IDENTITY Wild Games Productions is copyright 2015, Vincent Florio. The Wild Games Productions logo is copyright 2015 Vincent Florio. Moebius Adventures is copyright 1997, Brian Fitzpatrick. The Moebius Adventures logo is copyright 1997 Brian Fitzpatrick. Maps are copyright Brian Fitzpatrick 2015 ©, used with permission. Art is copyright 2015, Mykayla Fitzpatrick, Jason “Banditt” Adams, Peter Saga, Jacob E. Blackmon, Jeremy Hart, and William McAusland. Used with permission. COPYRIGHT NOTICE The introduction and flavor or descriptive text in this product is Copyright of Moebius Adventures © 2015 and is not open content. 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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch Swords & Wizardry White Box Rules by Marv Breig, copyright 2008-2011 Matthew J. Finch. The Purple Lotus, Copyright 2015 Moebius Adventures, Author(s): Vincent Florio and Brian Fitzpatrick. 13 Swords & Wizardry: White Box Adventures in the Lost Age! Magic, madness, and muscles... The three aspects of adventuring in the world of the Lost Age. Do you have all three? Bandits! Kidnapped children! Ancient evil! As our heroes head past the small village of Elhann, they fi nd themselves drawn into a battle that could lead to the end of the world. A local bandit is kidnapping children from this and other villages - but why? Will our heroes get to the bottom of the mystery before it’s too late? The Snake’s Heart is a short adventure for use with Swords & Wizardry: White Box and other old-school fantasy role-playing games. Designed for 3-6 player characters of 2nd-3rd level, this module provides material for a session of adventure and includes one new monster. It also serves as an entry into the world of the Lost Age... What are reviewers saying? “..Interesting and innovative format on this one. The maps are utterly old school..” - Matt F “.. Nice descriptions, great layout, overall a nice and cheap product. Can’t wait for the next adventure of Lost Age campaign...” - Nick K “... The ‘scripting’ descriptions really give it the feel of an ‘80s fantasy fi lm like Conan the Barbarian or Beastmaster...” - James S. Available at RPGNow, d20pfsrd, and Paizo. Links at Moebius Adventures.com Missing workers! Snake pits of prognostication! Snake people! What is the Goddess up to this time? As our heroes travel near the small village of Fenmont on the edge of the fens, a panicked woman runs past them, wild-eyed, soaked, and covered in mud. Where has she come from? And what does her arrival portend? Will the heroes dive in and try to help? If they do, what surprises are in store? The Snake’s Heart is a short adventure for use with Swords & Wizardry: White Box and other old-school fantasy role-playing games. Designed for 3-6 player characters of 3rd to 4th level, this module provides material for a session of adventure and includes includes one new monstrous race - the snake people known as the Cecrops! Available at RPGNow, d20pfsrd, and Paizo. Links at Moebius Adventures.com Explore these Adventures, System-Neutral Supplements And More at www.moebiusadventures.com Visit our websites at http://www.wildgamesproductions.com and http://www.moebiusadventures.com Swords & Wizardry: White Box Adventures in the Lost Age! The FrozeN NorTh holdS maNy SecreTS, NoT leaST oF whIch IS The power oF The purple loTuS. ImpoSSIBle To FINd, IT may Be The oNly way To help a BroTher geT veNgeaNce... wIll our heroeS help FINd The Flower or keep IT For ThemSelveS? The Purple Lotus The Purple Lotus
textdata/thevault/Swords & Wizardry Light/Swords & Wizardry White Box-Based/SW White Box Adventures & Settings/The Purple Lotus A Lost Age Adventure (WhtBx).pdf
The Titan Gates | EN World EN5idEr The Titan Gates S trange giantS claiming to be ‘Titan Gate Gladiators’ chal- lenge all comers, and those few who survive are allowed passage through the ominous portals that seem to be magically grafted onto the giants’ chests. Where do these mystical thresholds lead? What is the ‘True Ordining’ they speak of, and who is this ‘Solemn Victor’? The adven- turers must answer these questions by taking the giant’s challenge and daring to step through the titan’s gate! WRITING Andrew Engelbrite COLOR ART Kevin Shea MAPS Dyson Logos EDITING Mike Myler LAYOUT Frank Michienzi A Mini-Adventure (Discovered Anywhere While Traveling Overland) For 4-5 PCs of 11th or 12th Level. The Titan Gates | EN World EN5idEr Open Game Content | The game rule information in this article is designated Open Game Content. All other material in this article, including maps and illustrations (including illustrations in the public domain), in-character and out-of- character narrative and descriptive text, character and place names, trade dress, “EN Publishing,” “EN World,” “EN5ider,” EN Publishing product and article titles, and EN World and EN Publishing logos, are designated Product Identity. Background Brokkr and Eitri were brothers, stone giants, and master runesmiths of a far higher caliber than any before them. They crafted weapons fit for gods and tattooed magical markings with power that surpassed the most intricate spells. As they armed warriors unending (many achieving great victories and spectacular deaths) the pair realized that they alone in their forge would never see Asgard. A quiet end in one’s sleep can be an enviable death, but a warrior’s death is required to spend an eternity of revelry in the great feast halls— the only true ordining. The brothers devised a plan using one of their most challenging runes, the titan’s gate, an intri- cate marking that requires two giants of strong body and mind that creates a link between them that crosses all distances both material and planar. They smithed the titan’s gate runes upon them- selves and then dueled to the death—Brokkr slew his brother and in doing so provided a portal to Asgard through Eitri himself. At least one of them would see Asgard, and the one remaining ensures that other worthy warriors see it too, in victory or death. Brokkr now sits as the ‘Solemn Victor’ as the rest of his clan sets out with their own titan gates, challenging the worthy for a chance to face Brokkr and earn their place in Asgard. Challenge of True Ordining The PCs spot a bizarre giant sitting forlornly on a hilltop strewn with skeletal remains and broken weapons. A swirling vortex ringed by runic tattoos dominates his chest, spiraling into an impossibly deep vortex that defies reason. Challenger’s Hill This roughly circular 60-foot wide and 30-foot high hill is flanked by steep embankments and haphazardly strewn with the mortal remains of hundreds of warriors, some ancient, and some troublingly fresh. A strange stone giant tending a cooking fire dominates the top of the hill. Once the giant notices the PCs, read or paraphrase the following: The giant stands up slowly, leaning heavily on a great- sword caked in rust and the wear of centuries. She suddenly points the blade with unnatural quickness towards the closest of you and says, “by the solemn victor I issue challenge. Paradise awaits according to your true ordining—step forward if you wish to find it.” Grimheld is a Titan’s Gate Gladiator that’s been slowly traveling the world and issuing the solemn victor’s challenge for nearly 300 years. She’s anxious for another worthy fight and attacks any PC that steps forward after she issues her challenge, and is very reluctant to provide any information until after they fight. If the adventurers decline Grim- held’s offer and turn to leave, she mocks them and attempts to goad them into combat. Once Grimheld is brought to 92 hit points or less she yields, exuberant and exhausted from a worthy combat. She then explains that beyond her gate lies the solemn victor who will allow the worthy to enter Asgard without the pain of defeat and death. She offers to allow the PCs to pass through and meet the challenge—if they think themselves worthy. Once the PCs do so, proceed to Arena of the Solemn Victor. The Titan Gates | EN World EN5idEr TITAN’S GATE GLADIATOR Huge giant, neutral Armor Class 19 (runic armor) Hit Points 184 (16d12+80) Speed 40 ft. STR DEX CON INT WIS CHA 24 (+7) 18 (+4) 21 (+5) 13 (+1) 14 (+2) 13 (+1) Saving Throws Str +12, Dex +9, Con +10 Skills Acrobatics +9, Athletics +13, Intimidation +6, Perception +7 Senses darkvision 60 ft., passive Perception 17 Languages Common, Giant Challenge 15 (13,000 XP) Gladiatorial Maneuvers (6d8/Short Rest). The giant has 6 maneuver dice, which are d8s. The maneuver dice are expended when the giant uses them. Lost to the Other Side. When a creature rolls a natural 1 when making a melee weapon attack roll against the giant, they inadvertently strike into the open portal on the giant’s chest. Melee weapons that strike in this way are teleported through the portal (as per the Titan Gate trait). Creatures making unarmed strikes or using a natural weapon (such as bite or claw attacks) are teleported instead. Titan Gate. The giant has an active magical portal mystically enchanted onto its chest. This portal is permanently active and linked to a similar portal on another titan’s gate gladiator. Any Large-sized or smaller creature or object that enters the portal instantly appears within 5 feet of the linked portal, or in the nearest unoccupied space if that space is occupied. These portals are intricately linked not only to the giant’s bodies, but also to their souls. If one of the linked titan gate gladiators dies, their linked portal remains active in whatever afterlife their soul ascends to. The giant can willingly allow creatures to pass through its gate, or creatures can attempt to force their way through by succeeding an opposed Strength (Athletics) check. ACTIONS Multiattack. The giant attacks twice with its greatsword. It can replace any of these attacks with a focused strike, a force back, sweeping strike, or tripping strike by expending a maneuver dice. Greatsword. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 28 (6d6+7) slashing damage. Focused Strike. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 28 (6d6+7) slashing damage. The giant expends one maneuver die and adds it to the attack roll. ALTERING THE DIFFICULTY LEVEL To tailor this mini-adventure for parties of lower or higher level, use the following substitutions for Titan’s Gate Gladiator statblocks (giving the creatures the Lost to the Other Side and Titan Gate traits). PC Level Substitute Giant Brokkr’s Enhancements Iqium & Minions 3rd-4th Hill Giant 20 extra hit points, +1d6 extra damage, CR +1 Mage & Cult Fanatics 5th-6th Stone Giant/Frost Giant 40 extra hit points, extra melee attack, CR +2 Mage & Cult Fanatics 7th-8th Cloud Giant/Fire Giant 60 extra hit points, +1d8 extra damage, CR +1 Mage & Cult Fanatics 9th-10th Storm Giant 80 extra hit points, extra melee attack, CR +2 Mages 13th-14th Jack in Irons 120 extra hit points, extra melee attack, +1d10 extra damage, CR +3 As written 15th Svyatogor 140 extra hit points, extra melee attack, +2d6 extra damage, CR +2 As written 16th Antaeus 160 extra hit points, extra melee attack, +2d8 extra damage, CR +3 As written The Titan Gates | EN World EN5idEr Force Back. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 28 (6d6+7) slashing damage. The giant adds its maneuver die to the attack’s damage roll, and targets that are Huge or smaller must make a DC 20 Strength saving throw or be pushed 15 feet directly away from the giant. Sweeping Strike. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 28 (6d6+7) slashing damage. The giant adds its maneuver die to the attack’s damage roll. If there is another target within 5 feet of the first target, the giant may immediately make a greatsword attack against that target. Tripping Strike. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 28 (6d6+7) slashing damage. The giant adds its maneuver die to the attack’s damage roll, and targets that are Huge or smaller must make a DC 20 Strength saving throw or be knocked prone. REACTIONS Parry. When another creature damages the giant with a melee attack, it can expend one maneuver die to reduce the damage by the number it rolls on its maneuver die + 4. Riposte. When a creature misses the giant with a melee attack, it can expend one maneuver die to make a greatsword attack against the creature, adding the maneuver die to the attack’s damage roll on a successful hit. Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no blud- geoning damage from it. Originally stone giants, the titan’s gate gladiators are warped by runic magic and weathered by centuries of combat. They live only for honor- able battle and move with a swiftness unnatural to their kind. A magical portal dominates their chests, wreathed in glowing blue runes, and their limbs and digits seem to discon- nect and float with their flowing move- ments, a side effect of existing as a living teleportation circle. The Titan Gates | EN World EN5idEr Arena of the Solemn Victor If the adventurers defeat Grimheld she graciously allows the PCs to traverse her gate as worthy combatants. When they enter her portal, read or paraphrase the following: As you step through the giant’s portal your percep- tions twist and dissolve—you see only a single point of light rushing towards you. With a thunderclap you land on wet stone, rain pouring from overhead as a roaring storm fills your senses. You stand on the steps of a ruined temple that sits on stone pillars above a desolate canyon. Somehow deeper and louder than the raging storm, a voice bellows, “enter, worthy warrior. Your true ordining awaits.” Warrior’s Steps Three giants, each with a swirling vortex upon their chest, stand at the base of three 40-foot wide flights of steps. The stairs all lead to the same broken chamber to the north, and every other direction ends in a sheer 80 foot drop. Several other jagged rock spires stretch out to the west. The three giants (Heimdall, Idun, and Tyr) are also Titan’s Gate Gladiators. The PCs emerge through Heimdall’s gate, which is permanently linked to Grimheld’s gate. These giants are completely loyal to Brokkr and when questioned only tell the PCs to “Obey the Solem Victor”. If attacked, they fight to the death. The Titan Gates | EN World EN5idEr Arena of the Solemn Victor A giant sits on a throne of broken shields at the center of this 120-foot square chamber, dozens of broken weapons clinging to his back, still embedded from battle. The eastern wall is ruined, letting in the fury of the storm outside, and a 20-foot wide rope bridge fit for a giant stretches from the floor to a series of stone pillars to the west. Once the PCs enter the arena, read or paraphrase the following: The ancient giant bellows, “Those who seek Asgard, your journey has ended. Raise thy weapons…” The giant opens his one good eye and gazes upon you for the first time. “You have not the look of most seeking Asgard— why have you come?” Brokkr explains the purpose of his servants, and truthfully answers any questions the party ask. He is not convinced that the adventurers have any chance against him, and would rather utilize the PCs to solve a particular problem. Read or para- phrase the following at some point during this conversation: Brokkr contemplates for a moment and says, “others have come here, not seeking Asgard but instead some paradise in this world—fools—but my titans spread far and wide. Perhaps what you do seek is with one of them? I will grant you passage between my titan gates, if you would do one small act of valor in my stead. Hrothgar has been captured, not defeated with honor but instead chained like an animal by this...frail magician. Travel through Idun’s gate, cut down this troublemaking mage for me, and every place my charges step shall be open to you. Idun is standing at attention and waiting. Once Brokkr has commanded it, Idun allows the PCs to travel through his gate (proceed to Magician’s Shackles). If the PCs decide they’d like to fight Brokkr for a chance to ascend to Asgard, he uses the statistics for a Titan’s Gate Gladiator except he has 100 additional hit points (284 hp), makes one additional greatsword attack each turn, and has a CR of 18. Brokkr fights until his foes die or yield. When reduced to 71 hit points or less, he yields and allows the adventurers passage to Asgard through his gate. Magician’s Shackles #1: Arcane Laboratory Once the PCs travel through Idun’s gate, read or paraphrase the following: As you emerge from the portal your senses are bombarded by acrid alchemical smells and the impossibly deep wails of the giant next to you. An elderly man in an acid-stained black robe lifts his goggles and his two assistants raise their eldritch implements from the titan’s flesh. The old man whistles and says, “well well, that Brokkr found someone to send—how nice of him to procure fresh subjects.” Hrothgar is chained up along the northern wall, Iqium (an Archmage) stands near the southern wall as the PCs enter, and his two assistants (mages) flank the adventurers as they enter. Iqium attacks the party but starts with a time stop spell to provide himself with as many defensive options as possible, prioritizing either globe of invulnerability or stoneskin (depending on his foes’ strengths), before firing a cone of cold. They all fight to the death. Hrothgar has been drugged and experimented upon, currently does not have his full health (his hit points equal the party’s level x 10), and is inca- pacitated until he is woken up with a successful DC 15 Wisdom (Medicine) check. Once Iqium is defeated the PCs can easily free Hrothgar and explore the rest of this wizard’s lair, or return through giant’s portal to receive their reward. #2–#8: Iqium’s Lair If the adventurers decide to inspect the rest of Iqui- um’s Lair, they find no other occupants or dangers. They do however locate a treasure trove of 5,000 gp worth of arcane and alchemical ingredients scat- tered throughout the structure (acquiring all of it takes 1 hour of thorough collection.) The Titan Gates | EN World EN5idEr Resolving the Adventure When the party returns to speak to Brokkr he is solemnly thankful to the PCs for freeing Hrothgar from a dishonorable end and rewards them as promised. He pulls a sword from the bristling assortment on his back, tracing a sigil along its blade that glows bright blue before presenting it to the adventurers, saying “this sword now bears my mark and my gates are open to any who wield it.” The PCs now have access to the already established titan gates (whose locations can be anywhere in the world) and any other titan gates they may find throughout the rest of their adven- tures. This result essentially allows the GM to create a roaming teleportation network to serve the campaign as the giants wander anywhere a quick route is needed. e BLADE OF THE TITAN’S GATE Weapon (longsword), very rare This rusted and bloodsoaked blade glows with blue sigils and bares an edge far sharper than it appears. You gain a +2 bonus to attack and damage rolls made with this magic weapon. As a bonus action, you can create a small temporary portal between yourself and a creature you can see within 30 feet that lasts until the end of your turn. While this portal remains open, you can make melee attacks against that crea- ture as if you were adjacent. In addition, this weapon bears the mark of Brokkr and while wielding it all Titan’s Gate Gladiators allow you and your allies to use the portals in their chests.
textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 300 - The Titan Gates.pdf
Origins 2003 – High Seas Drifter Page 1 of 28 Men and Gods A Swashbuckling Adventures™/7th Sea™ Adventure in Three Parts by Patrick S. Parrish Tips for Running You will need a copy of AEG’s Player’s Guide™, Game Master’s Guide™, and Ships & Sea Battles™ to run this adventure. Copies of The Crescent Empire™, Islands of Gold: The Midnight Archipelago™, The Explorer’s Society™, and Cathay: Jewel of the East™ are also suggested. Men and Gods can either be run as a series of short adventures or as the basis for a larger campaign. The locations visited during the course of the story are spread across Théah, and several weeks’ travel time separates each setting. These gaps in the story are intentional, allowing GMs to customize the scenario to each individual’s liking. Men and Gods is intended for four to six characters of 10th to 12th level for Swashbuckling Adventures™ or roughly Master level characters for 7th Sea™. It is highly recommended that the heroes own or operate their own ship, as they will be travelling from one end of Théah to the other. Also, having at least one scholarly member of the Explorer’s Society would be helpful. Note: this adventure is dual-statted. Checks for the d20™ system are noted by (DC) and checks for the 7th Sea™ system by (TN). Background Fifty years ago, a Montaigne Explorer named Jacques Alistair de Venne set out on an expedition to an uncharted island at the northern end of the Midnight Archipelago. Local legends claimed that the island was the home of gods, and was the place where mankind was born. The locals referred to the island as the “Cradle of the Gods.” On the island, de Venne found a strange stone building covered in hieroglyphics and runes, markings he suspected were Syrneth in origin. De Venne translated some of the Setine hieroglyphics from the site and was convinced that he had made a startling discovery. The Cradle of the Gods supposedly contained one part of a device deVenne referred to as “The Creator’s Hand” which could supposedly imbue a man with superhuman powers, unlocking his “ultimate potential.” Intent on retrieving the item, de Venne entered the building along with a handpicked crew. Only one man, an Eisen Shield Man named Johann Bergman, made it out of the ruins alive. Bergman never spoke of what he found, but faithfully delivered de Venne’s journal and a map to the island to the Explorer chapterhouse in Luthon. When the Council examined the journal, what they found in it shocked them. A rough sketch done by de Venne showed something unnerving. The sketch was supposedly copied from a mural inside the Cradle and appeared to be a blueprint… of a human being! The implications were earth shattering. So much so that de Venne’s superiors suppressed the information. The journal was locked away and forgotten about for five decades until an Avalon Explorer named Harlan Godfrey came across the dusty tome while researching survey reports about the Midnight Archipelago. After reading the book, Godfrey tried to convince the Society to sponsor another expedition. They refused, saying that such research would bring them into open conflict with the Inquisition. Undaunted, Godfrey began looking for outside sponsors. Unfortunately, he attracted the wrong kind of attention. Umberto Caligari, nephew of Prince Vincenzo, heard about the map and journal and wanted them for his uncle. Such a thing would bring him great fame and power, perhaps enough to Origins 2003 – High Seas Drifter Page 2 of 28 overcome the family’s hated rival, Prince Giovanni Villanova. When Godfrey refused to turn the documents over, Caligari tried to take them by force. Godfrey barely escaped with his life, and made his way to Marcina, the largest Castillian colony in the Archipelago. Since arriving, he has tried to hire a ship and crew to help him locate the Cradle of the Gods and unlock its secrets for himself. Act I – “I Have a Simple Task for You…” The adventure begins in Marcina, the major Castillian colony in the Midnight Archipelago, in the town of Puerto Grande. If the heroes own their own ship, they can be in port for any number of legitimate reasons; Puerto Grande is the largest port town in the Castillian colonies, with several businesses looking to hire merchant captains to haul cargoes to and from the mainland. If the heroes do not have their own ship, they can be looking to hire on with any number of ships searching for crewmen. Harlan Godfrey will try to approach the heroes while they are “enjoying the sights” of Puerto Grande. He introduces himself as a member of the Explorer’s Society, and inquires if the heroes may be interested in gainful employment. If they have their own ship, he tries to book passage to the northern end of the Midnight Archipelago; if not, he offers them jobs as porters and guards for his expedition. Harlan has a sizable amount of money in various denominations at his disposal (about 10,000 Guilders worth of gold and notes), and can offer more from the Society if the heroes can help him recover the artifact he’s after. If pressed, he will show the heroes the map and journal, though he will be reluctant to let anyone study either at great length (he is very concerned about scaring any superstitious types off). Harlan will also mention Caligari and his ship, The Chimera, but only if the heroes are concerned about potential hostilities. Once he can get the players to agree to help him, he offers to pay for provisions for their ship, or hire a ship if they don’t have their own. The expedition should be able to leave three days after the meeting. On the second day after the meeting, watchful characters will notice a new ship in harbor - The Chimera, a Vodacce galleon that belongs to Umberto Caligari, Vincenzo’s nephew. Should the heroes decide to investigate this “strange coincidence,” have them roll Gather Information (d20™) Panache + Socializing (7th Sea™) and consult the chart below. The better they roll, the more likely it is that they will run into one of the Vodacce’s more loose-lipped crewmen. Again, good role- playing is worth a Free Raise or two. 7th Sea™ D20™ 10 10 “We’re headed north. The cap’n’s on ta sumpin’ big ‘ere. Real big.” 15 15 “The captain’s uncle himself ordered us out here. Whatever we’re after, the Prince wants it bad…” 20 18 “It’s one o’ dem Syrneth ruins. Somethin’ powerful strong. Somethin’ dangerous!” 25 20 “We’re chasin’ that Explorer fella, Godfrey. Captain Umberto’s got it out for him somethin’ fierce.” 30 25 “They call it ‘Cradle of the Gods’ or some such. Supposed to make a man into a god, or some such.” 35+ 30 “Naw, the cap’n don’t have the map, but he knows who do. Some guy by the name of Godfrey. We aims to get it soon, though.” If Harlan is with the players when they start asking around, the Vodacce crewmen will give up their information, then pause slightly, looking closely at the Explorer. After a brief pause, one of the Vodacce with note with a shout, “Hey, he’s that Explorer fella the cap’n was on about!” Give the heroes one chance to talk their way out of a fight. If they fail, or opt to fight straight away, they are Origins 2003 – High Seas Drifter Page 3 of 28 set on by Antonio and Armand (two of Caligari’s henchmen) and two squads of Brutes. This should be a classic bar brawl or dock fight; the Vodacce will not resort to lethal force unless the characters do first. Once the heroes deal with the Vodacce crew, they may or may not know about the threat to their ship, based on their earlier conversations. If they do, they have two options: stand and fight or get the hell out of there. If they decide to shove off, they get a six-hour jump on Caligari and a chance to avoid another fight. If they decide to stand and fight, or if they are caught unaware, Caligari sends Mario Scarrelli, two petty officers (Armand and Antonio, unless they are killed in the bar brawl), and two squads of Brutes (see below) to deal with the heroes. Scarrelli and his men will attempt to sneak on board and scuttle the ship, leaving the party stranded in Marcina. The party should be able to beat the Vodacce back (even if taken by surprise), and Scarrelli will flee as soon as his side has reached 50% casualties. However, the raiders will do enough damage that Caligari should be able to get a 6 to 9-hour head start, unless the party can somehow foil the Vodacce attack before it happens. NPCs: Armand and Antonio (Barroom brawl); Mario Scarrelli, Armand and Antonio (attack on the boat) 12 Vodacce Brutes (Bar brawl) (d20™) Vodacce Sailor (Expert) 4: CR 3; SZ Medium (Humanoid); HD 4d6+4; hp 21; Init +2 (Dex); AC 12 (+2 Dex); Atks Small improvised weapons + 3 melee (1d4) OR unarmed +3 melee (1d3); SA none; SQ none; SV Fort +2, Reflex +3, Will +4; Str 10, Dex 14, Con 12, Int 10, Wis 10, Cha 10; AL N; Skills: Balance +9, Bluff +2, Climb +7, Jump +6, Listen +4, Profession (Sailor) +6, Sense Motive +2, Speak Language (Vodacce {alternately, any one language from your campaign setting}), Spot +7; Feats: Improved Unarmed Strike, Improvised Weapon 2 Brute Squads (Threat 3, 6 men each) (Bar brawl) (7th Sea™) TN to be hit: 20 Usual weapons: Small weapons (improvised weapons and unarmed) Skills: Balance +2, Climbing +2,Leaping +2 Special: A Brute Squad from Vodacce always rolls a minimum of 3 dice, no matter how many Brutes are still standing. 12 Vodacce Brutes (Sabotage) (d20™) Vodacce Pirate (Warrior) 4: CR 3; SZ Medium (Humanoid); HD 4d8+4; hp 24; Init +2 (Dex); AC 15 (+2 Dex, + 3 studded leather armor); Atks Cutlass + 5 melee (1d6+1); SA none; SQ none; SV Fort +5, Reflex +3, Will +0; Str 12, Dex 14, Con 12, Int 10, Wis 8, Cha 8; AL NE; Skills: Balance +4, Climb +4, Jump +4, Move Silently +5, Speak Language (Vodacce {alternately, any one language from your campaign setting}), Spot +2, Swim +3; Feats: Dodge, Mobility 2 Brute Squads (Threat 3, 6 men each) (Sabotage) (7th Sea™) TN to be hit: 20 Usual weapons: Medium Weapons (cutlasses) Skills: Balance +1, Climbing +1,Leaping +1, Stealth +1 Special: A Brute Squad from Vodacce always rolls a minimum of 3 dice, no matter how many Brutes are still standing. Origins 2003 – High Seas Drifter Page 4 of 28 Act II - Into the Cradle of the Gods Once the heroes set sail, the island the heroes are seeking is eight days north-northwest of Marcina. It will require a Profession: Sailor check (DC 25) or a Wits + Navigation roll (TN 25) to locate the exact island. Add one day’s time to the trip for every 5 by which the navigator missed the roll. It’s important to note that if the heroes left port before Scarrelli’s attack, it will only have enough provisions for 10 days. After that, the party needs to find another island and gather food and fresh water. If Caligari got the jump on the party and has a head start, the heroes can cut their time by six hours for every Raise they call and make on the Navigation roll. At this point, a smart captain knows that it’s wiser to avoid combat with Caligari. If the party can get ahead of the Vodacce, they can gather the Cradle and be gone before Caligari ever reaches the island. If they decide now is the time to fight, however, stats are included below in the Major NPCs section. The island they seek is approximately eight miles long and about three and a half miles wide. An extinct volcano looms over the center of the island; heavy jungle starts at the shoreline and goes most of the way up the volcano’s side. Most of the shoreline is either rocky breakers or sheer cliffs about thirty feet high. There are only two sections of actual beach on the island - one on the northwest end (roughly five miles from the site) and one on the southeastern tip. The northwestern beach is an ideal spot, while the waters off the southern beach are teeming with sirens. On Godfrey’s map, there is a hidden cove on the eastern side that can only be entered and exited during the high tide. To spot the cove without the map requires a Spot check (DC 30) or a Perception check (TN 40). With the map, the DC drops to 20 and the TN to 25. From this cove, they are only a mile and a half from the site of the Cradle of the Gods. (Caligari will miss the cove, instead sending longboats ashore about five miles from the site.) Once the party makes the cove, a steep path leads up the cliff and into the jungle. Here the adventurers finally catch a break. It will take them about an hour and a half to hack through the jungle to the site. It will take about half that long to hurry back to the boat if they follow the same path out. The timing is important because they only have six hours to get to the Cradle and get back; otherwise the ship is stuck in the cove until the next high tide. Godfrey’s map is very detailed, so the party’s chance of getting lost is negligible. The path to the Cradle leads up the side of the mountain, and into the volcanic bowl at the top. Resting in the bottom of the crater is an ancient edifice of worked stone (an observant character with the proper Knacks will notice that the stone is marble which is not indigenous to the island or the Archipelago). The jungle is starting to encroach on the structure, and creeper vines cover a great deal of the walls. The building is square, roughly 25 yards to a side, and stands about 15 feet high, with a broad, flat roof. Under the vines, the walls are covered in strange glyphs. There is only one door leading into the building, a strange metal iris that is wedged open. De Venne’s party opened the door during their visit, and it is now impossible to close. The vines and detritus that have blown into the door appear to go no further than five feet inside. The entrance has the first of several traps awaiting the heroes. The secrets to the first two traps are annotated in de Venne’s notebook, if the heroes remember to check. A series of mirrors along the doorframe and walls creates a light pattern across the floor exactly five feet from the doorway. This pattern extends 25 feet down the hall. Along each wall are banks of blood red gemstones. When the light pattern across the floor is disrupted, these gems radiate Bloodfire. Bloodfire is an intense beam of light and heat that can cause severe damage to almost anything it touches. There are two ways to avoid this trap: disarming it or avoiding it. Disarming it involves using a mirror to reflect the beams of Bloodfire into the ceiling or wall so that they don’t strike the Origins 2003 – High Seas Drifter Page 5 of 28 character. Avoiding the beams requires a Reflex save (DC 25) or a Sprinting roll (TN 30) and anyone failing the check takes 10d6 damage (d20™) or 6k6 Flesh Wounds (7th Sea™). Dracheneisen reduces the damage by the appropriate amount, and El Fuego Adentro sorcerers are immune. The trap resets automatically, so everyone crossing the trigger area needs to make a Sprint Check. Once the heroes make it past the Bloodfire, they round a corner. Anyone who makes a Spot check (DC 15) or a Perception check (TN 15), notices a chest tucked into an alcove. The chest is an old sea locker, left here by de Venne’s party on their initial trip through. An old lock, now rusted and pitted, binds it. It requires a Strength check (DC 20) or a Brawn check (TN 30), or break the lock. Picking the lock is more difficult; Open Lock, (DC 35) or Finesse + Lockpicking (TN 40) to open it this way. Inside is a long chain of strange metal beads. A successful Arcana check (DC 20) or a Wits + Artifact Evaluation Check (TN 20) identifies it as a Syrneth Tiller (see Waves of Blood™, pg. 79). Normally, the beads have a bright, silvery luster to them, but these beads are dull and flat. Another Arcana roll or Artifact Evaluation Check (DC 10 and TN 15, respectively) reveals that the Tiller appears to need recharging. There are also four amber stones wrapped in oiled cloth. When the stones are unwrapped and grasped in the bare hand, they begin to glow. They offer twice the illumination of a torch or lantern, and never run out of fuel (well, they’ll eventually run out of aether, but not for a hundred years or so). The stones can be used for two purposes - illumination or recharging the Tiller. It will take two stones to successfully recharge the Tiller, and once done, the stones will be inert forever. As they round the next corner, sharp-eyed characters will note (Spot check, DC 15) or Perception Roll (TN 20) a faintly shimmering field in the middle of the hall. Further down the hall, they may also notice thin grooves in either wall. If they pass through the field very slowly, they can avoid triggering the trap (again, this is spelled out in de Venne’s notes). If they fail to do so, four whirling discs shoot out of the grooves in the wall, flying at their heads. The disks zip past (or through) the heroes, turn and zip back, making two “attacks” before returning to their resting spot. For d20™, each disc attacks twice, with a +12 to hit. Anyone struck takes 4d8 points of damage from the spinning blades. Any character who makes a successful Reflex save (DC 25) can take an attack of opportunity against the blades before they hit. The blades have AC 25, a hardness of 5, and 5 hit points. In 7th Sea™, allow each character two Active Defense Rolls (Parrying or Footwork TN 30). Anyone who fails takes 4k4 damage per failed roll. If a character can make a Wits + Trap Lore (TN 25) when the trap is first sprung, he can figure out how to “disarm” the trap. A successful attack roll (TN 35) will knock the discs down, rendering them inert. Once the party gets past the “flying Soldanos,” they come to a steep ramp leading to another level below the one they’re on. As the heroes start down the ramp, a half-dozen poles slide out of the wall. Each pole is topped with a strange glowing “blade” of energy. Before the heroes get to the bottom of the ramp, the aetheric blades begin twirling and slashing across the ramp, barring any progress. There are two routes past the blades. Heroes can roll under them (Wits + Rolling, TN 30) or swing over them with a rope or grappling gun (Wits + Swinging, TN 20). There are a few strange protrusions on the ceiling that a rope could be secured to (Finesse + Throwing, TN 35 to lasso one, or Finesse + Firearms, TN 25 with a grappling gun). Any character with an enchanted weapon or dracheneisen can attempt to rush through the arms using Wits + Parry, TN 40. Anyone failing to make their roll takes 4k4 Wounds. The next level is a spiral ramp leading around the outside of a shaft. The shaft is 100 feet deep and 25 feet across, and the ramp is 2 feet wide. At the bottom of the shaft is a large pool of superheated mud. The mud counts as a Soft surface for falling purposes, but anyone falling into the Origins 2003 – High Seas Drifter Page 6 of 28 mud takes 2d6 points of heat damage (D20™) or 3k3 Wounds (7th Sea™) every Round until they get out. The mud is thin enough to swim through, though it will take two rounds to get to the edge. The ramp passes over itself every 20 feet, so a character who somehow falls off may try to catch himself on one of the lower levels, thus keeping himself from falling to the bottom of the pit. As long as the party moves slowly and carefully, falling shouldn’t be an issue. However, if they move with any speed, they risk falling (walking at a normal pace is Balance, 10, or Finesse + Balance, TN 15; running is Balance (DC 25) or Finesse + Balance (TN 30). Also, any combat on the spiral ramp uses Balance as the Defensive Knack by default. At the bottom of the ramp is a short hall ending in a dead-end. This is the final barrier to the Cradle. The wall at the end of the hall is covered with tiny glowing stones arranged in semi-familiar patterns. Anyone making a Knowledge (Astronomy) check (DC 20) or a Wits + Astronomy Roll (TN 25), will recognize them as the constellations visible from this island. The pattern is circular, so that all of the constellations visible throughout the year are represented. Careful examination of the corridor will reveal thin grooves running along the floor and ceiling, from side to side. If the heroes can make an Intelligence check (DC 10) or a Wits + Trap Lore Roll (TN 15), they can figure out the purpose of the grooves. A combination must be entered into the star chart. If the wrong combination is entered, the side walls slam shut, crushing the interlopers. A Reflex save (DC 25) or a Wits + Leaping (TN 30), will save a player’s bacon. It is impossible to jam the walls in place; otherwise, said player begins his exciting new career as jelly. To open the lock properly, a player must touch the constellations visible from the island on that date in the order that they appear. This is a Knowledge (Astronomy) check (DC 30), or a Wits + Astronomy Roll (TN 35) to figure out. If the heroes spend at least an hour observing the stars above the island for at least two hours at night, they gain a +5 circumstance bonus (d20™) or 2 Free Raises (7th Sea™). If the heroes enter the wrong combination, they hear a loud hissing like air escaping, then the walls slam shut. If they escape, the walls will reopen in two minutes. If they fail, they are dead and don’t care when the walls reopen. If they enter the correct combination, they hear a loud rumbling, and the map wall drops into the floor. The room inside is a semispherical room about 30 feet in diameter and 15 feet high. A strange silver obelisk roughly eight tall stands in the center of the room. If the heroes approach within five feet of the obelisk, it starts to glow ominously, and the room is filled with an ever-increasing droning noise. After about a minute, when the room is too noisy to hear ANYTHING but the droning, beams of light lance out of the obelisk, projecting images on the walls. It will take the characters about three to five seconds to realize that they are looking at a map of Théah. The island they are on is glowing with a golden light. The glow suddenly takes the form of a bird and flies east, finally coming to rest in the southeastern peninsula of the area that is now the Crescent Empire. The bird image then shifts into the image of a man, and then into a glowing sphere. Once the sphere forms, the images fade. The droning stops and a small door on the side of the obelisk opens. Inside the door is an amber disc about six inches in diameter and a half-inch thick. The disk is harder than any substance the characters have ever encountered, and is resistant to scratching or gouging. Strangely enough, it ways less than have a pound. Inside the disk is a silver bead. As soon as the disk is grasped in a human hand, the disk grows noticeably warm to the touch. The bead shoots to one side of the disk and stays there. If the person holding the disk moves it, the bead changes orientation so that it is always one the same side of the disk (pointing in the same direction). The characters should be able to figure out that they now have a compass that is currently pointing east, toward the Crescent Empire. Obviously, this compass was intended to lead them to the next point in their quest. The next encounter depends on how much of a lead the heroes had over Caligari’s men, if any. If Caligari had the lead all the way to the island, then he and his men enter the room now, Origins 2003 – High Seas Drifter Page 7 of 28 demanding the compass. If the heroes caught up, but failed to find the hidden grotto, then they encounter Caligari in the next room, while making their way up the spiral ramp. In the event that the heroes made it to the island first and found the grotto, they will run into Caligari’s men outside the ruins. Regardless of the encounter point, Caligari demands that they turn over whatever it is they found. If they refuse, or claim to have found nothing, then Caligari orders his men to attack. The heroes can either fight (tough fight, but not unwinnable) or flee. For 7th Sea™, use the standard Chase Rules (Game Master’s Guide™, page 169), using the chart below for random events. If they fight, Caligari will flee if the battle appears to be going poorly. Should the Vodacce win the fight, they will leave the heroes alive (Caligari loves to humiliate his enemies) and take the compass, heading for Zafara and “the final prize.” If the heroes flee and manage to escape, then the Vodacce will have enough problems when they get back to their own boat. However it turns out, eventually the heroes should get back to their ship. NPCs: Umberto Caligari, Mario Scarrelli, Jacques, Miguel (any NPCs killed in a previous encounter will not be present, of course). 12 Vodacce Brutes (Shore Party) (d20™) Vodacce Pirate (Warrior) 4: CR 3; SZ Medium (Humanoid); HD 4d8+4; hp 24; Init +2 (Dex); AC 15 (+2 Dex, + 3 studded leather armor); Atks Cutlass + 5 melee (1d6+1) OR musket +6 ranged (1d10); SA none; SQ none; SV Fort +5, Reflex +3, Will +0; Str 12, Dex 14, Con 12, Int 10, Wis 8, Cha 8; AL NE; Skills: Balance +4, Climb +4, Jump +4, Move Silently +5, Speak Language (Vodacce {alternately, any one language from your campaign setting}), Spot +2, Swim +3; Feats: Exotic Weapon Proficiency (Firearms), Run 2 Brute Squads (Threat 3, 6 men each) (Shore Party) (7th Sea™) TN to be hit: 20 Usual weapons: Medium Weapons (cutlasses) or Firearms (Muskets) Skills: Balance +1, Climbing +1,Leaping +1, Stealth +1 Special: A Brute Squad from Vodacce always rolls a minimum of 3 dice, no matter how many Brutes are still standing. Chase Table (Jungle) (7th Sea™) 1-2: A fallen tree blocks the path. Each party must make a Finesse + Leaping Roll (TN 15). Failure indicates that they stumble, adding or subtracting a Marker, depending on their side. 3-4: The path skirts a quicksand pit. The pursued must make Finesse + Balance (TN 20) or lose 1-5 Markers. The pursuer must make a Finesse + Balance (TN 20) or the pursued gains 1-5 Markers. 5-6: The chase leads over a log bridge crossing a stream. Each party must make a Finesse + Balance Roll (TN 15). If the pursued fails, remove all Markers. If the pursuer fails, the pursued escapes. 7-8: The pursued manages to duck through some creeper vines. The pursuer must make a Finesse + Rolling Check (TN 15) or the pursued gains 1-5 Markers. 9-0: The trail suddenly drops off. All parties must make a Finesse + Leaping check (TN 20) or fall 1 level, taking 1k1 damage and losing 1-5 Markers. Act III – Zafara Eventually, the party will arrive in Zafara in the Crescent Empire, home to Die Kreuzritter and the famous Hospital. It is the closest city to the spot marked on the Setine map, and the heroes will require supplies before they can trek across the desert. Furthermore, if Harlan Godfrey is still with Origins 2003 – High Seas Drifter Page 8 of 28 the party, he knows Zafara quite well, and can direct the party to someone to help them. Zafara is a sprawling port town, and the streets are packed with sailors, merchants, and shoppers. It is hot and humid with precious little breeze in the cramped streets. People in the streets are constantly barraging them, trying to sell them something or barter with them for something. If Godfrey is present, he leads the party through the city to a house enclosed by a low brick wall. The garden is lush and green, and a small fountain bubbles in the middle of the courtyard. The house is well appointed, and obviously belongs to someone of means. This is the home of Adil ben Bakir, information broker and former member of the Explorer’s Society. He and Harlan were friends some time ago, and he is still quite fond of the Avalon doctor. Adil is also the leading source of information in Zafara concerning “rare antiquities.” Role-play the encounter between the heroes and Adil however you like. If you want to use dice to decide the course of the encounter, Adil’s stats are provided. If your heroes would rather role- play the exchange, feel free to haggle and cajole to your heart’s content. Adil has recently come into possession of several maps of Syrneth ruins throughout the Empire, and one in particular shows an abandoned temple in almost the exact spot that interests Dursey. Adil doesn’t know that the maps were stolen from a local Vigilant of die Kreuzritter, and probably wouldn’t care if he did. Normally, Adil would charge top price for this treasure. If the heroes can convince him of their noble intentions (or convince him that Caligari will not be so reasonable – Adil is mildly terrified of Caligari), Adil lets the map go for a reasonable price. Once the negotiations have concluded, Adil excuses himself to retrieve the map. After a few moments, heroes hear (Listen check, DC 20, or Perception check, TN 20) the sounds of a scuffle. Let them wait as long as necessary before they figure out that Bakir is not returning. Should they investigate the sounds of scuffling, they will find a man in covered head to toe in gray-green clothes standing over Adil’s dead body. The assassin holds a bloody stiletto and a bundle of maps. This is Bernardo, the die Kreuzritter assassin charged with recovering the maps. Have the heroes roll Initiative. Bernardo’s main goal is to slip out of sight so he can use his Nacht sorcery to slip into the shadows and escape. He will not fight to the death unless he has to, and will only speak Crescent languages while on this mission (he is so covered by clothing that it is impossible to tell that he isn’t a Crescent himself). If Bernardo escapes, or if the heroes don’t make the Listen/Perception check or decide not to investigate, when they finally go looking for Adil, they find him dead in his study. He has a map tucked into one sleeve (the map Dursey needs – he hid it before Bernardo stabbed him). As soon as the heroes have the map, a servant girl walks in and sees them over her dead master’s body. At this point, remind the heroes that they are outsiders (yavanci) here, and not likely to receive much in the way of justice from the locals. The heroes should probably flee now because a mob of guards (1 Brute Squad per player) is on its way at a dead run. (Use the standard chase rules on pages 169-172 of the Game Master’s Guide™.) If the heroes defeat the first wave, a second appears. And so on. Once the heroes are five or more Phases ahead of the guard, a local street urchin appears in their path and leads them to safety. If the heroes mention the fact that they need a guide, the boy will lead them to his “good yavanci friend” Bernardo, a “Vodacce sailor-turned-guide who’s just trying to make ends meet.” By the time the heroes get to Bernardo, he will realize one of the maps is missing, and also have a good idea of where to find it. He will try to avoid brute force, however, offering to join the party and lead them across the treacherous desert and into the mountains. He can then get the map at his leisure and also make his way to the temple to see what befell the Vigilants that once guarded it. If the heroes don’t try to hire a guide, Bernardo approaches them as they are leaving town. He will have several camels, laid out with provisions and water. He will try to convince the party that he “heard they were taking a trip” and that they might want to avoid any Origins 2003 – High Seas Drifter Page 9 of 28 problems with that “nice Vodacce captain that just pulled into port.” Bernardo knows enough of Godfrey to realize that he’s the one Umberto Caligari is seeking. If this fails, Bernardo will wish them well, then track them through the desert. NPCs: Adil ben Bakir, Bernardo Felicini Crescent Brutes (6 per character) (City Watch) (d20™) Crescent Guard (Warrior) 3: CR 2; SZ Medium (Humanoid); HD 3d8+3; hp 20; Init +1 (Dex); AC 15 (+1 Dex, + 3 studded leather armor, +1 small wooden shield); Atks Scimitar +5 melee (1d6+2) OR light crossbow +4 ranged (1d8); SA none; SQ none; SV Fort +4, Reflex +2, Will +1; Str 14, Dex 12, Con 12, Int 10, Wis 10, Cha 10; AL NE; Skills: Climb +6, Jump +6, Listen +4, Speak Language (Crescent {alternately, any one language from your campaign setting}), Spot +4; Feats: Alertness, Toughness Crescent Brute Squads (1 Squad per Character) (Threat 2, 6 men each) (Shore Party) (7th Sea™) TN to be hit: 15 Usual weapons: Medium Weapons (scimitars) or Medium (crossbows) Skills: Climbing +1,Leaping +1, Sprinting +1 Special: A Brute Squad from the Aldiz’ahali tribe of the Crescent Empire may move from one level to another without penalty, as if on the same level. This movement is only for changing one level at a time and the benefit is lost if two or more levels are changed in a single phase. Act IV – The House of the Sun The heroes now have to spend two days crossing the desert until they get to the foothills of the Kutsal-dag Mountains. The sun is brutal, and the temperature soars to well over a hundred degrees. For d20™, see DUNGEON MASTER’S Guide™ (page 86) for rules concerning extreme heat. For 7th Sea™, every half hour that they travel, the heroes must make a Resolve check (TN 10, +5 for every half hour after the first). Failure results in 1k1 Flesh Wounds of damage. These Flesh Wounds never result directly in a Dramatic Wound, but they do not go away until the hero has the opportunity to sit and rest for an hour. At the end of an hour’s rest, the afflicted character is fine. If Bernardo is with them, he tries to engage various characters in conversation to learn why they have come to the Crescent Empire. If asked, he tells them that he was a sailor on a merchant vessel that docked in Zafara. He fell in love with a local girl and decided to stay behind. Alas, things didn’t work out, and now he makes his living as a guide. (This is all fabrication – Bernardo has a gift for languages and was sent to the Crescent Empire to serve die Kreuzritter as a Vigilant.) Late in the afternoon of the second day, a sandstorm sweeps in from the north, pounding the party and preventing them from moving. Anyone attempting to move through the storm takes 2d4 subdual (d20™) or 6k2 (7th Sea™) damage each Round as the sand rips at them. Only by hunkering down and trying to avoid the wind can the heroes keep from getting ripped to shreds. Once they figure out that they need to stop, a strange sight greets them. A tall, slim man comes walking out of the gloom that surrounds them. He is wearing silk pants and an open robe, and seems completely unaffected by the storm around him. As he approaches the characters, he begins to whisper softly, moving his hands as if to calm the wind itself. Soon the storm begins to die down, leaving him standing amid the characters unmolested. He introduces himself as Tikat Duvar, a monk living in the mountains nearby. He claims that the winds told him of travelers in peril, so he came to the rescue. He has a strange, otherworldly Origins 2003 – High Seas Drifter Page 10 of 28 quality about him, and he moves across the sand with preternatural ease. In fact, he makes no footprints as he walks (Spot check, DC 10, or Perception check, TN 10 to notice). Duvar leads the heroes to his temple. Several guards work in the courtyard, practicing their dueling skills and maintaining the structure. Once Duvar returns, Rashid, his manservant, joins him. Rashid is a towering Crescent with a massive curved sword (a dilmekiri), which he never puts down. Twin dancing girls, Esmera and Jasheira, also joins them. Duvar summons servants to take the characters to private rooms where they can bathe (actual hot baths!) and change into clean clothing. Once the heroes are cleaned and changed, they will be summoned to join Duvar for dinner. He puts out a lavish spread for the heroes, and has the twins dance for their entertainment. At this point, Tikat is trying to lull the heroes into a false sense of safety, so that he can find out if one of them has the key (the disk from the previous adventure). He will do whatever it takes to get the disc, but he would prefer to avoid violence. If asked, he admits that there is a shrine in the heart of the mountain, containing many strange hieroglyphics and a sarcophagus of unknown origins. He will not let the heroes have access to it, though, as it is a “holy site.” If one or more of the heroes shows an interest in the dancing girls (who will actively try to seduce anyone who appears susceptible), Duvar will dismiss them with his blessing and a wish that they enjoy “all the hospitality his humble abode can offer.” The heroes will be treated to baths, clean clothing, and the finest meal they’ve probably had in quite some time. If anyone tries to sneak away, Rashid will go follow, track him or her down, and return to the dining area with the guest in tow. He will not use violence unless necessary, but will respond to attacks with lethal force. If Duvar cannot convince the heroes to surrender the disk by the end of the evening, he will retire to his chambers, feigning exhaustion. The next morning, he will approach the bearer of the key and bid that person follow him. Leading the player into the heart of the mountain, Duvar reveals the strange sarcophagus in the middle of the room. He explains that he has tried for years to open the sarcophagus but to no avail. He shows the heroes a depression on the surface of the sarcophagus, and explains that he believes this is where a key should go. He then demands the key. At this point, 30 of his personal guards make their way into the room, as well as Rashid and the twins. If the heroes refuse, his men will attack. Once the heroes have the Brutes in hand (it shouldn't be that tough a fight, really…), Duvar uses his Rimâl sorcery to summon a huge scorpion formed from sand on the chamber floor. For d20™, Duvar can make a ranged touch attack against any one target each round. A successful hit causes 3d6 points of bashing damage and blinds the target for 1d4 rounds (Fortitude save, DC 20, to avoid blinding). In 7th Sea™, the scorpion storm is immune to attacks, rolls 5k4 to hit, and does 6k2 damage. It will last for 8 rounds, unless Duvar is slain or knocked out before then. If the heroes have made the effort to stay together, then they are all here. If not, then only the ones that came with the key bearer are present. Additional Brute Squads will attack the rest, singly and in pairs. Once they defeat their attackers, they can follow the sounds of battle and sandstorms and rejoin their companions at a suitably dramatic point. If the key is placed in the depression atop the sarcophagus, nothing happens at first. After a full minute, the key begins to glow briefly, then fades from sight (it has returned to the Midnight Archipelago). The sarcophagus opens, revealing a shiny silver (platinum-like) disk roughly twelve inches in diameter. Heroes will recognize the disk as the Creator’s Hand from the descriptions in DeVenne’s journal. The circumference of the devise is covered in strange, serpentine glyphs. The disk is about a half-inch thick around the outer edge, and four inches thick through the center. On either side of the disk is the impression of a human hand, slightly larger than average. A hole approximately two inches in diameter is centered in the palms of the hands. Several metal wire “claws” line the edge of the hole. The description of the Hand in the journal mentioned a glowing Origins 2003 – High Seas Drifter Page 11 of 28 gemstone used to power the device. A careful examination of the device and sarcophagus shows that there is no gemstone present. Someone has been here, and removed the power source. Should anyone lift the Hand out of the sarcophagus (Duvar will not, instead waiting for a player to touch it to see if it is safe), that person is immediately overwhelmed by a strange vision. He can see himself racing down the mountain and across the desert, to the east. Soon he is flying over the Mirror Sea and past mysterious Cabora. He soars over a strange land of vast rolling plains and wondrous and mysterious cities. Then he is sailing through a lush forest kingdom and up the side of a majestic mountain. The trip ends abruptly, with the character hovering in the air over a humble temple nestled high in the mountains. Peasants work in the fields below, while simple priests go about their daily lives. The other half is here. There is no doubt. And a mysterious voice whispers a name in the viewer’s head… “Khimal.” Once the heroes have the Creator’s Hand, one of two things has happened. They have either defeated Tikat and his minions, or are about to flee from their host and his minions. Hopefully, they manage to escape and make their way back to Zafara. Umberto Caligari and his men are still in town, having been detained for questioning when they attempted to sabotage the heroes’ ship. No harm has befallen the Explorer vessel, and the heroes can make way for their next destination… Cathay, Jewel of the East. NPCs: Tikat Duvar, Rashid, Esmera, Jasheira, Bernardo (if desired, or if he joins the heroes) 30 Crescent Brutes (Temple Guardians) (d20™) Crescent Guard (Warrior) 4: CR 3; SZ Medium (Humanoid); HD 4d8+4; hp 24; Init +1 (Dex); AC 15 (+1 Dex, + 3 studded leather armor, +1 small wooden shield); Atks Falchion +6 melee (2d4+3); SA none; SQ none; SV Fort +5, Reflex +2, Will +1; Str 14, Dex 12, Con 12, Int 10, Wis 10, Cha 10; AL NE; Skills: Climb +4, Hide +4, Jump +4, Listen +4, Move Silently +4, Speak Language (Crescent {alternately, any one language from your campaign setting}), Spot +4; Feats: Alertness, Power Attack 5 Crescent Brute Squads (Threat 3, 6 men each) (Temple Guardians) (7th Sea™) TN to be hit: 20 Usual weapons: Medium Weapons (scimitars) or Medium (crossbows) Skills: Climbing +1,Leaping +1, Sprinting +1, Stealth +1 Special: A Brute Squad from the Yilan’bazlik tribe of the Crescent Empire gains one additional unkept die for all rolls (i.e., 5 Brutes would roll six dice, keeping a number equal to their Threat Rating) Act V – Sanctuary The party must now make their way from Zafara to Cathay. There are two separate paths, each offering unique challenges. The players can take the direct route, east across the Mirror Sea, past the island of Cabora and the huge blockade surrounding it, to the port city of Ji Long in the kingdom of Han Hua. From there, they have to find a way across Han Hau, through the forest kingdom of Koryo, and into the mountains of Khimal, a journey of about two to three months, barring any interruptions. A quicker route would be around Tashil and Tiakhar and then up the eastern coast of Cathay. This journey would be less than a month, but would involve passing through the waters of the Tiakhar pirates, reputed to be some of the fiercest raiders in the world. Either route promises to be an adventure. Once the players make their way to Khimal, they have to find their way into the mountains and to the temple seen in the vision. The trek into the mountains is fraught with peril. Blizzards, Origins 2003 – High Seas Drifter Page 12 of 28 avalanches, and wandering yeti threaten the unprepared traveler. The party awakens, more or less in one piece, in what appears to be the infirmary room of a temple. Monks in saffron colored robes move quietly about the room as a soft fragrant breeze wafts over their heads. There is a faint sound of wind chimes in the distance. The party is greeted by a young man with a warm smile who introduces himself as Lama Kenpo, the keeper of the sanctuary of the goddess Pahsang, She Who is Peaceful and Serene. He questions the party politely and gently but directly about why they have come to Khimal. Although he won’t admit it until he’s convinced of noble intentions, he has a fairly good idea why they are here. He tells them that his father found a man named deVenne wandering the mountains forty years ago and brought him to the temple. Lama Kenpo will not introduce the heroes to deVenne unless they reveal the Creator’s Hand. When they are finally introduced, deVenne appears to be a young Montaigne gentleman approximately 25 to 28 years of age, dressed in monk’s robes. (He is, in fact, almost 90!) DeVenne has not aged a day since arriving in Khimal; in fact, he has lost a few years and is now in the prime of life – which is how he will stay until slain. He doesn’t age or get sick. He tells the party that he eventually married a local woman and had two children – Luc (now age 22) who is headstrong, confrontational, and distrustful of strangers, and Pema (age 18) a beautiful young monk, who is her brother’s opposite – open and warm, and perhaps too trusting. DeVenne’s wife died of the “coughing sickness” when Pema was only two years old. The adventurers know that he tried to destroy the key (from adventure one) and also the focus itself (adventure two), but failed. The creators had apparently planned for such eventualities. To prevent such a powerful item from falling into the wrong hands, deVenne brought one half of it to Khimal. The separate pieces of the source are useless the complete item is assembled. Unfortunately, deVenne didn’t know about the failsafe (anyone holding the device can automatically locate the gem, and is drawn to it). The heroes may tell deVenne what has been going on in Théah since his absence, especially about the Revolution. Young Luc, who has been listening at the door, bursts into the room and reveals that he found his father’s journal some time ago. Now that he has access to both pieces of the focus, he is ready to make his move to restore the monarchy to Montaigne – with him as Empereur! With the help of Deki (a rogue guide) and a few dissenters in the ranks, Luc tries to seize the focus. A battle ensues in which Luc and his flunkies are defeated. It is a sad de Venne who reminds his son about the rules for such behavior – exile from the temple and the community. The dissenters are escorted to the boundary of the temple compound and the gates are closed on them forever. 12 Cathayan Brutes (Luc’s Cohorts) (d20™) Cathayan Bully Boys (Warrior) 5: CR 4; SZ Medium (Humanoid); HD 5d8+5; hp 32; Init +5 (+1 Dex, +4 Improved Initiative); AC 14 (+1 Dex, + 3 hide); Atks Hand axe +7 melee (1d6+2); SA none; SQ none; SV Fort +5, Reflex +2, Will +1; Str 14, Dex 12, Con 12, Int 10, Wis 10, Cha 8; AL NE; Skills: Climb +5, Hide +2, Jump +5, Listen +4, Move Silently +2, Speak Language (Crescent {alternately, any one language from your campaign setting}), Spot +4; Feats: Improved Initiative, Toughness 2 Cathayan Brute Squads (Threat 4, 6 men each) (Traitors) (7th Sea™) TN to be hit: 25 Usual weapons: Medium Weapons (Axes) Skills: Climbing +1,Leaping +1, Sprinting +1, Stealth +1 Special: A Brute Squad from the kingdom of Khimal is allowed one re-roll per scene. Origins 2003 – High Seas Drifter Page 13 of 28 Act VI – Betrayal The heroes are treated to all the hospitality the monks can provide with profuse apologies for the uproar. Such behavior is completely antithetical to the monks’ philosophy. Wounds suffered during combat are treated, and the heroes are sheltered from the fierce mountain storms. DeVenne is almost inconsolable about the loss of his son. (Opportunity to learn more about Cathay, perhaps do some research. The lamasery has a library that contains a number of volumes from Western Theah, at the GM’s discretion. Pema asks the heroes to help divert her father from his sorrow. At this point, more diplomatic characters may engage the Montaigne in conversation about the Syrneth item. DeVenne explains what the focus can do and why it can never be used again. Using it, especially to form an army, will tear down the Barrier and bring about the end of the world. DeVenne proposes that the heroes take the object and drop it in the ocean somewhere very far away. Or throw it in a volcano. Anything. Just destroy it once and for all. A week passes, during which the party gathers supplies for the journey down from the mountain. (Discussion about destroying the focus is encouraged.) The week-long interlude is also an opportunity for a player who might be attracted to Pema to spend time with her, and perhaps try to encourage her to leave the lamasery and return to western Théah with him. She is torn – she is definitely developing feelings for the hero, but there is her obligation to the temple and her love for her father. Just as the party is saying their good-byes, the doors burst open and in strides Caligari and his men, accompanied by Cathayan mercenaries, a few guides, Deki and Luc deVenne. At sword’s point, Caligari demands the source. DeVenne refuses. Caligari does not want to attack an unarmed man, but Luc has no problem and rushes at his father. DeVenne does not defend himself, and takes a fatal wound. Full combat ensues during which Caligari tries to take the Creator’s Hand by force. Once the Vodacce and his forces are defeated, the monks will take them into custody or bury the dead, whichever is appropriate. NPCs: Umberto Caligari, Mario Scarrelli, Antonio, Armand, Luc, Deki, Pema 16 Cathayan Brutes (Mercenaries) (d20™) Cathayan Bully Boys (Warrior) 5: CR 4; SZ Medium (Humanoid); HD 5d8+5; hp 29; Init +5 (+1 Dex, +4 Improved Initiative); AC 14 (+1 Dex, + 3 hide); Atks Dao +8 melee (1d12+3) ; SA none; SQ none; SV Fort +5, Reflex +2, Will +1; Str 14, Dex 12, Con 12, Int 10, Wis 10, Cha 8; AL N; Skills: Climb +5, Hide +2, Jump +5, Listen +4, Move Silently +2, Speak Language (Crescent {alternately, any one language from your campaign setting}), Spot +4; Feats: Power Attack, Weapon Focus (Dao) 2 Cathayan Brute Squads (Threat 4, 8 men each) (Mercenaries) (7th Sea™) TN to be hit: 25 Usual weapons: Large Weapons (Dao) Skills: Climbing +1,Leaping +1, Sprinting +1, Stealth +1 Special: A Brute Squad from the kingdom of Han Hua may include up to eight Brutes, instead of the standard six. DRAMATIS PERSONAE Harlan Godfrey (d20™) Origins 2003 – High Seas Drifter Page 14 of 28 Avalon Fighter 2/Wanderer 6/Archaeologist 4 : CR 12 ; SZ Medium (Humanoid) ; HD 4d4+8+6d8+16+2d10+4 ; hp 81 ; Init +2 (Dex) ; Spd 30 ft. ; AC 12 (Dex) ; Atks : Pistol +11 ranged (1d10) OR small sword +10 melee (1d6+1) ; SA none ; SQ Ancient Lore, Evasion, Extraordinary Luck, Font of Wisdom, Limitless, Knowledge, Tradesman, Uncanny Dodge (Dex bonus to AC, can’t be flanked), Ward of the Albatross ; SV Fort +8, Reflex +13, Will +11 ; St 13, Dex 14, Con 14, Int 19, Wis 16, Ch 15 ; AL NG ; Skills : Aprraise +11, Climb +6, Decipher Script +10, Diplomacy +10, Disable Device +11, Gather Information +10, Handle Animal +6, Jump +6, Knowledge (Geography) +15, Knowledge (History) +19, Knowledge (Sidhe) +15, Knowledge (Syrneth) +15, Listen +15, Ride +6, Search +15, Sense Motive +13, Speak Language (Avalon, Crescent, Eisen, Montaigne, Théan, Vodacce {alternately, any six from your campaign setting}), Spot +15, Swim +4, Tumble +12, Use Magic Device +11 ; Feats : Alertness, Exotic Weapon Proficiency (Firearms), Iron Will, Keen Senses, Lightning Reflexes, Membership (Explorer’s Society), Skill Focus (Knowledge : History), Skill Focus (Knowledge : Syrneth) Harlan Godfrey (Hero)(7th Sea™) Brawn : 2, Finesse : 3, Wits : 5, Resolve : 3, Panache : 3 Reputation: 25 Background: Moment of Awe Arcana: None Advantages: Avalon (R/W), Eisen (R/W), Montaigne (R/W), Théan (R/W), Tikaret-baraji (Crescent), Vodacce (R/W); Keen Senses, Membership Archaeologist: Artifact Evaluation 4, Occult 4, Research 4, Society Lore 3, Syrneth Lore 4, Trap Lore 3 Athlete: Climbing 2, Footwork 2, Leaping 2, Rolling 3, Sprinting 2, Swimming 1, Throwing 2 Courtier: Diplomacy 3, Dancing 2, Etiquette 3, Fashion 2, Oratory 2 Dirty Fighting: Attack (Dirty Fighting) 2, Attack (Improvised Weapon) 1, Eye Gouge 2 Fencing: Attack (Fencing) 3, Parry (Fencing) 3 Firearms: Attack (Firearms) 3, Reload (Firearms) 3 Scholar: Astronomy 2, History 4, Mathematics 2, Natural Philosophy 3, Occult 4, Philosophy 2, Research 5 Harlan Godfrey is devoted to the search for knowledge. He has made a name for himself among the Explorer’s Society as a dogged and determined archaeologist who rarely gives up a quest once he’s started it. This fierce dedication has led him to trouble more than once, which is why Harlan is looking to hire adventurers to help him; the Society is hesitant to risk many assets on someone they consider “rash” or “reckless.” Harlan is neither rash nor reckless, but he hates to fail. His zeal has only intensified since finding de Venne’s journal, as he feels this could be the most important discovery of all time. Harlan is a tall man (about six foot) in his mid-forties, with salt-and-pepper black hair and a neatly trimmed beard. His gray eyes sparkle when he is discussing one of his “intellectual” pursuits. He comes off as slightly bumbling and awkward when in social situations, but once he is “in the field,” it becomes very apparent that Harlan is an expert adventurer. Roleplaying Hints: You aren’t much of a social beast. Crowds make you uncomfortable, and you tend to stammer and stutter when you have to speak publicly. You are jovial and easy-going the rest of the time, even when you are delving into a ruin filled with Syrneth death traps. Origins 2003 – High Seas Drifter Page 15 of 28 Umberto Caligari (d20™) Vodacce Noble 2/Pirate 4/Swashbuckler 4/Ambrogia 3/Archaeologist 1 : CR 14 ; SZ Medium (Humanoid) ; HD 1d4+2+7d6+14+2d8+4+4d10+8; hp 107; Init +3 (Dex); Spd 30 ft.; AC 20 (+3 Dex, +2 Light Footed, +5 Roguish Style); Atks: Masterwork rapier +15/+10/+5 melee (1d6+1) and masterwork main gauche +15 melee (1d4) OR pistol +15 ranged (1d10); SA Dexterous, Dexterous Strike, Ride the Blade; SQ Ancient Lore, Commanding Presence +1, Focused Training, Friends in High Places, Light Footed, Limitless Knowledge, Roguish Style, Seasoned; SV Fort +8, Ref +18, Will +12; Str 12, Dex 16, Con 14, Int 20, Wis 14, Cha 17; AL LE; Skills: Appraise +11, Balance +12, Bluff +7, Diplomacy +9, Gather Information + 15, Knowledge (Geography) +13, Knowledge (History) +17, Knowledge (Syrneth) +17, Listen +11, Search +11, Sense Motive +6, Speak Language (Avalon, Castillian, Crescent, Eisen, Montaigne, Théan, Vodacce{alternately, any seven languages from your campaign setting}), Spot +11, Tumble +13; Feats: Alertness, Ambidexterity, Combat Reflexes, Exotic Weapon Proficiency (Firearms), Iron Will, Left Handed, Lightning Reflexes (Player’s Handbook™, page 83), Pirate Trick (Kick Up), Pommel Strike, Scholar, Skill Focus (Knowledge: Geography), Skill Focus (Knowledge: Syrneth), Two Weapon Fighting, Weapon Finesse (any applicable weapon, only in light or no armor), Weapon Focus (Main Gauche), Weapon Focus (Rapier) Umberto Caligari (Villain) (7th Sea™) Brawn: 2, Finesse: 3, Wits: 5, Resolve: 3, Panache: 4 Reputation: -30 Background: Rival (3 pts) Arcana: Arrogant Advantages: Avalon (R/W), Castille (R/W), Crescent (R/W), Eisen, Montaigne (R/W), Théan (R/W), Vodacce (R/W); Combat Reflexes, Noble, University Archaeologist: Artifact Evaluation 2, Occult 3, Research 4, Society Lore 1, Syrneth Lore 4, Trap Lore 2 Athlete: Break Fall 2, Climbing 3, Footwork 3, Leaping 2, Rolling 2, Sprinting 2, Swimming 1, Swinging 2, Throwing 1 Captain: Ambush 3, Bribery 2, Cartography 2, Diplomacy 3, Gunnery 1, Strategy 2, Tactics 2 Courtier: Dancing 2, Diplomacy 3, Etiquette 4, Fashion 3, Oratory 3, Scheming 3, Sincerity 2 Dirty Fighting: Attack (Dirty Fighting) 2, Attack (Improvised Weapon) 2, Eye Gouge 1, Kick 2, Parry (Improvised Weapon) 4, Throw (Improvised Weapon) 2 Fencing: Attack (Fencing) 3, Parry (Fencing) 3 Firearms: Attack (Firearms) 3 Knife: Attack (Knife) 2, Parry (Knife) 4, Throw (Knife) 2 Sailor: Balance 3, Climbing 3, Knotwork 1, Leaping 2, Navigation 1, Pilot 3, Rigging 2, Swimming 1 Scholar: Astronomy 3, History 3, Mathematics 2, Natural Philosophy 3, Occult 3, Philosophy 2, Research 4 Spy: Conceal 3, Disguise 1, Interrogation 3, Poison 2, Shadowing 1, Stealth 2 Ambrogia School (Journeyman): Feint (Fencing) 42, Pommel Strike (Fencing) 4, Riposte (Fencing) 4, Exploit Weakness (Ambrogia) 4 Umberto Caligari is one of the finest treasure hunters in Théah, and would make a fine member of the Explorer’s Society, if not for the fact that he is fanatical in his support of his uncle Vincenzo. He has traveled the length and breadth of Théah looking for Syrneth artifacts, all for his uncle. His Origins 2003 – High Seas Drifter Page 16 of 28 dogged determination has put him at odds with the Explorers time and again, and Umberto has begun to hate the Society with a passion. While Caligari’s main goal is the location of the Creator’s Hand, he will take any opportunity to hurt an Explorer he encounters. Umberto is of average height and weight. He is dark-haired and serious-looking, and tends to wear loose, comfortable clothing when on expeditions. If encountered in a social setting, Umberto is always dressed in the finest Vodacce fashions, as befitting the nephew of a Prince. Roleplaying Hints: You have a strong idea of what the Creator’s Hand really is, and you will stop at nothing to possess it. Your great-uncle will pay a king’s ransom for the devise… after you’ve used it yourself, of course. Mario Scarrelli (d20™) Vodacce Pirate 6/Rogers 3/Boarding Marine 1: CR 10; SZ Medium (Humanoid); HD 3d8+6+7d10+14; hp 80; Init +8 (+4 Dex, +4 Improved Initiative); Spd 30ft.; AC 16 (+4 Dex, +2 Roguish Style, +5 Unarmored Defense Proficiency); Atks Masterwork cutlass +15/+10 melee (1d8+3) and belaying pin +11 melee (1d8+1) OR pistol +14 ranged (1d10); SA Amphibious Assault, Pirate Tricks; SQ Roguish Style, Seasoned, Sure Footed; SV Fort +12, Reflex +14, Will +2; Str 16, Dex 18, Con 15, Int 14, Wis 9, Cha 13; AL LE; Skills: Balance +12, Bluff +6, Climb +7, Intimidate +9, Jump +9, Profession (Sailor) +8, Sense Motive +4, Speak Language (Castillian, Théan, Vodacce {alternately, any three languages from your campaign setting}), Swim +9, Tumble +10; Feats: Ambidexterity, Improved Critical (Cutlass), Improved Initiative, Improved Unarmed Strike, Pirate Tricks (Against the Rails, Belay That, Sidearm), Quick Draw, Skill Focus (Profession: Sailor), Unarmored Defense Proficiency (Beginner), Weapon Expert (Cutlass), Weapon Focus (Cutlass), Weapon Specialization (Cutlass) Mario Scarrelli (Villain) (7th Sea™) Brawn: 3, Finesse: 4, Wits: 2, Resolve: 3, Panache: 3 Reputation: -20 Background: None Arcana: None Advantages: Castillian (ACQ), Théan (R/W), Vodacce (R/W), Pirate Tricks (Quick Draw, Side Arm) Athlete: Climbing 3, Footwork 3, Leaping 3, Sprinting 2, Swimming 2, Swinging 2, Throwing 2 Captain: Gunnery 2, Incitation 2, Strategy 1, Tactics 1 Criminal: Ambush 3, Gambling 2, Shadowing 3, Stealth 2 Dirty Fighting: Attack (Dirty Fighting) 2, Attack (Improvised Weapon) 3, Throat Strike 2 Fencing: Attack (Fencing) 4, Parry (Fencing) 2 Firearms: Attack (Firearms) 5 Sailor: Balance 5, Climbing 2, Knotwork 3, Rigging 2, Pilot 2, Navigation 2 Rogers School (Journeyman): Bind (Fencing) 4, Corps-á-corps 4, Disarm (Fencing) 4, Exploit Weakness (Rogers) 4 Mario Scarrelli is Umberto Caligari’s First Mate and chief toady. He runs the daily operations abroad The Chimera, and usually leads any shore parties that Umberto sends out. He is loyal to Caligari, and will back his captain to the bitter end. Scarrelli is a short, stocky man with greasy black hair and a scraggly beard. His nose has been broken numerous times, and he has a jagged scar across his forehead. He dresses like the stereotypical pirate, with lots of gaudy colors and no actual sense of fashion or taste. Origins 2003 – High Seas Drifter Page 17 of 28 Roleplaying Hints: You are the loyal henchman. Umberto Caligari’s word is law. Your first duty is to protect Umberto. Never forget that. Armand (d20™) Montaigne Swashbuckler 5/Tout Prés 3: CR 8; SZ Medium (Humanoid); HD 5d6+3d8; hp 41; Init +3; AC 15 (+3 Dex, +2 Light Footed); Atks Masterwork rapier +8/+3 melee (1d6+1) and improvised weapon +10 melee (1d4) OR pistol +11 ranged (1d10); SA Dexterous, Dexterous Strike; SQ Light Footed, Protective Stance; SV Fort +4, Reflex +11, Will +5; Str 13, Dex 16, Con 11, Int 14, Wis 12, Cha 14; AL CN; Skills: Balance +13, Bluff +13, Climb +7, Jump +6, Sense Motive +12, Speak Language (Castillian, Eisen, Montaigne {alternately, any three languages from your campaign setting}), Tumble +13; Feats: Ambidexterity (only in light or no armor with a small improvised weapon in off hand), Corps-á-corps, Endurance, Exotic Weapon Proficiency (Firearms), Expertise, Improvised Weapon, Two Weapon Fighting (only in light or no armor with a small improvised weapon in off hand),Weapon Finesse (any applicable weapon, only in light or no armor), Weapon Focus (Improvised Weapons), Weapon Specialization (Improvised Weapons) Armand (Henchman) (7th Sea) Brawn: 3, Finesse: 3, Wits: 4, Resolve: 2, Panache: 4 TN to be hit: 25 Attack Roll: 8k3 Damage Roll: 5k2 Criminal: Cheating 2, Gambling 1, Lockpicking 3, Dirty Fighting: Ambush 3, Attack (Dirty Fighting) 3, Attack (Fencing) 5, Attack (Improvised Weapon) 1, Balance 3, Corps-á-corps 4, Double Parry (Fencing/Improvised Weapon) 4, Exploit Weakness (Tout Pres) 4, Footwork 5, Leaping 3, Parry (Improvised Weapon) 4, Shadowing 3, Stealth 2, Tagging (Improvised Weapon) 4 Notes: Speaks Montaigne, Vodacce. Tout Prés Journeyman. Armand is The Chimera’s boatswain (“bosun”). He tends to back Scarrelli up in a fight. He has a reputation as something of a pretty boy on the ship, and only his skill in a fight keeps him from getting more than the occasional jokes from the crew. Medium build and average height, Jacques is blonde and blue-eyed, and considered by many of the ladies to be quite handsome. He dresses a bit “fancier” than is practical on the boat. Roleplaying Notes: You are a misplaced noble. Well, not actually, but that’s how you feel. It is so blindingly obvious that you are much better than the rabble that Captain Caligari has you leading. You are Theus’ gift to His children, most especially the ladies. Act accordingly. Antonio (d20™) Castillian Pirate 2/Swashbuckler 4/Soldano 2: CR 8; SZ Medium (Humanoid); HD 4d6+4+2d8+2+2d10+2; hp 57; Init +7 (+3 Dex, +4 Improved Initiative); AC 13 (+3 Dex); Atks Masterwork rapier +11/+6 melee (1d6+2) and rapier + 10 melee (1d6+1) OR pistol +11 ranged (1d10); SA Dexterous, Dexterous Strike, The Unstoppable Blades, Whirling Blades; SQ Light Footed; SV Fort +5, Reflex +13, Will +1; Str 14, Dex 16, Con 12, Int 10, Wis 10, Cha 8; AL NE; Skills: Balance +7, Bluff +8, Jump +6, Profession (Sailor) +4, Sense Motive +8, Speak Language (Castillian, Vodacce {alternately, any two languages from your campaign setting}), Origins 2003 – High Seas Drifter Page 18 of 28 Tumble +12; Feats: Ambidexterity*, Cleave*, Continuous Parry, Great Cleave*, Exotic Weapon Proficiency (Firearms), Expertise, Improved Initiative, Parry, Pirate Trick (Death From Above!), Power Attack*, Two Weapon Fighting*, Weapon Finesse (any applicable weapon, only in light or no armor), Weapon Focus (Rapier) *only with a rapier in each hand Antonio (Henchman) (7th Sea™) Brawn: 2, Finesse: 4, Wits: 3, Resolve: 4, Panache: 3 TN to be hit: 25 Attack Roll: 8k4 rapier or 6k4 pistol Damage Roll: 4k2 rapier or 4k3 pistol Skills: Ambush 3, Attack (Fencing) 4, Attack (Firearms) 2, Balance 3, Climbing 3, Double-parry (Fencing/Fencing) 2, Exploit Weakness (Soldano) 2, Footwork 4, Leaping 2, Parry (Fencing) 4, Shadowing 2, Stealth 2, Tagging (Fencing) 2, Whirl 2 Notes: Speaks Castillian, Montaigne, and Vodacce. Pirate Trick (Death From Above!). Soldano Apprentice. Antonio leads the marines on The Chimera. He is an average sailor, but his skill as a Swordsman was what got him hired by Caligari. The Castillian is about 5’10” and weighs around 170 pounds. He is slim and well muscled, and moves with the grace and precision of a professional duelist. He has dark hair and green eyes. Roleplaying Hints: You are well on your way to being the best Swordsman around (at least in your eyes). When you find a worthy opponent, wave off your help. A true Swordsman fights honorably, man to man. Adil ben Bakir, Information Broker (d20™) Crescent Expert 10: CR 9, SZ Medium (Humanoid); HD 10d6; hp 45; Init +2 (Dex); AC 12 (+2 Dex); Atks Dagger +7/+2 melee (1d4); SA none; SQ none; SV Fort +3, Reflex +5, Will +10; Str 10, Dex 14, Con 11, Int 16, Wis 16, Cha 15; AL LN; Skills: Bluff +15, Diplomacy +15, Gather Information +15, Innuendo +16, Knowledge (Arcana) +13, Knowledge (Archaeology) +16, Knowledge (Geography) +18, Knowledge (History) +16, Knowledge (Law) +16, Knowledge (Syrneth) +16, Sense Motive +18, Speak Language (Avalon, Castillian, Crescent, Teodoran, Thean, Vodacce {alternately, any six languages from your campaign setting}); Feats: Skill Focus (Gather Information), Skill Focus (Knowledge: Geography), Skill Focus (Sense Motive) Adil ben Bakir, Information Broker (Scoundrel) Brawn: 2, Finesse: 2, Wits: 5, Resolve: 3, Panache: 3 Reputation: 30 Arcana: None Advantages: Aldiz-baraji (R/W), Atlar-baraji (R/W), Montaigne (R/W), Teodoran (R/W), Thean (R/W), Tikaret- baraji (R/W), Vodacce(R/W); Ajedrez Master, Connections, Linguist, Membership (Explorer’s Society - University Archaeology: Artifact Evaluation 3, Occult 4, Research 5, Society Lore 2, Syrneth Lore 4, Trap Lore 3 Athlete: Climbing 1, Footwork 3, Sprinting 2, Throwing 1 Courtier: Dancing 2, Etiquette 3, Fashion 3, Gossip 4, Mooch 2, Oratory 2, Politics 3, Scheming Origins 2003 – High Seas Drifter Page 19 of 28 4, Seduction 3, Sincerity 2 Criminal: Cheating 3, Gambling 3, Shadowing 2, Stealth 2 Knife: Attack (Knife) 3, Parry (Knife) 3, Throw (Knife) 2 Scholar: History 4, Mathematics 3, Natural Philosophy 3, Occult 4, Philosophy 3, Research 3 Spy: Bribery 4, Conceal 3, Cryptography 4, Forgery 3, Shadowing 2, Sincerity 2, Stealth 2 Streetwise: Socializing 4, Street Navigation 3, Underworld Lore 4 Adil ben Bakir is a former member of the Explorer’s Society. He worked with Harlan Godfrey on a few expeditions before returning to his home in Zafara. He has since turned himself into one of the most respected and sought-after information brokers in the Crescent Empire. His specialty is in Syrneth ruins and artifacts. Recently, Adil came into possession of a set of maps that show the location of several dozen Syrneth ruins, including an ancient structure high in the peaks of the Kutsal-dag Mountains. Adil isn’t aware that his informants stole the maps from a member of die Kreuzritter, and that the Knights are even now moving to recover them. Adil is a tall, rotund man with a jovial nature and a warm smile. He wears the long, flowing robes of his people, and keeps his thick gray beard neatly trimmed. Roleplaying Notes: You tend to talk down to people, using little words and simple sentences so as not to confuse them. Only when you are talking to an equal do you truly express yourself. Then you tend to use the honorific bey (for example, Godfrey is “Harlan bey”). You are very passionate about archaeology, and let it show whenever you are discussing the topic. Bernardo Felicini(d20™) Vodacce 4/Mortis 4/ Nacht 2: CR 10; SZ Medium (Humanoid); HD 4d6+12+6d10+18; hp 86; Init +4 (Dex); AC 20 (+4 Dex, +6 Unarmored Defense Proficiency); Atks Masterwork stiletto +12/+7 melee (1d6+2) and masterwork stiletto +12 melee (1d6+1) OR masterwork stiletto +11 ranged (1d4+2); SA Aim for the Vitals, Ambush Attack +5, Attacking Through The Shadows, Death Attack, Fast Blade – Slow Opponent, Greater Sneak Attack (+3d10), Poison Use; SQ Conceal the Evidence, Inconspicuous, The Dark Paths; SV Fort +9, Reflex +10, Will +11; Str 15, Dex 18, Con 16, Int 16, Wis 14, Cha 15; AL LN; Skills: Balance +14, Bluff +15, Disable Device +9, Disguise +10, Escape Artist +10, Gather Information +12, Hide +15, Listen +6, Move Silently +15, Search +12, Speak Language (Castillian, Crescent, Montaigne, Thean, Ussuran, Vodacce {alternately, any five languages from your campaign setting}), Spot +9, Tumble +14; Feats: Ambidexterity (only with a small blade in each hand), Combat Reflexes, Gifted Liar, Greater Sneak Attack, Improved Sneak Attack, Membership (die Kreuzritter), Two Weapon Fighting (only with a small blade in each hand), Unarmored Defense Proficiency (Beginner), Weapon Expert (Stiletto), Weapon Focus (Stiletto), Weapon Specialization (Stiletto) Bernardo Felicini (Villain) Brawn: 3, Finesse: 4, Wits: 3, Resolve: 5, Panache: 3 Reputation: 18 Arcana: Careful Advantages: Aldiz-baraji(R/W), Avalon (R/W), Eisen (R/W), Thean (R/W), Tikaret- baraji (R/W), Vodacce (R/W); Combat Reflexes, Keen Senses, Membership (die Kreuzritter), Nacht Sorcery Athlete: Break Fall 3, Climbing 3, Footwork 4, Leaping 3, Lifting 2, Sprinting 2, Swinging 2, Throwing 1 Origins 2003 – High Seas Drifter Page 20 of 28 Criminal: Ambush 4, Cheating 2, Gambling 2, Lockpicking 3, Pickpocket 2, Shadowing 3, Stealth 4 Dirty Fighting: Attack (Dirty Fighting) 3, Attack (Improvised Weapon) 2, Eye Gouge 1, Kick 2, Throat Strike 3, Throw (Improvised Weapon) 2 Firearms: Attack (Firearms) 3 Knife: Attack (Knife) 3, Parry (Knife) 3, Throw (Knife) 2 Spy: Bribery 3, Conceal 3, Cryptography 2, Forgery 3, Poison 2, Shadowing 3, Sincerity 4, Stealth 4 Mortis (Journeyman): Double Attack (Knife) 4, Double Parry (Knife) 4, Throw (Knife) 4, Exploit Weakness (Mortis) 4 Bernardo is one of the Black Crosses sworn to watch over the Syrneth ruins in the Crescent Empire. When it was discovered that a group of thieves robbed and killed one of his brethren, stealing valuable maps to several ruins, Bernardo took it upon himself to retrieve the maps. He traced them to Adil ben Bakir, the information broker. After his attempt to retrieve the plans in Bakir’s home fail, Bernardo falls back on his guise as a local guide to win his way into the party. He truly doesn’t want to kill the heroes, but he honestly believes the ruins must be kept undisturbed by anyone. Bernardo is a handsome, curly headed Vodacce of average height and weight. He is very light on his feet, and moves with surprising agility. When he is not “working,” he has an easy-going personality and a ready smile. He’s the kind of guy most people would want to hang out with… if he weren’t trying to kill them. Roleplaying Tips: Above all else, keep your secrets. The Order gains nothing from your foolishly exposing its existence to anyone. Remember, the heroes need a friend more than they need an enemy. Once you decide to infiltrate them, you have to convince them you are nothing but a humble guide. Tikat Duvar Crescent Monk 12: CR 12; SZ Medium (Humanoid); HD 12d8+36; hp 99; Init +7 (+3 Dex, +4 Improved Initiative); AC 29 (+3 Dex, +4 Dashing & Daring, +2 monk’s bonus, +3 Wis, +7 Unarmored Defense Proficiency); Atks Unarmed +11/+8/+3 melee (1d12+1); SA Ki strike (+1), Sand Storms, Stunning Attack; SQ Abundant Step, Evasion, Improved Evasion, Leap of the Clouds, Purity of Body, Slow Fall (50ft.), Still Mind, Wholeness of Body; SV Fort +11, Reflex +11, Will +11; Str 15, Dex 16, Con 17, Int 14, Wis 16, Cha 18; AL LE; Skills: Balance +8, Bluff +11, Diplomacy +14, Escape Artist +13, Hide +8, Jump +12, Knowledge (Religion) +12, Knowledge (Syrneth) +5, Listen +8, Move Silently +8, Sense Motive +10, Speak Language (Castillian, Crescent, Théan {alternately, any three languages from your campaign setting}), Tumble +15; Feats: Appearance (Above Average), Dangerous Beauty, Dashing and Daring, Deflect Arrows, Improved Initiative, Improved Trip, Improved Unarmed Strike, Rimâl I, Rimâl II, Unarmored Defense Proficiency (Beginner) Tikat Duvar (Villain) (7th Sea™) Brawn: 4, Finesse: 4, Wits: 4, Resolve: 5, Panache: 4 Reputation: -40 Background: Moment of Awe Arcana: Charismatic Advantages: Rugzar-baraji (R/W), Tikaret-baraji (R/W), Castillian (R/W), Théan, Yilan-baraji (R/W); Appearance (Stunning), Dangerous Beauty, Pattern, Welded Steel Weapon, Rimâl (see below) Origins 2003 – High Seas Drifter Page 21 of 28 Athlete: Climbing 2, Footwork 5, Leaping 3, Rolling 2, Sprinting 2, Throwing 1 Courtier: Dancing 3, Diplomacy 4, Etiquette 3, Lip Reading 3, Scheming 3, Seduction 5, Sincerity 4 Firearms: Attack (Firearms) 4 Knife: Attack (Knife) 3, Parry (Knife) 2, Throw (Knife) 4 Performer: Acting 4, Dancing 3, Cold Read 3, Prestidigitation 4, Oratory 5, Singing 2, Storytelling 3 Scholar: Astronomy 2, History 3, Mathematics 3, Occult 3, Philosophy 3, Research 2 Tikat Duvar is the leader of the Guardians of the House of the Sun, a cult that occupies the Syrneth temple in the Kutsal-dag Mountains. Duvar found the site ten years ago, when he was visited by prophetic dreams that showed him a place of great power. Here his mastery of Rimâl would be supreme. He would become a god. Gathering a band of followers, Tikat Duvar made his way up the mountains and into the strange temple. He found the place guarded by a group of yavanci who called themselves “die Kreuzritter.” The strangers proved themselves to be fierce warriors, and slew many of Duvar’s followers. In a last-ditch effort to defend himself and his men, Duvar called on the power of the sand, using his gift of Rimâl to summon a storm to beat the yavanci back. The strangers were almost as surprised as Duvar when the swirling sands formed a giant scorpion that flayed the flesh from the yavanci bones. As his men rejoiced, Duvar entered the site. There he found something amazing. Deep in the heart of the mountain, he found a chamber. The walls of the chamber were covered in glyphs and hieroglyphics, and a sarcophagus of strange metal rested in the center of the floor. Duvar began studying the hieroglyphics and was eventually able to decipher enough to understand that he was in a place of true power. If he could manage to unlock the secrets of this place, Tikat Duvar would become a sorcerer king, a god among men. He has spent the last five years studying the chamber, trying to break the seal of the sarcophagus. He is now convinced that a key exists. Having consulted one of the native mystics, a Ruzgar’hala wind talker, he believes the key is even now moving toward him. Soon, untold power shall be his. Tikat is very tall and slim, with a lean build and graceful movements. He has dark, smooth skin and eyes that seem to smolder with intensity. Rashid (d20™) Crescent Fighter 6/Rogue 1/Sersemlik 3: CR 10; SZ Medium (Humanoid); HD 1d6+3+9d10+27; hp 95; Init +2 (Dex); AC 13 (+2 Dex, +12 Unarmored Defense Proficiency); Atks Pattern welded dilmekiri +19/+14 melee (1d12+5); SA One Handed Wielding, Sneak Attack +1d6; SQ none; SV Fort +11, Reflex +7, Will +3; Str 20, Dex 15, Con 16, Int 12, Wis 10, Cha 8; AL NE; Skills: Balance +12, Bluff +3, Gather Information +4, Hide +6, Intimidate +15, Jump +10, Listen +3, Move Silently +6, Speak Language (Crescent, Castillian {alternately, any two languages from your campaign setting}), Spot +3, Tumble +12; Feats: Ambidexterity, Cleave, Improved Critical (dilmekiri), Power Attack, Sunder, Two Weapon Fighting, Unarmored Defense Proficiency (Beginner, Intermediate, Master), Weapon Expert (dilmekiri), Weapon Focus (dilmekiri), Weapon Specialization (dilmekiri) Rashid (Henchman)(7th Sea™) Brawn: 5, Finesse: 4, Wits: 2, Resolve: 4, Panache: 2 TN to be hit: 25 Attack Roll: 8k4+3 dilmekiri Damage Roll: 8k3+3 dilmekiri Origins 2003 – High Seas Drifter Page 22 of 28 Skills: Attack (Heavy Weapon) 4, Attack (Pugilism) 4, Break Fall 3, Climbing 3, Exploit Weakness (Sersemlik) 4, Feint (Heavy Weapon) 4, Footwork 4, Leaping 4, Parry (Heavy Weapon) 4, Shadowing 3, Stealth 3, Tagging (Heavy Weapon) 4, Whirl 5 Notes: Speaks Tikaret-baraji and Yilan-baraji. Combat Reflexes, Pattern Welded Steel Dilmekiri. Sersemlik Journeyman. Rashid has faithfully served Duvar for ten years. No one has ever heard him speak, but there is no physical evidence of his being a mute. He never leaves Tikat Duvar’s side unless ordered to. He is very territorial, and will not hide his contempt for yavanci. Rashid is huge, standing nearly 7 feet tall and weighing over 300 pounds, most of it muscles. He is bald, heavily scarred and tattooed, and more than a little frightening. He tends to stare at the person he considers to be the biggest threat with open hostility. Roleplaying Tips: You live to serve Duvar. You are the greatest warrior your tribe has ever produced. No yavanci is your equal. Esmera and Jasheira (d20™) Crescent Rogue 5/Yael 3: CR 8; SZ Medium (Humanoid); HD 5d6+5+3d10+3; hp 51, 48; Init +4 (Dex); AC 14 (Dex); Atks Pattern welded scimitar +8/+3 melee (1d6+2) and scimitar +8 melee (1d6+1); SA Double Slashing Weapons, Sneak Attack +3d6, The Fighting Dancer (+11); SQ Evasion, Uncanny Dodge (Dex bonus to AC); SV Fort +5, Reflex +9, Will +3; Str 14, Dex 18, Con 12, Int 14, Wis 12, Cha 16; AL CE; Skills: Balance +12,Bluff +14, Escape Artist +10, Gather Information +11, Hide +12, Innuendo +10, Listen +11, Move Silently +12, Perform (Dancing) +16, Search +10, Sense Motive +13, Speak Language (Crescent {alternately, any one language from your campaign setting}), Tumble +15; Feats: Ambidexterity (only with two long blades or fencing weapons and light or no armor), Combat Reflexes, Dangerous Beauty, Lightning Reflexes (Swashbuckling Adventures, page 136), Skill Focus (Perform: Dancing), Two Weapon Fighting (only with two long blades or fencing weapons and light or no armor), Weapon Focus (scimitar) Esmera and Jasheira (Henchmen) Brawn: 2, Finesse: 4, Wits: 3, Resolve: 2, Panache: 3 TN to be hit: 30 Attack Rolls: 8k4+8 scimitar Damage Rolls: 2k4+3 scimitar Skills: Acting 2, Attack (Fencing) 4, Cold Read 3, Dancing 5, Disarm (Fencing) 4, Double-parry (Fencing/Fencing) 4, Exploit Weakness (Yael) 4, Feint (Fencing) 4, Footwork 3, Parry (Fencing) 4, Seduction 4, Shadowing 3, Stealth 3, Unobtrusive 3 Note: Speaks Tikaret-baraji and Yilan-baraji. Appearance (Stunning), Dangerous Beauty, Lightning Reflexes, Pattern Welded Scimitars. Yael Journeyman. Tikat Duvar bought the twins Esmera and Jasheira from a band of nomads fifteen years ago. Since then, he has trained the two to be the perfect companions, and the perfect killers. Each of the twins is aware of the affect they have on members of the opposite sex, and are quite adept at using their feminine wiles to get what they want from men. And if seduction fails, then the girls can draw their scimitars and ‘dance’ for the nice gentlemen. The twins are the very models of Crescent beauty and mystique. They move with a sensual ease that can easily capture a man’s attention, and even in battle, they exude an aura of sexuality. Origins 2003 – High Seas Drifter Page 23 of 28 Roleplaying tips: Be coy, and demure, and provocative. Until it is time to strike. Then you are swift, sure and deadly. Jacques Alistair de Venne (d20™) Montaigne Fighter 3/Wanderer 6/Archaeologist 5/Syrneth Tinkerer 1/Valroux 5: CR 20; SZ Medium (Humanoid); HD 5d4+15+1d6+3+6d8+18+ 8d10+24; hp 161; Init +5 (Dex); AC 20 (+5 Dex, +5 Dashing and Daring); Atks Masterwork rapier +18/+13/+8 melee (1d6+6) and masterwork main gauche +18 melee (1d4+4); SA Raise the Stakes; SQ Ageless, Ancient Lore, Evasion, Extraordinary Lucky, Font of Wisdom, Great Knowledge, Immune to Disease, Limitless Knowledge, Lucky, Nimble, Repair Syrneth Devices, Tradesman, Uncanny Dodge (Dex bonus to AC, can’t be flanked), Ward of the Albatross; SV Fort +13, Reflex +20, Will +15; Str 18, Dex 20, Con 16, Int 18, Wis 14, Cha 20; AL LG; Skills: Appraise +10, Balance +15, Bluff +21, Climb +10, Craft (Syrneth devices) +19, Diplomacy +11, Gather Information +6, Jump +20, Knowledge (Archaeology) +21, Knowledge (Geography) +23, Knowledge (History) +23, Knowledge (Syrneth) +23, Listen +10, Profession (Archaeologist) +13, Search +10, Sense Motive +16, Speak Language (Avalon, Castillian, Crescent, Eisen, Han Hua, Khimal, Montaigne, Théan, Vodacce {alternately, any nine languages from your campaign setting}), Spot +10, Swim +8, Tumble +25; Feats: Alertness, Ambidexterity*, Continuous Parry, Daring and Dashing, Expertise*, Improved Unarmed Strike, Iron Will, Legendary Traits (All), Lighting Reflexes (Player’s Handbook™, page 83), Membership: Explorer’s Society, Parry, Power Attack*, Skill Focus (Knowledge: History), Skill Focus (Knowledge: Syrneth), Two Weapon Fighting*, Weapon Focus (Main Gauche), Weapon Focus (Rapier), Weapon Specialization (Main Gauche), Weapon Specialization (Rapier) *only when fighting with a fencing weapon in the primary hand and a light weapon in the off hand NOTE: De Venne’s stats reflect his use of the Syrneth device 50 years ago. Jacques Alistair de Venne (Hero) (7th Sea™) Brawn: 4, Finesse: 6, Wits: 5, Resolve: 3, Panache: 6 Reputation: 40 Arcana: none Advantages: Aldiz-baraji (R/W), Avalon (R/W), Castillian (R/W), Eisen (R/W), Han Hua (R/W), Khimal (R/W), Montaigne(R/W), Théan (T/W), Tikaret-baraji, Vodacce (R/W); Appearance (Stunning), Legendary Trait (All), Linguist, Membership (Explorer’s Society – The Mirror), University Archaeologist: Artifact Evaluation 3, Occult 4, Research 4, Society Lore 3, Syrneth Lore 5, Trap Lore 3 Courtier: Dancing 4, Diplomacy 3, Etiquette 4, Fashion 3, Oratory 3, Sincerity 5 Scholar: Astronomy 2, History 5, Mathematics 2, Natural Philosophy 2, Occult 4, Philosophy 3, Research 4 Athlete: Break Fall 3, Climbing 2, Footwork 5, Leaping 4, Rolling 5, Sprinting 2, Swimming 2, Swinging 3, Side-step 2, Throwing 4 Fencing: Attack (Fencing) 4, Parry (Fencing) 4 Knife: Attack (Knife) 3, Parry (Knife) 5 Pugilism: Attack (Pugilism) 3, Ear Clap 2, Footwork 5, Jab 3, Uppercut 2 Soft Martial Arts: Balance 3, Block (Soft Martial Arts) 3, Break Fall 3, Disarm (Unarmed) 3, Escape 4, Footwork 5, Grapple 3, Joint Lock 3, Yield 3 Staff: Attack (Staff) 3, Haymaker 3, Parry (Staff) 4 Origins 2003 – High Seas Drifter Page 24 of 28 Valroux (Master): Double-parry (Fencing/Knife) 5, Feint (Fencing) 5, Tagging (Fencing) 5, Exploit Weakness (Valroux) 5 Syrneth Tinkerer (Apprentice): Domae 3, Drachen 1, Setine 3, Tesseran 2, Thalusai 2 NOTE: De Venne’s stats reflect his use of the Syrneth device 50 years ago. Jacques Alistair de Venne was one of the greatest Explorers of the Society a half century ago. He trained under the best minds in Théah, excelling at history and languages. He formulated several theories on the nature of Syrneth technologies, and helped to identify at least two of the lost races. During his studies, he came across records of a Castillian survey team that had found a strange stone structure in the northern end of the Midnight Archipelago. The local natives avoided the island, claiming it was the home of their ancient gods, and doom would befall anyone who approached. Being the inquisitive sort, de Venne organized an expedition and set out immediately. He found the stone structure described in Scene Two (“Cradle of the Gods”). Before he tried to enter the building, he spent several weeks translating the hieroglyphics on the outer walls, transcribing them into his journal. What he read convinced him that he may have made the most important discovery in the history of man. He unlocked the “cradle” and entered, cataloguing several of the traps that claimed the lives of many of his crews. In the center of the Syrneth ruin he found the key and began his quest for the Creator’s Hand. Once he and his associate Bergman found the Creator’s Hand hidden in the mountains north of Zafara, de Venne used the device on himself. He was transformed into the perfect human specimen. Bergman refused to use the device, imploring Jacques to study it more. Such power must surely have a price. Heeding his friend’s advice, de Venne began to study the device and the hieroglyphics in the chamber it was hidden in. Eventually, he discovered the true nature of the Creator’s Hand (see description, above). He tried unsuccessfully to destroy the device. Finally, he managed to pry the gem that powered the artifact free from its center. Now the device could no longer be used. He and Bergman decided that Bergman would return to Théah to tell the world the de Venne had died on a fool’s errand, and that they had been wrong about the Hand. De Venne returned the ruined machine to its resting place and disappeared into the mountains, travelling east to Cathay. He eventually made his way to Khimal, where he came to live with the monks of the Temple of Pahsang. He married a local woman and has raised two children, Pema and Luc. Now he waits, knowing that some day, someone is going to come for the gem he is hiding. Although he is nearly a hundred years old, Jacques appears to be in his mid-twenties. He is tall and slim, with shoulder-length blonde hair and bright blue eyes. Pema de Venne (d20™) Cathayan Monk 7/Wu Tsain 3: CR 10; SZ Medium (Humanoid); HD 3d6+3+7d8+7; hp 43; Init +3 (Dex); AC 17 (+3 Dex, +3 Wis, +1 monk’s bonus); Atks Unarmed +10/+7/+4 melee (1d8+1); SA Stunning Attack; SQ Calm, Evasion, Leap of the Clouds, Purity of Body, Side Step, Slow Fall (30 ft.), Still Mind, Wholeness of Body; SV Fort +9, Reflex +13, Will +12; Str 12, Dex 16, Con 12, Int 14, Wis 17, Cha 14; AL LG; Skills: Balance +14, Concentration +9, Diplomacy +8, Escape Artist +10, Heal +18, Jump +14, Knowledge (Archaeology) +5, Listen +13, Perform +9, Profession (Herbalist) +7, Speak Language (Han Hua, Khimal, Montaigne {alternately, any three languages from your campaign setting}), Tumble +14; Feats: Appearance (Above Average), Combat Reflexes, Deflect Arrows, Expertise, Healing Touch, Improved Trip, Lightning Reflexes (Swashbuckling Adventures, pg. 136), Tagging Pema de Venne (Hero) (7th Sea™) Brawn: 2, Finesse: 3, Wits: 4, Resolve: 2, Wits: 4 Origins 2003 – High Seas Drifter Page 25 of 28 Reputation: 20 Arcana: none Advantages: Han Hua (R/W), Khimal (R/W), Montaigne (R/W), Théan (R/W); Appearance (Stunning), Cold Climate Conditioning, Combat Reflexes, Lightning Reflexes Acrobat: Break Fall 5, Balance 4, Footwork 4, Leaping 5, Rolling 3 Archaeology: Artifact Evaluation 1, Occult 3, Research 2, Society Lore 1, Syrneth Lore 1, Trap Lore 1 Cao Yao (Cathayan Healer): Acupuncture 4, Compounds 2, Diagnosis 4, First Aid 5, Masseur 3 Courtier: Diplomacy 2, Dancing 2, Etiquette 3, Fashion 1, Oratory 2 Feng Shui Shi: Chanting 3, Gardener 3, Meditation 4, Occult 3, Oratory 2, Philosophy 3 Scholar: Astronomy 1, History 3, Mathematics 1, Natural Philosophy 1, Occult 3, Philosophy 3, Research 2 Hard Martial Arts: Attack (Hard Martial Arts) 2, Balance 4, Block (Hard Martial Arts) 2, Break Fall 5, Corps-á-corps 2, Footwork 4, Jab 2, Kick 2, Leaping 5 Soft Martial Arts: Balance 4, Block (Soft Martial Arts) 5, Break Fall 5, Disarm (Unarmed) 3, Escape 4, Footwork 4, Grapple 3, Joint Lock 3, Leaping 5, Meditation 4, Side-step 3, Throws 2, Yield 4 Wu Tsain (Journeyman): Escape 4, Leaping 5, Tagging (Unarmed 4), Exploit Weakness (Wu Tsain) 4 Pema is de Venne’s pride and joy. She has studied the healing ways and the art of WU Tsain, as well as taking an interest in de Venne’s love of archeology. She is honest and friendly with everyone she meets, and truly cares about anyone in her care. She worries about the darkness in her brother’s soul, but isn’t sure what she can do to help him. Pema is stunningly beautiful, combining the best traits of her Théan father and Cathayan mother. She is taller than the average Khimali, but slender and graceful. Luc de Venne (d20™) Montaigne Fighter 5/Valroux 5: CR 10; SZ Medium (Humanoid); HD 10d10+20; hp 90; Init +3 (Dex); AC 19 (+3 Dex, +5 Unarmored Defense Proficiency, +1 main gauche); Atks Rapier +15/+8 melee (1d8+5) and main gauche +12 melee (1d4+3); SA Raise the Stakes; SQ Nimble; SV Fort +10, Reflex +5, Will +6; Str 16, Dex 17, Con 14, Int 14, Wis 12, Cha 12; AL NE; Skills: Balance +10, Bluff +15, Climb +9, Diplomacy +8, Escape Artist +10, Jump +16, Listen +7, Knowledge (Syrneth) +4, Sense Motive +6, Speak Language (Han Hua, Khimal, Montaigne {alternately, any three languages from your campaign setting}), Tumble +20; Feats: Appearance (Above Average), Ambidexterity*, Cleave*, Combat Reflexes, Dodge, Exotic Shield Proficiency, Expertise, Power Attack*, Two Weapon Fighting*, Unarmored Defense Proficiency (Beginner), Weapon Expert (Rapier), Weapon Focus (Main Gauche), Weapon Focus (Rapier), Weapon Specialization (Main Gauche), Weapon Specialization (Rapier) *only when fighting with a fencing weapon in the primary hand and a light weapon in the off hand Luc de Venne (Villain) (7th Sea™) Brawn: 4, Finesse: 4, Wits: 3, Resolve: 3, Panache: 3 Reputation: -20 Arcana: none Advantages: Han Hua (R/W), Khimal (R/W), Montaigne (R/W); Appearance (Stunning), Cold Climate Conditioning, Combat Reflexes Origins 2003 – High Seas Drifter Page 26 of 28 Archaeology: Occult 1, Research 1, Society Lore 1, Syrneth Lore 1 Courtier: Diplomacy 2, Dancing 3, Etiquette 3, Fashion 1, Oratory 3, Politics 2, Seduction 3, Sincerity 3 Athlete: Climbing 2, Footwork 4, Leaping 4, Rolling 4, Sprinting 3, Throwing 3 Fencing: Attack (Fencing 5), Parry (Fencing) 3 Hard Martial Arts: Attack (Hard Martial Arts) 3, Balance 2, Block (Hard Martial Arts) 2, Footwork 4, Jab 3, Kick 3, Throat Strike 2 Knife: Attack (Knife) 3, Parry (Knife) 5, Throw (Knife) 4 Valroux (Master): Double-parry (Fencing/Knife) 5, Feint (Fencing) 5, Tagging (Fencing) 5, Exploit Weakness (Valroux) 5 Luc is the oldest child, but he realized a long time ago that Pema was the favorite. Soon after his mother’s death, Luc watched from distance as Pema and Jacques grew closer. Luc struggled in vain to gain his father’s notice. Slowly, the young de Venne began to resent his sister and hate his father and the quiet temple he raised his children in. Luc discovered his father’s private diary and learned of the Creator’s Hand. He hopes to gain control of the device so he, like his father, can become more than human. Then, he can return to Théan and carve out an empire to rule. Luc is a shorter version of his father. He has the skin tone and almond shaped eyes of a Khimali, but he has his father’s golden hair and blue eyes. Deki (d20™) Cathayan Fighter 5/Tie Xiong Kung 3: CR 8; SZ Medium (Humanoid); HD 8d10+24; hp 78; Init +7 (+2 Dex, +5 Improved Initiative); AC 20 (+2 Dex, +8 Unarmored Defense Proficiency); Atks Staff +13/+8 melee (1d6+6) OR unarmed +13/+8 melee (1d3+4); SA none; SQ none; SV Fort +10, Reflex +7, Will +4; Str 18, Dex 14, Con 16, Int 10, Wis 10, Cha 8; AL LE; Skills: Balance +7, Climb +11, Handle Animal +4, Jump +11, Ride +5, Speak Language (Han Hua, Khimal, {alternately, any two languages from your campaign setting}), Tumble +7, Wilderness Lore +5; Feats: Combat Reflexes, Dodge, Improved Initiative, Improved Trip, Improved Unarmed Strike, Mobility, Power Attack, Spring Attack, Unarmored Defense Proficiency (Beginner, Intermediate) Deki (Henchman) (7th Sea) Brawn: 4, Finesse: 3, Wits: 1, Resolve: 3, Panache: 2 TN to be hit: 25 Attack Rolls: 6k3 staff or 7k4 unarmed Damage Rolls: 6k2 or 4k1 unarmed Skills: Attack (Hard Martial Arts) 4, Attack (Staff) 3, Balance 2, Climbing 3, Block (Hard Martial Arts) 3, Exploit Weakness (Tie Xiong Kung) 4, Footwork 4, Kick 4, Knife Hand 4, Leaping 3, Parry (Staff) 4, Ride 1, Rolling 2, Survival 2, Throat Strike 2 Note: Speaks Han Hua and Khimal, acquainted with Montaigne. Tie Xiong Kung Journeyman. Errata from Cathay™: Knife Hand: Roll Finesse + Knife Hand; the TN to hit your enemy is raised by 15. If you hit, you do damage as a normal unarmed attack. If the enemy fails his Wound Check, he takes a Dramatic Wound, plus an additional Dramatic Wound for every 10 points he failed the wound check by, up to a maximum number of Dramatic Wounds equal to the attacker’s Finesse. Deki came to the Temple of Pahsang completely by accident. He was hiding from bandits he had Origins 2003 – High Seas Drifter Page 27 of 28 double-crossed when he got lost in a blizzard. He was found and rescued by a group of monks who brought him to shelter. Since then, he has lived in the temple, acting as an intermediary between the monks and the villagers living in the valley below. He taught Luc some fighting skills, and has taken the angry young man under his wing. Luc has told Deki of the Creator’s Hand, and Deki has begun to feed Luc’s desire to take the gem, by force if necessary, and find the rest of the device. Deki is a short, stocky type with broad shoulders and thick arms. He is not a handsome man, and looks as though he’s been in more than a few fights. The Creator’s Hand The Creator’s Hand, as de Venne named this device, is something of a mystery. It is unknown exactly which race built the device, though the Setine appear to have had some input in its creation. When fully assembled, the Hand is a silver platinum-like disk roughly a foot in diameter. The circumference of the devise is covered in strange, serpentine glyphs. The disk is about a half-inch thick around the outer edge, and four inches thick through the center. On either side of the disk is the impression of a human hand, slightly larger than average. A glowing blue gemstone usually sits in the center of the hand impressions. De Venne formulated his theory as to how the device operates by studying the hieroglyphics and the device itself. When the Hand is held by a human, hands in the impressions so that the gemstone touches both palms, the device taps into arcane powers to remove artificial blocks placed on the subject by the “Creators.” The subject is surrounded by a blinding blue glow for sixty seconds as the machine “adjusts” the subject’s physiology, making him or her into a superhuman being. The change is permanent and irreversible, and the device will only “rewrite” a person once; repeated use of the machine is impossible. D20™: The subject gains the Feat: Legendary Trait six times, once for each attribute. Any minor “imperfections” (blemishes, poor eyesight, and the like) are instantly corrected, and the subject gains the Feats: Iron Will, Lightning Reflexes, and Great Fortitude. If a Porté, Sorté, Lærdom, Zërstorung, or El Fuego Adentro mage uses the device, his effective caster level for any spells or spell-like sorcerous abilities is increased by 4. If a half-blooded sorcerer uses the device, his effective caster level doesn’t change; instead, he gains the Feat: Full-Blooded. The device has no effect at all on Glamour mages, Pyeryem shapeshifters, or anyone with the Man of Will prestige class. The Sidhe and Matushka “protect” the would-be user from Syrneth “reprogramming,” and Man of Will makes the character immune to the machine’s influences. The incredible powers of the machine do not come without a cost, though. The Creator’s Hand draws its power from the Barrier, the mystic energy field that keeps the Syrneth from returning to this world. Every time the device is used, the Barrier is weakened. It is unknown exactly how many times the device can be used before the Barrier is weakened to the point where its masters can return. It may not happen for a thousand uses; the next person to use it may bring the Barrier crashing down. Also, during the “rewriting,” the subject becomes much more susceptible to Syrneth influences. Any saves to resist mind altering magic (excluding the Sidhe’s glamour effects) have their DCs increased by 5; magics used by an actually Syrneth would have their DCs increased by 10 or more! After all, what is the point in making a race of superior slaves, if they aren’t controllable. Finally, anyone viewed from the Shadow Paths appears to have a strange, inhuman shadow over them. Any member of die Kreuzritter seeing this shadow would probably try to destroy the subject, as he is marked as a servant of those against whom the Order strives to protect the rest of Théah. 7th Sea™: The subject gains the Advantage: Legendary Trait six times, once for each Trait. Any minor “imperfections” (blemishes, poor eyesight, and the like) are instantly corrected. If a Porté, Sorté, Lærdom, Zërstorung, or El Fuego Adentro mage uses the device, his effective mastery level Origins 2003 – High Seas Drifter Page 28 of 28 is increased by one (A Journeyman’s Mastery level for purposes of sorcerous effects is 3, while a Master’s becomes 4). If a half-blooded sorcerer uses the device, his mastery level doesn’t change; instead, he becomes a full-blooded sorcerer. Thus, a half-blooded Porté mage will become Full- Blooded, and a Twice-Blooded Sorte/Lærdom mage would become Full-Blooded in each. The device has no effect at all on Glamour mages, Pyeryem shapeshifters, or anyone with the Man of Will prestige class. The Sidhe and Matushka “protect” the would be user from Syrneth “reprogramming,” and Man of Will makes the character immune to the machine’s influences. The incredible powers of the machine do not come without a cost, though. The Creator’s Hand draws its power from the Barrier, the mystic energy field that keeps the Syrneth from returning to this world. Every time the device is used, the Barrier is weakened. It is unknown exactly how many times the device can be used before the Barrier is weakened to the point where its masters can return. It may not happen for a thousand uses; the next person to use it may bring the Barrier crashing down. Also, during the “rewriting,” the subject becomes much more susceptible to Syrneth influences. Any attempts to resist mind altering magic (excluding the Sidhe’s glamour effects) have their TNs increased by 10; magics used by an actually Syrneth would have their TNs increased by 20 or more! After all, what is the point in making a race of superior slaves, if they aren’t controllable. Finally, anyone viewed from the Shadow Paths appears to have a strange, inhuman shadow over them. Any member of die Kreuzritter seeing this shadow would probably try to destroy the subject, as he is marked as a servant of those against whom the Order strives to protect the rest of Théah. DUNGEON MASTER’S Guide™ is published by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. http://www.wizards.com/ 7th Sea and Swashbuckling Adventures are ™ and © 2004 by Alderac Entertainment Group, Inc. All rights reserved. http://www.alderac.com and http://www.swashbucklingadv.com Player’s Guide™, Game Master’s Guide™, Ships & Sea Battles™, Crescent Empire™, Islands of Gold: The Midnight Archipelago™, Explorer’s Society™, and Cathay: Jewel of the East™ are published by Alderac Entertainment Group, Inc. All rights reserved. Patrick S. Parrish is a veteran of the role-playing game industry as a player, GM, game designer, and published writer. Known to many as “Big Daddy Thwak, the Man Who Loves Ugly Dice” he has GM’d for at least a dozen game systems and written over 100 scenarios, including almost 30 for 7th Sea/Swashbuckling Adventures. In addition to running games at conventions across the country, he made his debut in 2003 as Prince Giovanni Villanova in three 7th Sea LARPs. He is currently the “stat guy” for AEG’s 7th Sea/Swashbuckling line. Patrick, his wife Penny (also an accomplished gamer and Magi-Nation champion), Pikachu (a computer-loving Australian budgie), and Ryo (a demented cat) live in Kalamazoo, MI.
textdata/thevault/7th Sea [multi]/1st Edition/08 Other Campaigns And Adventures Of Théah/The 7th Sea Men And Gods.pdf
GP Starting GP Lifestyle � None � Standard (12 gp x TU) � Rich (50 gp x TU) � Luxury (100 gp x TU) Lifestyle Cost Other Coin Spent Total Coin Spent - GP GP Spent GP Subtotal + GP GP Gained GP Subtotal + GP GP Gained GP Subtotal - GP GP Spent GP FINAL GP TOTAL Items Sold Total Value of Sold Items Add ½ this value to your gp value Items Bought Total Cost of Bought Items Subtract this value from your gp value XP Starting XP - XP XP lost or spent XP Subtotal + XP XP Gained FINAL XP TOTAL XP TU Starting TU 1 TU TU Cost - TU Added TU Costs TU REMAINING ITEMS FOUND DURING THE ADVENTURE Cross off all items NOT found APL 2 � Necklace of Adaptation (Adventure; DMG; 9,000gp) � Pearl of Power 1st (Adventure; DMG; 1,000gp) � Quiver of Ehlonna (Adventure; DMG; 1,800gp) � Wand of cure light wounds (Adventure; DMG; 750gp) APL 4 (all of APL 2 plus the following): � Silversheen (Adventure; DMG; 250gp) � Ring of Feather Fall (Adventure; DMG; 2,200gp) APL 6 (all of APLs 2-4 plus the following): � Heward’s Handy Haversack (Adventure; DMG; 2,000gp) � Headband of Intellect +4 (Adventure; DMG; 16,000gp) Adventure Record# 596 CY A D V E N T U R E L E V E L O F P L A Y (CIRCLE ONE) APL 2 max 450xp; 450gp APL 4 max 675xp; 650gp APL 6 max 900xp; 900gp � Joust Score: You have unhorsed (0) (1) (2) (3) (circle one) opponents with the lance at the Bresht Tourney of Brewfast 596CY. Keep track of this honour as you work towards your knighthood. � Favour of a Knight: Sir Gabriel the Black is impressed with your honour and has made arrangements to supply you with armour suitable to a noble knight. For the next 3 adventures, you may purchase any masterwork heavy armour or heavy barding at a 25% discount. If the PC is not proficient in heavy armour, he instead arranges for free Rich lifestyle for the next 3 Ratik regional adventures. Only one option may be taken. � Favour of House Loegrimm: For recovering the body of their dead kinswoman, the house arranges for you to have regional access to one of the items listed in the Items Found During The Adventure section. Circle the chosen item immediately. � Favour of a Dark Stranger: Having unwittingly aided an agent of evil, a strange aura surrounds you. You have received the benefits of an Imbue with Spell Ability cast by a 9th level Cleric. Each spell can be used only once. o APL 2-6 Deathwatch; o APL 4-6 Cause Fear; o APL 6 Death Knell. This ability can be dispelled as normal for an active spell. � Chosen of Darkness, Vol#1: APL2: Burning Hands, Charm Person, Disguise Self, Mage Armor, Obscuring Mist, Sleep, Wave blessing (SW), Melf’s Acid Arrow, Swim (SW) (Adventure; PHB; 600gp); APL4 - all of APL2 version plus: False Life, Touch of Idiocy, Deep Slumber, Fireball (Adventure; PHB; 1,100gp); APL6 - all of APL2-4 version plus: Major Image, Chain Missile (SpC), Clairaudience/Clairvoyance, Polymorph (Adventure; PHB/SpC; 1,800gp). This Record Certifies that _______________________________________________ Played by _______________________________________________ Player RPGA # Has Completed RTK6-02 A Knightly Tale A Regional Adventure Set in the Archbarony of Ratik Event: _________________________________ Date: ________ DM: ___________________________________________________ Signature RPGA # Play Notes: � Gained a level � Lost a level � Ability Drained ______________ � Died � Was raised/res’d � Was reincarnated _________________________________________ _________________________________________ Home Region______________________
textdata/thevault/Living Greyhawk/Modules/Ratik/596/Normal Scenarios/RTK6-02 - A Knightly Tale (APL 2-6)/RTK6-02 - A Knightly Tale AR.pdf
Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of the author. To learn more about the Open Gaming License and the d20 system license, please visit www.wizards.com/d20 DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for tournament use only and may not be reproduced without approval of the RPGA Network. NYR4-04 He Loves Me, He Loves Me Not A One-Round D&D LIVING GREYHAWK® Nyrond Regional Adventure Version 1.0 by John D. Jenks and J. Eddy Roberts Maps by Uwe Menzel Reala Nadir is the intellectual property of Jodie Smalley, used with permission It is the biggest event in Nyrond – a Royal Wedding is to take place! In celebration you are invited to participate in a special costume ball on the eve of the grand nuptials. A Royal Adventure for characters of 5th to 14th level. Part Four of the Scavenger Hunt series. He Loves Me, He Loves Me Not Page 2 Introduction This is an RPGA® Network scenario for the Dungeons & Dragons® game. A four-hour time block has been allocated for each round of this scenario, but the actual playing time will be closer to three and a half hours. The rest of the time is spent in preparation before game play, and record-keeping after the game. The following guidelines are here to help you with both the preparation and voting segment of the game. Read this page carefully so that you know and can communicate to your players the special aspects of playing an RPGA scenario. Preparation First you should print this scenario. This scenario was created to support double-sided printing, but printing it single sided will work as well. There is enough room along the inside margin to bind the adventure, if you desire. Read this entire adventure at least once before you run your game. Be sure to familiarize yourself with any special rules, spells, or equipment presented in the adventure. It may help to highlight particularly important passages. When you run an RPGA D&D adventure we assume that you have access to the following books: the Player’s Handbook, the Dungeon Master’s Guide, and the Monster Manual. We also assume that you have a set of dice (at least one d4, d6, d8, d10, d12, and d20), some scrap paper, a pencil, an RPGA scoring packet, and your sense of fun. It is also a good idea to have a way to track movement during combat. This can be as simple as a pad of graph paper and a pencil, as handy as a vinyl grid map and chits, or as elaborate as resin dungeon walls and miniatures. Keep in mind that you must have at least four players (not counting the judge), for the game session to be a sanctioned RPGA event. As well, you cannot have more than six players participating in the game. Playing the Game Instruct the players either to prepare their characters to participate in the adventure before the session begins, or wait until you read the introduction, depending on the requirements of the scenario as described in the introduction. Once you are ready to play, it is handy to instruct each player to place a nametag in front of him or her. The tag should have the player’s name at the bottom, and the character’s name, race, and gender at the top. This makes it easier for the players (and the judge) to keep track of who is playing which character. The players are free to use the game rules to learn about equipment and weapons their characters are carrying. That said, you as the judge can bar the use of even core rulebooks during certain times of play. For example, the players are not free to consult the Dungeon Master’s Guide when confronted with a trap or hazard, or the Monster Manual when confronted with a monster. Some of the text in this scenario is written so that you may present it as written to the players, while other text is for your eyes only. Text for the players will be in bold italics. It’s strongly recommended that you paraphrase the player text instead of reading it aloud. Some of this text is general and must be adapted to the specific situation or to actions of the player characters. Tracking After the players have completed the scenario or the time allotted to run the scenario has run out, the players and judge fill out the RPGA Tracking Sheet. The judge should complete the top of the form and list his name and RPGA number. The players should each list their name and RPGA number. After the form is filled out it should be given to the Event Coordinator. LIVING GREYHAWK This is a LIVING GREYHAWK Adventure. As a LIVING adventure it is expected that players bring their own characters with them. If players do not have a LIVING GREYHAWK character generated, get a copy of the current LIVING GREYHAWK character generation guidelines, and a character sheet from your convention coordinator or the RPGA Web site, and then have any players without a character create one. Once all players have a LIVING GREYHAWK character, play can begin. Along with the other materials discussed in the Preparation section above that you are assumed to have in order to run a D&D game, it is also recommended that you have a copy of the LIVING GREYHAWK Gazetteer. LIVING GREYHAWK Levels of Play Because players bring their own characters to LIVING GREYHAWK games, this adventure’s challenges are proportioned to the average character level of the PCs participating in the adventure. To determine the Average Party Level (APL): 1. Determine the character level for each of the PCs participating in the adventure. 2. If PCs bring animals that have been trained for combat (most likely being war horses, dogs trained for war), other than those brought by virtue of a class ability (i.e. animal companions, familiars He Loves Me, He Loves Me Not Page 3 # of Animals Mundane Animals Effect on APL 1 2 3 4 1/4 & 1/6 0 0 0 1 1/3 & 1/2 0 0 1 1 1 1 1 2 3 2 2 3 4 5 3 3 4 5 6 4 4 6 7 8 5 5 7 8 9 6 6 8 9 10 CR of Animal 7 7 9 10 11 paladin’s mounts, etc.) use the sidebar chart to determine the number of levels you add to the sum above. Add each character’s animals separately. A single PC may only bring four or fewer animals of this type, and animals with different CRs are added separately. Nevertheless, if a character has the Mounted Combat feat, he may bring a single warhorse, light or heavy, with him in the adventure and it will not count toward the APL calculation. 3. Sum the results of 1 and 2, and divide by the number of characters playing in the adventure. Round to the nearest whole number. 4. If you are running a table of six PCs, add one to that average. By following these four steps, you will have determined the APL. Throughout this adventure, APLs categorize the level of challenge the PCs will face. APLS are given in even-numbered increments. If the APL of your group falls on an odd number, ask them before the adventure begins whether they would like to play a harder or easier adventure. Based on their choice, use either the higher or the lower adjacent APL. APL also affects the amount of experience and gold a PC may gain at the end of the adventure. If a player character is three character levels or more either higher or lower than the APL at which this adventure is being played, that character will receive only one- half of the experience points for the adventure. Further, if the PC is three character levels or more lower than the APL at which this adventure is being played, that PC will receive one-half gold for the adventure as well. This simulates the fact that either the PC was not challenged as much as normal or relied on help by higher-level characters to reach the objectives. Further, a PC who is four or more levels higher than the highest APL supported by the adventure may not play the scenario unless the highest APL supported by the adventure is APL 12. Note: LIVING GREYHAWK adventures are designed for APL 2 and higher. Four or five 1st-level characters may find difficulty with the challenges in a LIVING GREYHAWK adventure. If a group is APL 1 there are three things that the group can do to help even the score. 1. Attempt to create a table of six 1st-level characters, or try to enlist higher-level characters to play at that table. 2. Advise characters to buy riding dogs to help protect them, and fight for them. All riding dogs are considered trained to attack. PCs who want their dogs to attack must succeed at a Handle Animal or Charisma check (DC 10). Failure indicates that the animal will not attack that round. This is a move action (spoken command) that may be attempted each round. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases to 12. Time Units and Upkeep This is a standard one-round Regional adventure, set in the Kingdom of Nyrond. Characters native to Nyrond pay one Time Unit per round; all others pay two Time Units per round. Adventurer’s Standard Upkeep costs 12gp per Time Unit. Rich Upkeep costs 50gp per Time Unit. Luxury Upkeep costs 100gp per Time Unit. Judge’s Notes The premise of this scenario is that it is the fourth part of the series that started with The Great Scavenger Hunt, however it is not a requirement that characters have played that scenario prior to enjoying this one. There are several references to various Nyrond locations, meta-organizations, and NPCs. Please check with the myriad Nyrond resources available through the Nyrond web site. The web site is located at: http://www.nyrond.org/turbine/page/ Please be sure to communicate the results of your running of this scenario to either the Nyrond triad or the event coordinator so that these results can be recorded. Backstory It has been nearly six years since Xenia Sallavarian collapsed while touring the Kingdom of Nyrond. Xenia, a beautiful young woman and cousin of the famous Jallarzi Sallavarian of the Circle of Eight, was the King’s fiancée and slated to marry him the following year in a huge public ceremony. Unknown to the general public, Xenia’s collapse was caused by He Loves Me, He Loves Me Not Page 4 the rapid onset of something that was not unlike a disease, but is actually a creature that feeds on a person’s life force. A creature put there by an undead cleric of Incabulous in order to insure the fall of the Kingdom of Nyrond. A quest for a cure began, and with the help of the AAAA, hope was found. Adventurers, able to move about the kingdom without attracting attention, were sent out to gather the rare and obscure ingredients required. One of these ingredients was a specific meteorite that would fall in the Flinty Hills region of the kingdom. Unknown to the adventurers sent to recover the meteorite; the impact would take place at the site of an ancient burial chamber used to imprison a powerful demoness by the name of Reala Nadir. The meteorite crashed through the wards sealing the chamber and freed this ancient evil – none the happier at her long imprisonment. This ancient evil succubus fled and joined up with the cause of Xenia’s suffering. The mummy-cleric of Incabulous, Kalamid, desired nothing more than the destruction of the Aerdy kingdom – a desire shared by Reala. Each was going to use the other, until Reala discovered that Lynwerd, King of Nyrond, was still single. She traveled to Rel Mord, using her charms to get her close to Lynwerd, whereupon she took him as her thrall. Kalamid was to keep tabs on her using his master spy already within the palace, but a band of adventurers entered his stronghold and put an end to him. The Grey Seer was not blind to Reala’s nature, but has so far been unable to remove her spells. His frustration is a source of great amusement to the demoness, who keeps him around to watch as she maneuvers to become Queen of Nyrond. And with the nuptials only a day away, he is rapidly running out of time. Enter the adventurers. The Grey Seer has discovered a way to break Reala’s spells, but it requires that special oil be used to enchant her dressing mirror. He is unable to enter her chambers without her knowledge, but the PCs might just be able to do the work for him. Reala is still a threat should she catch the PCs, and watching from the shadows is Kalamid’s master spy. The Spy, a capable and talented follower of Incabulous, has infiltrated the palace in the guise of a simple pageboy. So capable is he, that the Grey Seer has used him on a number of occasions to deliver messages. The Spy is going to use the occasion of the masquerade ball being planned for the night of the adventure to launch a surprise attack on Lady Xenia – hopefully slaying her, saving the KOI patriarch, and getting away. At least that is the plan. The PCs hopefully have other plans. And so the PCs arrive in Rel Mord, anticipating festivities on the eve of the Grand Nuptials. They find their rooms, unpack, and discover a fancy invitation to the Palace awaits them. The story opens here. Adventure Synopsis Introduction: The Traveling Companion – The PCs arrive in Rel Mord for the big wedding festivities. We get our first introduction to the flower theme. The PCs also get a summons to the royal palace. Scene One: Everything in the Right Place – The PCs make it to the castle, where they are put to work. Scene Two: The Puppet Show Man – The PCs are finally together, meet the Grey Seer and are given quite the unusual mission, along with some specific instructions. Scene Three: The Emperor’s New Suit – While out on their mission, the PCs encounter King Lynwerd; who is obviously a bit confused and befuddled. But there is one moment of lucidity - when Lynwerd spots a flower. Scene Four: The Shepherdess and the Sheep – Exploring Reala’s rooms, the PCs encounter a multitude of mirrors, Reala's ‘pets’, and get to have their first shared pain experience. Winning the fight, the PCs can enchant the Flower Mirror. Scene Five: She Was Good For Nothing – Escaping Reala’s rooms, the PCs encounter the Succubus herself. She asks them to accompany her on a tour of the gardens, where she "wishes to talk with them." Scene Six: The Garden of Paradise – Walking through the gardens, Reala gives the PCs some information on a rival of hers - a traitor that has been undermining the plans of Nyrond. While Reala is herself an enemy, the PCs were given specific instructions. Scene Seven: In the Uttermost Parts of the Sea – Heading for the traitor's rooms, the PC encounter a trapped door, a water-filled room, and more shared pain. Scene Eight: What One Can Invent – It seems that the traitorous pageboy has left the PCs a noisy and biting surprise. Scene Nine: What the Old Man Does is Always Right – The PCs take their news to the Grey Seer, who sends them to save Xenia from the traitor. Scene Ten: Dance, Dance Doll of Mine – Chasing the traitor, the PCs find him freeing Xenia, and her He Loves Me, He Loves Me Not Page 5 KOI infestation. Both sides of the conflict get more than they bargained for. Scene Eleven: The Goblin and the Woman – The Patriarch of all the KOI has possessed the traitor and together they give the PCs their final shared pain experience. But Xenia's voice gives them aid - and hope. Scene Twelve: The Loveliest Rose in the World – Xenia sends the PCs to recover the enchanted mirror, and meets them at the grand ballroom. A confrontation, a revealed secret, and a freed king make short work of the demoness. Conclusion: The Happy Family – Having saved the day, the PCs are rewarded and the wedding plans continue – this time with the right bride. Introduction – The Traveling Companion News has spread throughout the kingdom. Lynwerd is to wed. A royal wedding! And so you have arrived at the capital city of Rel Mord along with hundreds of others. The city gates are as busy as they have ever been. Noble dignitaries from nearly all the surrounding realms are here. Merchants ready to capitalize on the monies of dozens of foreign lands. Thieves and pickpockets are out in force. Guardsmen, all decked out in the royal colors, stand on every street corner. And everywhere is the talk of the bride-to-be. Little is known of her. Rumors abound that Lady Xenia had returned home. That she finally died of whatever sickness she bore. That Lynwerd, not Sewarndt or agents of Iuz, had her assassinated. Some even say that this new Lady Reala is none other than Xenia in disguise. Whatever they all think, the simple fact is that King Lynwerd is to wed in two days, and that festivities are being held in celebration. So here you are, standing in line with dozens of other travelers. Ahead of you, you can hear a mild curse. It seems one of your line-mates has stepped on something. And in fact, he has. One of those visiting merchants has just stepped on a bristlecone flower vine. As the flowers have deceptively long thorns, stepping on one can be quite painful. Assuming the PCs decide to talk with him, you can use the following boxed text to start off this role-playing encounter. The encounter is designed to give the PC’s some background, get them to make introductions to each other, and also to give the PC’s their first hint of the flower theme of the scenario. “Blasted weeds. I wish they would do a better job of keeping these things off the road. Nasty thorns they’ve got – stick you right through your boots if you aren’t careful.” “I’m Gralwan, by the way. Sorry if I scared you adventuring types with my cursing, but it kind of caught me by surprise. These weeds are pretty much everywhere here in Justcrown. Farmers hate ‘em since they grow everywhere, but all the young girls think they are … what was that word my daughter used, oh yeah … adorable.” They are pretty flowers and all, and young women looking to marry often wear a garland of them, but I just don’t like stepping on them on the King’s Road is all.” “But here I am nattering on without giving you all a chance to speak. I assume you are here for the wedding like everyone else?” Hopefully the PCs will take the hint and strike up a conversation. Gralwan doesn’t really have any information to pass along, as he’s just arrived at Rel Mord himself. He’s a drover and cattle merchant; here to see the festivities and hire a team to head out to Newtown for the next cattle drive. He’s not looking to hire the PCs, and really couldn’t afford them anyway. He does think highly of adventurers though, and will be full of praise for the great many things they’ve done on behalf of the Kingdom. Entering the city becomes interesting. Rel Mord has very specific laws about the carrying of weapons, and there are tolls to be paid before one can pass through the gates. As you finally make it to the gates to the city, a sign becomes clearly visible through the crowd. He Loves Me, He Loves Me Not Page 6 Welcome to Rel Mord! Please be aware that no person shall be allowed to bear arms larger than short swords, with the exception of quarterstaffs and rapiers. All items not fitting this description must be checked at the gate. A receipt will be given. Spellcasting of a lethal nature is forbidden, as is any use of magic to beguile, charm, or control the actions of others. Entertainers may perform such magic as is required for their profession. Entrance Fees: Citizen of Nyrond 1 Noble Non-citizen 2 Nobles Riding Animal 5 Shields Non-riding animal 2 Shields This information has been duplicated in Player Handout #1 – Entering the City. Should the PCs need translation, a Noble = 1 gp, while a Shield = 1 sp. Members of certain meta-orgs may be allowed to reduce or ignore these costs. Other meta-orgs may allow the PC to carry weapons within Rel Mord without needing to check them at the gate. Please refer to the latest Nyrond Metaorganizations Booklet to be found on the Nyrond regional webpage. Note: A PC may not carry weapons for other PCs. Spiked shields count as weapons, although spiked armor does not. Even PCs allowed to carry weapons via meta-org access must have these items peace-bound if possible. Violating these basic premises can be cause to void membership in the meta- org that grants the ability. Once the PCs have done everything needed to enter the city, they can attempt to find lodging. Super inquisitive PCs or those with particular meta-org contacts may desire to learn more of current events. Try and discretely steer them in the direction of getting lodging. In no case will they be able to enter the palace grounds without specific authorization – which none of the PCs will have, including those in royal meta-orgs. Assume that unless the PCs specifically travel together, that they have all entered the city separately. Inquire as to each PCs plans for lodgings, stabling and meals. If PCs desire to use their meta-org contacts to procure lodging, they are free to do so. For those not wishing such, or those without contacts able to provide similar benefits, there are only a few inns in the city that still have rooms left. The inns themselves are not important, but for flavor purposes, please use the following descriptions as you see fit. • The Weary Traveler: A small bed and breakfast type affair. Two stories, with only a single room available. Double normal upkeep costs for standard lifestyle (ie 24 gp per TU). Rich and Luxury lifestyle are not affected by this increase. • The Crossed Arms Inn: Dockside, and that should tell one everything. Two rooms available, if you really want them. Those staying and having a meal must make a Fortitude save DC 12 against the food poisoning common here. Sailors and those in the Navy meta-org are immune. Characters failing the save take 1d4 worth of non- lethal damage, and can’t bear the sight of food for the rest of the day. • The Three Creeks: For those that are not members, only a single room is available. Members can always find a place to crash somewhere. • Griffon and Boar: This is a fairly up-scale, well-to- do establishment. Characters wishing rooms here can find as many as they would like, however prices are at nearly 10 times normal (i.e. only Rich or Luxurious lifestyles can obtain rooms here). • The Plucked Goose: Another commoners inn. Two rooms are available, but the fleas and ticks are pretty terrible. Those not taking precautions against the critters will have received 1d4 worth of non-lethal damage from their bites. • The Freeman’s Rest: This inn is perfectly normal, but has only a single room available. Many PCs will want to question the locals, use their meta-org contacts, or otherwise discuss Reala. It should become obvious very quickly that either no one knows anything (the vast majority) or they aren’t saying (the few that might know something have been ordered to keep it quiet). Some specific examples follow. • Royal meta-orgs have been given specific orders not to discuss the wedding, Reala or Lady Xenia with anyone. PCs using these contacts will learn nothing at all. • Military meta-orgs frankly don’t know anything. Most suspect that Lynwerd has disguised Lady Xenia as this Reala Nadir person, and that the truth will be revealed at the wedding. In truth, He Loves Me, He Loves Me Not Page 7 the Grey Seer has planted these rumors in order to keep up the morale of the troops. • The adventuring orgs (Warrior’s Brotherhood, Iron Fist Guild, etc) all suspect that Xenia has been assassinated long since, and that this Lady Reala is just Lynwerd’s second choice. • Most religious orders suspect that poor Xenia died of her illness sometime in the past couple of years, and they are glad that Lynwerd has found someone new. “Although it was a rather fast courtship, now that you mention it.” • The Heironean, Pelorian and Raoan orders know a bit more of the truth, but are unwilling to spread rumors for fear of causing a panic among the common people. PCs that have played in “To Catch a Falling Star” or “Kiss of Incabulous” and attempting to bring up their experiences as proof, will be basically told to keep it quiet to avoid a panic and riot. Allow the PCs to wander the city to their heart’s content. Nothing interesting will occur until they finally return to their rooms. The first thing the PCs will notice upon returning to their rooms is the nice little note left on their pillow (if they did not leave their rooms, the note will be slipped under the door in a sealed envelope). The note is basically an invitation to meet at the palace first thing in the morning. It is a bit cryptic, but PCs should get the point that they are there to “work,” not to have a good time. The note is attached as Player Handout #2 – The Cryptic Invitation. The PCs should decide whether they will attend or not. Those deciding to pass on the invitation miss the scenario. They end up with no gold or experience. If the PCs decide to accept the invitation, then proceed to Scene One. Scene One – Everything In the Right Place When the PCs arrive at the palace, they will be directed to enter through a servant’s entrance. An overworked guardsman will take their note and they will be directed to: “Go over there. Someone will be along shortly to see to you. And before you ask, no. I don’t know anything further. I’ve got enough to do just making sure people don’t try to sneak in; they’ve been trying in droves all morning. What is it about a masquerade that brings out all the strange ones?” Questions about these sneaks will be answered tersely. “They’re being dealt with I guess.” Questioners about the masquerade will be told that it will be held tonight and that dignitaries from throughout the region will be there. Seems it is a celebration for the King’s upcoming wedding. The guard really has no useful information to forward. He takes his job very seriously and will become quite annoyed with frequent questions – finding them to be a distraction. The palace layout is detailed on Judge’s Map #1 – The Royal Palace. Going to the place indicated by the guard, you find yourself standing just outside the entrance to a grand ballroom. Scores of people are moving about; arranging flowers, putting up decorations, sweeping the floor, and otherwise getting the place ready for tonight’s masquerade ball. You mill about for a few moments while you decide what to do, and then a tabarded young boy of about twelve years approaches. He is obviously one of the royal pages, and he seems to be pleased. The pageboy will approach one and only one of the PCs. He will speak exclusively to that character, and ignore the others. Note: This pageboy is in reality Kalamid’s master spy, Percil B’kney. He’s also not a young boy, but actually a 35-year old Halfling with some amazing disguise skills. In fact, for those PCs that are so paranoid about everyone, allow them to make a spot check against Percil’s disguise. Assume that Percil took 20 on the roll, used a masterwork disguise kit, and gets a circumstance bonus of +8 from his cover identity and long practice. This gives a total on the disguise roll of 36+APL. Percil also gets undetectable alignment at APL 10 and 12. The PCs will run into him again later on, but right now he has been given the task of escorting one of the PCs to a small meeting room. He was given this task in his capacity as a pageboy. He’s still trying to maintain his cover identity, so he’s still acting the role. He has no idea that these adventurers are going to be involved in his own plots, so he’ll be very friendly with his charge until he delivers him or her to the meeting room. Percil pretends to know very little about what is going on, but he’ll be full of praise for the He Loves Me, He Loves Me Not Page 8 “gorgeous Reala. She’s the king’s fiancée you know, and they’re going to be married tomorrow. The castle is looking very pretty with all the decorations going up, so it ought to be a really nice wedding. I get to serve the Royal Couple during the dinner afterwards. I’m Percil by the way, Percil B’kney. Have you ever been to a wedding? Probably not one this grand, but big anyway? What was it like?” And so on. Percil pretty much talks without stopping to wait for responses, and eventually delivers his charge to a small meeting room. Attempts to Sense Motive on him are unsuccessful, as he is not lying in the least. He long ago realized that the best way to avoid suspicion was to never say anything of substance. The small meeting room has only a single chair and a small table as furnishings. There are no other exits, and no windows. All in all, it most resembles a large but empty closet. However, if the party had any weapons taken from them at the gates, those weapons can now be found here. Once the PC has entered the room, Percil will give a quick bow and then leave, closing the door behind him. Meanwhile the other PCs are still milling about in the ballroom. Have them shuffle nervously for a while and then use each of the following events once. Each one will pull away a single PC. If you like you can run these events one on one with each PC so that the players do not know what is going on. Each of the NPCs will lead the PCs in a different direction but all will arrive at the same place – see below. • A young looking Flannish maid will come up to the strongest looking PC and ask for some assistance in moving chairs. She’ll have a total of six chairs that need to be moved down the hall and around the corner to a storage room – “it’ll just take a second, really.” Once the PC agrees to help out he or she will be shown to the same meeting room as the first PC. She’ll acknowledge that she was sent to bring one of you to this room, but she refuses to mention why or who sent her. • An older Oeridian man wearing painter’s clothes will tell one of the PCs that he “needs another warm body to judge lighting and shadow. If one of you could hurry up and follow me, you should only be gone for a minute at most. Chop chop.” Again, the PC will be taken to the small meeting room and left without explanation. • A middle-aged woman of mixed heritage will show up with a plate of cookies and a big pitcher of milk. She’ll ask one of the PCs to help clear off a table in a side room, since her hands are quite full. Taking the PC to the small meeting room, she’ll leave the plate of cookies and pitcher of milk behind. There are no glasses. • A very young Oeridian girl of perhaps eight years shows up carrying a stack of earthenware mugs. She’ll drop them near the PC and start crying. A wandering woman carrying a stack of paper stars will beg the PC to “help the poor girl before we all go deaf.” Assuming the PC helps out, the girl will stop crying and, between sniffles, ask him or her to carry the mugs to a nearby closet since her mom said they weren’t needed. Once the PC arrives, the girl’s demeanor will brighten, she’ll grab a cookie and run off down the hallway. • Finally, if there is still another unclaimed PC, another page (not the spy) will arrive and tsk “You know, you are totally in the wrong spot. Follow me. Your contact is down this way, and has been waiting for you.” They’ll arrive at the little room, the PC will enter, and the page will leave. Let the PCs enjoy their cookies for a little bit, and then proceed to the next scene. Obviously PCs that ignore the obvious hooks deserve to be left behind. Scene Two – The Puppet Show Man Once the PCs have had their fill of milk and cookies, they will hear the door audibly lock. Purple and green lights will shine on the walls from no visible source. And then, slowly in order to prevent surprise and attack, a portal opens and in steps a gray-haired old man dressed in gray robes. Use the following description. The cookies were nice and chewy, the milk ice cold. You still have no idea why you were all sent to this little room by such tortured means. Without warning, you hear the lock on the door snap shut with an audible click. You are still making up your minds about whether to investigate this when the lights come on. Green and purple lights shining on the walls – but coming from no visible source. A couple of seconds later and you see a portal slowly opening against one wall. Standing on the other side is a small, ancient Oeridian male. Long gray hair, gray beard, gray robes and a hand raised in a wait gesture give you all pause. The robed man leans forward and looks about the room. The look of concentration alerts you to his use of Arcane Sight, but he appears to only give each of you a small glance. It is the unoccupied He Loves Me, He Loves Me Not Page 9 spaces of the room that he spends the most time observing. Finally satisfied, the man steps through and the portal closes behind him. A small smile crosses his lips and he speaks. “Hello everyone. I am the Gray Seer. Why don’t we all take a seat and I’ll give you lot some explanations. But first, let me get rid of this disguise, it’s itchy.” With that, the man removes his gray hair and beard, revealing a clean-shaven head and a rugged powerful jaw. Apparently the Gray Seer is not your typical frail wizard. He’s also quite a bit younger than you have been lead to believe. This is truly the Gray Seer. First off, any PCs stupid enough to attack him are simply killed. Remove their characters from play and contact your coordinator or triad representative for further details. He’ll grab whatever chair is left after making sure all the PCs have seats. He’ll also grab a cookie and a mug of milk before he sits down. “Before you all ask, no. I did not foresee you all coming. I did not Scry, Commune or otherwise use magic to determine whom to contact. I used a more old fashioned approach. I watched the people coming through the gate until I found a few likely candidates for my purposes. You see, we have a very big problem. And it is one I cannot solve without some help.” “I am sure you have heard of the upcoming wedding between our good king Lynwerd and a Lady Reala? Well, I can assure you that Reala is no lady. She is nothing other than a succubus and demonic temptress.” If any of the PCs have been through NYR3-07 To Catch a Falling Star or NYR3-09 Kiss of Incabulous, then he’ll add, “I see by your looks that you all have some knowledge of this. Good, it will make what I need ask of you seem all the more important.” If the PCs have not been through either scenario, continue with the following. “Reala has managed to do the unthinkable. She has gotten close to our King, using her demonic charms to foil any attempt to stop her. Since then she has ensorcelled Lynwerd and taken him in thrall. I dare not attempt to break her hold over him. Her control over him is nearly total, and I fear for his life and sanity if I should not be one hundred percent sure of success.” “But I do have a way to free him. It is difficult and fraught with danger, but it has the best chance of success of any plan conceived so far. And of course, this is where you lot come in.” “You see I have devised an elixir that when applied to a mirror, will capture an image of a being’s true nature. All we need to do is apply it to a specific mirror in Reala’s chambers before she makes herself ready for tonight’s masquerade ball. I cannot enter her chambers without her knowledge – but you lot can.” “Assuming you all agree to this task, I can outline the plan. Surprisingly it isn’t that difficult, but I have some very specific instructions for you in case things go poorly.” “So, what say you all? Obviously if you cannot agree to this, I’ll be disappointed, but I can understand.” The Gray Seer will wait for responses. Those failing to agree to the task will be politely shown back out into the city. The scenario is over for those characters. Those that agree can continue below. “Excellent. Since you’ve agreed to give me some help, I’ll explain the plan. It is very straightforward.” “Point 1. Reala is using the Lady Xenia’s chambers. She probably finds it humorous to stay in the rooms of Lynwerd’s true fiancée. Her main door is magically warded, but luckily there is a secret escape route that you can use to get inside without alerting her.” “Point 2. Reala most likely has guardians within. These guardians are apt to be demonic in nature. You will have to defeat them. Here is a draught that will remove the evidence of your fight. It dissolves dead demonic flesh and blood. Scatter it about and Reala will think that her guardians just left her service. The time is too close to the culmination of her plans so she will not go looking for them – thinking to punish them only after she has become queen.” The elixir is nothing more than concentrated holy water, but there is no reason to let the PCs know that. “Point 3. When you have defeated her guardians, look about for a mirror with a carved wooden frame. Pictures of flowers similar to roses as I remember. The mirror was given to Lady Xenia by Lynwerd as an engagement present. I think it fitting that it be used to defeat Reala.” He Loves Me, He Loves Me Not Page 10 “Point 4. Coat the surface of the mirror with the elixir of enchanted oil. It should be absorbed into the glass and you’ll see a brief sparkle when the magic takes effect. Then get out of there by the way you came in. I’ll try to find you a couple of hours later, once I am positive that Reala has used the mirror. I’ll probably have more instructions for you then.” “Point 5. Lynwerd is enchanted and ensorcelled. There is a very real possibility that you might run into him in the halls. Do not talk about Reala. Do not try and change his mind or cast any spells to try and alter his opinions. None will work and most will alert Reala to the attempt. She’ll be able to tell Lynwerd to have you all arrested or executed. And there would be nothing anyone could do to stop it. Any attempted harm on the person of the King will also earn you a death sentence. Only I’ll be forced to find you to administer it myself. “Point 6. Reala is dangerous. Extremely. If you should run into her, you must do whatever she tells you to do. No matter how long it takes or how unusual the task. If she suspects anything about you being there to stop her, the plan is ruined. So do nothing to her, and follow her orders to the letter. Attempting to kill her will in all probability result in Lynwerd’s death instead. And if she doesn’t kill you after such an attempt, I’ll do it myself.” “I hope I have made myself clear on all these points? I assume you all have questions?” The Gray Seer is willing to answer any and all questions that pertain to the mission at hand. Questions outside that area will be ignored as not presently important. Below are some example questions that might come up. • What if Reala attacks us? Can we defend ourselves? She won’t. First off, she considers herself to be above everyone else, and would find that demeaning. Secondly, if you stick to the plan she should have no reason to suspect anything. She’s obviously preoccupied with other concerns, and shouldn’t pay you any attention. • Does it have to be that mirror, or will any mirror work? What if the mirror isn’t there? The mirror should still be there. Reala seems to be very fond of usurping Lady Xenia’s place, which includes all her things as well. If it isn’t then you can use another mirror, but the symbolism will be lacking. • What if we run into her before we reach the mirror? You said we had to obey her commands. What if she sends us out of the palace? I’m going to distract her. She won’t be anywhere near her rooms when you make your attempt. If she does run into you then you must obey her explicitly. No matter what those orders are, you must follow them or the whole plan falls apart. Following her orders is even more important than reaching the mirror. She must not learn what is up. • What if her guardians get away? They are sure to go warn her. You are just going to have to make sure that doesn’t happen. If she is warned, then we fail. Simple as that. • What about Lady Xenia? She is still fine. Protected and safe. • What about the quest for the cure? It is still proceeding. The ingredients are being found and we are confident that we can fix the problem soon. That mummy-priest caused us a lot of problems, but we’ll survive. If the PCs ask other questions, answer them in the spirit above. He will not answer silly questions, questions about extraneous matters, or anything you judge to be improper. Once the PCs are ready to go, read the following. “Well then. It sounds like we are ready to go. Here is your demon-flesh removal draught and the elixir of enchanted oil. And here are the directions to the secret way into Lady Xenia’s chambers. Good luck to each of you. The Kingdom is counting on it.” He’ll then reattach his wig and beard; give the PCs a wink, and teleport out. The door will unlock, and the PCs are free to continue with their mission. Proceed to the next scene. Scene Three – The Emperor’s New Suit You are following the directions given to you be the Gray Seer. Somewhere around the next bend is a side door into a breakfast nook off of the palace gardens. From there you should be able to find the hidden trap door, and the tunnel leading into Reala’s – no, Lady Xenia’s rooms. He Loves Me, He Loves Me Not Page 11 You reach the door, and through it you can hear singing. It’s not very good, but it is very enthusiastic in any event. Allow the party to get incredibly paranoid if they want. Eventually they will open the door. Standing within the breakfast nook is a tall and ruggedly handsome Oeridian man. A man with a crown. The King. King Lynwerd seems to be singing a silly little rhyme about young lovers in the springtime. And he’s obviously admiring his clothes. At your arrival he notices you. “Ah, loyal subjects. Excellent timing. I need you to tell me if these clothes are acceptable, since I’m to be wearing them while dancing this evening. They are quite new and apparently all the rage in Greyhawk, at least according to my little sugar-drop Reala.” He makes an audible sigh and his eyes become unfocused. A second later he stops gazing with his mind’s eye and returns to the real world, more or less. “So, do I look appropriately royal? I want to be really sure that Reala likes them.” He turns to all of you expectantly. Lynwerd is not stupid, just ensorcelled. He is currently unable to think of anything except pleasing Reala. There is nothing the PCs can do without magic to snap him out of it, and hopefully they heed the warning given to them and do not attempt magical intervention. Continue to converse with the PCs, having Lynwerd move about the breakfast nook the entire time. He should speak of nothing but Reala – either speaking directly of her, or using not so subtle hints to bring her up. Frankly it should be rather sickening and distressing. At some point during the conversation, Lynwerd should notice a vine of bristlecone flowers. The weed has apparently taken root within the garden and is now stretching a vine into the open space of the breakfast nook. Lynwerd will stop in mid-sentence and reach down for the vine. Stopping in mid-sentence, Lynwerd bends down and plucks at a vine of bright yellow flowers. If you aren’t mistaken, they are the same kind of bristlecone flowers you saw out at the city gates. Lynwerd’s face becomes serious, and for just a moment you see the King you know him to be. “She always loved these. Said I shouldn’t have them removed from the garden. She thought that all gardens need a few thorns, especially when the thorns are this beautiful.” He sniffs deeply of the flower. You see his features take on the noble set expected of a king. But the moment passes, and Lynwerd’s eyes regain their glazed look. The vine drops from his fingers and he turns back to you. “Never mind. I am sure that these clothes are acceptable. After all, Reala picked them out herself. Please go about your business. I must find my sugar-drop.” And with that Lynwerd marches out of the little nook, leaving you alone. The PCs can make of this whatever they wish. The entire purpose of this scene was to show the effect that Reala is having on Lynwerd, and to give them some hope that not all is lost. The PCs will most likely continue on through the trap door and down the escape tunnel. Go on to the next scene once they do so. Scene Four – The Shepherdess and the Sheep Reala has occupied Lady Xenia’s private rooms. She has eliminated or usurped all of Xenia’s possessions, including her treasured dressing mirror. The mirror was a gift from Lynwerd on their engagement, and hangs prominently in the dressing room. Xenia/Reala’s apartments are detailed on Judge’s Map #2 – Reala’s Chambers. There are three rooms. The first serves as an entryway and sitting room. The second acts as a more intimate drawing room and lounge. The third serves as the bedroom and dressing room. The mirror of note obviously hangs in the bedroom area. However there are dozens, perhaps even scores of mirrors about the place. Reala is an extremely vain creature. The secret door opens into the second room. Use the following text when the party first emerges from the escape tunnel. Opening the secret door at the end of the hidden tunnel, you know that you have emerged into Reala’s chambers. The room you have entered seems to be something of an intimate drawing room or lounge with a mauve and pale-blue theme. A pair of divans neatly flank a small fluted stand. Cushions and brightly colored, embroidered rugs cover the floor. Silken draperies decorate the ceiling. And everywhere are the mirrors. He Loves Me, He Loves Me Not Page 12 Mirrors on stands are scattered about the room. Mirrors on the walls of all shapes and sizes. There are even a half-dozen hand mirrors lying across every horizontal surface you can find. Given the information the Gray Seer imparted, you are obviously in the right place. Off to your right is a narrow archway with a privacy curtain tied off. It appears to lead towards the front room and the main entrance. Mostly straight ahead, although a bit to the left is another archway and privacy curtain, although this one has been pulled shut. At some point the PCs will most likely ask about the mirror descriptions. Feel free to use any or all of the following. 1. A gilt-framed mirror about the size of a small portrait. 2. A metal-framed mirror hung horizontally. 3. A heart shaped hand mirror with an intricate chevron-patterned back. 4. A round mirror with a cast iron filigree border. 5. An octagonal mirror hung neatly without a frame. 6. A triangular mirror with a frame of cut crystal. 7. A whimsical hand mirror shaped like the Kingdom of Nyrond. 8. A large mirror mounted in a brass swivel-stand. 9. An iron stand bearing a two-sided oval mirror, which pivots in the middle. 10. A small gilded cherub holds aloft a circular mirror above his right shoulder. 11. Another brass stand, this one very tiny and on a wall shelf, is carved like a pair of rearing unicorns. Their horns and fore-hooves hold up a diamond shaped mirror. 12. A larger hand mirror has a padded and upholstered back. 13. A silver chased mirror hung by a delicate silver chain. 14. A mirror cunningly carved to resemble a waterfall. 15. On another shelf, a cut glass shepherd leads a small flock of glass sheep across an oblong, mirrored plate. Of note is the absence of the flower-bordered, wooden- framed mirror that the party is seeking. Intelligent PCs will determine that it must be hanging in one of the other rooms. Should the party decide to investigate the front room first, allow them to do so. The front room is very similar to the drawing room, although with a light- burgundy and wood theme. Eventually they will decide to move aside the curtain into the bedroom. There are four different descriptor paragraphs that follow. Read the correct paragraph depending on the APL you are playing at. APL6: Parting the privacy curtain into the bedroom, you are greeted with the sight the Gray Seer warned you about. Waiting for your arrival in a red and yellow themed room is a small black-skinned humanoid with bright red forearms and claws. It has an obviously demonic cast to its features, and a feral grin splits its face. APL 6 (EL5) � Jovoc Demon: hp 36; see Appendix A for further details Tactics: The Jovoc will attempt to fight one opponent at a time. Given its fast heal ability it is not worried about attacks of opportunity from moving through threatened squares. However, the longer it can fight the party the more retribution damage they will take. It will only attempt to gate in another Jovoc if it takes half of its hit points in damage. APL8: Parting the privacy curtain into the bedroom, you are greeted with the sight the Gray Seer warned you about. Waiting for your arrival in a red and yellow themed room are a pair of small black- skinned humanoids with bright red forearms and claws. They sport obviously demonic features, and feral grins split their faces. APL 8 (EL7) � Jovoc Demons (2): hp 40, 36; see Appendix A for further details Tactics: The Jovocs will attempt to fight one opponent at a time, although not necessarily the same opponent. Given their fast heal ability they are not worried about attacks of opportunity from moving through threatened squares. However, the longer they can fight the party the more retribution damage they will take. They will only attempt to gate in other Jovocs if they take half of their hit points in damage. APL10: Parting the privacy curtain into the bedroom, you are greeted with the sight the Gray Seer warned you about. Waiting for your arrival in a red and yellow themed room are three small black- skinned humanoids. Two have bright red forearms and claws. Each has obviously demonic He Loves Me, He Loves Me Not Page 13 casts to their features, and feral grins on their faces. APL 10 (EL9) � Jovoc Demons (2): hp 40, 36; see Appendix A for further details � Babau Demon: hp 66; Monster Manual v3.5 page 40 Tactics: The Jovocs will attempt to fight one opponent at a time, although not necessarily the same opponent. Given their fast heal ability they are not worried about attacks of opportunity from moving through threatened squares. However, the longer they can fight the party the more retribution damage they will take. They will only attempt to gate in other Jovocs if they take half of their hit points in damage. The Babau demon will attempt to cast Darkness first, and then move flank an opponent opposite one of the Jovocs to get its sneak attack damage. APL12: Parting the privacy curtain into the bedroom, you are greeted with the sight the Gray Seer warned you about. Waiting for your arrival in a red and yellow themed room are Reala’s Guardians. A pair of small black-skinned humanoids with bright red forearms and claws and one without the red markings, stand next to a humanoid vulture- demon with vast, gray-feathered wings. The vulture-demon grins and starts to dance. APL 12 (EL11) � Jovoc Demons (2): hp 40, 36; see Appendix A for further details � Babau Demon: hp 66; Monster Manual v3.5 page 40 � Vrock Demon: hp 113; see Monster Manual v3.5 page 48 Tactics: The Vrock’s first action will be to release its spores as a free action, while attempting to gate in another Vrock. The Jovocs will spend the first round also attempting their gate ability. The Babau will cast darkness, to overlap all the gathered demons. Following that, the Vrock will attempt his stunning screech while the Jovocs and the Babau move to engage one opponent at a time. Note: This is a particularly difficult fight to run. The Jovoc’s retribution attack can quickly spell doom for an entire party, especially when combined with the Vrock’s spore attack. Once the party has defeated the demon guardians, they should remember to use the Gray Seer’s Elixir to remove the evidence of the combat. Should furnishings be damaged, Reala will suspect the demons of causing it, and not worry about it for the time being. The defeat of the demons will allow the party to find the correct mirror. Note that while it is not required for the PCs to coat this particular mirror (as explained by the Gray Seer), it does add quite a bit of closure to the story. Standing against one wall is a large wooden- framed mirror. The frame is beautifully carved to resemble roses or perhaps Bristlecone flower vines. The frame is wheeled and can be easily rolled around. The mirror’s surface is of silver and highly polished. This must be the object of your quest. Once the party uses the enchanted oil on the mirror, the surface will briefly glow and then fade. All the party needs do now is escape – preferably through the same tunnel they used to enter. Scene Five – She Was Good For Nothing Note: This encounter assumes that the party left Reala’s rooms using the same escape tunnel they used getting inside. If this is not the case, please adjust the following read aloud text to compensate for this fact. You have just exited the secret tunnel. Now, what to do and where to go for the next couple of hours until the Gray Seer contacts you again? You begin to contemplate that concept when a fairly musical voice reaches you from the direction of the garden. “Hello there! You must be those adventurers that I asked Lynwerd to fetch for me. Although he should have given you better directions.” This comes from what must be the most stunning woman you have ever set eyes upon. Long raven tresses with flashing red highlights. A slender Oeridian face with high cheekbones and bright green eyes. An exquisite figure with long and shapely limbs. All wrapped up in a low cut, short-skirted dress designed to hint at revealing more. Oh no, this can only be Reala. It is indeed Reala. She has no idea that the party standing before her is actively seeking her destruction. He Loves Me, He Loves Me Not Page 14 Rather, she requested that Lynwerd, “fetch some of those resourceful adventurers you always use. I have a task I’d like them to perform.” She simply assumes that these are the adventurers she requested. Lynwerd of course agreed, but has not yet been able to contact any adventurers – mostly because he is too busy contemplating ‘his darling sugar-drop Reala.’ Once the party gets over their shock (something Reala will simply assume is because of her beauty) Reala will continue to talk to them. “Yes, you lot. You are the adventurers I requested. Excellent timing, although Lynwerd should have given you better directions. Never mind that, I have a task I need all of you to perform. Walk with me for a bit through the garden, and I’ll explain it to you. Hopefully the party has taken the Gray Seer’s warnings to heart. Any of the following are cause to end the scenario prematurely: • Attacking Reala in any fashion – Reala will simply destroy them and the scenario ends with all players being killed. If your party argues that they could have survived or fled such a fight, simply mention that all the resources of a powerful demoness, a mighty court wizard and the entire kingdom of Nyrond will be brought to bear. Their characters are dead. Period. All characters must be collected, along with all adventure records, certs and similar effects. • Teleporting away, attempting to flee Reala’s presence, or any similar suspicious action will alert Reala to the Gray Seer’s influence and ruin the plan. Lynwerd will marry Reala, and the Kingdom is in a world of trouble. • Refusing her commands, accepting the commands but failing to pursue them to completion, or acting belligerent towards her will have the same results as fleeing her presence. If the party heeds the Gray Seer’s warnings, they will follow Reala out into the garden and the next scene. Otherwise the scenario ends here. Scene Six – The Garden of Paradise Reala will continue once the party has had a chance to compose themselves and follow her. “Lovely garden isn’t it? Quite a bit of work to maintain. Our gardener is forever pulling weeds. And the task I have for you is not dissimilar. It seems we have a spy, and I’d like you lot to kill him.” At this point the PCs might suspect that she wants them to kill the Gray Seer. While that might be tempting, she knows that the Gray Seer is probably too powerful even for a group of adventurers. Plus, he would have advanced knowledge of such an attempt. But there is no reason that the players should be worried for a while. Most likely one of the PCs will ask a question like, “Spy?” Reala will continue. “Yes, you see there has been a spy in the royal household for several years now.” At this point Reala stops in her speech. She also stops walking and looks down. That same Bristlecone flower vine that Lynwerd found is beneath her foot. Reala’s face will briefly contort in anger. Stepping off of the Bristlecone flower vine she just trod upon, Reala reaches down and angrily jerks the vine out of the ground. “These weeds are everywhere. Gardener! Come here!” Her fist closes about the vine, crushing the thorns between her fingers. Her other hand rips the flower petals off, one by one, scattering them about with quick jerky movements. Observant players (Spot DC 20) will notice that the thorns do not pierce her skin, nor does any blood get drawn. Reala has damage reduction (DR) after all, and a simple plant is not enough to hurt her. A few seconds go by with Reala slowly shredding the vine in her hands. When the gardener arrives he is obviously in a great deal of fear, for he trembles and quakes before her. “Y-yes-s my lady?” Even his voice quivers. “Have I not asked you to remove these weeds? Am I not holding another vine in my hands?” Reala grabs the man’s shoulders and shoves the vine into his face. The thorns scratch him in a few places and small droplets of blood appear. “Do your job. Remove these vines – all of them – before the masquerade this evening, or He Loves Me, He Loves Me Not Page 15 tomorrow you will find another place of employment.” The gardener quickly bows his obedience and very nearly runs to the nearest patch of the weeds. Reala gazes after him for a moment before turning back to you. “So sorry about that. It is so hard to hire good help.” Her eyes briefly size your party up. “Now where was I? Ah yes, the spy.” “This man has been actively working to bring about the fall of Nyrond, and no one has noticed. It is time to end this threat and assure that the Kingdom, and Lynwerd as well, will remain safe. I did not want to reveal this to him, so I had Lynwerd contact you lot as he has been doing with other adventurers for several months now. It should go unnoticed.” The party may have some questions at this point. Let them speak, but Reala will eventually interrupt, as she cannot let control of the conversation get away from her. “You may have heard a story about a priest of Incabulous? I am sure you are aware of the plague that has spread throughout the Kingdom? Well, all of this was possible because this priest had a spy in our royal household. You may have even met him in your travel through the palace. He’s our (dramatic pause) pageboy Percil.” At this the party is bound to be a bit stunned. Let them be. This is supposed to catch them by surprise. “Yes, our pageboy. Or should I say our page-adult Halfling?” She smirks at this before continuing. “He’s been the one passing vital information to the priest for years. Even now he is plotting to destroy my darling Lynwerd and bring grief and more to Our Kingdom. This cannot be allowed to continue. That is why you are here. Are you ready to proceed?” Reala will not dicker about fees, retainers, or down payments. She expects that the party will be paid by Lynwerd and frankly considers such trivial matters to be beneath her. She’ll answer any questions about such things with a wave of her hand and a dismissive snort. Once the PCs have agreed to Reala’s commands, she’ll give them some further information. “I’m glad you have agreed. Here are the directions to his rooms. I am sure he has traps and the like awaiting you. I cannot guarantee that he is in his rooms, but it seems the most likely spot to find him. He is currently off duty as he expects to be serving us at the masquerade this evening. I would start there if I were you.” “If you have no further questions, I’ll leave you to your task. I must go and prepare for this evening.” The query about additional questions should be said in such a manner that Reala expects there not to be. Reala leaves after giving the party the directions. Again, we hope that the party follows instructions and goes to the next scene. Otherwise the entire mission fails. Scene Seven – In the Uttermost Parts of the Sea As much as you might hate to follow her orders, you really have been given no choice. So here are you are, standing before the door that Reala’s directions say lead to the rooms of a spy. The door itself seems rather plain and no different from any other door along this hallway. There is no one in the hall, so now is as good a time as any to go inside. Given the read-aloud text listed above, parties are going to want to check the door for traps. Let them. This particular door is not trapped. The trap is located just a bit further along; see Judge’s Map #3 – Percil’s Chambers for details. When they do finally open the door, they will see a short hallway that ends at another door. A door with a number of graven glyphs upon it. Give the PCs Player Handout #3 – The Glyph Covered Door when they finally look within the short hallway. The passageway beyond the outer door is small, perhaps twenty feet in length, and ending in a highly carved door. Even from here it is easy to see that the carven runes upon the door are buttons. The party will be unable to do anything until they enter the room and proceed down the hallway. The buttons on the door cannot be depressed until the He Loves Me, He Loves Me Not Page 16 main hallway door is closed, and that main hallway door cannot be opened from the inside. Once the door has been closed, and any button pressed, the door locks shut (Open Locks DC 25+APL). Essentially, the party either is all in the hallway, or else they split the party – which could spell doom for the ones trapped inside. The fact that the door locks, and that there is no way to open it from the inside can be seen with a simple Search check (DC15). The entire hallway and glyph covered door is one large and fairly nasty trap. It doesn’t do a lot of damage, but there are a lot of ways to keep triggering that damage. To make matters worse, they don’t have forever to think about it, since the room will slowly fill with water every round the glyph door remains shut after the first button has been pressed. The trap works as follows: • The area between the outer door and the glyph door is approximately 20’ long, 5’ wide, and about 10’ high. • Any weight placed on the floor will set the trap. If you have characters that insist on always flying or walking on the walls, this will not be a problem so long as at least one member of the party is still walking normally. If the entire party managed to avoid the floor, then pressing any button on the glyph door (even a correct one) will set the trap. • The buttons on the glyph door cannot be depressed until the outer door has been shut. Once the door is shut and a button pressed the outer door will lock. There is no handle to open the outer door from the inside (Percil uses a different method to leave his chambers). • Once the first button is pressed, the passage slowly starts to fill with water. Each round that passes sees the water level rise by about 2’. A total of five rounds and the passage will be completely submerged. • This is a perfectly acceptable time to use the Favor of Kurast water-breathing effect. • The door is covered with dozens of letters that serve as buttons. The rhyme they form gives a clue about the answer – the buttons that must be pushed to unlock the inner door. • Each incorrect button pressed will discharge a shocking grasp spell through the intruder. If there is water present in the room, all other characters will suffer the same damage if they are touching the water in any fashion. The damage varies slightly by APL as follows: APL6 – 1d6, APL8 – 2d6, APL10 – 3d6 and APL12 – 4d6. This damage is electrical in nature and there is no save allowed to reduce damage. • Once all the correct letters (glyphs) are pushed, in the correct order, the inner door snaps open and the outer door unlocks. • If there is any water present in the passage when the inner door opens (highly likely), the resulting rush of water will most likely send any characters in the passage tumbling into the room beyond – and the monster hidden there (see Scene Eight below). A Balance check (DC10+APL) is required to not be swept along with the water and not fall prone. Characters failing the check will be deposited in the next room in one of the entry squares, prone. The rhyme on the door is as follows (and spelled out on Player Handout #3). He Loves Me, He Loves Me Not Page 17 In the uttermost depths of the sea It is said Lies the treasure of thousands It is said Lovers too have fallen beneath the waves It is said Never to be found by any who try It is said Even you will find those depths It is said Should you try to stop the plague It is said So it is written for all � Shocking Grasp Buttons (233): CR2 (4 entire trap); shocking grasp (var. d6 per APL), Search DC 10+APL, Disable DC 20+APL (each button). � Iron Door: 4” thick; hardness 10; hit points 120; AC 5; Break DC 33. Attacking the door sets off 1d10 shocking grasps. The answer to the trap is rather simple, but some players might miss it. All that is required is that the first letter of every odd line be depressed in order. Those letters spell out ILLNESS, which is something of the theme of this scenario series. Depressing any other letter or pressing even the correct buttons out of order will cause the shocking grasp enchanted on that button to discharge. The door does detect as magical, in fact there are 233 individual evocation and 240 individual transmutation effects on the door. In fact, there are so many individual effects that it is impossible to determine which effects are on which button. Attempting to bypass the shocking grasp effects by depressing the buttons under the effect of an Antimagic Field will not be effective. The transmutation effects on the correct buttons are what allow the door to open. Without magic, the door cannot unlock. Once the puzzle is solved and the inner door opened, you can skip ahead to the next scene. Scene Eight – What One Can Invent This is a simple combat scene. In the room beyond the trap, the spy Percil has left a surprise for any intruders. At least one advanced Gibbering Mouther, specially bred and augmented by Percil’s master (Kalamid), awaits the party’s entry. At higher APLs there might be two such Gibbering Mouthers. The Mouther(s) will attack the party as soon as the door crashes open. Neither side should get a surprise round, as it is obvious that both sides were suspecting something. Simply roll initiative. If the PCs split the party, those outside the passageway will be delayed by at least a round, as they need to open the door and proceed down the passage. With the last button pressed, the inner door crashes open. Beyond is a fairly large room – much more than would ever be expected for a simple pageboy. But then the trapped hallway was enough to tell you that. Sitting within the room is a horror out of a nightmare. Terrible, ooze-covered mouths and eyes chatter and stare out of a formless blob. It is impossible to tell how large it is, even if it is alone or not. The mouths and eyes open. APL 6 (EL 6) � Fiendish Gibbering Mouther, see Appendix B for details APL 8 (EL 8) � 2 Fiendish Gibbering Mouthers, see Appendix B for details APL 10 (EL 10) � Advanced (12 HD) Fiendish Gibbering Mouther, see Appendix B for details APL 12 (EL 12) � 2 Advanced (12 HD) Fiendish Gibbering Mouthers, see Appendix B for details Once the party has defeated the Mouther(s) they can explore the rest of Percil’s rooms. They will not find Percil, but they will find Player Handout #4 – The Spy’s Notes. These notes detail how he has discovered the location of Xenia’s chambers and how it was he, Master Spy Percil, who has slain the Lady Xenia and prevented the terrible prophesy that Kalamid foretold. He Loves Me, He Loves Me Not Page 18 Obviously he expects the note to be read long after he has succeeded in his mission. He is not counting on the PCs involvement. Scene Nine – What the Old Man Does is Always Right The Gray Seer will be awaiting the PCs, once they are ready to leave. They will find another one-way door, which leads out of Percil’s chambers. The Gray Seer will ask to be brought up to speed by the party. He’ll know about and want to read the note they just found as well. Once he has caught up, he will speak the following: “It is obvious by this note that Percil expects it to be read long after he has succeeded in slaying Xenia. I know not how he plans to get through her protective shroud, but we must take this threat seriously. I ask you all for another favor. I propose to send you all to Xenia’s chambers. You must stop this Percil from reaching Lady Xenia.” The Gray Seer will wait for everyone’s agreement (and we doubt that anyone will refuse – if they do, play it by ear) and then teleport them directly to Xenia’s rooms. As they fade from view, they will faintly hear the following: “I forgot to warn you, it’s rather dark in there.” And then the party is plunged into blackness. Scene Ten – Dance, Dance Doll of Mine Read the following to those characters without darkvision. Wherever you have arrived, it is pitch black. Not a single light source can be found. The echo of your arrival lets you know it is a fairly large place you have arrived in, but that is all you can tell. You may get some PCs that argue that they always have light sources. Remind them that they were wandering around the halls of a brightly lit palace, with torches or windows scattered everywhere. If they still argue, or if they happen to have mentioned they have a light source earlier, you can allow them to listen to the darkvision description given below. Your eyes adjust instantly to the gloom. You are standing in a fairly large room with a single exit opposite you. In the center of the chamber is what appears to be a crystalline coffin holding a beautiful woman. Straddling the coffin is a Halfling man. He plunges his sword downward… From this point on, all descriptions are the same. There is no further need for light sources, as the shattering of the coffin will provide plenty of illumination. From the center of the room comes an explosion of light. A crystalline coffin lays shattered, a pretty Sueloise woman moaning and shaking her head as she struggles to consciousness. Next to the coffin a Halfling male does the same. Floating above the coffin is some sort of creature. It looks like a jellyfish, with a number of long tendrils hanging down and extending backwards into nothingness. A feral scream of rage and pain echoes from the creature as it grasps the Halfling in its tendrils. The Halfling writhes and shakes, struggling against the terrible creature that has grappled him. But then all shaking stops. The Halfling’s eyes open and glow with an alien intelligence. The creature is absorbed into the Halfling’s body, as it grabs for the necklace about its throat. The KOI Patriarch was severely wounded by the shattering of the protective shroud, and would be unable to fight the party in its weakened state. But by forcing itself inside the body of Percil, it can control Percil and fight the party that way. This is addressed in further detail in the next scene. Scene Eleven – The Goblin and the Woman Just as the Halfling is about to throw some small object pulled from his necklace, a single pure note rings out. Your eyes, and those of the Halfling look back at the coffin for just an instant. Rising up, her mouth open in song, is the Lady Xenia. Her bright red hair cascades from beneath a garland of Bristlecone vines. Her strong voice emerges from a face every bit as beautiful as Reala’s, but Xenia’s features are softer and more pleasant. He Loves Me, He Loves Me Not Page 19 As her song continues and the Halfling turns backtoward you to continue his assault, you feel the power of Xenia’s voice give you hope. Again we have another combat encounter. The KOI Patriarch has taken over Percil’s body. The resulting combination creature is considered to be Percil the Halfling spy, with the captured one template applied. For this fight, Judge’s Map #4 – Xenia’s Chamber has been included. The room is very large, and Percil is quite mobile. This fight can be very difficult to run, as the captured one template makes Percil immune to a large number of spells and effects. It has also increased Percil’s Dexterity (among other stats), which greatly adds to his combat effectiveness. Luckily Xenia is a bard. Her song initially is designed to inspire courage. This has the effect of granting all her allies (the party in this case) a +2 morale bonus on weapon attack rolls and damage rolls. It also grants a +2 morale bonus on saves against charms and fear, but those shouldn’t come into play in this combat. Tactics and Round-by-Round: • Initially Xenia will sing to Inspire Courage. This happens immediately before the combat begins – she took a readied action to begin singing. • Percil will open the combat by throwing the highest level fireball made available by his necklace of fireballs (see the Percil’s description in the appropriate appendix) • Percil will follow up his fireball by tumbling around the room and using his Improved Feint ability to gain sneak attack damage against his target. Percil will aim for lightly armored individuals such as wizards and rogues. If he has the ability to perform a full attack action he will take it. He will trust in his dexterity, augmented hit points and tumble ability to prevent fighters from gaining the same against him. • Percil will use as many points from his BAB to augment his AC (Combat Expertise) as it takes to prevent being hit. If this means that Percil has difficulty hitting in return, then so be it. • Combat will continue in this fashion, with Xenia singing and Percil attempting to kill the party. Periodically Percil should attempt another fireball or two just to keep things interesting. Percil will not target Xenia with any of his attacks, but it is possible that she will be caught in the area of effect of the fireballs. Assume that she makes all her reflex saves, so her ring of evasion will protect her from damage. At APL6 Xenia will only Inspire Courage. At APL8 she will Inspire Courage first, but will switch her song to Inspire Greatness in one individual if the fight goes poorly for the party. At APL10 she will Inspire Courage first, but will switch her song to Inspire Greatness in two individuals if the fight goes poorly for the party. At APL12 she will Inspire Courage first, but will switch her song to Inspire Greatness in two individuals on her next action (round 2). If Xenia Inspires Greatness, she will target front- line fighters primarily, although fighting rogues or clerics are also a possibility. APL 6 (EL 9) � Percil/Patriarch, see Appendix C for details APL 8 (EL 11) � Percil/Patriarch, see Appendix C for details APL 10 (EL 13) � Percil/Patriarch, see Appendix C for details APL 12 (EL 15) � Percil/Patriarch, see Appendix C for details The Spy/Patriarch is designed to be a bit tougher than the allotted Challenge Rating. However, the Encounter Level has been adjusted down by one as the party gets the free benefit of Xenia’s song. Expect this combat to be long, somewhat frustrating, and highly annoying to the players. However, if the PCs are able to coordinate attacks, use unusual spells or abilities, and learn to think beyond the simple charge and attack, then they should succeed. When the battle is over, Xenia will move to heal or stabilize any PCs. She recognizes the party as her rescuers. Scene Twelve – The Loveliest Rose in the World “Many thanks, mine rescuers. Long have I laid in that crystal shroud, feeling that foul Patriarch attached to my very soul. Prithee, tell me what has transpired since last I saw my beloved and his Seer? Although the shroud did slow time and prevent my death at the Patriarch’s will, still was I able to know some of the events surrounding me. He Loves Me, He Loves Me Not Page 20 Prithee, who is this Lady Reala, and why do I feel dread at the very mention of her name?” Hopefully the party will catch Xenia up to speed. Role play this encounter as best you can, asking questions of the party and seeing just how much they know of current events. Xenia is somewhat archaic in her speech patterns, and should sound like she is speaking Old English as much as possible. Once the PCs have given their explanations, Xenia’s bright green eyes will narrow. “So, this usurper thinks she can steal her way into my beloved’s heart and thereby win herself a throne? We shall see about that.” Xenia turns back to the party, “Mine friends, she who would be your queen must ask of you to continue your mission. Go and fetch for us this enchanted mirror and meet with me at the entrance to the grand ballroom. We shall finish this plan and remove the taint from our kingdom altogether.” And hopefully the PCs will go and fetch the mirror. Xenia would prefer that the PCs go in a group, just in case Reala has left or summoned more guardians, but will not complain if the PCs insist on sending someone to accompany her. Her plan is extremely simple. She marches straight to a convenient closet, grabs a heavy cloak with which to cover herself and an extra cloak (although she will not say why). She will then go to the entrance to the ballroom and await the party. The party will not find any opposition either along the way, or inside Reala’s (or should we say Xenia’s) rooms. Entering Reala’s rooms, you prepare for another conflict, but the chambers are deserted. Inside the bedroom you find the correct mirror, although something seems to be wrong. A long vertical crack runs the length of the mirror. The, now two, panes of glass also seem warped, for you can see their reflected images do not exactly line up. The mirror is easily fetched and the wheels on the bottom of the wooden frame roll nice and evenly. Note: If you wish, you may use Judge’s Maps 5 and 5a for the ballroom. This may scare the PCs that they will need to do battle with Reala, but they are mostly for show. No combat is expected to occur in the following scene. When the party arrives with the mirror, Xenia will throw the extra cloak over it, covering the glass panes from view. She’ll turn back to the party once she is done. “Now for a spot of fun.” Xenia’s eyes glitter mischievously. “Let us reclaim Lynwerd’s heart and drive this demoness back to the abyss that spawned her. Come behind me with yon mirror, and follow my lead.” And with that she begins to slowly walk into the ballroom and down towards where King Lynwerd and Reala are seated. Xenia’s walk is slow and stately, designed to catch the eye of all present. The heavy cloak she wears covers up her features, and you can hear a murmur in the crowd as they wonder whom this individual could be. Xenia eventually reaches a spot just before the royal couple, where she waits just a moment to build tension. “My dearest Lady Reala,” Xenia begins without a hint of malice in her voice. “In anticipation of your upcoming nuptials. I present to you this wedding gift. Look upon it fondly and with remembrance from the people you tried to rule.” With that, Xenia pulls back the cloaks, both the one on the mirror and the one on herself. Reala jumps to her feet, a snarl curling her lips as she starts to speak. The mirror flares, but only yourselves, and perhaps Lynwerd, seem to notice. As the flare fades, you can see two reflections separated by the vertical crack. The first is of Xenia – dressed as a princess, still wearing her garland of flowers. The second shows the true Reala – wings, fangs and horns. “So you are the little girl whose place I took. Come my love, show the little girl who you really desire.” Lynwerd rises, and looks back and forth between Reala and Xenia. Then, he turns his back on Xenia and bends to kiss Reala. Reala’s lips curl once again in a sneer as she stretches to accept the kiss. A momentary blur distracts your eye, and when you are able to focus again you see Lynwerd step back from Reala, his hand still wrapped about the sword he must have thrust through her breast. Reala’s form shifts and her true appearance comes out. Her face contorts in agony as flames begin to lick from within the wound. Her scream of anguish grows louder and louder as the flames consume her body. Soon nothing is left of the demoness but a small cloud of smoke quickly He Loves Me, He Loves Me Not Page 21 dispersed. Lynwerd and Xenia embrace as the ballroom erupts in cheers! The story is over. If the PCs are playing this at CONduit 2004, remind them to attend the interactive for the conclusion, and do not read the conclusion shown below. If the PCs are playing this elsewhere, read the conclusion contained below. Conclusion – The Happy Family The Royal Wedding was held the very next day. The festivities were huge, with visiting dignitaries from throughout the lands giving voice to their approval. The common people competed in contests, and all in attendance were treated to wedding cake and brew. The party lasted for hours, even past the discrete exit of the happy couple. In the days following the wedding of Lynwerd to his new queen Xenia, a heavy fog seems lifted from the shoulders of their subjects. Wherever you go, people excitedly talk about the new Queen. Whispered gossip of the traitor prince has been replaced with insatiable curiosity about Her Majesty. What fashions will she wear? What sort of parties will she host? When will she bear an heir to the throne? As you travel away from Rel Mord in the weeks following, you are asked incessant questions about the wedding. "She is just what this Land needed. A gift of hope," remarks an innkeeper. And, remembering everything that was done to restore her health, you cannot help but agree. If the PCs have questions about the state of the plague in Nyrond, it still exists. There is one missing ingredient that needs to be recovered. Future information about the plague will be available on the Nyrond website as time goes on. Xenia, however, is free of her infestation, and the KOI Patriarch is dead. Without the continued interference from the mummy-priest Kalamid and his spymaster Percil, it seems likely that the plague will soon be eradicated from Nyrond. Let the PCs take pride in their victory. Alternate Conclusion – A Great Grief Of course there is always the possibility that the PCs fail. Perhaps they are all killed by Reala’s guardians. Perhaps they fail to complete the mission. Perhaps they simply don’t care and go their own way. In any event, if the PCs are not successful in their quest to eliminate Reala’s influence on King Lynwerd, then a great grief settles upon the Kingdom of Nyrond. For players at the premiere running of this scenario (CONduit 14 – May 2004), the consequences are most dire. First off, the King marries Reala, and the Kingdom will need to deal with a half-fiend upon the throne. Even worse, Reala’s sweeping changes to the Nyrondal government will very probably bring the Kingdom to its knees. For players at all other runnings of this scenario, luckily the fate of the Kingdom rests only with the premiere event. Perhaps fate has already determined that Lady Xenia has recovered, and she and Lynwerd have started a happy family together. In either event, there should be some penalties. First, read off the following text to the players. You have failed to secure the mirror, save Lady Xenia, and expose Reala’s evil nature. The Royal Wedding takes place as scheduled -- with Reala as the Bride. In due time, the Royal Couple “happily announces the forthcoming birth of their first child.” With this development, no one speaks of Xenia Sallavarian again. There is no funeral, no more announcements, either of her death or her recovery; it is as if she never existed. Without the promised ‘Songbird of the Golden Voice’ the King and kingdom have changed. The Kingdom of Nyrond seems to be trapped in the pre-dawn twilight, as if waiting for the songbirds to introduce the dawn. King Lynwerd has changed as well. He no longer travels the kingdom or makes the unscheduled public appearances that he once was known for. He seems to have retreated into his palace and is governing from a distance, much like his father Archbold did, rather than continuing to govern as a “people’s king.” Secondly, the players will receive only the “Failure” AR for their trouble. This AR has less item access, and lower maximum gold and maximum XP totals. Please adjust these totals for anything missed by the party. The End He Loves Me, He Loves Me Not Page 22 Experience Point Summary To award experience for this adventure, add up the values for the objectives accomplished. Then assign the discretionary roleplaying experience award. The roleplaying award should be given for consistent character portrayal and contribution to the fun of the game. You can award different roleplaying amounts to different characters. Award the total value (objectives plus roleplaying) to each character. Scene Four Defeat the Demon Guardians APL 6 – EL5 150 xp APL 8 – EL7 210 xp APL 10 – EL9 270 xp APL 12 – EL11 330 xp Scene Seven Solve the puzzle trap All APLs – EL4 120 xp Scene Eight Defeat the Gibbering Mouther(s) APL 6 – EL6 180 xp APL 8 – EL8 240 xp APL 10 – EL10 300 xp APL 12 – EL12 360 xp Scene Eleven Defeat Percil the Captured One Spy APL 6 – EL9 270 xp APL 8 – EL11 330 xp APL 10 – EL13 390 xp APL 12 – EL15 450 xp Discretionary Role-playing Reward APL 6 – No EL 0-180 xp APL 8 – No EL 0-225 xp APL 10 – No EL 0-270 xp APL 12 – No EL 0-315 xp Total possible experience APL6 900 xp APL8 1125 xp APL10 1350 xp APL12 1575 xp Treasure Summary The following list details the possible treasure from each encounter. The amount given is for each PC, regardless of the number of PCs present. It is divided by APL, so be sure to look at the appropriate value for your PCs. In some cases, the PCs may have needed to take specific actions to acquire the treasure, while in other cases; some of the items could have been used during the scenario (by the players or the NPCs). Take the total amount of treasure recovered, covert to the listed gold piece value (value listed is the correct resale value) and divide by the number of players present. Should only part of the available treasure from an encounter be collected, refer to the appropriate NPC description for further details. Scene Eleven Percil’s Equipment Resale Value APL 6 Two Adamantine Short Swords 1501 gp (ea) Bracers of Armor +2 2,000 gp Necklace of Fireballs, Type II 825 gp APL 8 Adamantine Short Sword 1,501 gp +1 Frost Adamantine Short Sword 5,501 gp Bracers of Armor +2 2,000 gp Necklace of Fireballs, Type II 825 gp Ring of Protection +1 1,000 gp APL 10 +1 Vicious Adamantine Short Sword 5,501 gp +1 Frost Adamantine Short Sword 5,501 gp Bracers of Armor +3 4,500 gp Necklace of Fireballs, Type IV 2,700 gp Ring of Protection +2 4,000 gp APL 12 +1 Vicious Adamantine short sword 5,501 gp +1 Frost, Shock Adamantine short sword 10,501 gp Bracers of Armor +4 8,000 gp Necklace of Fireballs type VI 4,050 gp Two Potions of Displacement 325 gp ea Ring of Protection +2 4,000 gp Total possible recovered treasure APL 6 5,827 gp APL 8 10,827 gp APL 10 22,202 gp APL 12 32,702 gp He Loves Me, He Loves Me Not Page 23 Total possible monetary reward APL 6 900 gp APL 8 1300 gp APL 10 2300 gp APL 12 3300 gp The above maximum monetary reward is the gp cap for that particular APL per PC. He Loves Me, He Loves Me Not Page 24 Player Handout #1 – Entering the City Welcome to Rel Mord! Please be aware that no person shall be allowed to bear arms larger than short swords, with the exception of quarterstaffs and rapiers. All items not fitting this description must be checked at the gate. A receipt will be given. Spellcasting of a lethal nature is forbidden, as is any use of magic to beguile, charm, or control the actions of others. Entertainers may perform such magic as is required for their profession. Entrance Fees: Citizen of Nyrond 1 Noble Non-citizen 2 Nobles Riding Animal 5 Shields Non-riding Animal 2 Shields He Loves Me, He Loves Me Not Page 25 Player Handout #2 – The Cryptic Invitation This note was found in your rooms when you returned this evening. It is addressed to you by name, and appears to be a formal invitation as well as a simple letter. But what can it mean? Greetings, My dear friend, I do hope that this letter finds you in good health and good spirits. I was overjoyed to find that you had entered the city on this fine day. I am sure that you will feel the same way once we have had a chance to sit down and enjoy a nice long talk. I would not want to keep you from whatever duties have brought you to the capital, so please take your time and get plenty of rest this evening. Tomorrow will be soon enough for our little chat. As I am sure you are aware, the palace is on a heightened state of alert - what with the Royal Wedding taking place in two days. In order to prevent any sort of difficulties and to avoid any number of embarrassing questions, please bring this letter with you when you come visit me tomorrow. It should serve to give you entrance. I regret that I will be unable to escort you in, but my duties are many and it is difficult to get away from them. I am sure you will find someone ready to help you upon your arrival at the palace. As you well know, I enjoy these chats and love to keep them informal. All that bowing, scraping and the like, should be left to those in positions that require it. Please do not dress to impress, as I’d much rather meet with you in comfort and in your familiar attire. Until tomorrow, I remain your most humble servant, GG He Loves Me, He Loves Me Not Page 26 Player Handout #3 – The Glyph Covered Door The following rhyme or passage appears on the inner door leading to the pageboy Percil’s chambers. IIN N TTH HEE U UTTTTEERRM MO OSSTT D DEEPPTTH HSS O OFF TTH HEE SSEEA A IITT IISS SSA AIID D LLIIEESS TTH HEE TTRREEA ASSU URREE O OFF TTH HO OU USSA AN ND DSS IITT IISS SSA AIID D LLO OV VEERRSS TTO OO O H HA AV VEE FFA ALLLLEEN N BBEEN NEEA ATTH H TTH HEE W WA AV VEESS IITT IISS SSA AIID D N NEEV VEERR TTO O BBEE FFO OU UN ND D BBYY A AN NYY W WH HO O TTRRYY IITT IISS SSA AIID D EEV VEEN N YYO OU U W WIILLLL FFIIN ND D TTH HO OSSEE D DEEPPTTH HSS IITT IISS SSA AIID D SSH HO OU ULLD D YYO OU U TTRRYY TTO O SSTTO OPP TTH HEE PPLLA AG GU UEE IITT IISS SSA AIID D SSO O IITT IISS W WRRIITTTTEEN N FFO ORR A ALLLL He Loves Me, He Loves Me Not Page 27 Player Handout #4 – The Spy’s Notes The following passage was found in the pageboy Percil’s chambers. It details his plans for the coming night. Those fools! They never suspected me. “Good little Percil the pageboy.” What did they know? But now, now you know that it was I, the Master Spy Percil B’Kney, who has slain the ‘Lady’ Xenia. That terrible prophecy spoken by my Master Kalamid shall never come to pass. After the time of great troubles and before the coming war, two noble houses will be united in love and marriage. The golden voice from the west and he of great stature will find each other. From their union will come a child, a child whose destiny is to bring an end to the Plague. What rubbish. With Xenia’s death shall the reign of Incabulous return to these lands. So fear my return, fools of Nyrond! You hold in your hands the proof that Percil cannot be stopped. I shall come back to Nyrond as its conqueror. What I started the night of the masquerade will end with the death of Lynwerd and his demon-wife as well. He Loves Me, He Loves Me Not Page 28 Judge’s Map #1 – The Royal Palace He Loves Me, He Loves Me Not Page 29 Judge’s Map #2 – Reala’s Chambers He Loves Me, He Loves Me Not Page 30 Judge’s Maps #3 and #4 – Percil’s Chambers and Xenia’s Chamber He Loves Me, He Loves Me Not Page 31 Judge’s Map #5 – Grand Ballroom He Loves Me, He Loves Me Not Page 32 Judge’s Map #5a – Grand Ballroom (upstairs) He Loves Me, He Loves Me Not Page 33 Appendix A – Jovoc Demons As taken from MMII (pp58-59) and modified as per the D&D® v3.5 Accessory Update (p 31) Jovoc (Tanar’ri) Small Outsider (Chaotic, Evil) Hit Dice: 4d8+18 (36 hp) Initiative: +2 Speed: 30 ft. (5 squares) AC: 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14 Base Attack/Grapple: +5/+6 Attack: Claw +6 melee (1d3+1) Full Attack: 2 Claws +6 melee (1d3+1) and Bite +1 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: - Special Qualities: Aura of Retribution, DR 5/good or cold iron, fast healing 5, darkvision 60 ft., immune to electricity and poison, resistance to acid 10, cold 10, fire 10, spell resistance 13, telepathy 100 ft., summon tanar’ri. Saves: Fort +7, Ref +6, Will +4 Abilities: Str 12, Dex 15, Con 16, Int 7, Wis 10, Cha 7 Skills: Hide +13, Listen +7, Move Silently +9, Search +5, Sense Motive +7, Spot +7 Feats: Toughness (x2) Environment: Infinite Layers of the Abyss. Organization: Solitary, Pair, or Gang (3-4) Challenge Rating: 5 Treasure: Standard Alignment: Always Chaotic Evil Advancement: 5-8 HD (Small); 9-12 HD (Medium) Level Adjustment: +5 These vicious little black-hearted fiends were born to create strife. Their ability to inflict the damage they take on others makes them invaluable in the front lines of tanar’ri armies. A unit of jovocs can absorb repeated blows and spells from the enemy and still survive to exact a punishing revenge. A jovoc is a 4-foot-tall, bloated, hairless creature of humanoid shape. It resembles the bruised and battered corpse of a gnome left too long to decay in the heat of summer and the stench that emanates from its rough skin lends credence to this impression. Its skin is dark blue or black, and its eyes are vacant, black pools. Each of the creature’s long arms ends in a three-fingered hand with long red fingernails, forever stained the color of blood. Combat Jovocs are not especially intelligent, but they are quick and experienced ambushers who know how to use their size to best effect. Years of training and experience have taught them how to take advantage of their aura of retribution and fast healing abilities. They often adopt a hit-and-run strategy, jumping into a group of enemies to do as much damage as possible, and then dashing off for a few rounds to heal. Alternatively, jovocs fighting in pairs or trios can utilize their favorite tactic. Lurking just beyond the reach of their enemies (preferably concealed by darkness, a wall, or some other barrier), they begin to attack one another, automatically hitting with each swing. These attacks deal full damage not only on the jovocs, but also on anyone caught within their aura of retribution. After allowing a round or two for their fast healing ability to close their wounds, the creatures being to claw and bite one another again. Aura of Retribution (Su): This effect is always active in a 30-foot spread centered on the jovoc. Whenever the creature takes damage from any source, every non-tanar’ri within the area immediately takes an equal amount of damage. A successful Fortitude saving throw (DC 15) haves the damage. (For example, if an opponent deals 12 points of damage to a jovoc, that opponent and every other non-tanar’ri within 30 feet also immediately take 12 points of damage each, or 6 points with a successful Fortitude save). Regardless of the source of the damage to the jovoc, the damage dealt to non-tanar’ri by this effect is not subject to negation or reduction because of resistance, immunity, damage reduction, spell resistance or the like. Fast Healing (Ex): A jovoc regains lost hit points at the rate of 5 per round. Fast healing does not restore hit points lost from starvation, thirst or suffocation, and it does not allow the jovoc to regrow or reattach lost body parts. Summon Tanar’ri (Sp): Once per day, a jovoc can attempt to summon another jovoc with at 25% chance of success. He Loves Me, He Loves Me Not Page 37 Appendix B – Fiendish and Advanced Fiendish Gibbering Mouthers Fiendish Gibbering Mouther Medium Aberration Hit Dice: 4d8+24 (42 hp) Initiative +2 Speed: 10 ft (2 Sq.); Swim 20 ft. Armor Class: 19 (+1 Dex, +8 Natural), touch 11, flatfooted 18 Base Attack/Grapple: +3/+3 Attack: Bite +4 melee (1) or spittle +4 ranged touch (1d4 acid plus blindness) Full Attack: 6 Bites +4 melee (1) and spittle +4 ranged touch (1d4 acid plus blindness) Space/Reach: 5 ft/5 ft Special Attacks: Gibbering, spittle, improved grab, blood drain, engulf, ground manipulation, smite good Special Qualities: Amorphous, DR 5/bludgeoning and magic, Darkvision 60’, resistances - cold 5, fire 5, SR 9 Saves: Fort +7, Ref +4, Will +5 Abilities: Str 10, Dex 13, Con 22, Int 4, Wis 13, Cha 13 Skills: Listen +4, Spot +9, Swim +8 Feats: Lightning Reflexes, Weapon Finesse Environment: Underground Organization: Solitary or in pairs Challenge Rating: 6 Alignment: Neutral Evil Combat Gibbering mouthers attack by shooting out strings of protoplasmic flesh, each ending in one or more eyes and a mouth that bites at the enemy. A mouther can send out a total of six such members in any round. Gibbering (Su): As soon as a mouther spots something edible, it begins a constant gibbering as a free action. All creatures (other than mouthers) within a 60-foot spread must succeed at a Will save (DC 13) or be affected as though by a confusion spell for 1d2 rounds. This is a sonic, mind-affecting compulsion effect. Opponents who successfully save cannot be affected by the same gibbering mouther’s gibbering for one day. Spittle (Ex): At the start of every combat, and every 2 rounds thereafter, a gibbering mouther looses a stream of spittle. This ignites on contact with the air, creating a blinding flash of light. All sighted creatures within 60 feet must succeed at a Fortitude save (DC 13) or be blinded for 1d3 rounds. Improved Grab (Ex): To use this ability, the gibbering mouther must hit with a bite attack. Blood Drain (Ex): On a second successful grapple check after grabbing, that mouth attaches to the opponent. It automatically deals bite damage and drains blood, dealing 1 point of temporary Constitution damage each round. A mouth can be ripped off (dealing 1 point of damage) with a successful Strength check (DC 12) or severed by a normal attack that deals at least 2 points of damage (AC 18). A severed mouth continues to bite and drain blood for 1d4 rounds after such an attack. A creature whose Constitution is reduced to 0 is killed and absorbed by the mouther, which gains 1 hit point and adds another mouth and pair of eyes to its body. Engulf (Ex): A gibbering mouther can try to engulf a Medium-size or smaller opponent grabbed by three or more mouths. The opponent must succeed at a Reflex save (DC 14) or fall and be engulfed. On the next round, the mouther makes twelve bite attacks instead of six (each with a +4 attack bonus). An engulfed creature cannot attack the mouther from within. The previously attached mouths are now free to attack others. Ground Manipulation (Su): At will, as a standard action, a gibbering mouther can cause stone and earth within 5 feet of it to become a morass akin to quicksand. Softening earth, sand, or the like takes 1 round, while stone takes 2 rounds. Anyone other than the mouther in that area must take a move equivalent action to avoid becoming mired (treat as being pinned). Amorphous (Ex): A gibbering mouther is not subject to critical hits. It has no clear front or back, so it cannot be flanked. Smite Good (Su): Once per day the creature can make a normal attack to deal additional damage equal to its HD total (maximum of +20) against a good foe. Special Qualities: A fiendish creature retains all the special qualities of the base creature and also gains the following. Darkvision with a range of 60 feet. Skills: Thanks to their multiple eyes, gibbering mouthers receive a +4 racial bonus to Spot checks. He Loves Me, He Loves Me Not Page 38 Advanced Fiendish Gibbering Mouther Large Aberration Hit Dice: 12d8+96 (159 hp) Initiative +1 Speed: 10 ft (2 Sq.); Swim 20 ft. Armor Class: 19 (-1 Size, +10 Natural), touch 9, flatfooted 19 Base Attack/Grapple: +8/+16 Attack: Bite +12 melee (1d2+4) or spittle +9 ranged touch (1d4 acid plus blindness) Full Attack: 6 Bites +12 melee (1d2+4) and spittle +9 ranged touch (1d4 acid plus blindness) Space/Reach: 10 ft/10 ft Special Attacks: Gibbering, spittle, improved grab, blood drain, engulf, ground manipulation, smite good Special Qualities: Amorphous, DR 10/bludgeoning and magic, Darkvision 60’, resistances - cold 10, fire 10, SR 17 Saves: Fort +14, Ref +4, Will +11 Abilities: Str 18, Dex 11, Con 26, Int 4, Wis 13, Cha 13 Skills: Listen +6, Spot +12, Swim +11 Feats: Lightning Reflexes, Weapon Finesse, Great Fortitude, Iron Will, Weapon Focus (spittle) Environment: Underground Organization: Solitary or in pairs Challenge Rating: 10 Alignment: Neutral Evil Gibbering mouthers can speak Common, but seldom say anything other than gibbering. Combat Gibbering mouthers attack by shooting out strings of protoplasmic flesh, each ending in one or more eyes and a mouth that bites at the enemy. A mouther can send out a total of six such members in any round. Gibbering (Su): As soon as a mouther spots something edible, it begins a constant gibbering as a free action. All creatures (other than mouthers) within a 60-foot spread must succeed at a Will save (DC 13) or be affected as though by a confusion spell for 1d2 rounds. This is a sonic, mind-affecting compulsion effect. Opponents who successfully save cannot be affected by the same gibbering mouther’s gibbering for one day. Spittle (Ex): At the start of every combat, and every 2 rounds thereafter, a gibbering mouther looses a stream of spittle. This ignites on contact with the air, creating a blinding flash of light. All sighted creatures within 60 feet must succeed at a Fortitude save (DC 13) or be blinded for 1d3 rounds. Improved Grab (Ex): To use this ability, the gibbering mouther must hit with a bite attack. Blood Drain (Ex): On a second successful grapple check after grabbing, that mouth attaches to the opponent. It automatically deals bite damage and drains blood, dealing 1 point of temporary Constitution damage each round. A mouth can be ripped off (dealing 1 point of damage) with a successful Strength check (DC 12) or severed by a normal attack that deals at least 2 points of damage (AC 18). A severed mouth continues to bite and drain blood for 1d4 rounds after such an attack. A creature whose Constitution is reduced to 0 is killed and absorbed by the mouther, which gains 1 hit point and adds another mouth and pair of eyes to its body. Engulf (Ex): A gibbering mouther can try to engulf a Medium-size or smaller opponent grabbed by three or more mouths. The opponent must succeed at a Reflex save (DC 14) or fall and be engulfed. On the next round, the mouther makes twelve bite attacks instead of six (each with a +4 attack bonus). An engulfed creature cannot attack the mouther from within. The previously attached mouths are now free to attack others. Ground Manipulation (Su): At will, as a standard action, a gibbering mouther can cause stone and earth within 5 feet of it to become a morass akin to quicksand. Softening earth, sand, or the like takes 1 round, while stone takes 2 rounds. Anyone other than the mouther in that area must take a move equivalent action to avoid becoming mired (treat as being pinned). Amorphous (Ex): A gibbering mouther is not subject to critical hits. It has no clear front or back, so it cannot be flanked. Smite Good (Su): Once per day the creature can make a normal attack to deal additional damage equal to its HD total (maximum of +20) against a good foe. Special Qualities: A fiendish creature retains all the special qualities of the base creature and also gains the following. Darkvision with a range of 60 feet. Skills: Thanks to their multiple eyes, gibbering mouthers receive a +4 racial bonus to Spot checks. He Loves Me, He Loves Me Not Page 39 Appendix C – Percil B’Kney/Patriarch the Captured One Spy APL 6 Percil B’Kney/KOI Patriarch, Male Captured One (Was Halfling) Rgr2/Rog5/Spy1: CR10; Small Humanoid (4’3” tall); HD 2d8+5d6+1d6+24; hp 61 (special); Init +7 (Dex); Spd 20 ft; AC 23 (+7 Dex, Bracers of Armor +2, +3 Natural Armor, +1 Size); Base Attack +5, Grapple +1, Atk +7 melee (Small Adamantine Short Sword, 1d4); Full Attack +5/+5 melee (Small Adamantine Short Swords 1d4 ea); SA : SQ Construct Traits, Immune to Sleep, Paralysis, Stunning, Darkvision 60’; AL NE; SV Fort +8, Ref +17, Will +5, Str 10 (was 6), Dex 25 (was 15), Con 16, Int 16, Wis 13 (was 10), Cha 12. Skills and Feats: Bluff +15, Diplomacy +13, Disguise +12, Escape Artist +13, Gather Information +10, Hide +19, Knowledge Nobility +7, Listen +10, Move Silently +15, Profession +4, Sense Motive +10, Spot +14, Survival +3, Tumble +18; Combat Expertise, Improved Feint, Skill Focus (Bluff). Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. Poison Use: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. Construct Traits: Percil is immune to mind- affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. Percil is not subject to critical hits, non- lethal damage, ability damage, ability drain, or death from massive damage. Percil heals normally, but cannot be raised or resurrected. He Loves Me, He Loves Me Not Page 40 APL 8 Version Percil B’Kney/KOI Patriarch, Male Captured One (Was Halfling) Rgr2/Rog6/Spy1/Asn1: CR12; Small Humanoid (4’3” tall); HD 2d8+6d6+1d8+1d6+30; hp 75 (special); Init +7 (Dex); Spd 20 ft; AC 24 (+7 Dex, Bracers of Armor +2, +3 Natural Armor, Ring of Protection +1, +1 Size); Base Attack +6/+1, Grapple +2, Atk +15 melee (Small Frost Adamantine Short Sword, 1d4+1d6 (cold)); Full Attack +13/+8 melee (Small Frost Adamantine Short Sword 1d4+1d6) and +13 melee (Small Adamantine Short Sword, 1d4); SA : SQ Construct Traits, Immune to Sleep, Paralysis, Stunning, Darkvision 60’; AL NE; SV Fort +9, Ref +20, Will +6, Str 10 (was 6), Dex 25 (was 15), Con 16, Int 16, Wis 13 (was 10), Cha 12. Skills and Feats: Bluff +17, Diplomacy +13, Disguise +14, Escape Artist +15, Gather Information +12, Hide +21, Knowledge Nobility +7, Listen +10, Move Silently +17, Profession +6, Sense Motive +12, Spot +14, Survival +3, Tumble +20; Combat Expertise, Improved Feint, Skill Focus (Bluff), Weapon Finesse. Death Attack (Ex): If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack. Poison Use: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. Construct Traits: Percil is immune to mind- affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. Percil is not subject to critical hits, non- lethal damage, ability damage, ability drain, or death from massive damage. Percil heals normally, but cannot be raised or resurrected. Shared Damage (Ex): An attack on Percil deals half its normal damage (rounded down). Possessions: Bracers of Armor +2, Small Adamantine Short Sword, Small Frost Adamantine Short Sword, Necklace of Fireballs (Type II), Ring of Protection +1, Courtier’s Outfit He Loves Me, He Loves Me Not Page 41 APL 10 Percil B’Kney/KOI Patriarch, Male Captured One (Was Halfling) Rgr2/Rog7/Spy2/Asn1: CR14; Small Humanoid (4’3” tall); HD 2d8+7d6+2d8+1d6+36; hp 90 (special); Init +8 (Dex); Spd 20 ft; AC 27 (+8 Dex, Bracers of Armor +3, +3 Natural Armor, Ring of Protection +2, +1 Size); Base Attack +8/+3, Grapple +4, Atk +17 melee (Small Vicious Adamantine Short Sword, 1d4+2d6); Full Attack +16/+11 melee (Small Vicious Adamantine Short Sword 1d4+2d6) and +16 melee (Small Frost Adamantine Short Sword 1d4+1d6(cold)); SA : SQ Construct Traits, Immune to Sleep, Paralysis, Stunning, Darkvision 60’; AL NE; SV Fort +9, Ref +22, Will +7, Str 10 (was 6), Dex 26 (was 16), Con 16, Int 16, Wis 13 (was 10), Cha 12. Skills and Feats: Bluff +21, Diplomacy +13, Disguise +16, Escape Artist +22, Gather Information +14, Hide +24, Knowledge Nobility +7, Listen +10, Move Silently +20, Profession +9, Sense Motive +12, Spot +14, Survival +3, Tumble +23; Combat Expertise, Improved Feint, Skill Focus (Bluff), Weapon Finesse, Persuasive. Death Attack (Ex): If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack. Construct Traits: Percil is immune to mind- affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. Percil is not subject to critical hits, non- lethal damage, ability damage, ability drain, or death from massive damage. Percil heals normally, but cannot be raised or resurrected. Shared Damage (Ex): An attack on Percil deals half its normal damage (rounded down). Possessions: Bracers of Armor +3, Small Vicious Adamantine Short Sword, Small Frost Adamantine Short Sword, Necklace of Fireballs (Type IV), Ring of Protection +2, Courtier’s Outfit Note: Due to the combined creature’s construct traits, Percil is now immune to the side effects of his Vicious Short Sword. He Loves Me, He Loves Me Not Page 41 APL 12 Percil B’Kney/KOI Patriarch, Male Captured One (Was Halfling) Rgr2/Rog9/Spy2/Asn1: CR16; Small Humanoid (4’3” tall); HD 2d8+9d6+2d8+1d6+42; hp 90 (special); Init +8 (Dex); Spd 20 ft; AC 28 (+8 Dex, Bracers of Armor +4, +3 Natural Armor, Ring of Protection +2, +1 Size); Base Attack +9/+4, Grapple +5, Atk +19 melee (Small Vicious Adamantine Short Sword, 1d4+2d6); Full Attack +17/+12 melee (Small Vicious Adamantine Short Sword 1d4+2d6) and +17 melee (Small Frost and Shock Adamantine Short Sword 1d4+1d6(cold)+1d6(shock)); SA : SQ Construct Traits, Immune to Sleep, Paralysis, Stunning, Darkvision 60’; AL NE; SV Fort +10, Ref +23, Will +8, Str 10 (was 6), Dex 26 (was 16), Con 16, Int 16, Wis 13 (was 10), Cha 12. Skills and Feats: Bluff +23, Diplomacy +13, Disguise +18, Escape Artist +25, Gather Information +16, Hide +26, Knowledge Nobility +7, Listen +10, Move Silently +22, Profession +12, Sense Motive +16, Spot +14, Survival +3, Tumble +25; Combat Expertise, Improved Feint, Skill Focus (Bluff), Weapon Finesse, Persuasive. Death Attack (Ex): If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack. Construct Traits: Percil is immune to mind- affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. Percil is not subject to critical hits, non- lethal damage, ability damage, ability drain, or death from massive damage. Percil heals normally, but cannot be raised or resurrected. Shared Damage (Ex): An attack on Percil deals half its normal damage (rounded down). Possessions: Bracers of Armor +4, Small Vicious Adamantine Short Sword, Small Frost and Shock Adamantine Short Sword, Necklace of Fireballs (Type VI), Ring of Protection +2, Two Potions of Displacement, Courtier’s Outfit Note: Due to the combined creature’s construct traits, Percil is now immune to the side effects of his Vicious Short Sword. He Loves Me, He Loves Me Not Page 41 Captured One Template A captured one is a living creature that is under the control of a raggamoffyn. The raggamoffyn has access to the host’s memories and draws on its host’s experiences. The captured one eats, speaks, and lives all under the direction of its raggamoffyn master. Captured ones speak common and whatever languages the base creature speaks. Creating a Captured One “Captured one” is a template that can be added to a giant, humanoid, monstrous humanoid, animal, beast or vermin (hereafter known as the “base creature”) that is the same size or smaller than the dominating raggamoffyn. The creature’s type changes to construct. Both the raggamoffyn’s and the base creature’s statistics and special abilities are modified as noted here. Hit Dice: A captured one maintains separate hit point totals for each of its two parts Initiative: Same as raggamoffyn Speed: Same as base creature Armor Class: Use either the raggamoffyn’s natural armor bonus or the base creature’s natural armor bonus (if any), which ever is higher. Attacks: Same as base creature, modified by the new ability modifiers Damage: Same as base creature Special Attacks: The raggamoffyn gains control over all special attacks that the base creature possesses, including spells and spell-like abilities. The raggamoffyn’s wrap and improved grab special attacks are unavailable while it controls the host. Special Qualities: Both the raggamoffyn and the base creature retain any special qualities that they had previously Construct Traits: A captured one is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The creature is also not subject to critical hits, non-lethal damage, ability damage, ability drain, energy drain, or death from massive damage. The raggamoffyn cannot heal itself but can be healed through repair. It cannot be raised or resurrected. A captured one has darkvision (60 ft. range). Senses (Ex): The raggamoffyn sees and hears everything that the base creature is able to. Shared Damage (Ex): An attack on a captured one deals half its damage to the raggamoffyn and half to the base creature. Saves: A captured one uses the raggamoffyn’s base Fortitude, Reflex, and Will saves Abilities: A captured one uses the Constitution, Intelligence and Charisma scores of the base creature and the Strength, Dexterity, and Wisdom scores of the raggamoffyn. Skills: Same as base creature Feats: Same as base creature Climate/Terrain: Same as raggamoffyn Organization: Solitary, pair or gang (3-4) Challenge Rating: Same as base creature +2 Treasure: Standard Alignment: Same as raggamoffyn Advancement: Same as base creature. Note, for the purposes of this scenario, the KOI Patriarch is considered to be the dominating Raggamoffyn. The two creatures (the Patriarch and the Halfling Spy Percil) will share damage (resulting in Percil taking half damage from every attack), although the Patriarch cannot detach and both creatures will die when Percil reaches –10 hit points
textdata/thevault/Living Greyhawk/Modules/Nyrond/594/Normal Scenarios/NYR4-03 - He Loves Me, He Loves Me Not (APL 6-12)/NYR4-03 - He Loves Me, He Loves Me Not.pdf
Scars Ironclaw Fiction 1 Scars Ironclaw Fiction 2 Other Products Published by Sanguine Productions Ltd. The Ironclaw Line of Fantasy Roleplaying Games Ironclaw Rinaldi Doloreaux Phelan Avoirdupois The Jadeclaw Line of Fantasy Roleplaying Games Jadeclaw Scars Ironclaw Fiction 3 Scars is published by Sanguine Productions Ltd. This book is copyrighted as a whole by Sanguine Productions Ltd., © 2001 all rights reserved. Written by Ted Mackinnon. All text is copyright by Sanguine Productions Ltd. Cover art and interior illustrations by Trent Halverson. All art is copyright by Sanguine Productions Ltd. Cover and book interior layout by Richard Stewart. Map illustrations by N. David Martin. Editor-in-Chief Richard Stewart. Proofreading by Anneliese Knoff, Keith Potter, and Karen Stewart. Back cover text by Anneliese Knoff. Produced by Jason Holmgren, Chuan Lin, Richard Stewart, and Ted Wadsworth. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage and retrieval system, without permission in writing from the publisher. Please address questions and comments concerning this book, as well as requests for free updates on Sanguine Productions Ltd. product releases, by mail to Sanguine Productions Ltd., Rookwood Pavilion, 1-PMB-279, Cincinnati, Ohio 45208-1320, USA. You can also visit us at: http://www.sanguineproductions.com This is a work of fiction. All characters and events portrayed in this book are ficticous or used fictitiously. First Edition 10 9 8 7 6 5 4 3 2 1 Sanguine Production Ltd. Publication Code SGP 9001 ISBN 0-9704583-6-3 Printed in the United States of America Scars Ironclaw Fiction 4 To Claudia, my wife and inspiration. You taught me to see. Scars Ironclaw Fiction 5 Scars Ironclaw Fiction 6 Scars Ironclaw Fiction 7 Chapter One The Otter studied her eyes as if searching for a hint of her motives, her trustworthiness. She stared back, letting a small grin flicker on her lips, a faint expression of vulpine wisdom and madness coming to the fore. It unsettled those of other races, she knew; a reason the Grey Foxes of House Rinaldi held such an advantage across the bargaining table despite their relatively small stature. Being a Wizard, it was possible the Otter possessed the skill to peer into her thoughts and was attempting to do so at this very instant; she was not terribly concerned. In the event he succeeded, he would find only a firm conviction to see through her part of the bargain. Any feelings she had concerning their business were deeply buried. “Find the Fox,” he rapped out suddenly, evidently becoming impatient. No doubt to him this was a duel of wills; that was precisely why he ‘lost’. “It should not be too difficult for you - people tend to stay with their own.” Not my own, she thought, studying her dusky red fur. Greys don’t usually associate with the likes of me. Though all Foxes were of the same House, Reds belonged to the peasantry, not to the noble Rinaldi family. If a Grey ever bore a child with a Red, the peasant color usually dominated. It was one way the nobles managed to assure the purity of the Rinaldi line. “My employer requires this imposter, this Pretender removed before he muddies the waters of succession,” the Otter continued. “There must be no doubt, no question of his authority,if my Lord is to deal on an even footing with the Avoirdupois, the Doloreaux, or the Bisclavret.” Her smile widened fractionally. Unnerved, the Otter gave away more than when he had offered her the commission. It explained why the Wizard’s charge resided in this luxurious household, no doubt owned by a friend of the Otter, rather than in his own, considerably larger domicile. He doesn’t want to tip his hand, let people know he still lives. Her gaze slid down the modest hall, sweeping over tapestries depicting the ancient struggles between the Rinaldi and the Avoirdupois, the mosaic forming the scene of sainted Heloise’s ascension into the Light after her final miracle, a framed Bisclavret breastplate split through the shoulder by a terrific blow. It finally settled on the perfumed fop seated with his major-domo at the marble table many paces away, framed by the end wall of the modest hall. The Grey Fox was barely recognizable at this distance. “How did he survive? Word among the masses is that Fabrizio di Rinaldi died with his father and brother.” She strained her eyes, attempting to get a good look, but the heir concentrated on his conversation and ignored her and the Otter completely. With him turned half away, all she could make out was his profile. “Incorrect.” The Otter smiled, one canine winking from the corner of his mouth, the others carefully veiled. “He managed to escape the carnage, and was fortunate enough to encounter me. I was, and am more than, willing to aid him in recovering his throne and defending him against those who wish him ill. Without my Lord Fabrizio, the Rinaldi ruling family is no more, barring a dispossessed bastard or two. As a loyal subject, and one with powerful friends,” this with a sweep of the arm Scars Ironclaw Fiction 8 around the hall, “it behooves me to use my influence to aid my sovereign. He has decided to take my advice and remain secluded, hidden from public knowledge until this particular situation is rectified.” Not an entirely impossible explanation, but the Otter hid something, more information, and they both knew it. She took one more, longer look at Fabrizio, then shrugged. It was not terribly important to her whether he was who the Wizard said or not, she told herself. The bounty-hunter had never taken on a job for such a sweet reward before. It was clouding her judgment, but it was also impossible to resist the allure of so much gold. “And the ‘pretender’? Can you tell me any more of him?” The Otter leaned forward in his chair, adjusting the wide-brimmed ebony hat shadowing his eyes. “Pure chance gave us a look at the man; in appearance there is a remarkable resemblance. At the time of the encounter he was with a Weasel, female, long of cloak and short of word. A Wizard, from the emanations I sensed. Oh, and accompanying them were two or three others, I cannot quite recall how many. Of the brutish sort they were; sellswords, hulking and beetle-browed no doubt. I pay little attention to such people.” She stared down at herself, slowly running her gaze over her travel-stained boots, hardened leather armor with bronze plates providing her with additional protection, heavy sword belt slung on the side of the chair. Cocking one eyebrow, she turned a long look on the wizard. Apparently the irony escaped him. “As to where they went from that fortuitous meeting, I can only assume they yet remain in the city. Surely someone somewhere has seen something.” The Otter stood, towering over her as she remained seated. “That is, after all, your job, is it not? To find those who have disappeared?” There was a challenge implicit in his words; she chose to ignore it. “Just one more thing - why me?” “Surely you do not think you are the only one searching for this Fox?” In a calculated move, the Mage swept both hands behind his back, pulling the heavy black cloak against his thin frame. “You are merely the first to arrive, one of many. You are well-known by the City Guard as a dependable hunter, and I heard tell you were seen in Three Corners. That is all you need to know.” Good enough. Standing as well, she reached out one gloved paw and the Otter took it carefully in the ritual clasping. Distaste momentarily colored his features; it was customary to remove one’s gloves. She ignored him, accustomed as she was to such a reaction. The wizard quickly gathered up his short staff with its curious headpiece, clacking it on the tiles in such a way that the noise drew the eye. She glanced at it and away. ‘Anathasian’: the title gave himself, inserting it several times earlier in their conversation. The word sounded vaguely familiar, perhaps something learned in childhood. Obviously he wished her to inquire, to query him about the name or the symbol on the staff, a stylized letter A. He knew she was lettered; his request for her services had come in writing, delivered by messenger only yesterday. He was waiting for the bounty hunter to give in to her curiosity. Scars Ironclaw Fiction 9 Danica bowed, turned, and left without a word. * * * The Don was dead. Triskellion continued as it always had: traders moving their wares; merchants haggling in the markets, the stores, or in dark rooms and darker alleys; the occasional foreign noble seeking an advantage over another House or dueling in the shadows with the Rinaldi. New Town finely built and flourishing, bright and vital; Old Town wallowing in stagnation and decay. Life in the port city never slowed, never stopped, not even for tragedy or imminent disaster. On the surface it was business as usual, almost as though the Don and his family were still presiding over the cosmopolitan port, secure in their manor from the prying eye of the commoner. Instead, they were secure in the family mausoleum, forever unconcerned with the curiosity of the plebeians. The Don was dead. Savagely, brutally murdered. Danica could sense the stench of fear as she strode through the crumbling decay of Old Town. It roiled in the air, a thick miasma of unease and frustrated ignorance; the future, so calm and ordered before, had suddenly taken a swift turn into uncertainty. On the island of Calabria, four Great Houses held sway. Here in the largest city, Triskellion, the decadent Grey Foxes of Great House Rinaldi shakily held the reins of power over an ever increasingly influential and fractious Merchant’s Guild. To the East the noble Avoirdupois Horse Lords controlled the plains with the might of their armies. To the West the pragmatic Wolves of the Bisclavret, youngest of the Great Houses, enriched their forested lands through innovation and youthful vitality. To the North the fierce Boars of the Doloreaux held steadfast between the other two Great Houses by sheer tenacity, as obdurate as the mountains of their home territory. All three deeply coveted the Rinaldi’s wealthy lands, which included the strategically and economically vital port of Triskellion. All three knew that control over the economics of the trading city would would provide the power to catapult any House into a position of dominance over the entire island. Any of the three would have come to take it by force long ago save for one fact. Despite their decline, the Rinaldi’s defenses of the city were formidable; to turn one’s back on the other Houses for the length of time necessary to subdue the city would be suicide. So the Great Houses bided their time, attempting to steal through underhanded maneuvering what was impossible to wrest through force. Where a steel edge failed, a poisoned dagger might succeed. The political climate was of benefit to Danica; with stability on the island a fragile thing, there was always call for a bounty hunter somewhere. But now the situation had changed drastically. It had been a full month since the bounty-hunter last entered the city; at the time the reigning Don of Great House Rinaldi was celebrating his second marriage, this one to a foreigner. The festivals and constant partying had grated on Danica’s nerves, and she quickly left, following the trail of a wanted murderer. Danica knew Scars Ironclaw Fiction 10 nothing of the Don’s new wife save that she was a Grey Fox, and thus of acceptable blood. This was probably a good thing for the Great House; inbreeding had been rife over the last few generations, with no new blood entering the Great House. Such a situation could only lead to ruin. Indeed, commoner and noble alike speculated as to whether the decline of the Rinaldi was due to their lack of numbers and their prejudice in choosing partners. The Rinaldi defended their choices by pointing out that to marry a Fox of lesser standard, one who was not Grey, would visibly taint the blood, producing red-furred offspring. So it was that recently the Don searched abroad for a suitable bride, and found her. Or perhaps not, seeing as he apparently divorced the woman before church and court not a week prior to his death. Scuttlebutt in Three Corners, where Danica was resting when she received her ‘offer’, said that the new bride was something of a disgrace to the Rinaldi. People muttered about her ‘bizarre foreign ways’, and made veiled reference to odd customs. Some even went so far as to whisper accusations of heresy. Whatever the gossip, one thing was clear: the new wife was being linked to the death of the Rinaldi ruler. And each whispered rumor was accompanied by a worried glance and a quick flare of fear behind the eyes of the speaker. Without the Rinaldi’s hereditary rulers, the slaughtered Don Fidelio de Rinaldi and his dead family, who would deal with the Great Houses? The other, lesser Rinaldi? They were preparing themselves for a war of politics and poison over the throne, preoccupied with the desperate matter of succession. The first to claim the throne would die shortly thereafter unless he first dispatched his rivals; it was best to remove all other claimants before attempting to sit upon the precarious seat, ostensibly ruling the city and surrounding lands. The nascent Merchant Guild Council? It seemed unlikely the Lords of the Great Houses would accept them; the power of gold yet remained insufficient to grant equality between commoner and noble. And without the stamp of Rinaldi backing, without a certain amount of pride in their rulers, was it not possible that the city militia would be somewhat less devout in their duty of defense? If a man did a thing for money alone, there might be much else he could do for more of the same.... Treachery, an opening of the city gates to a rival military power was certainly not out of the question. To the average citizen of Triskellion the future must seem bleak and grim indeed. Danica shrugged under her heavy cloak; it really was none of her business. This city had ceased to be a home for her many years before, and was now only a convenient place to make a living. She rarely stayed for more than a month at a time; her sleep suffered and waking hours were no better. Too many memories. Besides, with Fabrizio still alive the citizens would find their problem solved in time, and the city’s tension would turn to celebration when he moved into the open. Oddly enough, this was quite comforting for her. After all, she considered, war would be bad for business. Items of lesser importance, such as murderers, thieves, rewards, and low justice, often paled into insignificance beside the threat of invasion, subjugation, and possible massacre. Without a stable governing body, without an acceptable ruler, it would only be a matter of time before the other Great Scars Ironclaw Fiction 11 Houses moved, regardless of the precarious political situation among them. Better to strike first and risk failure than sit back, overcautious, and see another house reap the spoils of Triskellion and the Rinaldi lands. Danica steadfastly refused to consider there might be other reasons for her satisfaction. Best not to think overmuch about the past. The Don was dead, and it had nothing to do with her at all. Nothing. The jagged spike of the old watchtower gave away the whereabouts of the Crested Mastiff. Shifting her route, the bounty hunter navigated through the streetwalkers on her course towards the inn, down the main street of Old Town. The aqueduct flowed steadily on her left, the splashing of men in its gurgling waters attracting her attention. Prisoners, minor criminals and debtors most likely, chained at the ankles and bearing tools and bags. Overseen by the Guard, their job was to fish the detritus and waste from the water, to keep it flowing swiftly and cleanly through the streets. Unpleasant, but preferable to the stocks or a brief stay in the filthy, disease- ridden prison. Danica looked away, unconcerned. She saw enough of such people in the course of her work; they hardly interested her now. Striding along the cobblestones she tried to avoid staring at the massive stone keep of the Rinaldi clan, looming over the dilapidated Old Town. As usual, she failed. After several surreptitious glances she gave up entirely, turning to face the ancient monolith from an earlier, war-torn time. Her eyes flicked along the vine-covered walls, stained by weather, crumbling here and there. Now, with the choice of weapons in battle being words and treaties and the popular tactic political outmaneuvering, the slowly fading fortification offered less protection than parchment. At least you can write something on that, she mused, like a treaty. But the walls might become necessary soon, if this pretender interfered with the succession. A small group of Old Town children sprinted by behind her, laughing and gaily singing a silly little song, cheerfully uncaring of their ragged clothing and lack of footgear. Abruptly the walls of the Keep wavered before her eyes, and the bounty hunter’s memories betrayed her, as she heard the voice of another child from long ago, singing a different song. Fingertips itching, Danica rubbed gloved hands together. With an effort she regained control of herself, pushing childhood memory aside and turning her back on the fortification to regain her bearings and continue on, toward the inn. Dimly the hunter became aware her thoughts were wandering, deep exhaustion from the long journey and lack of sleep settling in. It would definitely be best to get to the Crested Mastiff. One last look she stole at the Rinadi home before turning away. It stared back, arrow slits like cat’s pupils burning a hole into her back as she moved into the filthier alleys of Old Town. Light, I hate this city. * * * Scars Ironclaw Fiction 12 Scars Ironclaw Fiction 13 The Crested Mastiff was nearly empty this time of day, with only Delaney, the Raccoon Innmaster, and Tucker, his sometime protégé and occasional irritant, seated at a table playing a quick game of Steel and Stone. Tucker stood as she entered, hip banging against the table, upsetting a game piece, black-masked eyes darting her way. On edge, Danica noted, more so than usual. Any decent burglar developed a quick eye for trouble; she supposed the tension in the city stretched his senses that much tighter. Most likely the Guard was his worry. With the death of the Don, they would be desperate and furious. A person even suspected of being a scofflaw could be in serious trouble if the Guard happened across him, becoming an outlet for their rage and fear if nothing else. Tucker had passed beyond the point of being merely a suspected thief long ago; if he was caught a severe beating would be the least of his problems. The two made an interesting study in contrasts: Tucker, tall and rangy, full of nervous energy, with a tail that snapped like a panther’s, despite its puff of fur; Delaney, massive and stout, calm and careful in posture and mien, with his own bedraggled tail half missing. It was an ugly reminder of the other scars crisscrossing his body underneath shirt and trousers. Danica had discovered them during a brawl years before in the inn, when she herself was new to Old Town and living with Delaney at the Crested Mastiff. A group of excitable young Bisclavret mercenaries took it into their heads to insult and bait several Doloreaux caravan guards when one of the Northerners stole the attentions of a pretty serving girl. Naturally the Boars failed to keep their tempers; a common problem with the Doloreaux. Young, timid, and desperate to help, Danica stepped in to smack a brandy bottle into the skull of a Wolf trying vainly to knock Delaney off his feet. Her victim took part of the Innkeeper’s shirt with him as he fell, and she received one good look at the Raccoon’s back before he leapt into the wild melee, tossing Wolves and Boars aside like children. It had not been a pretty sight, neither the brutal scars nor the flying bodies. Of course, she considered, her fingers itching again, I’m one to talk. Not asking about his scars seemed politic, since he never asked about hers. “Danica,” the younger ‘coon breathed. A grin widened his jaw and a sparkle lit his black-masked eyes. Sweeping into a deep bow, he skillfully parodied a noble’s greeting to the ruling sovereign. Only the lack of a hat to flourish and a cloak to gather spoiled the image. “Not now, Tucker,” she muttered, frowning. Normally she put up with his youthful enthusiasm and attempts at flirtation; today the Red Fox was simply not in the mood. “I’m working.” “That’s a fine hello after so long gone. I swear, none of the Foxes around here can touch you for beauty; too many of them Greys, with so little color.” Doesn’t the boy ever stop? “One of these day’s I’ll hand you over to the Guard myself,” she shot back, fondness taking the bite from her words. “But I wouldn’t come all the way here from Epinian for that small a reward.” The boy relaxed slightly, leaning against the scarred wood of the long bar. A knife appeared in his hand, spinning on his palm once before dancing across the back of Scars Ironclaw Fiction 14 his fist to his other hand. “Stop it lad! Ye may as well hang it from yer neck if ye do that.” The innkeeper’s accent held far more of the North than the younger man’s; while they had both been born among the Bisclavret, Tucker had grown up in Triskellion. With a clack of stone on slate, Delaney shifted his Paladin, threatening Tucker’s High Priest while simultaneously opening a hole in the younger man’s Wall. Grunting in satisfaction, the older Raccoon heaved himself to his feet and wandered to the bar, still not having so much as glanced in her direction. “What brings ye through the door this time, Dani?” Danica winced at the diminutive. Delaney was the only man from whom she accepted it, though Tucker often tried to use it as well. “Guess.” Stepping quickly to the table, she surveyed the game while pulling off her traveling gear. It appeared as though Tucker had once again developed a complicated, cunning strategy that fell apart the moment Delaney offered him a small sacrifice. The big Innkeeper was now in the process of methodically dismantling his opponent’s defenses, piece by piece. Tucker and his grand ideas; they never hold up when he puts them into practice. She dropped the heavy cloak on a chair, slipped off the sword belt with its heavy double sheaths and hung it too. Armor is too damned inconvenient, she decided, fidgeting around to find a comfortable seating. Of course, one rarely thought that way when saved from being cut open by a swift blade. While hunting for this ‘pretender’ Danica would probably be wearing it for quite a while. The thought depressed her. “With the Don dead, ‘tis nae a hard puzzle.” The thickset ‘coon plunked a bottle of brandy and a pair of cups on the gouged wood between them before settling down. He knew her tastes and shared them. Tucker flitted around the table like a bat, apparently unable to decide between sitting and chancing a quick look at her sword. Delaney made up his mind for him by dragging the burglar into a chair. “I may need your help.” The admission came with difficulty; the bounty hunter always preferred to handle things herself. But in this case, expedience was the key to gaining an enormous reward before other hunters arrived to complicate matters. “I’ll throw you in for one tenth of the prize.” “Make it a quarter.” Danica fought to figure the math. Her childhood education seemed dim now, and dealing with fractions took more concentration than she had patience. Finally she simply tossed out a middle bid. “A seventh.” “What kind o’bloody share is that? A seventh?” Delaney snorted with disgust but passed her a cup, giving tacit agreement to the deal. She took it without removing her gloves. Thin stuff by the smell; not the fiery foreign drink she preferred. Free, though. “There’s a Grey Fox on the lam, and he’s pretty much disappeared. Supposedly he’s with a Weasel and a couple of white-shields as well. They’re might be heading out of town, if they haven’t already done so. I wasn’t exactly given a full description of their plans.” A quick sip confirmed her suspicions: definitely the cheaper local Scars Ironclaw Fiction 15 brandy. Not to complain; the price was welcome. “A Grey? Why bother with those snobs?” sneered Tucker, flicking a finger at her rusty pelt. “Because he’s worth a very great deal of money, Tucker.” And maybe quite a bit more than simple gold. It would not do, she told herself, to give away too much information. Obviously her employer wished the entire affair kept as quiet as possible, and telling anything to Tucker would be as diplomatic as screaming it from the Cathedrale de Temoin’s bell tower. He lacked any sense of tact or discretion concerning other people’s business. Delaney pondered her words, rocking back and forth in his creaking chair. “All right. I’ll give ye a hand on this one. Ye never can tell, I might turn summat up. After the noon rush, mind. But ye look beat, lass. Been a long trek and ye’ve not rested yet, I’ll warrant. Why don’t ye grab a room, drop your gear and take a quick nap. We’ll all three get on this as soon as ye’re up.” Tucker nodded enthusiastic agreement. Sighing, Danica drained the rest of her cup. Cheap though it might be, the brandy burned a path straight for her head. Delaney was right; she needed a rest. “Standard rates?” Delaney waved his hands expansively. “If we find nothing. If we do get summat out o’ this, ye’ll sleep for free.” “Thanks, Delaney.” Danica collected her cloak and slipped the sword belt over her shoulder. Tucker sighed with disappointment. “Leaving so soon? I’d like to hear what you’ve been up to for the last month or two.” His smile was wide and hopeful. “Spare me, Tuck,” she shot over her shoulder, turning away to avoid seeing his happy grin fade. “I’m out on my feet.” It was very nearly true; her tread was uncomfortably heavy, and the stairs seemed nearly insurmountable. After what seemed an eternity she finally managed to reach the top, wanting to do nothing more than drop her pack and gear right there and come back for it later. Only in this neighborhood, Delaney or not, it’d be gone in a heartbeat. The room she picked was one of the cleaner ones, without any holes in the roof; the door even shut tightly. The Crested Mastiff had not begun its existence as an inn; most buildings in Old Town ceased serving their original purpose long ago. Nobody, not Tucker, Desmond the Apothecary, nor even Delaney could agree on the earlier use of the building; opinions varied wildly. All agreed, though, that with a fair bit of work and materials it might become a decent inn. With Delaney’s finances unable to support such an effort, and his will unable to bear the thought of doing the work, the result was a patch job with rooms running the gamut from decent to execrable. Not that it mattered; few travelers bothered to enter Old Town in search of a room, and the neighborhood near the old Watchtower was no place for the idle tourist. Overrun with gangs of youths and older, more vicious criminals, it was the most dangerous place in the city to be after dark. Delaney garnered the bulk of his profits from the sale of wine, ale, and cheap liquor, mostly to the honest Scars Ironclaw Fiction 16 or partly honest Old Towners, but sometimes to the very gangs dragging down the neighborhood. It was one of the reasons the local racketeers did not attempt to extort money from him. That, and the fact that the last one to try had been found screaming in an alley with two broken legs. No loss of money to crime coupled with cheap taxes, owing to the condition of the building and its dangerous location, certainly cut down on the older Raccoon’s overhead. Danica dropped her pack on the bed, and followed it with herself. I should be up, hunting for information. The long trek through the night had taken its toll, and burning muscles protested her every move. I’ll have to get more of those salves from Desmond. The Apothecary was a master of alchemy, she was sure; his unguents certainly seemed magical. Practicing forms with the sword would help loosen her up; a pity she lacked the energy. Sleep was definitely a viable alternative, but there would be dreams, she knew. They were always there, waiting for her, in Triskellion. Too bad the damned city brought her so much coin. * * * The tavern was no longer empty when she finally returned downstairs. The midafternoon crowd had arrived; lucky beggars vying with out of work laborers for spaces at the mismatched tables. Danica wrinkled her nose in faint annoyance; the sharp tang of cheap liquor hung heavily in the air. Barter flowed freely, from cheap foodstuffs for drinks all the way up to the occasional set of tools from a down-on-his- luck worker for a bottle of whiskey. Only rarely did a silver denar cross the palm of a serving girl, and then to pay for an entire table’s forgetfulness, or to cancel a regular’s tab. Glancing around and looking for familiar faces, Danica felt her face split into a grin at the sight of a harried Squirrel slipping between the patrons, sporting a tray of cups. I see Delaney’s got a new girl; I wonder how long she’ll last. The drink- carriers usually moved on after a month or so; the Crested Mastiff attracted a certain kind of man most of the time, and though Delaney occasionally broke someone’s head for trying to take liberties, there were only so many ribald comments and casual gropings any woman could stand. Danica often considered suggesting the innkeeper hire one of the unemployed stevedores to serve. It would certainly solve one problem. The hunter wove carefully through the crowd, spotting the two Raccoons at the bar, Tucker assisting with the pouring and taking quick gulps when Delaney’s back was turned. She shook her head; close to her in years, but still a child in many ways. At no point as she slipped through the crowd did any patron test his luck as he might with the serving girl. The regulars knew Delaney would break the bones of anyone caught in the act of bothering his tray-bearers; it failed to deter them. But the same regulars knew Danica would most likely put steel into an offending man; it had happened before. Anyone here with a friend was informed; anyone without was watched carefully on the off chance they would bring some amusement to the sour life of an Old Towner. The bounty - hunter leaned against the bar between a pair of workers who Scars Ironclaw Fiction 17 probably outweighed her by two stone or more and motioned the younger Raccoon over. “I need to speak to you both,” she said, rolling her eyes at the door. “As soon as possible.” “It’s starting to thin out,” Tucker replied, handing off another mug of thin ale. “And Armande is supposed to be in by now. He’s running late.” “Armande?” Tucker grinned. “Seanna brought him in - said he needed work. I’ve no clue where she found him; knowing my sister, I’d guess in the gutter somewhere, and she dragged him in out of pity. Delaney offered him the position and he jumped at it. He’s a damned hard worker for the money Delaney pays. It’s not like him to be late.” Danica digested this information. It probably made Seanna feel all holy or something. Where was Delaney getting the money to hire another bartender? “I’ll be outside!” she shouted back over the din. Tucker nodded again before sweeping up two empty mugs and turning back to the kegs. It’s actually not all that loud in here, the bounty-hunter thought as she slipped back into the crowd and began working her way to the door. Normally it required constant yelling to carry on any conversation; now the noise was but a muted rumble. Not conducive to easy speaking, but.... She noted the fearful glances, the huddled groups, the lack of bickering. The familiar stink of alcohol was underlaid by another, subtler scent with which the Fox was intimately familiar. Fear. Nobody knows that Fabrizio is alive. Still. I can’t believe they’ve managed to keep it under the waters until now. It will surface, sooner or later. Some guard will talk to a friend over an ale, and that will be that. The Otter’s resourcefulness at keeping the secret up to this point certainly impressed her. It had to be him; the nobility had neither the wit nor the will to halt gossip among the servants. There must have been substantial rewards offered and nasty threats made to keep mouths closed this long. Outside she checked the position of the sun. Late afternoon to be sure. There were more people on the streets…Old Towners hurrying to complete their errands before dark. Night in this section of the city could become decidedly unhealthy. I guess I’ll have to chance it. It was unlikely she would find herself in danger; trouble generally picked less dangerous looking people to inflict itself upon. Still, Danica was glad she carried steel. The sword she slipped under the door to Delaney’s room earlier, knowing full well it was one of two in the entire Inn with a lock. It would be best, with the constabulary in an uproar, if she presented a slightly less aggressive image. But not to protect herself, she considered, fingering the heavy blade hanging from the back of her belt, would be foolish. Lethally foolish. When Tucker and Delaney finally rolled out the door, Tucker with a decided list to his walk, she sat on a discarded keg, staring at the Rinaldi Keep. The focus of her gaze was nearly involuntary. When her mind wandered in Triskellion, her eyes inevitably slid back to the slate - grey structure. Too many mysteries, she kept telling herself. That was the reason this time. No question. Scars Ironclaw Fiction 18 “Well, the blasted Horse finally arrived. Ye’d think being related to a Great House so damned picky about manners and honor he might have the decency to show up on time.” Delaney strode over and plunked himself down on the ground next to her, dropping into a cross legged position. “And Mirella quit on me; paid her a full denar to stay on for the rest of the day, so t’would be good if summat came of this, Dani.” Tucker slipped along the wall until he entered her blind spot. It was hardly the first time for that little annoyance; he knew it bothered her, but continued to do it in order to get a rise from the bounty hunter. She resolutely ignored him this time, turning to the innkeeper. “If we’re going to get any of this reward, we need to move quickly. My employer suggested that I wasn’t the only hunter sent for, only the first to get here. So we have to work fast if we’re to keep the advantage.” Danica paused, guiltily recalling the innkeeper’s greeting. “Sorry to hear about your serving girl,” she said, belatedly. Tucker’s clothes rustled behind her; she tracked the sound, putting him directly at her back. “‘The first to get here’,” Delaney repeated. “Did he say that?” At her nod his mask screwed up in consternation. “That seems odd, don’t ye think?” “I don’t-“ began Danica, but Tucker cut in excitedly. “Don’t we have plenty of bounty hunters in the city already he could be using? I mean, why wait for people to come from out of town? Why send for them at all?” Danica slowly turned the thought over in her mind as Delaney nodded approval of the younger Raccoon’s quick comprehension. It was true. Blinded by the enormous reward she had missed that oddity entirely. “There could be any number o’ reasons, lad,” continued Delaney. “He might want people with no ties to any in the city. He might want people who would nae be caught up with plottings in the city. He might want hunters who weren’t already in any other person’s purse. I could go on fer days. It’s just an odd thing, is all.” Or, thought Danica, vague suspicion suddenly taking firmer root, he might want people who weren’t familiar with Fabrizio de Rinaldi. She shook the thought off; it would do no good to speculate at this time. “The important thing now is to find the Fox.” The two Raccoons shifted their attention to her at the reminder; at least she assumed Tucker did by the sounds. “The Weasel he’s with is a woman, who apparently prefers to remain cloaked. She also might be a mage, so don’t approach them until we know more. If you see them, keep your distance. Now I don’t know what you two are going to do, but I’ll head to the Keep to see the Magistrate. If he’s in.” “They’re stopping everyone from going in there, lass,” commented Delaney warningly. “Ye may not find it easy to speak to someone.” “I’ll find a way,” Danica growled. “What do you plan?” Delaney stroked his chin. “If they’re on the run, and they have nae left town yet, they’ll need to be staying somewheres. The only good places to hide are here in Old Town; it might be a good idea to check my competitors. I’ve to be back here after sundown, but that gives a few hours yet. Lad?” Scars Ironclaw Fiction 19 Tucker shifted uncomfortably. “Well, I thought I might take a look around...see what I can see....” Danica snorted. He hasn’t any idea what to do. “I doubt they’ve left town,” she put in, ignoring Tucker’s thankful look. The young burglar was obviously desperate, searching for something, anything he could do help. They won’t leave town at all if they plan on putting a pretender upon the Don’s seat. “So checking about might a very good idea. You might want to expand outwards into the New Town inns as well, Delaney.” The innkeeper eyed her suspiciously. “And why do I get the feeling that’s more than a hunch, lass?” Because it is, old friend. I just can’t tell you that. The pretender could hardly hide out in an Old Town inn before making his play for power; if word got out somehow, he would be instantly discredited by the other nobility. No true noble would lay his head down with flea-infested peasants, even under the worst of circumstances, or so they claimed, and anyone attempting to pass himself off as a Lord would have to be more ‘noble’ than the blue-bloods themselves. It was much more likely that the imposter, the wizard, and the rest of their group had moved into a room in a decent inn and bribed the servants not to talk. This, however, rarely prevented gossip. “Well,” Tucker chimed in, sounding inordinately pleased with himself, “if Delaney’s going to check out the inns of New Town, I could save him some time by looking around here - the Old Town inns, and whatever else comes to mind. I can’t hardly show my face in New Town these days. The Guard’d be all over me.” Turning slightly, Danica arched one eyebrow at him, flicking an ear in amusement. “One of your jobs got a little too hot, Tuck?” “You’ve hit it right on the head there, beautiful.” Delaney reached past her and shook the younger Raccoon casually. The bounty hunter heard teeth rattle. “Don’t be startin’. We need ye lookin’ out for this little group, not mooning over Dani.” Tucker jerked free with a muttered curse and turned away, ears flat with annoyance and embarrassment. Delaney frowned, opening his mouth to bellow, but Danica raised a finger. Let him be, she mouthed. With narrowed eyes and folded arms the innkeeper stepped back, then shrugged. “Lad, there’s a wee bit of gold at stake here, I’m thinking. Dani has nae told us how much, but from the look in her eyes it’s quite a lot.” The bounty hunter started. Is it that obvious? “I’m not an idiot, Delaney.” Tucker kept his back presented to them, refusing to be mollified. Delaney obviously strained for an instant to avoid blurting out the obvious rebuttal, then relaxed. “I’m just askin’ ye to keep things in perspective,” he continued, evidently straining to keep the tone of his voice level. “Perspective, sure, right,” returned Tucker tensely. “Anyways, the day’s getting a little old, don’t you think? I’ll be heading out.” With that he strode quickly away, raising more than a few clouds of dust in his wake. Danica sighed. This sort of confrontation was a common occurrence between the two Raccoons of late. Scars Ironclaw Fiction 20 “Why do you do that?” Delaney let out his breath in a hiss between his teeth. “The lad’s a dreamer; he spends his time in the clouds. I dinna mind it sometimes, but he’s got t’learn to get back down here when there’s work to be done.” “He’s young,” Danica shot back, vaguely annoyed that she felt a need to defend the young Burglar. “Give him some slack.” “Enough to hang himself, lass? Because it’s the gallows if he makes a mistake in his line o’work. There’s nae much difference between his age and yers.” Delaney’s face screwed up for an instant; an almost comical expression of annoyance twisted his mouth and dropped his ears, annoyance directed partly at Tucker and, no doubt, partly at himself. “And that’s the problem, eh? I embarrassed him in front of ye.” “I don’t see that as a problem,” replied Danica. “That’s nae a surprise, lass. It’s him who sees it that way.” The bounty hunter shook her head. “Delaney, I don’t know what to do about Tuck.” She began to pace, embarrassed in her turn at the subject. “I never asked for this sort of attention.” “Forget it fer now, Dani. He’ll get over this little spat, and ye can worry about things between ye later.” Delaney leaned back to stare at the sun for a moment. “And he was right about one thing - it’s getting a wee bit late.” A deliberate end to the conversation, ironically mimicking Tucker’s, but a good point nonetheless. Danica nodded slowly, and laid a hand on Delaney’s arm. “Delaney - there’s a lot of gold riding on this.” He rolled his eyes in her direction, a spark of annoyance flaring. “Not like that, dammit. Tuck ran off before I could give him this speech, but you’re still here. So I’m warning you to take care of your hide. That much gold means there’ll be more people hired soon, and they won’t be too picky about who they have to kill for it. It’s a lot, but not worth you with a crossbow quarrel in your spine.” The scarred Raccoon relaxed at her words and parted his lips in a gap-toothed but still sharp grin. “They might be gettin’ a wee bit of a surprise if they come after me, lass, but I’ll be keeping that in mind.” Good humor restored, he threw her a quick two-fingered salute and ambled off casually in the opposite direction from Tucker, moving towards New Town. Danica shook her head. Idiot men; they never show proper caution. Still, she definitely would not want to be the man who decided to murder Delaney. A quick glance around re-established her bearings. The Keep was her destination; she could be there in less than a quarter hour. Whether she could gain entrance, now that was a different matter. Best leave that ‘till you arrive, Danica. Briskly the hunter set off towards the Keep. This could very well be the largest reward she ever took in, so there was no sense in dawdling. ‘They won’t be too picky about who they have to kill for it’. Her words to Delaney just now, but Danica could not help but wonder just whom she herself might have to kill to earn the promised gold.. When you took a contract, you finished the job. No matter what. Scars Ironclaw Fiction 21 Chapter Two Dodging through the late afternoon crowds of Old Towners completing errands and heading home, Tucker fairly seethed with irritation and humiliation. Damn that arrogant, know-it-all, torn up bag of skunk excrement! Always sticking his greying snout in where it absolutely Should! Not! Be! His guts knotted as he recalled the other Raccoon dressing him down, in front of Danica no less. If only the earth had opened up to swallow the young thief; it would have taken the edge off the embarrassment. Better yet, if only it had swallowed Delaney.... A sweet scent caught his attention and Tucker stopped at a pastry cart, trading off a skin of the inn’s ale for a sugar tart, cooked that morning. It went a long way towards improving his mood; he thanked the smiling Bear and continued on his way, munching happily. Now, there was a man who put heart and soul into his work; you could taste it in the pie. And why not? There wasn’t a better place to live than here, in Triskellion, the largest and most lively city on Calabria. Baking pies for customers, giving out your work in exchange for goods and sometimes even money, watching the flow and eddies of the people around you; not such a bad life, Tucker decided while savoring the taste of the sticky treat. His own life might be better, though, if Danica paid some attention to him. Well, not that she ignored him, exactly, but he’d prefer attention of a different sort. The young Raccoon broke off a piece of the tart and slipped it to one of the orphans darting through the legs of the crowd; the little mouse’s squeak of surprise and pleasure brought a quick smile to his face. Smart, witty, razor-keen; all words he could use to describe the bounty hunter. Beautiful, too, he conceded, and that just made it even better. Tucker knew she presented the diamond-hard exterior to the world as a defense; every now and then he caught a glimpse of what lay behind and it took his breath away. On that odd occasion when a crack appeared in her armor he sensed a bleak sadnesshidden deep within. Something terrible must have happened to her, for her to try to be as hard as she is. One of his earlier resolutions had been to find a way to replace her melancholy with joy. Things did not proceed exactly as planned. Not entirely sure why the Red Fox decided he was not worth attention, Tucker resolved to simply keep trying until he wore her down. Romance, humor, assistance; having attempted all three the young Burglar was becoming more and more convinced it was persistence that would carry the day. That is, if she doesn’t kill me first. The sight of the Guard ahead, two of them patrolling through the crowd, was enough to bring Tucker’s mind back to its task, but insufficient to dispel his good mood. Unfortunately a line of vision worked both ways; one of them raised an arm, pointing in his direction. Too full of energy to simply glide deeper into the crowd and hide in plain sight, the burglar dodged into one of the many small, dingy alleys riddling Old Town. They would look in here, of course, but he would be long gone by that point. Stuffing the pastry into a pouch, he scampered atop a small stack of crates, teetered precariously for an instant, then launched himself into the air. Scars Ironclaw Fiction 22 Bouncing off a corner wall, Tucker pushed up and out again, catching the top of the shortest building with three of his clawed fingers. Feet scrabbled for an instant for purchase then caught, and he pulled himself up and over an instant before voices began to echo down the alley. “…tell you I saw him!” One of the two guards, a Badger, ill tempered like many of his kind, kicked over the pile of crates. Tucker resisted the urge to snigger; apparently Guildmaster Rienhert still felt the sting of the disappearance of four packages of expensive spices. The Burglar rolled over and stuck his snout over the lip of the building, eyeing the guards. There was no particular concern about a chase. If by some stroke of ill fortune they spotted him, he could flee across the roofs in any of three directions, and the guards would never know which one. “Look,” replied his partner, a tall, slender equine, “we don’t have time to be pulling in every single known thief we set eyes on. Leave it.” Tucker grinned. Well, she’s reasonable; refreshing in a guard. He took a second look. And a much better looking Horse than old Armande. “This whole ‘keep it under wraps’ order is making me crazy,” snarled the Badger. “How long are we going to have to wait until we can tell people? My wife’s been bothering me, and if she finds out I’ve been holding back....” “I know, I know,” his partner commiserated. “She’ll have your hide.” The mare suddenly gave the crates a frustrated kick of her own, staving one in with a hoof. Tucker winced. Then again.... “It won’t be long now. Sooner or later we’re going to have to tell someone that the boy’s alive.” Tucker’s ears perked up. The boy? “We can’t tell anyone until we find him, idiot!” The woman took the insult in stride; one usually had to when paired up with a Badger. Either that or spend a great deal of time in bandages. The guards slowly moved towards the mouth of the alley, and Tucker now began suppressing curses. He strained to catch the last few words as they paused at the entrance for an instant. “If Fabrizio…“ ”Shut it!” snapped the Horse. She grabbed the Badger by his arm and pulled him, swearing, out into the street. Yes m’friend, I know exactly how that feels. Tucker slowly rolled over onto his back, eyes unseeing. Had he heard correctly? Fabrizio? Tucker only knew of one Fabrizio with whom the Guard might be concerned. And Danica was looking for a Grey Fox. He reached into his pouch and pulled out the somewhat crumbled pastry. No matter; it would taste just as sweet. From experience, Tucker knew it was not the packaging that proved the worth of valuables. A careful bite, and he chewed slowly while considering the implications of his discovery. He wondered what Danica had been told by her employer. Probably nothing - more likely she still labored under the impression her quarry was just another criminal type. Maybe, just maybe she might take a second look at someone who brought her this information. It was rather important, after all. Abruptly Tucker sat up straight as a second course of action occurred to him. He rolled it over in his mind a few times, considering its possible benefits. Yes - he could very well do that too. Scars Ironclaw Fiction 23 Delaney thought he acted like an incompetent child? It seemed the Burglar now had a chance to prove otherwise. * * * A thick sense of impending doom clung to Danica as she pushed her way through the people filling the streets, occasionally pushing aside people too slow or too obstinate to move from her path. It was a foul mood, spiced with frustration and vague annoyance…frustration with Tucker, and annoyance with Delaney. She stood tall, hoping to catch a glimpse of the younger Raccoon, but either he had too much of a lead, or had already turned off from the road to the Keep. Why was the Burglar still bothering her? She had made it plain she had no romantic interest in him. Tucker was a friend, one of the few she had, and any dalliance between friends invariably complicated things, to say the least. And when it all fell apart, as it always did, there was another friend gone. And perhaps he would take more with him. Danica had too few friends as it was. Besides, she told herself, Tucker can be such a child at times. Not the sort of man from whom you want anything other than friendship, indeed no. Delaney, however, needed to keep his whiskers out of it. By barging in he only increased the friction between her and Tucker and hurt the boy to boot. It was uncalled for; the Burglar was no worse than usual today. Why had the other Raccoon chosen that moment to dole out some ‘advice’? She ground her teeth in a brief spasm of fury. The next time he laid into Tucker like that Danica would...would...do something, she finished lamely. I’m not even sure why. I actually agree with the old man. She paused by an aging Bear hawking sweets from his cart, her nose wrinkling at the sharp scent. Who knows what he puts in those things. The bounty hunter felt his stare on her back as she moved away. She never trusted street vendors, standing around all day, watching people walk by. Probably keeping an eye out for a likely looking person to mug. Certainly some of the vendors acted as spotters for the local gangs, identifying the vulnerable among the people and fingering them for the thugs. Damn, she hated this city. Full of filth, crime, and empty lives. My history here certainlydoesn’t increase its appeal. Danica quickened her pace, trying to put Tucker and Delaney out of her thoughts, succeeding only in replacing them with memories of her childhood life in Triskellion. Unfortunately, there was little improvement to be found there. Very few of her later, more easily recalled years of childhood were anything resembling joyful times. Most often remembered was the tearing bite ofexcruciating pain, the searing fire, and the final agony of abandonment. Such thoughts were always close to mind in this city. The Keep loomed before her, startling Danica out of her ruminations. I guess I’m too used to this little walk. Still, it had been a long time since she stood in front of the black iron gates, sided by copses of apple trees littering the ground with spent blooms. Not surprisingly they were closed; the two guards in front were practicing Scars Ironclaw Fiction 24 their best glares to keep away the passers-by. Judging by the harried expressions appearing on their faces as she approached, Danica could see the tactic was not as effective as they hoped. “No entry, no talking, no one available,” sighed the guard on the left, a Red Fox like her. It had the rhythm of an oft-repeated phrase. Danica replied by reaching into a pouch and coming out with a trio of denarii, bouncing them in her hand suggestively. Both guards brightened, then sagged. The Fox looked at his partner, a Skunk, and sighed. “Look, it stands, okay? Nobody gets in, nobody talks, nobody’s free to see you.” “I don’t want to talk to ‘nobody’,” Danica countered easily, “I just want to talk to the magistrate. I’m hunting a criminal; surely he has time for that?” The two Guards exchanged a confused look. The Skunk leaned forward slightly. “You aren’t...here about the Rinaldi?” “Should I be?” Danica waited, small pyramid of coins held on outstretched hand. They vanished an instant later. “Wait here,” the Fox instructed, unlocking the tiny door in the side of the gate. He slipped through, closing it behind. Danica heard the lock click. I always wondered why that door was there; a battering ram would cave it in completely. Expedience, she supposed. The color and the shape looked to her like a later addition, perhaps after the city grew up around the Keep and the threat of a siege became minimal. While she studied the door , the other guard eyed her carefully, rocking back and forth on his heels. The bounty hunter ignored him, moving away and running one hand over the slate grey stones of the Keep’s wall, her black mood deepening. Gates.... “Be careful child,” her Father’s steward whispered, pushing her gently out of the entrance of the family estate. “The streets are no place for a young one like yourself.” He looked behind, across the courtyard to see if any were watching, then turned back to her. “Find a farmer at the market, one who will take your coin and nothing more. Leave the city with him, and obtain work serving in whatever peasant hamlet he calls his own - this little bit will keep you until you are accepted.” The Bloodhound held out a small purse of coin; she stared back helplessly, tears soaking into her fur. He looked at her hands, her agonized hands, and winced with sudden realization. Quickly the old man bent and tied the purse to her belt. “I am sorry little one. Truly. But we must obey the master.” The door closed before her, swinging shut gently on greased hinges, without the hollow boom she expected. Somehow the silence was much worse. “Dammit, Berd! This is what you dragged me out here for?” The angry voice cut through her reverie, and Danica shook her head, taking a moment to compose her features before turning. Another wall loomed before her: a massive, multicolored chest. Her eyes traveled up to the broad, purple-vested shoulders, touched briefly on the orange-sleeved arms, and narrowed at the sight of the white ruff circling the thick, grey-furred neck. Finally her gaze settled on the flat- faced visage of the local magistrate of the constabulary. Umberto del Serio, as I live and breathe. The only Scars Ironclaw Fiction 25 person in a thousand paces with worse taste in clothing than I. She glanced down at her travel-stained tunic, patched leather cloak, and scarred boots. At least I can say I didn’t pick them out in this condition. The Ape shifted back a step and rubbed his thick-knuckled hand over bleary eyes. “Danica. So the deluge of opportunists begins. Good trick getting me out here; well you’ve come for nothing. We’re not…” It looked like the magistrate was about to launch into one of his famed tirades. Normally a fair man, he quickly grew short- tempered when frustrated or tired, and both states were writ clearly across his face with its heavily bagged, red-rimmed eyes. Danica hastened to cut him off before he built up enough heat to explode. “Magistrate! I’m not here about the Rinaldi!” That stopped him dead. “Hmmm? What’s that you say?” “I’m not here about the Rinaldi,” Danica repeated slowly. As her words slowly began to penetrate his obviously exhausted brain she continued to lie through her teeth. “It’s actually about a felon I think might have come to Triskellion, perhaps some time ago.” I hope. Umberto looked much calmer, and the glaze was fading from his eyes; they were now beginning to gleam with the cleverness which had catapulted the Ape to his position. Be careful - keep it simple. “She’s a Weasel, goes about cloaked and hooded. A mage, by repute. She might be traveling with a couple of bullyboys.” “A Weasel, hey?” Umberto stared down at her suspiciously. There was no point in appearing innocent; bounty hunters were always hiding something, and she would be unable to pull off the act. She settled for looking cocky, something he would be expecting. “Well, we did have a problem with a Weasel fitting that description about a month back. There was a bit of a ruckus at a Tavern near the docks, in which a sailor was nearly killed by your Wizard throwing fire. It seems she’s a bit quick to get lethal when threatened. What’s she done? Supposedly.” Wonderful. An Elementalist at the very least. “Yes, that sounds like her. She’s burned down a business in Epinian, apparently. Have you seen her since the attack on the sailor?” “We hadn’t had a report until recently. A couple of days ago a patrol caught sight of her re-entering the city with some armed men. She’s been spotted once or twice, even speaking with one of the Avoirdupois ambassadors, but only by pairs of constables. Their instructions are not to approach her unless backed up by a full squad, preferably armed with crossbows, and she vanishes before we can assemble a large enough group. I would have my people out after her in force by now, but with the current situation....” The magistrate’s frustration at his inability to take the time to hunt down both a deadly criminal and one who must be the missing Rinaldi heir was evident in his body language. Normally good-natured and easygoing, he fairly vibrated with tension. “What is going on, Umberto? I just got in this morning.” The Ape snorted, ruffling her whiskers. Carrots and onions for lunch? “I won’t even dignify that with an answer. But I will wish you best of luck, Danica. The last Scars Ironclaw Fiction 26 thing we need around here right now is a Wizard willing to kill during a barroom brawl.” Danica nodded in polite agreement, and Umberto took it as an end to their conversation. Which was absolutely fine with her. He vanished back into the darkness of the gates and the bounty hunter turned and slowly ambled away, giving the appearance of someone in deep thought. She could feel the stares of the guards on her back but ignored them. The Avoirdupois ambassador. The Horselords could be behind this, of course. Would they be likely to attempt to supplant one ruler with a false one? Such a plot did not seem to fit with their ideas of honor, though Danica held the firm opinion that when times grew desperate enough, everyone’s honor came second to survival or victory. That thought often kept her sane through some of the tougher decisions she made. But the Weasel re-entering the city a few days ago, that was the most confusing piece of information. If she were involved in a plot to replace the actual ruler with a false one, wouldn’t it make more sense for them to be in the city when the killings occurred? Another thought struck her and she paused, biting back a curse. If the false Fabrizio was not behind the killing of Don Fidelio and his son, it was a fabulous bit of timing on his part to be ready to step into the city at a moment’s notice. It was possible that the death of the Don and his family preempted the imposter’s plot to murder them, but that coincidence did stretch probability. No, it was far more likely the pretender was deeply involved with the deaths. And if the false Fabrizio did have something to do with the deaths, why had they been out of town? Perhaps he had been hiding here, and only sent for the Weasel when the killings occurred. But if he was here before the killings, it would seem likely he would wish an able Wizard by his side for protection and help in concealment before the assassinations took place. Why would she have left the city? No doubt he would have ordered her to keep a lower profile - no spells cast in waterfront pubs. And finally, most damning, if Fabrizio was their target to replace, was it likely that they would finish his brother and father and fail to kill him? There were too many contradictions here, either in the Otter’s story, Umberto’s, or both. Danica’s head was beginning to ache. Enough! Remember the important thing! You’ve taken a contract, now get to it. She paused, leaning against a stone wall to clear her mind. Whether or not the Otter was telling the truth, she knew one thing: Umberto was not a liar. He also had more than enough reason, by his story, to want this Weasel caught. Therefore the Weasel most likely had been seen reentering the city and speaking to the Equine ambassador. It was a start. As Danica stood considering her options, the street traffic swirling around her, she became aware of her shadow, and slightly larger one sliding up beside it. A hand fell on her arm and she stepped away, her cloak billowing out in a wide sweep to deflect any incoming blade, right hand sliding behind her back to grip the haft of the hidden weapon. “Sssah, always the excited one, yes, Danica?” Amused, lilting, accented; an undertone of veiled menace rounded out the voice. Danica’s tension tightened a notch when she recognized the speaker. “Malik.” Scars Ironclaw Fiction 27 Same burnoose, same light brown, heavy robes, same scimitar with the well worn hilt hanging from his sash. The pungent odor of his appetite for spiced food mixed with a hint of the perfumes he always wore. “What brings you here?” A heavy sinking of her stomach came with the realization she already knew why the Coyote was in the city. “Salaam, fair one. So quick you are to leap into business. Would you join me for a small drink?” Danica shook her head quickly. “Ah, well, I come in response to a letter from a possible client.” A flick of the wrist produced the scrap of paper from a belt pouch. “As you do, perhaps? Triskellion,” he noted, tapping a claw on one of his teeth thoughtfully, “is hardly your preferred local.” “Maybe,” she replied slowly. “Let me see your letter.” “Perhaps after I see yours,” he countered. “Perhaps we are not here for the same thing? I saw you speak to Magistrate Umberto of the fierce temper. For my part, I was not asked to meet with him. Have you been here long?” There was no doubt in Danica’s mind that the other bounty hunter was here on the same mission as she. The letter he held must be from the Otter, inviting him to a meeting to discuss a contract. Malik was an experienced hunter, and a very good one to boot. They had worked together in the past, when her mentor was still alive; Mo-gei, her teacher, had trusted Malik with his life; Danica never would. An unwholesome glitter suffused his eyes at times, a touch of murder dancing like a candle’s flame in the darkness. A twisted spirit, Danica thought. The Fox knew Malik’s tribe had driven him from his homeland, but he never spoke of his crime. It was not, to Danica’s mind, a terribly difficult guess. Something to do with blood. Just as there was blood between them. Abruptly she tired of the games, the fencing with words, the searching for a hidden opening. Better to lay her cards, truths and falsehoods, out on the table and let him take them as he would. It was more in keeping with the manner in which she normally spoke to people, and the longer she danced around, the more likely the devious Malik would catch hold of a frayed thread in her web of untruth. “Look Malik, I’m here hunting someone. I don’t have a note. I went to the Magistrate to see if he could help me, but he’s all caught up with this Rinaldi thing. I’m not going to tell you who, what, or why; this one is mine. So you go ahead and do whatever’s written on your scrap of paper, and stay out of my way. Clear?” Somewhere during her little speech the Coyote began laughing. “Oh, Danica, how I have missed you.” In a rare display he actually doubled over in amusement, clutching his stomach. Passersby stared at them curiously: two hunters, one breathing heavily with frustration and anger, the other gasping for air. Heloise, I almost expected him to go for his blade. Well, not really; Malik was touchy about what he called honor and Danica as well, but he would be a fool to pull steel in front of the Keep during daylight. It would not, however, stop him from nursing a grudge and coming after her out on the road. Though he has plenty of reason for that without me giving him more. “Are you sure you will not break bread and share water with me? No more talk of work?” The smile was wide, brilliant, and like his Scars Ironclaw Fiction 28 laughter, totally insincere. “Don’t you have some place to be, Malik?” she inquired, staring pointedly at the slip of paper. “For you, student of my friend, I have all the time in the world.” Warm words, but Danica saw the emptiness in his eyes, the icicles in his smile. He smelled, tasted the lies. But she hoped he did not know where in her story they began. “While you have time, friend of my mentor, regrettably I do not.” She put a great deal of effort into not sounding mocking. When he nodded she hid her gratitude deep inside. He’ll accept that for now. He has somewhere to be. “Very well. I hope we will meet again; if not here, in this wonderful city -” now he was mocking her “- then perhaps on the open road.” Heloise forfend. Danica watched his back as he turned and slipped through the crowd like a hunting Mastiff in tall grass. There one instant, then gone. Big trouble there;that last was a threat. She glanced around nervously, half expecting him to pop up again behind her. “One day,” she muttered. “I have one day on him. Better use it.” One day, Malik, came the thought again as she started back towards the inn with quick, nervous strides. This time it held a completely different meaning. * * * Delaney limped through the gates of Old Town, heading home to the Crested Mastiff after hours spent perusing inns. What he had seen depressed him. He knew his own business could be charitably termed ‘lower class’, but living there for so long blinded him to just how far the Crested Mastiff fell below what was acceptable to anyone above poverty level. By the Gods, some of them even had those new waterhouses people were talking about. If it were not for the fact that the Mastiff was more of a project to occupy his time, he might well have given up on it on the spot. Instead he simply concentrated on putting one foot in front of the other, ignoring the pain of aching joints with an ability born of much practice. There was also the good news to consider…good for him, at least. The information he gained today guaranteed him his seventh if Danica managed to succeed in whatever scheme she had involved herself this time. A Rabbit working at the Traveler’s Rest let slip a few interesting tidbits after the application of some silver oil to his tongue. The Weasel in question held a room at his inn. She and three others had been coming and going for two days now. Though they kept mostly to themselves, the Rabbit clearly remembered her mentioning their destination to one of the thugs she employed. With no tips for the Rabbit as yet, frustration etched her words firmly in the inn employee’s mind. And then the gift, from Delaney, of what the servant should have received from the Weasel freed those remembered words. Just goes to show, when you’re trying to keep a low profile, it dinna pay to be cheap about it. He considered the pun, and snorted. He’d been spending far too much time around Tucker. Scars Ironclaw Fiction 29 That boy, now. He had no idea, none whatsoever, of what he was getting into. One would think that a criminal, raised in the largest city on Calabria, would possess a more cynical spirit. Somehow the thief avoided that, and it made his life more dangerous. His sister Seanna, ironically, was far better equipped in that department despite, or perhaps because of, her ties to the Church. And now the lad convinced himself that Danica was some kind of heroine out of a bard’s tale. Not bloody likely. I love the lass dearly, but she’s no saint, that’s for sure. Few people were, but Delaney did not blame Danica for her somewhat flexible morals. She’s never done anything truly despicable. He paused to consider that. Not to the best of his knowledge at any rate. Better not to ask. But it meant the boy was heading for a terrible shock when the truth came out, as it eventually would. The truth always did. The older Raccoon recalled the day he had first laid eyes on Danica; a tiny girl, with good clothing quite spoiled by filth, sweat, and blood. Fallen prey to one of the many predators of Old Town, she was whimpering in an alley, a knife to her throat while the second man went through her pouch of silver. Who knew what they planned for her certainly Delaney never bothered to find out before stepping in. Anyone accosting a child gave up their rights to breathe, by his estimation. It was not until he brought her back to the inn that the Raccoon discovered the actual reason why she never ceased weeping. It was pain, not fear. For the next few days Delaney fed the young Fox while she healed, as it was impossible for her to hold a spoon. That someone would wound a child so viciously. Years later, his rage spent, only an abiding disgust for people’s cruelty remained. When the little girl-Fox healed sufficiently, he put her to work and kept her money in his locked box. Delaney never touched it; besides the fact that he had no need for it, the silver was hers. In the beginning life was difficult for the little girl - she wept nearly every night, and constantly eyed the door in fear, as if expecting someone to burst in and kidnap her. The innkeeper never got the full story of her appearance in Old Town, or anything else, for that matter, beyond her name. It was fine by him; there were plenty of secrets he held as well. Then Mo-gei the Hunter came to the Crested Mastiff. And the little Red Fox left with him. Scarcely a month had passed before the spare room was filled again, this time with Tucker and his sister Seanna. Almost seemed like I’d be opening an orphanage. The next time he saw Danica, nearly a full year later, she had changed. No longer the quiet, injured waif,some of the softness was scoured away, calluses were building, and hard edges were forming. All in all, she learned to survive quite well. The innkeeper had not been sure the changes were for the better. Now, years later, he was certain they were not. Delaney stepped to the side to allow old Salvador the sweet vendor pass; the two nodded to one another cordially as the Bear pushed his cart by. After spending so many years in this city, few were the Old Towners whom the Innkeeper did not know by name or by face. Much like the other residents, Salvador was not terribly pleased with his life in Old Town, but he was too poor to leave. So he made the Scars Ironclaw Fiction 30 best of what he could find and always kept his eye out for something better. Something neither of those youngsters seems to understand. They’re young; they have the skill and the drive to do anything they choose. But they’re so locked into what they’ve pictured the world as being, they can’t see any other way. For Tucker, life was a wild adventure, for Danica, a vicious struggle. There were some days Delaney wanted to pick the two of them up and strangle them. At least Seanna’s doing something decent with her life, despite all the hardships she’s endured. Depressing thoughts again. Perhaps he was growing old, and this was the onset of his dotage. Surreptitiously Delaney cast about for the old watchtower in the dimming light. There it was, dead ahead. At least his sense of direction still worked. Glancing around Raccoon noticed, with mild surprise, that the shadows had almost disappeared. Dark was nearly upon him. Few people filled the streets now, and those that did were either hastening home, ears twitching to catch the sound of following footsteps, or leaning against the walls and lurking in doorways, awaiting full darkness. The gangs would be out roaming freely soon. Delaney shrugged slightly, slipping off his cloak to make himself more easily recognized. Senile or not, he remained positive of one thing: no gang members with any sense in their heads, and few of them without, would go through the bother of troubling him. As to that, very little did trouble the Innkeeper; even the loss of the Rinaldi royal family hardly made any impression. A lesson hard learned from a hard life…everything passed. And if it did not, you died. Thus, very little outside of his friends was worth any concern, beyond giving a little help occasionally to those who deserved it. Another fact of life neither of those little ones understands. Turning the corner towards the Mastiff, the Innkeeper was not at all surprised to find Tucker seated on one of the empty kegs outside and Danica just settling down on the curb beside him. The young Raccoon held a decent enough poker-face, but long familiarity with the lad allowed Delaney to read him like a book; ill-concealed glee danced in those masked eyes. In contrast, Danica made no attempt to hide her expression as she looked up from her seat at the side of the cobbles. From her expression it almost appeared as though she had chewed on dandelion roots all day, a disgusted twist to her lips and dull frustration in her eyes. Children. Shake them by the neck. Scars Ironclaw Fiction 31 Chapter Three The nightly rush finally came to an end in the Crested Mastiff, much later than usual. The city’s tension once again forced those without work to bleed off their stress into mugs of beer and cups of cheap liquor. The haze of inebriation eased the tightness in their bodies and clouded the thoughts of disaster filling their minds. Surprisingly, given the number of people crammed into the bar and the tightly strung emotions, Delaney did not have to break up a single brawl that night. Not that there were none; two, in fact erupted in the crowded bar, both most likely over seating. The other patrons, however, lacking the appetite for once for further excitement and simply looking for a quick slice of oblivion, solidly and indiscriminately drubbed the troublemakers and ejected them from the Inn following the beating. It put Delaney in an expansive mood, despite his obviously aching joints; he served three rounds of free drinks, forfeiting much of his profit but gaining vast approval from the thoroughly soused crowd. So much so that when he announced his intention to close a trifle early, nobody complained. Which was probably his very purpose in loading them up, Danica thought wryly, helping the two Raccoons and the equine bartender clear the mugs off the tables. It was the least she could do for the Innkeeper. In addition to the seventh I will hopefully owe him. The older man hinted at useful information; Danica hoped it was better than the confusion and worry she had garnered during the day… They settled down at a table together, leaving Armande to clean the mass of cups and mugs at the bar with a wet rag, and began to lay out their stories. Danica, wishing to avoid any possible complications, merely informed her friends what she had learned about the Weasel, keeping news of Malik and her musings over the Grey Fox to herself. Tucker only shrugged his shoulders, claiming his few hours searching had been an utter waste of time; despite his protestations, Danica could detect a febrile excitement in his eyes, and smell the nervousness in his every movement. Something obviously happened during his little search that fired his enthusiasm, something he was unwilling to divulge. As she had no real moral leg to stand upon with her own deceptions, she simply did her best to forget about it. Unfortunately the silent prayers she caught herself sending up, hoping the boy’s secrets were unimportant, spoiled the attempt completely. But it was Delaney’s information, coming last, that opened up the story for her. “You’re absolutely sure your informant said Chalon de Saudre?” Merely a rhetorical question, but the news so baffled Danica, she asked anyway. “Leaving tomorrow, just after dawn, for Chalon de Saudre. They want to get out with whatever rush there is, to blend in with the crowd. They’ll probably move slow for a while, to keep pace with the mob, then speed up when they’re out o’ easy reach of Triskellion.” Danica mulled over Delaney’s news. With the Weasel holed up in one of the New Town inns, it was obvious how she had kept hidden from the Guard. There were simply too many for the constabulary to check over the course of a few short days. With the Guard still confusion over the Rinaldi massacre, but by this time no longer Scars Ironclaw Fiction 32 scrutinizing every single person entering or leaving Triskellion, the morrow would be the best time since the killings for the Wizard and her group to escape the city. The how, when, and what made perfect sense. The most important…why…yet remained unanswered. As Delaney rooted about for another bottle of watery brandy, Danica ignored Tucker’s stare to consider that all-consuming question. It re-ignited the confusion Malik’s appearance had chased away. If the imposter were truly here to supplant the Rinaldi family, then why leave? Fabrizio’s continued existence remained hidden from public knowledge; were the Weasel and the pretender giving up before the game even started? Nothing in this whole damned situation makes any sense, she thought sourly. Delaney placed a half-full cup before her and she drained it absently, grimacing at the sour taste. And why head for Chalon de Saudre? Was it possible that the Avoirdupois stood behind the plot after all? For an instant she wondered if this particular contract was worth the effort; it seemed she was becoming swept up in something far greater than she had expected. But dragging at the back of her mind was her mentor’s first and foremost instruction. Finish the job. Just get the Fox. Everything else will take care of itself. It’s none of your concern. She clung to the thought like a mantra, repeating it over and over again, forcing down her reservations and the memories-inspired doubts threatening to resurface. The amount of coin Danica would garner from this particular hunt helped a great deal. “Dani!” Her head jerked up to stare at the Innkeeper. “Are ye all right, lass? Ye look a bit wild about the eyes.” “I’m fine,” she whispered, a dry throat betraying her. Another swift drink from her refilled cup and she repeated herself more clearly. “I’m fine, Delaney. What did you want again?” “We were both wondering what our next step is, Danica.” Tucker’s eyes matched Delaney’s…full of worry. For an instant their concern touched the hollowness in her chest. Sudden disgust filled the hunter then; next she would be whining at them to come and help her find the imposter. And that would not do at all - you had only yourself to depend upon, and when you began leaning on others, mistakes happened. “Our next step? My next step is to go after them, tomorrow. I don’t want to try to take them in the city. Too many people, too many chances for bad luck to strike.” And the last thing I need is the Guard getting mixed up in this. If Fabrizio or his Otter hasn’t told them yet, it isn’t my place to give it all away. Letting out the secret might anger the murdered Don’s son, which could substantially alter her reward. “You two will stay here; this is much more than I expected, and well worth your share.” She decided not to point out Tucker’s lack of useful intelligence-gathering; he had looked so hurt at her harsh words it did not feel right to heap more weight on his sagging shoulders. “But you’ll need us!” he burst out, somewhat predictably. “Three or four of them, and one a Wizard?” The thought struck Danica that perhaps she should not hold Scars Ironclaw Fiction 33 back the criticism; a little cut to Tucker’s ego might prevent this sort of scene. A somewhat nasty retort leapt to mind, one she hoped would keep the young thief here and out of trouble, but Delaney spoke first and his words clamped her mouth firmly shut. “Lad, how many times do I have to tell ye: leave it to the professionals. Ye wouldn’t try to tell Desmond about his herbs and how to splint an arm, would ye? And ye wouldn’t hearken to him if he started lecturing ye on picking a lock. Now don’t start telling Dani how to hunt down this lot.” The hefty Raccoon turned to her, eyes narrowing thoughtfully. “Ye are going to be fine, are ye not lass? Ye have a plan for them?” Tucker glared, obviously annoyed at this double standard, but Danica could hear the older Raccoon’s underlying message to her, hiding behind the question. Lie. Tell him it will be fine. Keep him out of this. “Delaney’s right, Tuck. If I didn’t have something set up already, I’d definitely let you know.” Tucker spun around to face her, eyes as wide as the cup before her. She finished off its contents again, absently noting the heat beginning to trickle outward from her stomach. Even rotgut brandy’ll do the trick sooner or later. “So don’t worry. I’ll be heading out later tomorrow morning. One moves faster than four on the march; I’d rather catch up to them than the other way around.” The look he gave her was dubious, but the vague compliment threw him off stride. And why not? You don’t pay him too many, the small voice of her conscience noted. “In the meantime, I’m absolutely done in. So if you don’t mind...?” Her hand swept out, replacing the bottle on the table with a denar. The Innkeeper grunted in surprise as she turned and headed for the stairs up to the second floor. He caught up with her as the bountyhunter reached the foot of the staircase, surprisingly quiet despite his bulk. “Ye’ve never been a drinker, lass. Is summat up here I should know about? Or was yer last job a rough one?” The Fox thought back to the cold streets of Epinian: the silent crowd, stunned by her announcement, staring at the man they thought an honest businessman. After all, had he not paid good money to take of the Chandlery, residing among them for some time now? She recalled the Lynx pleading for her to let him live his life out in peace with his new wife and business. ‘Murder is murder’ she returned, the words cutting as chill as the wind from the northern sea ruffling their fur. And the store bought with murder’s profits. That thought had leapt to mind as well, but remained unspoken. Moral judgments were hardly important to the completion of her work. He wept, begged, and finally drew a knife, springing in a desperate bid for freedom. When it was over, the citizens of the neighborhood did not try to prevent her from removing the proof of his death, but they also refused to offer any aid. Even the Guard warned her to be out of town by nightfall. All in all, pretty much an average job for a bounty hunter. “No. It’s not the last job.” How to explain? I never expected this. Words he would not, could not understand without the reasons she was unprepared to give, reasons she had never given him. She considered his worried eyes under his greying mask. “Thanks.” Scars Ironclaw Fiction 34 As Danica walked up the stairs she wondered if her appreciation was for his help, or his concern. * * * It was impossible to determine the cause…a sound, a scent, a gut feeling. Any one of them could have triggered her increased heartbeat and quickened breathing; a fine edge of paranoia accompanied her vulpine heritage. There was only a single certainty to her state of being, given the circumstances. Awakening was unpleasant. For one thing, her mouth felt as dry as her fur. A thick coat seemed spread over her tongue and from the rancid taste, her breath would be equally abominable. She had never, ever felt a greater need for some bread to clean out her mouth than now. For another, the first thing Danica saw upon opening her eyes was Tucker, staring at her from beside the door. Chilly air raised her hackles and she resisted gritting her teeth. “Enjoying the view?” With a choked sound he turned away, stepping quickly over to the rude table on which lay her gear and an empty, sadly toppled bottle of dirt-cheap brandy. “I wasn’t...I mean...” he stammered as Danica checked to make sure there was a sheet over her body. There was, and her gloves remained on her hands. The boy would live another day. She clasped the linen around herself and sat up, resolutely ignoring the incessant throbbing in her head. “Who undressed me?” Relief colored his answer. “Delaney.” That explained the gloves; Tucker would certainly have pulled them off. No more than that, of course. While she would never trust him with a secret or her valuables, she knew her virtue was safe with the boy. Whatever virtue remained to her that is. Sighing, Danica forced herself out of bed and stumbled to the pitcher of water on the dresser. Two cupfuls later, and her stomach climbed into her snout. Only a desperate exertion of will was holding it from advancing further, but at least the pain behind her eyes would fade soon. She turned and found her unexpected visitor holding her sword, staring at the brass fitted sheath. “Tucker,” she began warningly. He nearly dropped it trying to put it back on the table. “I’m sorry!” His face twisted with frustration, warping the furry mask around his dark eyes. “I’ve never seen one like it, that’s all.” “I’ve told you before, Tuck. There’s no magic there. It’s just foreign. Now head downstairs, I need to change.” He brightened, but before the Raccoon opened his mouth her finger pointed at the door. The last thing she needed were his clumsy attempts at flirtation. After the thief left Danica knelt next to her pack. A habitual search through her gear turned up nothing unusual; evidently she received no midnight visitors save Delaney. Good. I certainly wouldn’t have awakened. Unsteady feet made for an interesting trip down the stairs but by the time the bounty-hunter finished her breakfast, slapped together hastily by Delaney, her head Scars Ironclaw Fiction 35 was clear. The scarred Raccoon sat opposite her, lecturing Tucker about ‘peekin’ in on bloody guests’. That guilty party, not the least bit discomfited, plunked himself down in the middle seat. “Anything new to tell?” she inquired, pushing the bowl away. The Innkeeper grinned. “Perhaps a wee story. Did ye know that Lord Fabrizio might be alive?” I thought he wasn’t going to declare himself until the ‘pretender’ was found. “I’ve heard rumors,” she countered carefully. Delaney’s pleasure dimmed somewhat, and for an instant suspicion glinted in his eyes. “That moneylender, Tamurello, he let slip he’s been doing some business with the heir - it’s nae common knowledge yet, though. But somehow the lad managed survive what killed the father and brother.” He leaned closer. “I’ve also heard it was black magic, mayhap that new bride o’the Don’s.” Danica coughed and tapped a gloved finger impatiently on the table. The innkeeper grimaced. “Not one for tales, are ye.” “Only the ones in which I have a vested interest, Delaney.” There was no need to find out who killed the Don, or how he died. It was not her job. The hunter’s head throbbed, and only partly due to the drink. No need at all, she convinced herself. Shifting back, the Raccoon settled his girth into the seat. “Verra well. In any case, a few things I’ve heard might be interesting. Salamin, that stripe - furred slaver bastard, has left the area again. Apparently he’s a wee bit put out that a bunch of ne’er do wells stole into his camp and freed one of his slaves.” Slavers. I hate slavers. One of the few things Seanna and I agree on. More power to those who released the slave, but the sick feeling in Danica’s stomach from the brandy began to grow again, for another reason. “A Grey Fox?” she guessed aloud. At Delaney’s nod she bit back a curse. The sickness shifted into a horrible unsteadiness, as if the bountyhunter stood on the deck of a storm tossed ship, tumbling her fragile stomach over and over. This explained where the Weasel had been returning from, but if the imposter were part of a plot, what in the name of the Light was he doing in Salamin’s slave chain? And if he were not part of a plot to replace Fabrizio, who could he be? Who indeed? “Anyways, these persons took the Fox to Tamurello’s a few nights ago, on Mardi - apparently they tried to pass him off as the heir, despite him being a bit of a lackwit!” Delaney laughed, but Danica sensed his close scrutiny. She shrugged dismissively. A lackwit? “Tamurello did nae believe them at the time. The moneylender had out some kind o’reward; something to do with the estate, and needing a family member to collect money owed.” “Where did you get this information, Delaney?” That would be about four nights ago? Her employer, the Otter, must have seen the other Grey Fox at Tamurello’s, then decided on eliminating him. Thus I received the letter two nights ago, on Jeudi. Quick work. “Well, I know one o’Tamurello’s cousins, see?” Delaney winked. “He comes in Scars Ironclaw Fiction 36 here to play the stones from time to time, and the moneylender took him to investigate the estate after the deaths of the Don and his son. Tamurello needed to see if anyone survived - after all, it’s quite a bit o’ money the Rinaldi owe him. Looks like our departed Duke was a trifle strapped for gold, and all of his festivities over his new marriage cost him a fair amount - coin he borrowed from the moneylender.” Delaney shook his head, no doubt disgusted by the waste, at the money for both the marriage and the Don’s divorce scant weeks later. “Tamurello found out that only two bodies were taken away, and he discreetly put out the reward offer to local people, ones in yer line of work, fer anyone with information concerning the Rinaldi deaths.” He sat back again and took a sip from his cup. The sour odor, reminiscent of last night’s binge, drifted across the table to Danica. It did nothing to improve the condition of her stomach. “The cousin heard about this Grey Fox from Tamurello.” Danica nodded, fighting for control of her throat, and motioned him to continue. Tension combined with her hangover, and she was unable to bear it any longer. Don’t let him see how much it’s worrying you! “That’s it, lass. Interesting story, don’t you think?” Now the suspicion was evident in his posture; he leaned forward, waiting to hear what she would say about this revelation. “This is all news to me,” she began slowly. “My employer just asked me to find this Fox.” “I heard a couple of guards last night talking about Fabrizio,” Tucker put in helpfully. Two pairs of eyes swivelled and pinned him to his seat. “What?” he yelped. “Ye might have told us, lad!” snapped Delaney crossly. “I didn’t think it was important!” the burglar shot back, glancing around nervously. Short of him actually admitting so, it could not be more obvious the Raccoon lied. Delaney opened his mouth to roar. “Anything else?” Danica cut into their argument, rapping her gloved knuckles on the table for emphasis. Tucker shook his head emphatically; Delaney paused, snapped his mouth closed, and shook his own head more slowly. “I trust ye lass, but I think there’s more here than we’ve heard. I’m hoping ye’ll be giving us the full story when ye get back.” The tone brooked no argument. Danica nodded slowly again, reluctant to agree but unable to do anything else; if she ever did figure out what was going on (and she had a nasty feeling her mind was unraveling the tangle, like it or not) she would certainly give him as much of the story as she dared. If not, the bountyhunter would make something up he could accept. “Fer now, if ye hope to be catching up to yer quarry, ye might want to be on the road.” Danica did curse this time, pushing herself out of the chair and reaching for her cloak. Delaney’s hand shot out and snagged her wrist in an iron grip. “One more thing. Whatever yer not telling us is on yer mind here, lass, and it’s on strong. Sure it is ye aren’t at yer best if I can just reach out and take hold of ye.” Danica stared down at his fingers chaining her arm in consternation. It was true; her reactions were usually far quicker. Between the hangover and her preoccupation with the Scars Ironclaw Fiction 37 mysteries of this job, not to mention her usual, Triskellion-inspired dreams, she certainly did not feel top shelf. “All the gold in the world’ll do ye no good if ye’re lying face down in a ditch with a bodkin in yer back.” Tucker’s lips thinned at that, and a faint look of determination crossed his face, there and gone like a shadow. “Now they don’t have a big lead on ye, despite the hour. Patience is a virtue few manage to achieve. Truth knows the lad has nae figured that part out.” The innkeeper released her wrist, one finger uncurling at a time. “Dinna get yerself killed.” A sick self-disgust filled her as she met his eyes; if not actively deceiving her friends, she certainly lied by omission. “I need to go. Now.” Danica spun around, clutched her head with a whimper, then reeled towards the stairs and her gear. “Can you have some food packed for me when I come down?” “’Tis already done, lass.” * * * The city thrummed as Danica left, vibrating with a curious energy just below the limit of the senses and only felt at the edges of consciousness. The Don was still dead, and the situation not changed to the eye from the day before. Now there was rumor though, hope, a breeze of a story whispered from ear to ear. Perhaps the Rinaldi were not all lost. Perhaps someone would step forward to take up the reins of power, someone acceptable to commoner, soldier, guildmaster and noble alike. Perhaps the status quo could be preserved… and the city’s safety as well. People hurried from door to door, backs still hunched with tension, but there was anxious life filling their movement rather than tight despair. The fear of potential doom was now tempered by the anticipation of possible miracles. The bounty hunter left as soon as she was able, taking with her Delaney’s packed foodstuffs for quick eating on the road. Likely as not there would be no stopping at inns. When in pursuit of prey, it paid to keep moving from dawn to dusk. If that meant being caught out on the road at nightfall, with no traveler’s lodgings in sight, so be it. Walk through the dark, or bed down where you found yourself; those were the choices. It was cool on the East Road today, but that was a pleasure and a gift for Danica’s aching skull. Never again, she promised. Delaney was right, unlike many bounty hunters, she was hardly a heavy drinker. Even had she not witnessed first hand the price one paid, alcohol simply failed to agree with her, neither as recreation nor as an escape from her past. Now, through the nagging pain and nausea of a well- deserved hangover, the old memories still returned to haunt her. “Enough!” her father bellowed, and she cowered back against the cold wall, trying to find some place, some way to escape his terrible anger. “Is this how you repay my generosity? My care?” He grasped his youngest son’s face again, staring furiously into the savage gashes torn through fur into flesh and blood, slicing across the horrifying ruin of an eye. The boy whimpered in agony but held his tongue. That bravery warmed the girl’s heart with pride for an instant, before shame brought ice to replace the heat. Shame at the sticky matting of the fur of her paw. Her Scars Ironclaw Fiction 38 brother’s blood. “You hate him! You always have, though he has given you naught but love!” Raging now, her father hoisted her into the air and slammed her slight frame into the wall. His ever- unpredictable temper erupted volcanically this time. With good reason. “How could you? How DARE you?” “Father, no!” she gasped. I was angry. We were wrestling. Children’s games, and I slipped. A thousand things and more to say, but none of them came, because they were all lies, because it was her fault and her fault alone. Her own anger, a gift from her father, brought her here. I could never hurt him; I love him! The falsity of that too lay bleeding before her. Shame held her tongue in an iron grip. “It was an accident,” wailed her torn brother; “Dani didn’t mean it....” Silent in his pain but crying out in his sister’s defense. She could have wept then, with him so badly rent by her own claws and still thinking only of her. But their father ignored his words, shouting over the thin, weak voice. “You have always had a temper, child, but this? THIS?” He tossed her small body aside, and she groveled on the ground, desperate to avoid his fury. “You sicken me!” “Sicken me!” Danica coughed, clearing her throat, and glanced about. The East road was by no means deserted; she had already passed a merchant train heading for Avoirdupois lands, a group of tradesmen and several farmers in carts. Alone and hunting, the Red Fox moved much more quickly than the herd, but that small dot behind her had kept a steady distance for the past quarter day after leaving the city. The black object remained just far enough away to blur details, determinedly dogging her footsteps. Stopping abruptly she turned and waited. It seemed to grow nearer for a short time, then halted as well. Following me. Well, it could be any number of people, but I’d split my guesses between two. While still within the Rinaldi farmlands proper, with her quarry also on foot Danica felt she had gained a great deal of distance on them. The hunter was quicker when following an unsuspecting target; a single person traveled faster than a many. In groups, people moved only as quickly as the slowest member, even if they encouraged that person to speed up. A hunter, with her target before her, instinctively sped up to bring it down. These were simple facts from the teachings of Mo-gei. She considered the albino Leopard for an instant, the foreigner generally acknowledged by bounty hunters as the best they could think of without going back a few decades. Wherever you are, I hope the women are finer than the one who killed you. She glanced to the side, over the many acres of fields from which the Rinaldi drew some of their taxes; beautiful, ordered, and requiring terribly hard work. The peasants worked day and night, enduring foul weather, fierce reptiles, and the occasional scofflaw. Hunting those same scofflaws had turned out to be a difficult method of making a living, but by the time Danica had discovered that fact, she Scars Ironclaw Fiction 39 realized she never possessed the courage or the strength to become a farmer. Thinking about the Rinaldi and their lands drew her mind inexorably back to what Delaney mentioned about the imposter. “Lack-wit,” she muttered to herself. On the one hand, it made sense. If the imposter simply stood as a front for another, or for a group of people, why put a clever person on the throne; such a man could prove to be dangerous. Far easier…and safer…to manipulate a fool. But if one thought a bit deeper, all sorts of problems began to crawl from the woodwork. How could a fool deal with the other noble Great Houses? How could a fool act the part? And worst of all, how could a fool be convincing as Fabrizio di Rinaldi? Danica knew the Don’s son was no idiot; quite the opposite, in fact. All those who knew anything about the family, be they peasants or merchants, and especially the other Great Houses, would be aware of that fact. Yet another piece of the curious puzzle Danica was beginning to sort out and put together in her head. A dim image of the truth began to take form; unfortunately with the information she held, it was unlikely the Red Fox would see the entire picture until the pretender fell into her hands and she could question him at length. That is, should she wish to make the effort. Now the day grew dim, the light filtering through the low hanging carpet of clouds more and more feeble with each passing mile. After traveling for most of the hours of daylight, the bounty hunter had made up time on her quarry; now she needed rest. Her previous travels of two days ago and her heavy drinking the night before left her body ready to drop and her mind clouded and disjointed. It would not do to reach her goal on the morrow in a state of exhaustion. A good night’s sleep was called for. But, Danica considered dryly, not before she took care of a nagging problem. Picking up weary feet, she quickened her pace. A leg in the trail a quarter mile ahead, where it passed through a large copse of poplars marking the edges of two fields, would be the perfect place to deal with her pursuer. * * * The expression on his face when she rose up from concealment behind the half- rotted hollow log was glorious to behold. Shock, consternation, embarrassment, frustration, and yes, even a little fear chased each other across his features. “Tucker,” Danica growled as he backed up a pace, hands instinctively rising in a soothing gesture, “I’ve one question. How much a fool do you think I am?” Stepping back onto the track the Fox brushed leaves from her arm, and awaited his response. Nothing like opening a conversation with a question for which there’s no right answer. A good strategy - always begin with a solid advantage. If her other suspicion had been correct and it was Malik following her, Danica had no idea how the situation might have played out. Would she have ambushed him? Called out to him, asked to split the reward? No, definitely not that. Tried to lead him off? The only thing the Fox knew beyond a doubt was that she could ill afford him at her back and the Coyote would certainly not have missed her hiding behind the log. Tucker’s mouth widened with a roguish grin; unfortunately for him, Danica was Scars Ironclaw Fiction 40 old enough that it had little effect. Old enough in my heart, anyway. With a scuffle of feet he gained another pace between them. “That’s it? No ‘how was the walk, Tuck?’ No ‘what are you doing here, Tuck?’” the burglar asked, obviously trying to gain a bit more time while considering his options. As he glanced to his left and right the bounty hunter almost laughed; the young burglar certainly missed the city and its easy escape routes. A fish out of water, here. His eyes met Danica’s and he shrugged helplessly. Danica covered the space between them in three quickstrides. With the hangover mostly worn off she was nearly her old self, if a trifle stiff from the travel. He barely had time to flinch before she hooked his collar in her gloved hands. Bringing his snout down to hers, Danica glared into his dark eyes. No doubt under other circumstances he would be enjoying the attention. Now, however, his twitching told her Tucker might have finally realized just how annoyed she actually was. “I don’t ask useless questions.” Bigger, perhaps stronger, but the Raccoon was frightened, on the defensive, and Danica had plenty of experience dragging around large men. Quickly she stepped close, shoving one leg between his two, throwing him off balance completely; to an observer, it would resemble the opening move for some kind of salacious dance. From there, it was easy to manhandle him, yelping and squirming, across the road and slam his backside down on the log. The Fox chose the driest looking section, out of a faint admiration for his tenacity if nothing else. Maybe the smile works on me better than I thought. Tucker tried to stand, but an open palm against his chest dropped him back down to his seat. He chittered briefly in annoyance before settling with a persecuted expression. “You aren’t coming with me, Tucker.” One look in his eyes and she knew it was hopeless, but Danica had to try. Oh Heloise, he has this one between his teeth. “C’mon, Dani...Danica,” he amended hastily at her steely glare. She let go of the hilt of her knife one finger at a time. “How do you know you won’t need help? Bloody Truth, there’s three of them and a Wizard. Plus the Fox, and you can bet gold against swill he’ll help them if a bounty hunter turns up looking for his hide.” Maybe he will, at that. Even if her growing suspicions about the Grey Fox proved correct. “The mage will be no problem if I catch her off guard,” she muttered, “and I’ve handled four to one odds before.” Of course you have, Danica. You handled them so well the survivor left you with the dead. She managed to shake off that particular memory and continued, desperately hoping to dissuade him. “Tucker, this isn’t a poem, or a song.” Catching his wistful look she added: “Or a bad romance play.” He deflated slightly. “This is real. And you… you’ve no experience at all.” “I’m rather successful at what I do, you know.” He tried to sound haughty and injured, but it came out with a hint of whine. Truth be told, Tucker excelled well enough at his calling to still enjoy the freedom of walking the streets, never having been caught. Most other thieves would have been in and out of the stocks, or worse, by now. But this sort of business, the deadly type, was a different matter altogether. With no experience, many misconceptions, and a terribly wrong personality, the Scars Ironclaw Fiction 41 Raccoon could be a dangerous liability. He’s never even killed someone. Heloise forgive me for thinking that. “You never even saw me, and I’m not such a good hand at hiding, Tuck. You don’t have anything packed, Light’s sake. Did you even think to bring food?” Abruptly Danica snagged her backpack from behind the log and began to march quickly down the cobbled road. After the long day the leather sack felt brutally heavy; she needed to find a good place for rest immediately. After a moment the bounty hunter heard Tucker scramble to his feet and scurry after her. Send him back at knife’s point and have him wander about after me in the dark, or keep him close and easy to watch. It was an easy choice to make. Besides, the idea of pulling steel on the burglar, even as a threat, did not sit well at all. “Come on, hurry up. We have to find somewhere sheltered before dark so they won’t be able to see our campfire or smell the smoke.” “We?” She could almost hear the smile in his voice. “We.” Damn you. Scars Ironclaw Fiction 42 Chapter Four The fire crackled merrily, and oddly enough Danica’s new mood nearly matched it. She, or rather they, had made good time today and the bounty hunter felt they could easily catch their prey on the morrow. That fact and the heat in the small hollow they had found left her feeling mellow and at ease. Of course, she knew very well that the best time for relaxation was when chasing down a wanted man or woman; it cleared the mind and sharpened one’s wits, leaving a hunter quick to adapt to difficulties. Interestingly, it was time spent between jobs that left her edgy and ill-tempered. She could never think of anything more than the basic needs then, and tended to dwell overmuch on the past. “Where do you think they’re headed?” For a brief time earlier Tucker seemed to think they should sing as they traveled. After she had finally persuaded him there would be no melody forthcoming from either of them, their march together ended in silence. A pity, that, seeing as Danica enjoyed speaking with the lad when he was not acting the fool, or trying to flirt with her. Having said that, even a little flirting would be welcome on the road; any conversation made the time pass more quickly. It seemed her rather heated insistence on a lack of singing offended him, though, and his mouth remained shut until they reached the hollow. Unfortunately the questions started the moment the two travelers stopped, right when she would rather be preparing to rest. After nearly an hour of setting up camp and weathering foolish inquiries like ‘Could you teach me the sword?’ and ‘Why don’t you like to sing?’, a select few of his endless questions were starting to make sense. “Chalon De Saudre.” The seat of Avoirdupois power, it was the only destination in the West that could be of any use to them. The Rabbit informer’s testimony to Delaney only reinforced that fact. It might not make perfect sense to Danica, but it continued to be her only real choice in this direction. It still sticks in my craw; I just can’t see the Avoirdupois coming up with this under the circumstances. Have things become that desperate for their Great House? On the other hand, should the worried suspicions she kept to herself prove correct, that particular choice of destination would be logical. “But why Saudre?” She could see the Raccoon was genuinely perplexed, though for different reasons than she. He knows nearly nothing, Danica. “Why the Avoirdupois? What do the Horselords want with this Grey Fox, anyways? Who is he?” “These are all questions you should have asked before you followed me, Tucker. You want to be a hunter? Learn.” She resolutely ignored his disgusted snort. “Who is he? I have no idea yet.” Liar. “What do they want with him? I suppose they want to hand him over to someone in Saudre, someone of importance. Evidently they’re convinced a handsome reward awaits them for their troubles; either that or it’s a favor for a friend. One in Saudre, or the Fox himself that they’re helping out of the city.” “For someone who criticizes my lack of question-asking earlier, you don’t seem to have much information yourself,” he noted somewhat tartly. A brief silence fell Scars Ironclaw Fiction 43 with the Raccoon shifting slightly after a few seconds. It was broken a moment later with yet another query. “A reward or favor? Why do you figure that?” “Because what’s being offered by my employer is fifty aureals. That’s not public knowledge, but no doubt the Weasel is aware he’s worth some coin.” The boy’s eyes were now the size of small saucers; the idea of fifty gold aureals was awe-inspiring. Representing well over three years of work for a peasant, it would finance her for considerably less time. When one is forced to move a great deal, costs rise dramatically. Still, it was a comforting sum to be sure, and certainly more coin than Danica had ever seen at one time. Her good mood was beginning to wilt somewhat under the chain of lies she was forging. Essentially deceiving Tucker about the nature of the group they pursued, she again found herself filled with self-disgust. “Fifty,” he breathed, licking him chops involuntarily “That’s, what, nine for Delaney?” “About seven,” she threw back, and he ducked his head in embarrassment. Still not up with his numbers; few were, and just as few could read. Don’t taunt him, Danica, she admonished herself sharply, not everyone has the benefit of a formal education. “Is that usual for a bounty?” Danica looked up at his eager tone, and could see the coins piling up in his head, golden plans for his future unfolding. This looks all too familiar Just as I thought in the beginning. “This isn’t a game, Tucker! Do you know how many people have died for that sort of money, or killed for it? The men, women and children I hunt are criminals, usually desperate and willing to murder to survive. Some have done so well before I get on their trail. Some become quite good at it.” She poked the fire moodily. “And yes, before you ask, some of them have been children.” This conversation rapidly leeched away her good humor, leaving her frustrated and unhappy. “And no, that’s not usual. Most of the time the reward is nearer fifty to a hundred fifty denarii, depending on the crime. Nothing close to this one. You need to keep moving, always switching towns; always chasing after rapists, thieves, and killers.” Though she put emphasis on the thieves, Tucker’s expression, black mask shadowing his eyes and tail twitching at the tip, told the story: she was not convincing him. “I’m betting you figure on being a justice-bringer, someone who hunts down those who hurt others and take from them,” Danica snorted in frustration. “Everyone starts that way, Tuck. Everyone wants to be that way. It never lasts; there’s something about hunting people for money that kills the idealism, dries up the conscience....” Her voice trailed off as she noted the blank refusal in his gaze. It infuriated her suddenly, the idea that Tucker thought he, alone among all the others, could be different. Why should he be any better? “Those knives you keep around, the ones I saw you playing with back at the Crested Mastiff,” she said, switching tactics. “You sharpen them after you use them?” He blinked, startled by the seeming change of subject, and nodded warily. “I bet Delaney helped pick them out. Nice, keen edge and point I bet.” Again, the Scars Ironclaw Fiction 44 nod. “You ever cut someone?” Suddenly defensive, Tucker produced one, thin and needle sharp for use against light armor. Dexterously he began dancing it along his hands. “Delaney’s taught me a fair bit of knife work,” he admitted. “Rough and tumble, closing and what to do then. I could probably do fairly well with that heavy bastard you keep at your back,” the Raccoon said, flicking a finger at her waist. “But you haven’t used this one, have you?” she concluded. It was obvious he was trying to find a way around that question as well. Finally he shook his head, reluctantly. “Maybe you’ve pulled it out, waved it in some tough’s face, but that’s all, right? Knifework’s ugly stuff, Tuck. In close and personal, and nobody goes through a knife fight who doesn’t walk out cut, win or lose.” “You’re not telling me anything I haven’t already heard from Delaney ,” he replied smugly. “Besides, I‘d rather be using something else,” he continued, hinting. With a grunt Danica slipped the sword from its bed in her gear, holding it out to him hilt first. “You think this is better? Take it.” When Tucker gripped it, she jerked the sheath away, leaving him holding naked steel. He almost lost the sword then, but recovered, staring at the blade in awe. The firelight shimmered on the steel, transforming razor-edged metal to liquid satin. It shadowed on the oddly shaped runes carved into the base of the blade, and flowed across the howling face formed out of brass on the hilt. If his eyes were wide before, they now grew to truly inspiring proportions. Danica had a brief image of them popping clear out of his head and rolling off the tips of his boots. She stifled a laugh. He’s never even held a sword before, much less one like that. I can see how he might think it’s enchanted. I certainly did. “It’s so light.” Tucker twisted it left and right, admiring the play of firelight on the gleaming steel. He peered closely at the hilt and the runes etched into the blade, turning a fascinated eye her way. Danica shrugged. “It’s not actually that light, Tuck, but the balance is very good, and it’s not blade heavy like the swords around here. As for the marks, apparently they’re the swordmaker’s signature. And the name of the sword. As for the face on the hilt, seems that most of the swords from that country have hilts of a similar design; no big guards or anything.” “Named,” he whispered. “What is it called?” Danica shook her head. “My teacher never told me.” Tucker frowned slightly, but only in thought. Danica could see the idea of a mysterious sword kindling a fire in his considerable imagination. Perfect. Just keep thinking that way, Tuck. The frown deepened as he examined the blade, though, and the burglar reached for the metal near the hilt. “Blunt?” he whispered, running his finger up the blade. “No, it’s-augh!” In embarrassment he jerked the finger back, sucking on it. “It’s razor sharp at the tip, but quite dull at the base. You won’t find another like it on Calabria.” She shook her head at his unasked question. “I told you no magic, Tuck. Just a different style of sword.” Studying him carefully, she prepared to lower Scars Ironclaw Fiction 45 the boom. The sword held him rapt as he concentrated on its beautiful craftsmanship. “Looks really nice, right? Feels good in your hand, right?” He nodded enthusiastically, finger still in his mouth, and again Danica would have laughed at his pose were her mood not so serious. “Now, run it through someone’s belly. Slip it in, look him in the eyes and watch his face change.” It took a moment for the words to sink in, then Tucker’s expression crumbled. He stared at the beautiful piece of metal, now reduced from exotic work of art to killing tool. The moment passed quickly, though. Glancing at her, he stood, holding the sword carefully, and swished it defiantly through the air like an actor in a play. “I think I could get used to this,” Tucker commented, staring directly into Danica’s eyes, challenging her. Bravado. Danica cursed herself silently. Questioning his will to act on his dreamswas the worst thing she could have done. Suddenly it became an issue of a man with something to prove to a woman; after her discussion with Delaney one might think she would have learned. He reached out one hand to her and she slapped the sheath into it, defeated. “If there’s nothing like it anywhere around here, where did you get it?” he asked quietly, fumbling to get the tip of the blade into the simple wooden scabbard. “My teacher, a fellow I knew a long time ago, before I met you. He came around the Mastiff when I was new there. An albino Leopard; at least, that’s what he looked like, but with thicker fur. Mo-gei wasn’t much like any person you’d ever meet, though these days if you’re lucky you might see his countrymen down near the Docks in Triskellion. He dressed outlandishly, had a bizarre accent, and used that blade. Bounty hunter by necessity, exiled from his own land for some crime he wouldn’t talk about - apparently it had to do with family honor. Took me in when I needed it and taught me bits and pieces of the trade. There aren’t any schools for this line of work. It’s the sort of thing you have to learn through experience.” Through survival. The flames were dying; she motioned and he gripped another thick branch, garnered from the meager amount found decorating the floor of the hollow. Little life remained in this campfire. “He taught me how to use a sword his way. It’s very different from the fashion here, much like the sword itself. I picked up a fair amount, enough to keep training on my own, before he died.” “Murdered?” whispered Tucker, enraptured with the tale. She snorted with mixed sadness and loathing. “Killed by a common prostitute. Caught a disease from her. The illness started out like a cold, but it never went away. By the time we realized he was deathly sick, it was too late. Most competent practitioners of Theurgy won’t touch bounty hunters. We’re tainted; the people we hunt may be criminals, but we do it for money and sometimes kill them.” Finally something that hit home solidly. Like most people, Tucker had been raised on songs and stories of the lone bounty hunter, consumed with a need for revenge against the murderers of his teachers. What rot. There had been nothing heroic in Mo-gei’s death, only a long, agonized struggle against a terribly patient and uncaring foe. “I watched him slowly fall apart; he went blind, and near the end didn’t even Scars Ironclaw Fiction 46 know who I was. They talk about it being a mercy when some people die; this was one of those times.” Let him stew on that. She drew the sword again while he sat silently and considered her words. “It’s late, and I want to be moving before the sun rises. Turn in, Tucker. I have to oil your blood off my blade.” The young burglar eventually got himself settled on the cold, hard ground, wrapping her spare blanket around his long frame. Danica sat and carefully oiled the sword; keep your weapons clean and they can save your life; neglect them and they may fail when you need them most. It was only one of Mo-gei’s many teachings. Blood stained metal burned in an imperfection unless oiled away. Enough of them and Mo-gei’s legacy would be no more. So Danica sat and oiled, and when she finished wondered about her mentor. Wondered if things might have gone differently between them and Malik, if she could have somehow saved the white Leopard. An old dance; as usual, the hunter found no satisfactoryending. This time, though, she was not the only one kept awake. It was at least a quarter of the night before she heard Tucker’s breathing slow to the rhythm of sleep. Perhaps something did penetrate the young Raccoon’s armor of ignorance and idealism after all. * * * The sky was still full dark when Danica woke. Uncertain what had awakened her, she quickly wrapped fingers around her close-in weapon. First things first. Unmoving save for that initial reflex action, the Fox slowed her breathing despite the frantic beating of her heart and tried to relax her body. Hopefully to a watcher it would seem as though one of the figures under the blankets tensed, perhaps in the grip of a dream, then relaxed again in sleep. Leaving her eyelids slitted, almost fully closed, Danica let other, stronger senses range through the night. Slowly, circling out from around her and more to the upward side of where she lay, an unseen picture began to form in her mind, painted with sweeps of her ears and nose. First the fire; though she deliberately slept upwind from it, it was close enough that the scent shone out like a beacon, the sharp tang of ashe poplar mixing smoothly with the darker, richer taste of roasted hardwood garnished by Tucker from a farmer’s woodpile. Watered and near death, its coals still hissed to her ears clearly, boiling air and seething steadily beneath a thin layer of ash. Near her feet lay Tucker, his breathing light and soft. No snores from this one. Smelling strongly of heavy city food, the sharp sting of cold steel, and his own rather pungent Raccoon aroma, the young thief was a bright spot in the image her senses were forming. Further out the pattern began to distort, growing longer and thinner due to the confusion of the wind. Upwind from her, from where scent still came clearly, Danica made out the thin, almost undetectable scents of climbing reptiles, out foraging for food in the safety of the night. Her sensitive ears picked out their quiet, nearly inaudible cries to one other. Food here, mate here, my tree. Nothing else, but that was hardly surprising with the breeze blowing in the same direction for the entire night. Only a fool would approach a camp from upwind. But downwind, Scars Ironclaw Fiction 47 now that was a different story. Though her nose could catch only the slightest hint, still the faint essence of exotic spices and perfume tickled it for an instant. It might as well be a signature. Malik. Leaving or departed already.There was no doubt in Danica’s mind that Malik’s arrogance had brought him too close to the fire, awakening her, and it was also very likely that he had seen through her improvised deception. The Coyote was extremely clever. Danica cursed softly, hefting the short blade and slipping out of the bedroll to gain a better sense of the situation before the smell faded completely. She glanced at Tucker, but he slept on, oblivious. In the city he’s a paranoid Marten, she thought disgustedly, but take him out of reach of the Guard and he drops like a drugged Sloth. Silently she slipped into the thin brush at the edge of the hollow and let her eyes adjust to the deeper shadows, sniffing carefully before moving onward. The fire, upwind, drowned out most of the odors here, but she definitely captured a trace of Malik’s scent. Not long ago at all. Maybe he wakened me by leaving. More disturbingly, perhaps he left after she awoke. With that thought terror swept through the Fox; the other hunter would think nothing of slitting their throats while they slept, for a bounty rich as that offered by the Otter. Worse than that, in his own twisted mind there were plenty of reasons to put a blade in her. Danica cringed, wondering if at that moment he lay somewhere in the darkness, drawing down on her with the crossbow he occasionally used. There would be no warning, nothing seen, nothing heard; just the shock of impact, throwing her to the ground, helpless. Stop it! Desperately she clung to control by clinging to one simple, ugly fact. Had Malik wanted them dead, they would already be so. And there would have been nothing I could have done to stop him. The thought of Tucker and she gasping for a last breath in their bloodied blankets almost made her retch with fear, but the roiling terror in her stomach relaxed after a moment. She scanned the ground again, letting her eyes dance across the thin grass, broken twigs, and leafy weeds. As the eye wanders, she knew, it picks up a larger picture than one focused on a single spot. This time it latched onto something odd at the same instant her nose caught another, different whiff of scent. Immediately she crouched, staring at the divot left in the ground a few paces away. Certain common signs were obvious to the trained eye and easily identified; a hobnailed boot, turning on the ball of the foot, drove this particular mark into the turf. That’s not Malik. Too large, and he doesn’t wear boots. Someone came earlier, moved up to look into the hollow, and turned away, creating the gash in the soil. Didn’t get too close; not confident in their woodsmanship, or did they just see enough from here? Hopefully the first. She had an uncanny feeling in her spine that this was a mark left by one of those she was pursuing. Mercenaries and soldiers, accustomed to long walks and desiring sure footing during combat, often wore such footgear. Danica suspected she and Tucker were camped far closer to her quarry than she originally thought. The West wind, blowing from their camp to further down the road, became a curse for her. Bending, she sniffed the track as best she could. Not fresh, this track, and Scars Ironclaw Fiction 48 the stink of rust and leather covered most of the smell. The bounty hunter could not determine what sort of man it had been, if man at all. But you can bet it’s probably not the Wizard, not wearing hobnails. Turning, Danica surveyed the camp from where the intruder had stood. Tucker lay close to her, wrapped in his own blankets, with no pack. Still, her leather pack lay between their bedrolls and that position had been chosen carefully, not by coincidence. In addition to preventing the thief from rolling closer to her, an observer would be hard pressed to determine to whom the pack belonged. As for her armor, the bounty hunter crudely folded the leather and bronze protection under her pack before she slept, a habit ever since a night lizard had once decided that the boiled skin of one of its cousins seemed like a good snack. It cost a full denar to fix the chew marks in the armor, but now she blessed the dratted beast. You likely saved me here. As for weapons, with her sword slid under her blankets beside her and the knife under the rolled up cloak she used as a pillow, none of the usual accouterments of her violent profession were easily visible. So they only know someone is on the trail behind them, and not the reason why. Quickly moving back to the camp she resisted the urge to kick Tucker awake. Any danger was long since gone by now, and the poor Raccoon was exhausted after the day’s walk. Fast, agile, strong…all of these things would describe him quite well. Enduring? Well, that was another matter. There were few reasons for city folk to develop the proper muscles and lungs for distance walking. Now I just have to figure out if Malik knows where my quarry is. Danica pondered that question as she fumbled about in her bedroll, beginning the impossible task of finding the exact, comfortable position she so recently vacated. Despite the fact the Grey Fox’s party was close by, she doubted Malik had discovered them. Knowing someone else had been lurking around her camp (and a hunter as experienced as Malik could never miss the marks she discovered) was one thing. Knowing that he would have to continue downwind from her to find them told Danica that the Coyote would return to his own bedroll for the night. The possibility of being caught between two foes would be contrary to his well-developed survival instincts. He would be watching, though, concealed just out of scent and hearing. Waiting to determine the best way to remove both her prize and her head. How Malik caught up with her so quickly was no mystery; obviously he had not believed a single word she uttered during their conversation. After accepting the Otter’s offer, the Coyote most likely tracked her down at the Crested Mastiff, and followed at a discreet distance once he determined her travel plans. Perhaps her old associate even left a half day after her, just in case. As for physically catching up, Tucker slowed her enough that it would be ridiculously easy for him to make up the lost time; times past she watched Malik loping along beside her and Mo-gei, indefatigable, impossibly fresh after the two of them were exhausted. His seemingly endless endurance had frustrated Mo-gei; it terrified her. Sometimes he seemed less a man than a magical construct, untiring, unstoppable. Danica did not look forward to the confrontation she knew was brewing; if not today, then someday Scars Ironclaw Fiction 49 soon. A monster like Malik would never let go of their past. Delaney, where are you when I need you? The brief thought came upon her unawares; she cursed the weakness, reviling herself. The only person Danica could count upon was herself. Besides which, Delaney was in Triskellion. There was no sense praying for help that would never materialize. Rolling over, she took a long look at Tucker then shook her head. The burglar was almost as fast with his hands as she was on her feet, and if Delaney had taught him to use a knife, he knew much more than simple cut and thrust; the old Raccoon was a barrelful of lethal tricks. Malik would eat the young thief alive. Heloise, if you’re listening to a greedy, tired bounty hunter, please don’t let this get Tuck killed. I don’t know if I could live with dragging a friend along on this ride to die. Settling in, Danica resigned herself to an exhausting night. Sleep would prove elusive and fitful. * * * False dawn, that time of night where the light seems to grow but only tricks the eyes into making shapes out of shadows, was fading when Danica shook Tucker awake. The Raccoon rolled over, his back protesting loudly at the movement, and his watery eyes failing to focus properly on the face silhouetted against the indigo and black sky above. “Wha…?” he whispered, years of avoiding the Guard slapping a gag over his sleep-fuddled instinct to blurt out the question normally. Arrgh. Sleeping on the ground isn’t half as fun as you might think. The earth leached away his body heat and left him cold and damp, every joint aching despite his youth. “Up,” the bounty hunter whispered, curtly but to his ears not unkindly. Sniffing as he rolled over, Tucker tasted the scent of her exhaustion hanging in the air. Danica probably lay awake all night, he thought guiltily, guarding the camp while he slept like a newborn. Next time , he vowed, I’ll be the one standing watch. It would not be the first time the burglar kept his eyes open the night through; sometimes you needed to watch a house for a long time to get a feel for the holes in its defenses. “What’s going on?” he repeated more clearly if still quietly, swiftly following her example and rolling up his blanket. Watching and learning from her every move certainly gave him enough to think about during this trip. Tucker was beginning to see how much more there was to learn than he first thought. Well, she did say you picked it up as you went along. I can do this, though. When he finished, he tossed the blanket to her; the Red Fox caught it and tied it on the top of her pack. But when the Raccoon started strapping on his knives a hand came down on his wrist. Startled and staring down at her gloved fingers touching his forearm, he almost missed what she said. Not...yet? Why not? Rather than ask questions he placed the sheathed blades back on the ground, pausing to shove one in the back of his belt. There was a lesson Delaney had mercilessly beaten into him; he could still recall the words. Ye might be the best blade artist in the world lad, but it’ll do ye nae good if Scars Ironclaw Fiction 50 yer knife’s left at home. And the time ye’ll want it most is the time ye’ll nae have it. This, of course, was after the scarred and (in Tucker’s sometime opinion) insane Raccoon burst into his room the morning after a whiskey bender and attacked him with a stick. A painful awakening, it had been. Quietly Danica led him to the edge of the hollow, moving the last few paces on her knees. He mirrored the bounty hunter, and when she dropped to the ground at the lip, fell down beside her. Slowly extending her arm, the Fox pointed in the direction the sun would rise. At first Tucker could see nothing across the grey and black plain, but then a flicker of light caught his eye. There, across the shadowy expanse of fields, flickered a small fire. He squinted and could just keep it in focus, occasionally able to discern a dark form slipping around the flames. Straining his eyes earned him nothing more; the thief was forced to give up. In the gloom of pre- dawn, the other camp was too indistinct for details to be observed. Another quiet tap on his wrist drew him back to the campsite. “Was that them?” he whispered as they crouched beside the stone-cold ashes. Danica nodded thoughtfully. “We made up a lot of time on them, but I can’t imagine how. Unless they’ve been dawdling, we should be farther behind. It’s a problem; one of them came around the camp last night for a sniff.” “What!” Tucker managed to contain the explosion at the last second; as a result, it gurgled out as a rather strangled exclamation. “When? How do you know?” “I don’t know when, Tuck, but it was after I went to sleep. So make it the middle of the bloody night,” she replied irritably. “How do I know? I woke up and found some tracks. The good news, if there is any, is that I don’t think he would have figured us for anything more than travelers who left a little late and got caught on the road at sundown.” “I’d say that sounds good,” Tucker started warily, “but something tells me there’s more bad coming.” “You might want to take up a career as a fortune-teller, Tuck,” Danica sighed, kicking dirt over the already dead coals. Staring down at her feet she seemed to come to a decision, and swung to face him. “We have a very, very big problem. There’s an ex-partner of my mentor wandering around out here. I think he knows about this job, he knows we have a lead, and he’s following us to take it away.” She sat down on one of the logs and slumped over, head in gloves. Tucker stared at her, shocked. Another bounty hunter she knew? Why was her reaction so extreme? Never once had he seen her this despondent. Angry, yes. Furious even. Sad and, he was convinced, desperately lonely. But this, this broken depression was completely stupefying. Frightening as well. Tentatively, he reached out for her shoulder but then, thinking better of it, drew his hand back equally slowly. Something quietly whispered in the Raccoon’s ear that to touch her now would not leave her looking kindly upon him, and for once he listened. The burglar watched her ears twitch at the faint rustle of a scavenging lizard in the tree above, and he frowned in consternation as she tensed reflexively. Fear. There was fear there, too. “Danica,” he whispered, sitting down on the log beside her. Not too close, now. Scars Ironclaw Fiction 51 “Who is this man? You have to tell me.” “Malik,” she returned. “His name is Malik. He might look like a Coyote, but he’s a serpent. Cold, vicious, and uncaring. Poisonous. He’s been a hunter as long as I’ve known him, and for a lot longer before that. Mo-gei, my mentor, worked together with Malik some of the time. In a bizarre way they were friends, good friends. I never personally understood how you could get to be friends with a maddened cobra. For my part, Malik was certainly never any more than someone to be feared.” Tucker shifted uncomfortably; this was a completely new side to Danica. Always the hard surface, always the sharp edge, never showing emotions. He knew there was something deeper, but now that it had surfaced the thief was stunned by the raw dread she displayed. Keep listening? That seemed wisest. She must be really shaken to be telling me this. “For a long time the three of us worked together, Mo-gei, myself, and sometimes Malik.” She smiled thinly. “Sort of a family, I suppose, with a father, a daughter, and a vagrant older son. Seeing I was a bit of an orphan, for want of a better term, I can’t say I minded much having a few people around to look out for me, even if Malik kept a bad feeling running up and down my spine.” Tucker’s ears perked up at this; though Delaney knew of Danica’s past the innkeeper was not terribly forthcoming. The young burglar never understood that way of thinking. If you knew something critical about a friend, was it not just as important to share it with her other friends, in order for them to understand her better? “The last time he worked with us, we were on a hunt for two youngsters. It was a particularly horrible crime. They’d been servants to a Bisclavret household and butchered the noble lady, running off with her valuables. The three of us tracked them for days. We almost lost them quite a few times, but Mo-gei was very insistent.” For an instant a ghost of a smile touched her lips. “His number one rule was that if you take on a job, you get it done. No excuses. “So Malik, he put forth an effort like you’ve never seen. I always knew that Coyote tracked like a demon, but this? He hunted those murderers through heavy forest, swamps, rivers; it was unbelievable. And he did it all for Mo-gei; for once both he and I agreed on letting them go, just for different reasons. Me because I was feeling sorry for them, and Malik because he simply couldn’t be bothered.” Danica swallowed hard and glanced at him out of the corner of her eye. Another surprise. In anyone else Tucker would have read it as guilt, but Danica never, ever looked guilty. “So we did catch them, after almost a week of serious hunting. Two children - a girl and her brother, both of them no older than ten or eleven.” She shook her head, a disgusted frown twisting her mouth. “Servants? They were slaves.” Tucker sucked in a breath. Slavery was an unpleasant fact on Calabria, and nowhere more prevalent than the lands of Great House Bisclavret, its practice sanctioned by the laws of the rulers. His sister, Seanna, spoke often at great length against slavery, and after listening to a few escaped slaves, hearing how they were treated, Tucker decided long ago nothing good could come of it. After all, the Scars Ironclaw Fiction 52 young thief would never wish to be a slave. How could he condone it for someone else? And for children, yet.... “I got their stories out of them,” Danica continued, tone light and almost bland. The fur around her eyes rippled as the skin tightened, and Tucker smelled the rage. “Bisclavret slaves are treated pretty poorly, by and large, worse in general than in most other lands. Slavery’s lawful there, even encouraged, right? So you can’t get arrested for breaking your own property.” Her smile, like her logic, was ugly. “The sister stuck a pitchfork in the back of the noble lady while she was horsewhipping the girl’s brother for stealing a dessert from the kitchen. Seems the countess liked to dish out punishment to her slaves personally. They took her valuables and ran. Seeing as the lady’s estate was on the edge of Bisclavret territory, it was easy for them to evade the Guard, so bounty hunters were summoned. The children even told us our employer, the lady’s husband, made his money in the slave trade.” For the first time Danica looked Tucker in the eyes. “This rather disturbed Mo-gei, and had me nearly raving. But Malik, he was fine with it.” She rose suddenly and began to pace, arms beginning to sweep the air as she grew more disturbed. Tucker could see her eyes take on a faraway cast as the memories drew her back to that time. “So Mo-gei, going with his ethic of always completing any contract agreed to, starts back with the children. I’m not happy, so I keep telling him we have to let the children go. Malik and I get into an enormous argument and Mo-gei starts becoming very edgy, like I’ve never seen before. Malik doesn’t miss it, and stops arguing with me, but it’s too late. Mo-gei’s already starting to question the whole thing, to question himself. Why, he asks, are we taking children back to their deathscertain death?” She stopped suddenly and looked back towards the town, eyes scanning the horizon. Shocked, Tucker realized Danica was looking for her erstwhile associate; the telling of the story obviously brought her concerns about him to the forefront. “So I wake up that night with a bad feeling, only to find Malik and the children gone. I hear movement close by but heading off, and realize that if I take the time to wake up Mo-gei, I’ll lose them. So I hop up and take off after the sound, following the trail - three people.” Danica shot a glance at Tucker; he nodded, anxious for her to continue. “I’m gaining, but slowly. I come to the edge of the swamp, and there’s Malik with the two children. I’m close enough to hear them speak. He tells them he’s had enough and says that if they take off across this swamp, he’ll lead the pursuit off another way. They’re wary, but he tells them he’ll give them a bit of coin to get out of his life. He reaches around behind his back, as if to bring out a purse. But I see him take out the knife.” Another quick look at him, and the burglar pretended not to see it. In truth, he found the tale very disturbing, and could hardly blame Danica for her insecurities. “He grabs the girl by the snout and cuts the boy’s throat, shoving him under the water. A heartbeat later and she’s down too.” Tucker’s eyes widened as his heart lurched. “But why didn’t you-“ ”Dammit Tuck! Don’t you think I haven’t asked myself that?” Danica shook her Scars Ironclaw Fiction 53 head. “I really, really didn’t expect him to do that. And he did it so cursed quickly, I couldn’t react in time. Then, by the time he went for the girl, I froze. I just-“ She made a quick gesture in the air. It could have meant anything. “I’ve seen men gutted and women torn apart, Tuck. It’s never easy to watch a person die. And I’ve watched Malik gut some of those men, and women too. I’d killed a few myself. But that? It was too much. Not even my brother….” She paused, and shifted her shoulders around, trying to work out some of the tension. Shuddering, Tucker tried to imagine what she felt that night, then immediately attempted to banish it from his mind. It was no use; the image remained locked in his mind’s eye. And Danica was continuing, as unable to stop speaking as he was to stop listening. With the worst over, so he thought, she was a bit calmer now. “I slipped back, as quietly as I could. I don’t want to think about what would have happened if he had seen me; I’d probably have joined the children. Then I ran. I ran back to the camp as quickly as I could and told Mo-gei. He very nearly didn’t believe me.” She slowly sat back down on the log beside the thief. “Malik came back and started in with some story about how he’d lost them off in the marshes, gesturing off in a slightly different direction. He offered to take us there so we could all have a look around, knowing full well he was the best tracker. But Malik’s weak point is his ego; he forgot I’m no slouch as a tracker myself. It’s part of being a Fox. And when I pointed out the actual trail to Mo-gei, there was nothing he could say. That’s when Mo-gei finally decided I’d been telling the truth.” “What happened?” Tucker whispered, still caught up in the horror. “They fought. Oh, with words, not weapons. Malik practically pleaded with Mo- gei to understand. He thought he was doing the right thing. He would have told Mo-gei and me that they’d escaped, led us around in circles away from the bodies, and come back later for their slave tattoos. He could see Mo-gei had been caught between dedication to the job and his own compassion and sense of ethics. So Malik explained he was just getting the job done, and taking away Mo-gei’s suffering by bringing it onto himself.” The twisted smile was back on her face. “It was a poor argument, and Mo-gei saw right through it. Greed and madness, that’s all there was to what Malik did.” Abruptly Danica spat, as if clearing a bad taste from her mouth. Tucker did nothing but stare at the ground; this sort of thing was far outside of his experience. He knew of some monsters in the city, but none like this ever crossed his path before. The Fox’s voice was dull when she began to speak again. “Mo-gei and I abandoned him; I wanted us to kill him, but Mo-gei wouldn’t go along with it. He told me later that Malik had saved his life years before. After that, I watched my teacher age in front of me, as if that final revelation about his friend was too much for his spirit. He started drinking and whoring. A bit over a year later he died.” Flat as paper now, her tone told Tucker she had finished the tale. The important part, anyway. “And now Malik’s out there. He was only a few paces from us last night.” The thought put a dagger of ice into Tucker’s gut; he sucked in a breath, trying desperately not to give in to the quick and brutal impulse to look over his shoulder. “Um, Danica,” he began quietly. She certainly would not take this well. “Why Scars Ironclaw Fiction 54 don’t...I mean, you always told me it wasn’t worth dying for gold. Why don’t we just, you know, go back to the inn?” Hands instantly grabbed his shoulders, jolting his head up. Her wild eyes stared into his, her nose so close he could taste her breath. A position he had dreamed of, with distressing frequency, but not in this way. “No! I’m not walking away from a contract! I took it, made a promise, Tuck! You don’t walk away from a job! It’s your life if you do!” She released him and slid back, staring at her gloved hands. “I can’t walk away from this one,” she whispered, more to herself than to him. What in the name of the Light is going on here? Tucker had his own suspicions about the Grey Fox, but could not for the life of him discern the motive for Danica’s frantic insistence to forge on. She’s a friend. You support your friends, even when you don’t understand them. “Fine,” he breathed out, then more loudly. “Fine. We’ll do this. There’s two of us, and one of him, Danica. If we can deal with the Wizard and her white-shields, we can deal with this bounty hunter of yours.” Her head snapped up and the fiery glare almost tumbled him from the log. “You stay away from him, Tucker! Do you understand? He’ll kill you with the same effort it takes you to step on a beetle.” Her voice rose higher in pitch, almost frantic, and Tucker made quick shushing motions. “You haven’t a clue what you’re dealing with here. I’d give Delaney good odds, but you? You’ve never killed a man. He’d gut you in a second!” A sharp retort sprang to mind, but the naked terror in her eyes shocked him into silence. Her words cut but their driving force mollified him. The Red Fox cared for him, at least a little; a soothing balm for injured pride. He settled on giving her a stiff nod. Relieved, she relaxed somewhat. Well, as much as she ever does. “C’mon, Tuck,” she said awkwardly, obviously embarrassed at her emotional outbursts. “It’s almost dawn. Let’s finish up here and have a look at who we’re up against.” Scars Ironclaw Fiction 55 Chapter Five While they finished packing up the camp, Danica repeatedly attempted to drive home the point to Tucker that he would not receive any share of the bounty. In addition, should trouble occur, as it likely would, he had best stay far out of her way. As a last ditch struggle at keeping the burglar from continuing, it sorely lacked any punch. She sincerely doubted her words made any impression at all on the young thief. In the odd light before the sun rose she made out her prey for the first time, haloed against the brightening horizon. “Stay low when you move,” she hissed at Tucker, though they were still at a considerable distance away. The burglar glared at her in annoyance. Slipping out of the small grove he kept his silence far better than she, despite lack of familiarity with the rural terrain. She studied her quarry’s camp. Perhaps ‘a considerable distance away’ was a truer measure of the distance reckoned against the amount of time it would take to walk between the two fires than it was in terms of how far they already traveled. They were ridiculously close, really. Had they pressed on a bit longer the night before, she and Tucker would have stumbled right over their quarry in the dark. And wouldn’t that have been a pretty picture. The wind must have carried the scent of their campfire directly to the Wizard and her companions, explaining their midnight visitor. So it was definitely them, rather than some hireling of Malik’s. The Coyote worked alone most of the time; anyone who could stand to work with him more than once usually tried to kill him for the reward money. Obviously no one had yet succeeded, and Danica did not hold out much hope of that fortuitous event occurring. Studying her targets from behind one of the trees surrounding the hollow, the bounty hunter tracked each of their movements and tried to make some sense of them. Tucker wormed a few paces closer to slide up under a bush. Five of them, one standing motionless in the dim light, so still she almost missed the silhouette, and four scattered hither and thither. As her eyes adjusted to the distance Danica could make out three of them chasing the fourth, running him down despite his frantic bursts of speed, slowly boxing him in. She observed his movements, his methods of attempting to escape, and recognized them as similar to her own when pursued. Instinct was a powerful tool and easily identified by race. It seemed the Grey Fox was not with the others by choice. Danica shook her head, fighting against renewed doubt and suspicion. Determinedly, she put aside her concerns and worries over the identity of the Fox, and tried to focus only on studying her competitors, for want of a better word. One of the pursuers was tall, powerfully built, and very quick, easily closing distance on the Fox but having difficulty on the turns. From the height and movement, she suspected it was a Tiger. I hope it isn’t Salamin the slave trader. That would be the icing on this cake. Rumor, confirmed by Delaney, described Salamin as an Atavist, a baresark who had attained the ability to submerge his mind Scars Ironclaw Fiction 56 into instinct during combat, losing much of his intellect but gaining terrible powers of the body as a result. If he were one of the mercenaries, she could be in very deep trouble. But that doesn’t make sense. Salamin is a slaver, his own master, and makes fine money selling to the Bisclavret or foreigners. Why would he demote himself to a simple guard? As for the other two, judging by the easy coordination they displayed in running down their quarry, she guessed they were Bisclavret mercenaries. Wolves, and probably pretty happy to be heading into Avoirdupois lands rather than those of the Doloreaux. The Wolves and the Boars held nothing in common save a shared border and mutual hatred. As she watched, one of them sprung through the air, catching hold of the desperate Fox with a hand and bringing him down. The huge figure arrived an instant later, and slammed a foot down on the captive until the other two had him under control. Danica turned her gaze towards the fire when it became apparent the chasers had no intention of actually harming her prize. The figure standing by the flames, heavily cloaked, merely observed as the mercenaries dragged the Fox back to the camp. The Fire Wizard. The captive whipped his body about like a Weasel, but try as he might could not escape the Tiger’s grasp. A sick feeling crept over Danica as she watched him fighting to get free - his unceasing, tireless attempts seemed almost preternatural in their tenacity. When the three white-shields returned to the camp carrying the struggling fox, they clustered in a circle, no doubt tying him with cord. The cloaked figure turned back to the small cooking fire and began toying with the pot hanging over the coals. Danica picked up a small pebble and threw it into Tucker’s bush. He started, then rolled to look at her. A slow movement of her arm motioned him back, and he slid over the ground like butter in a hot pan, without any of the noise. They both tumbled back into the hollow, Tucker’s eyes again wide with excitement, Danica’s narrow as she planned quickly and carefully. I have to get him out of there. The disquiet at her core intensified as she considered the Grey Fox in the hands of the Wizard. If he was who she suspected.... But how to free him? They could not just walk up and take him. Though the very idea enjoyed a certain appeal, the bounty-hunter knew that bravado aside, her chances against three sellswords and a Wizard were next to none if they saw her coming. We need to get past them, lay an ambush. The question was how to do that without taking too much time. Avoirdupois lands were close ahead, a half day’s march at the most, and within the next hour, they would likely be encountering Rinaldi border patrols. Out of the corner of her eye the hunter caught a glimpse of Tucker opening his mouth, then closing it carefully. Apparently the Raccoon now thought before speaking, a useful skill to master. Still, it might be wise to hear what he had to say; there were no such things as poor ideas, just ideas that could not possibly work given the particular circumstances.... Wait a minute. Tucker? The plan exploded in her head full-born - audacious, wild, and requiring little effort. Best of all, it was simple. Quickly Danica began to pack her armor; leather with steel and bronze plates, it took much less time to stuff into a backpack than the Scars Ironclaw Fiction 57 heavier sort. Nimble feet were her main asset when trouble broke out and the armor barely slowed her when she wore it. Now, however, it would serve her better hidden, until they passed her quarry. “Tucker,” she hissed, “if you are coming, snag that gear and wrap it in your blanket like a peasant pack.” A pause. “You do know how to roll something up in a blanket to carry it, don’t you?” “I’ll be coming with you.” His mouth was set, his eyes determined. As expected. If anything, her little fumble last night seemed to have ignited the smoldering flame of his wish to begin the adventurous and prosperous life of a bounty hunter. Then the fire faded momentarily, and the Raccoon opened his mouth in a wide, happy grin that stabbed her conscience deeply. “But you’re going to have to help me pack this; I’ve never had to move anything around before, eh?” He’s totally clueless, and here I am, dragging him into this... “You…,” words failed her for an instant, and she lashed out, catching his coat. The Raccoon’s dark eyes opened wide as she prepared to lace into him. “If you foul this up for me, if you make a mistake here…” if you get killed “…I’m going to be very, very unhappy with you,” Danica finished lamely, suddenly shaken by the realization of the danger facing the young thief. Heloise, I can’t lose him! Tucker and Delaney, along with Desmond and Porter, comprised her entire, terribly small circle of friends. For any one of them to die, or disappear from her life, she realized, would be a terrible blow. And here was Tuck, about to walk into a situation rife with lethal possibility, and he was doing it for her. He nodded somberly, perhaps finally grasping the seriousness of the matter. “Looks to me like our friend the Fox isn’t exactly going to be helping them if something goes awry.” She nodded tersely. Oddly enough, he didn’t appear surprised, almost as though he expected it. “What’s the plan?” So earnest now. And yet, there was a hint of that hilarity peeping out from behind the mask. Danica suddenly realized he would never know just what the world was really like until it reared up and savagely bit him. Such naivete, such idealism, was strange to find in a burglar. It was quite a surprise for her to also discover she liked him far better as he was. Better as he is now than as I am. Perhaps Tucker was a small lifeline to a brighter outlook. She took a deep breath and let it out, trying to smile. For him, for everything he did for her. A little smile... he deserves that much. “Plan? We walk right by. Simple as that.” * * * On the surface it seemed a preposterous idea. Was there possibly a better way to call attention to themselves? Tucker very briefly argued that point before she explained her plan. There was no reason for the Wizard and her sellswords to suspect any skullduggery; Tucker and Danica would be simply two more travelers on the East Road. The group ahead already knew someone followed them on the road and probably had a very good idea what they looked like based on the previous night’s reconnaissance. Though it was possible the Wizard would be anticipating pursuers, why these particular two travelers, making no attempt to conceal Scars Ironclaw Fiction 58 themselves? Anyone could be moving along the East Road; it was the main trade route between Triskellion and the Avoirdupois. More likely the small group of kidnappers was paying more careful attention to the surrounding countryside, watching for ambushes, than examining every man, woman, and child on the route. Unfortunately there remained a single, major complication with the plan: in order to pass their quarry this early in the morning, Danica and Tucker would have started out on their traveling very early. Far earlier, in fact, than normal for the average traveler between towns. While not exactly waving banners and bugling, it might attract unwanted suspicion. With that in mind, Danica decided a bit of banner waving and bugling would be perfect. “…and furthermore, you’re a bloody fool if you think this life would suit you. It’s hard work, you know; the sort of thing you aren’t used to. Living on the road…” The revised plan called for the bounty hunter and burglar to argue as they marched past the Wizard’s camp. With people on the road too far to be properly heard by anything but a particularly long-eared bat, Danica and Tucker would nevertheless present the image of a pair of quarreling travelers. It was an image she fervently hoped would stick in the minds of the watchers, allowing them to pass without suspicion. Far better to call attention to one detail than try to hide everything and fail. As long as the pair avoided overacting, the Wizard and her guards would be tricked into seeing a completely different image than the truth. Unfortunately, though the argument started out as a bit of a joke, soon Danica and Tucker found themselves at a loss for amusing subjects. After all, one could only fight about Delaney’s odd personal habits for so long. Besides which, Tucker’s depiction of the Innkeeper’s interesting knife-training sessions had the hunter fighting to hold in peals of laughter. Searching for ideas, Danica decided it would be a good time to force Tucker to listen to some hard truths about her profession. He was, as it were, a captive audience. It was possible she put forth her arguments a trifle more harshly than necessary. “…you weren’t so bloody boarheaded, you’d see that if I’m not a Prince of the Auvoirdupois, I’m not a Phelan savage either. If spending a little time with me is a chore, well…” Tucker, for his part, obviously deemed it a fine occasion to bring his long simmering attraction for her out into the open and promptly did so. In short order it became obvious he’d held back a good bit of frustration when dealing with her under normal circumstances. Catching the tone of real passion into his voice, Danica began to suspect his feelings for her had progressed beyond a simple crush. Abruptly she felt herself becoming snappish, wanting only for him to drop the subject. Since neither party agreed with any part of the other’s point, the ‘discussion’ went rapidly downhill. Despite her anger, Danica suddenly became acutely aware that their rising voices skirted dangerously close to the boundary of overdoing the act. Ironic, to be truthful, for the argument had shifted from staged to real long before Scars Ironclaw Fiction 59 they’d drawn near the other group. Maybe they’ll think we’re a couple, traveling, she thought despairingly, adjusting her pack, rather than a couple of travelers. A quick glance at the camp as they passed told the story. The Wizard’s back was to the road, the woman ignoring them, and while the mercenaries certainly showed interest, paying them quite a bit of attention, it was not interest of a dangerous sort. From the road she could see handshaking going on between the two wolves. Wagering, no doubt, on the chances of the travelers’ argument leading to blows. Definitely a Tiger, and not Salamin, she noted, in a corner of her mind, while trying to cut in over Tucker’s rising voice. The huge whiteshield turned away from them, evidently losing interest, and strode to a squirming bundle on the ground. For an instant an icy chill ran through Danica, and she stumbled over a point designed to reduce Tucker to a quivering, agreeable lump. The Fox. So very close, and so many answers there, some of which she would probably be very happy never knowing. Tucker’s voice brought her rudely back to the present. “…not even listening to me, and that’s bloody typical too! I’m not a boy, you know; I’ve been around for a while, and could probably teach you a few things about life myself.” Yes, how to live it wearing blinders, how to see only the good, how to stumble through it through sheer luck. It was truly a shame she considered sadly, while firing a blistering salvo of oaths in the burglar’s face, that she was not the slightest bit interested in the young Raccoon the way he wished. Everything he was saying was absolutely correct. She could do much worse in a man than Tucker. But he was an annoying younger brother to her and could, quite honestly, do much better in a woman. Danica was definitely not interested, for his own good as well as her own. Was she saddened a bit by the thought? Perhaps. But only a bit. They came to a small dip in the road, enough to be shielded them from any prying eyes behind them. From this point, the East Road sloped gently downhill straight into Horselands. Danica looked ahead, scanning the horizon for Rinaldi outrider patrols; they would be mounted, most likely, and easy to see with the sun behind her. “Enough, Tuck. We’re far enough away that they can’t hear us any more.” “…an insult, did you know? A bloody insult that you keep…””Tuck!” There was a pause in his diatribe, and Tucker blinked owlishly. “Ah, yes. Sorry.” Abruptly every word he spat out during their little tiff seemed to come crashing down on him, and his scent rapidly shifted from anger to embarrassment. The young burglar began laughing, slightly hysterically, and scratching frantically at the back of his neck. “Dani, I, that is...” “Save it. We haven’t much time.” Danica expected him to be hurt; instead he looked relieved. I’ll never understand men. Never. “There isn’t much distance left to Avoirdupois lands; we’ll be hitting Rinaldi outrider patrols soon enough. So we’ll take them here.” With a flick of her wrist she indicated the countryside, notably devoid of convenient cover. “Catching them off guard is absolutely crucial. The two of us can’t handle a Wizard and three of her men when they’re wary.” The hunter paused, squinting up at him appraisingly as she unwrapped her sword from the side of her pack. “How good are you at looking worried?” Scars Ironclaw Fiction 60 “In the face of imminent death, I’m a bloody thespian,” he joked. “Good. Because that’s precisely what you’ll be up against if you aren’t convincing.” Standing up, Danica pointed the sheathed blade at his chest. “Tuck,one more thing. This is your last chance to get out.” He cocked a skeptical eyebrow, and she promptly poked him in the breastbone. “Seriously, Tuck. If you stick around to help me here, you’re certainly going to have to fight. You might even have to kill someone.” Muscles in her jaw clenched. “You might get hurt, yourself.” There was that smile again, oh so confident and so completely ignorant of reality. “You think I’ll walk now? No fear there.” The Raccoon made a quick show of checking two of his knives. Forcing her fists to unclench, Danica lowered the sword and returned to her pack. She’d done her best. It was his choice now. So why did she still feel responsible? Another thought, spurred by his earlier words, jumped into her head and the bountyhunter looked back over her shoulder. “Oh, and Tuck?” The Raccoon looked up again, eyes narrowing and lips tightening. She smiled, baring all of her teeth. “Don’t call me Dani.” * * * Tucker squeezed her arm, the signal that their targets were within sight. Some of the water he was pouring into her mouth ran down her neck and into her fur as his attention lapsed. The Fox bit back a growl, changing it into a cough. At this distance, a sharp-eared Wolf might be able to make out whispers, not the full content, but enough to put him on his guard. The picture they wished to present was hardly one of two people having a quiet conversation. Hence the groaning, and Tucker’s muttered expletives as he examined her leg. Danica felt she should definitely have words with him when this was over; though not quite too familiar, he still carried the examination a trifle beyond what was required for the deception. If I can still speak when this is over. “Sirs! Sirs!” Tucker leapt from his crouch and began waving enthusiastically at the travelers. They were watching, Danica noted. Studying the group through slitted eyes, she was careful to use only her peripheral vision to observe. People, she discovered in the past, could often sense direct observation; it was something that created considerable difficulty when stalking a target. The Wizard motioned to the two Wolves; they split up, moving away from their employer, the Tiger hefting the captive Fox effortlessly over his shoulder. Make or break here, Danica thought, watching them carefully. One of the lupine sellswords moved closer, while the other took up a flanking position, studying the terrain for possible ambushes and hopefully realizing not even a Stoat would be able to creep within a stone’s throw without being seen. Neither of them readied bows or crossbows nor appeared even to carry them; a sudden, incongruous pang of relief struck the bounty hunter. Despite the fact this little drama was only beginning, she felt a surge of confidence run through her veins. Scars Ironclaw Fiction 61 “Speak, ‘coon!” The Wolf’s sword remained in its scabbard, but his hand rested on the hilt and he shifted a shield to arm. Danica noted the chain armor; though not the most expensive of protection, it was in very good repair and while in the style of Great House Bisclavret’s soldiers, it lacked the family markings. Mercenaries, possibly down on their luck, but meticulous in the maintenance of their hauberks which were finely polished and oiled. Too many soldiers let their discipline go lax after mustering out, to their painful dismay the first time poorly cared for arms or armor failed them in desperate circumstances. “My wife...she’s been struck by a red-bander! We just stopped for a quick meal, and the snake came out and bit her on the ankle....” Danica could imagine what they were thinking as Tuck continued to ramble hysterically. The two travelers from the camp behind them getting a very early start, hoping to put in a good few miles before breakfast. An argument, and the decision to stop for a bit of food to cool down, talk out their differences. And now they sat in the midst of a scattering of food and packs, one frantic, the other lying still, wrapped up in a cloak against the cool morning air. The Bisclavret mercenary nodded and sprinted back to the Wizard and her hulking bodyguard, his explanation accompanied by wide sweeps of arms. The other Wolf remained watching; Danica observed his nose working frantically as he tried to make sense of the situation, searching for any hint of duplicity. We’re not downwind, so it won’t be easy for him to make anything out, and the spiced meat all over the place should mess up his nose a little. Enough, hopefully, for him to miss the sharp tang of metal in the air. She saw the Weasel shake her head in negation under the hood of the cloak, the Tiger turning away to stare down the road. The whiteshield nodded slowly, face grim, and turned back. “We can pay!” Tucker held out his purse, opening it up and taking out a handful of denarii, amongst which glittered a scattering of gold. Danica blessed the young burglar’s timing. The nearer Wolf sucked in his breath at the sight. When I count that, there better be four aureals or Tuck’s going to have some explaining to do. Many people never laid eyes on gold, and mercenaries were no exception, save when very lucky during looting. It often proved to be an irresistible lure, undermining common sense and natural caution. And morals, a little voice inside noted. How much of the Otter’s words do you really believe, Danica? “They’ve a fair bit o’money, even some gold,” the mercenary called back to his associates, his speech marked by the heavy Bisclavret accent so similar to Delany’s. “Where’d ye get it from?” he inquired, turning back and shouting across the distance. “We’re moving to Saudre,” yelled Tucker, almost hopping now. “Got a good price for the house. I’m not looking for someone to take her there, man! Just to the nearest town where we might find a healer. I don’t want to wait for a patrol; she might die by then! Truth and Beauty, she’s dying now, dammit!” The Weasel tugged at the first Wolf’s arm, whispering something. He nodded and Scars Ironclaw Fiction 62 grinned, obviously relieved, and perhaps for more than the money. Then the entire group, including the Tiger carrying the helpless captive, began to move closer. “Why don’t we just have some fun?” she heard the big cat rumble, heedless of the volume of his voice. “There’s a woman and gold; we could take both from this little ratspit. Who cares if she’s dying?” Danica wrinkled her lip in disgust and felt Tucker tense beside her. Definitely can’t lose this little tussle. The Wizard shot a venomous glace at him from under her heavy leather hood; somehow the mercenary missed it. The first Wolf was not so circumspect and rounded on the massive warrior, fur bristling and hand on the hilt of his sword. “I do what I’m paid to do, and there’s a limit fer that too. If ye be wanting to rob and terrorize, take yerself elsewhere.” The Tiger spat angrily, but the Wolf was not impressed. He leaned in closer, nearly muzzle to muzzle with the huge feline, completely unafraid. “Or me brother and I might be willing to pin ye to a tree and show ye how we deal with yer like up North, stripey. D’ye ken what a blood eagle is?” The growl started low, a deep rumble in the Tiger’s chest that Danica imagined she could feel in hers, but the Wizard pushed between the two before it rose to its peak, a savage attack cough. The whip-thin, hooded figure faced the huge, armored behemoth, whispering angrily. Even with her sharp Fox’s hearing Danica only made out a few words. Something to do with everburning flame? And his liver? It was enough; the Tiger’s ears fell back, and on the wind Danica caught a sudden whiff of his fear. He nodded, angrily striking the Fox when the Wizard turned away. Another one I owe you, Danica noted angrily. His burden kicked out once in protest then wisely lay still. The Weasel moved closer, perfunctorily motioning Tucker away. He stepped back a few paces, bowing hastily and clumsily; the silent Wolf came to stand beside him, still sniffing cautiously. Danica groaned; she hoped it sounded more real to them than it did to her. Certainly some of it was unfeigned, with her sword beneath her, hilt digging painfully into her back. “Let me see that leg,” whispered the Wizard, reaching out with thin, fine-boned hands. When her fingers touched the cloak, the Weasel gasped, no doubt feeling hardened leather and greaves of metal beneath the swaddling. Danica lashed out, one hand gripping the Wizard by her formidably thick cloak, the other hammering a fist-sized stone between her eyes. The woman staggered, somehow keeping her feet, dragging the bounty hunter over. A ragged burst of an ancient language brought flickers of bright crimson flame to gather instantly about one hand, while she foolishly fumbled with a heavy mace at her belt. Danica struck again, the blow solid under the Weasel’s jaw, felling her, leaving a thin trail of crimson whipping through the air behind the falling body. One! Shouts exploded as the bounty hunter spiraled to her feet, snatching her sword on the way up and discarding the scabbard. In an instant she knew the plan had changed for the worse. Originally they hoped to take the Wizard hostage, should she be the first to examine Danica. If not, and the Weasel not in easy reach, it would have been a Scars Ironclaw Fiction 63 good time to flee and try something else later. With the mercenaries lacking any ranged weapons, and the Wizard likely not wanting to expend her magic against already fleeing ‘bandits’, Danica felt the plan was without much risk. Up until this point, everything could not have proceeded better, but the now supine Wizard had failed to fall on the first blow and the Wolves reacted much more quickly than expected. One was pulling steel and closing far too swiftly to think about holding a blade to the Weasel’s throat. The other grappled with Tucker on the ground nearby. Either the boy had leapt on him the moment Danica struck the Weasel, or the Wolf had disdained drawing his sword; whatever the reason, the two were locked in a vicious struggle, teeth and claws flashing as they sought a hold. It seemed a close match, the mercenary’s chain armor advantage countered by the shield weighing down his left arm. With Delaney as a teacher, Tucker ought to know what he’s doing infighting. He’d better not hesitate going for the throat. It was the only thought she had time for before the second Wolf was on her. Danica avoided a blow from his sword with a quick skip to the side, disdaining contact. The mercenary recovered and stabbed out, shield covering his left, staying cautious. Sliding off line, Danica cut his sword hand and sawed down his wrist to thrust deeply into his right shoulder, chain mail links parting under her weight behind the thin, razor sharp blade. Her victim let out a shrill cry, dropping his weapon and falling back, trying to shake loose the shield from his other arm as blood pumped from the deep wound. Two! She let him go, spinning to face the Tiger, continuing the spin to avoid his massive axe. The double-bladed weapon sliced the air where she had stood a mere heartbeat before, and Danica faced him with barely two paces separating them. The big mercenary grinned lazily. She recognized the look in his golden eyes; having decided its prey was weak, a cat was in the mood to play. He may be right; a lot more speed there than he has any right to, and I can’t block that kind of power. Thank Heloise I took care of the other one so quickly. Just like Mo-gei always said...put them down fast; one at a time is much better than two at once. Danica spared a glance for Tucker. He was on top of the Wolf, and was pressing his weight down on the dagger between them; she could see it was one of his own. A faint sound warned her; even the brief distraction was nearly too much, and once again her only saving grace were nimble feet. This time the moon-shaped blade came so close it nearly shaved off one of her ears. The Tiger laughed, a long, roaring bellow, and the Fox took the opportunity to flick the tip of her blade at his eyes. With a sharp snarl he swung his axe against her sword, leaping back with tail lashing. “I was going to have a bit of fun with you,” he rumbled, “but now I think I’ll just hack you in two.” Danica said nothing, balanced evenly on the soles of her feet. The striped monster leaped forward, axe blurring through an X before him. Danica gave ground, then sideslipped; he could charge much swifter than she could backpedal. To continue to retreat was suicide. Again her blade licked out; this time the hunter aimed lower, and the razor tip of the sword cut through a boot, gashing his calf. His Scars Ironclaw Fiction 64 Scars Ironclaw Fiction 65 grunt of effort turned into a yelp of pain and the axe came around one handed in a powerful, looping backhand. She dropped straight down to avoid it, rolling away quickly to regain good footing as the double-blade hissed by above, left hand twitching the fold of her cloak around her. Limping, but not seriously impaired, the Tiger closed relentlessly. “Your cloak is a poor shield, little girl, no matter what you’ve been taught. Let me...demonstrate.” This time he came in more carefully, his patterns tighter. The heavy axe swept out, back, and up in short, powerful arcs, any of which could easily cut through her leather and metal armor. The Tiger’s chain shirt, reaching down to the lower belly and covering his upper arms, was adequate protection against Danica’s blade. But his movements left openings; she cut his left wrist, and struck from there at his face. A fraction too slowly; he rolled his neck, and her sword sliced along a cheek. Damn! Too close for bladework, the Tiger drove the butt of the axe down onto her collarbone with crushing force. The armor plate saved her shoulder, but shock and pain drove Danica to her knees, her numb hand opening to drop the sword. “Die,” the Tiger hissed, raising the axe high above his head for the final blow. Scars Ironclaw Fiction 66 Chapter Six Part of Danica’s mind, astounded by the opening presented, considered what Mo- gei would say about such an attack: grave-bait, she could hear the Leopard mutter in disgust. If not for that single, brutal blow to her shoulder, the bounty hunter could have written her name in the Tiger’s stomach with the tip of her sword. The rest of her thoughts were focused on the pain, fighting to move through and past it. With an effort of will she overcame the paralysis of the impact and shooting agony. She released the edge of her cloak, shifting to a fighting grip on the foot-long Chevernaise war knife held in the same hand, concealed until now by the leather. Mail shirt riding up with his raised arms, the mercenary’s soft-furred belly was exposed; Danica lunged, driving the heavy blade deep. A burgeoning roar of triumph soared upward into a scream of shock and agony as the axe fell heedlessly from the whiteshield’s fingers to the grass beside them. The Tiger’s twisted face bent towards her, jaw gaping , finger length canines bared in a last attempt to shred away her life. She cratered him then, twisting the long knife in his wound, not up towards the heart where it would hold him on his feet for that crucial instant, but down with force, driving the point of the blade into the bones in his hips. Falling away off the edged steel onto his backside, mouth open in a keening howl, the Tiger reached for her with hooked claws. Too late. She stepped back and watched as, helpless and harmless, the sellsword sank back, legs splayed out, before rolling over, clutching his abdomen. Three! Danica swung around to locate Tucker, hoping to see him standing over the dead body of another mercenary. To her horror, he was leaping away from a sword stroke, desperately dodging and unable to counter with his much shorter weapon. What in blazes? I thought he had the Wolf! She had time for one step in his direction before something, a scent, a whisper of noise, a feeling, ran a cold finger up her spine. For an instant the Fox hesitated, then she knew, and that knowledge sent a silent scream of raw panic tearing through her mind. With a horrified realization of what was surely already shrieking towards her, the bounty hunter threw herself in a spine twisting roll to one side. It saved her life. The coruscating sphere of arcane energies whipped past her and bloomed, a deadly flower of searing heat. Fur withering on her legs, Danica felt the skin stretch tautly on one calf. Close to a dozen paces away stood the Wizard, shakily getting to her feet, hand still outstretched after throwing the killing spell. Her hood had fallen back and now her thin, pretty face, fur thickly matted with blood, stared wildly at the Red Fox. Head wound, came the errant thought in Danica’s mind as she crouched on the blood-slick grass. Despite the terrific blows she had received, the Weasel remained conscious, regained her footing, and now stared coldly across the space between them. For a heartbeat they stood thus, the bounty hunter poised on her toes, heavy knife held loosely in her left gloved hand and three fingers of her right touching the grass, the Wizard standing thin and straight, short-hafted mace Scars Ironclaw Fiction 67 gripped solidly, one eye swollen shut but the other burning with an inner fire. Another beat of the heart, and both women exploded into motion. Speed, speed, and more speed; Danica pushed herself to the limit, desperately flinging herself across the space at the Wizard to close before the next spell struck home. The wounded Weasel’s free hand wove a blurred pattern in the air before her, and a tiny ball of sun-bright flame materialized therein; Danica realized almost too late she could never reach the woman in time. Flexing burned muscle proved painful, but the Fox leapt high, trusting a combat trained spellthrower to aim for the lower body. The point of light hurtled toward her, slicing the air as it warped from a small globe into a thin spike of pure flame. Heat ignited the damp grass below the lance of scintillating fire, forming a doubled blazing thread stretching out from the mage. Danica had no time to appreciate the spell; she was over it and slamming into the Weasel, driving them both to the ground in a tangle of limbs. The bounty hunter worked her blade quickly against the Wizard’s body, cutting savagely and looking for an opportunity to drive home a thrust as they struggled, snapping and snarling. The Chevernaise weapon struck light armor and more, repelled from the leather with sparks and a bright chiming. The Weasel kicked Danica off and rolled over, mace fisted and swinging in a high arc, then down again. The bounty hunter pushed off with one hand, sliding out from under the weapon; it struck earth with a flare of light and a blast of heat that singed her whiskers. Well, that tears it. She’s no apprentice, and that ‘enhancement’ to her armor tells me she knows more than fire magic. The hunter whirled to her feet, coming about to face her opponent. Blood dripping from the gashes on her face, the Weasel was up on her knees, already preparing another spell. The triumphant glitter in her eyes told Danica the Wizard was nearly finished.It was the same spell as before, and the sphere of light had just appeared. Thin lips peeled back from the Weasel’s needle-sharp teeth, the killing fire lanced out high this time; if the Fox jumped it would all be over. If she went to ground, no doubt the flaming mace would hammer down an instant later. Danica twisted at the last instant, presenting her left side to the mage and leaning far back on her left foot. At the same time, her left hand snapped up to point at the Weasel’s leg. The heavy knife, blade shimmering with reflected light from the spell, flew forward from the underhand throw like a spear. A raging finger of light shot by Danica’s chest, just under her throat and above her breasts, the heat flash-igniting her leather armor for an instant, sending brief, searing pain through her body. The Chevernaise war-knife struck the Wizard’s thigh point first, driving through the magic protection with the sound of a distant bell and sinking into the woman’s unprotected leg. She screamed and staggered, slapping the weapon from her thigh. Her spell, though not fully blocking the knife, prevented a deep wound. Then Danica’s gloved hand dug into her collar and dragged her forward. One, two, three elbow smashes into the fineboned features, and the Wizard finally crumpled, deadweight in the bounty-hunter’s grip. Danica held her for an instant more, considering, then let her drop as fingers lost their strength. I should kill her. I really should. Scars Ironclaw Fiction 68 Spotting her knife, Danica gathered it up and turned away from the fallen woman. Panting heavily now, pain rippling through her body, she hoped Tucker had managed to get his opponent under control; cuts and wounds were things with which she was woefully familiar and could ignore. Burns were something altogether different. Her eyes she found the Raccoon, fresh blood streaming from his chest, now frantically rolling away from the hacking sword of the second wolf. Forcing her exhausted body into a sprint, Danica reached the place where she had fought the Tiger. Ignoring his moans she glanced about and found her sword, nearly falling to her knees to grab the hilt. “Hey!” The mercenary, shield forgotten on the ground, spun on her, blade coming to bear. One last cast of the dice, then. Somehow, somewhere, Danica found the strength within to throw off the sodden cloak of exhaustion and pain that had settled over her. Heavy knife in one hand, she began drawing lazy circles in the air with the tip of the light sword in her other. “Ye bloody reiver! I’ll be…” the Wolf began, advancing on her with a wild light in his eyes. Surprisingly, a shout from his brother interrupted him. “Lad!” the downed Wolf cried, holding a pad of cloth against his shoulder. Bandage from his kit, thought Danica, faintly approving. He must carry it at his belt. “Forget it! Put down yer blasted sword!” “I canna let her live for what she’s done, Camden! Ambushing us, cutting ye down, killing Shaaban!” The boy, for she realized he was definitely the younger of the two, frothed at the mouth, crazed and stinking of rage. For an instant Danica feared he was a barasark, then dismissed the idea. Northerners were renowned for such people, wildmen who set aside self-preservation and rational thought to allow themselves access to the terrible strengths of instinct and rage. Had he been such, he would hardly be carrying a blade and wearing chainmail; more likely he would be sporting a loin cloth or going about naked. The bounty hunter kept silent; adding her own tongue to the mix would only serve to infuriate the youngster further. If I can finish this without any more blood spilled, that would be good. Frantic now, the wounded Wolf pounded his injured fist on the ground, spattering blood in wide arcs from the wrist. “She’ll gut ye like a trout, Keith! Look around!” Keith stared about wildly, his eyes touching on the battered and unconscious mage and the struggling, moaning Tiger then flicking back to her. Danica shrugged, unconcerned; it cost her a sharp stab of pain and made spots dance before her eyes, but she was sure her weakness did not show. “Your brother’s going to bleed to death without someone to help him.” Watching his eyes, she saw him flinch, saw the quick shift from hysterical rage to fear. “She’s going to KILL you, boy! Put up yer cursed sword!” Camden screamed hoarsely, and it finally penetrated. Hand shaking, Keith dropped the blade, and backed away to sink down on the ground beside his brother. Camden began to weep with relief and shock, gripping him tightly. “I thought I’d be taking yer body back to our mother and father, lad,” the older Wolf cried. Still trembling with Scars Ironclaw Fiction 69 battle rage, Keith angrily thrust his arm away and unbuckled a pouch, glaring at Danica. Ignoring the Wolf, she carefully picked up her sheath and walked over to Tucker on shaky knees. I can’t believe this worked. Heloise, let Tucker still live. The thief forced a grin as she knelt beside him. “Just a scratch is all,” he grunted. But when she pulled his hand away, the blood ran fresh and dark. Damn. It was a deep puncture into the muscle of his chest, but thankfully did not seem to have hit the lung. Despite that little bit of luck, a thrust was certainly not a wound to disregard. Without proper care, it would quickly become septic, and Tucker could very well die. Danica needed to get him back to Triskellion as quickly as possible. Additionally, the wound would certainly need immediate cleaning and some sort of stitching; without Desmond handy, she would have to do the job herself. “What happened? You had him,” she said, pulling linen from her own field kit with shaky hands. This isn’t going to be easy, Danica. Tucker hissed and chittered as she wiped the wound. Wish I had a razor. The fur should be cleared. “I don’t know. I couldn’t stick him. It just…” His explanation cut off abruptly as his features twisted into a pained snarl, but there really was no more needing to be said. The shame and self-loathing in the young Raccoon’s eyes told the story quite well. Never killed a man before and he froze. It was no surprise when sudden relief swept through her; that, at least, was one bridge she would not have to push him across. “It’s not easy, putting steel into a body.” He stared past her. “You seemed to handle that pretty well.” Danica followed his gaze to the Tiger, Shaaban, coughing blood and shivering, in shock and dying. Faint horror darkened Tucker’s eyes behind his mask. “That’s…” Unable to complete the thought, he looked away from the gruesome sight. “Sit up.” She finished wrapping his chest and pushed him back down. “Now don’t move, and the bleeding may stop sooner rather than later.” Keep him positive, Danica. “I have to check the Fox.” The captive had writhed a good ten paces away from where Shaaban had dropped him, displaying a desperate endurance and tenacity Danica found almost admirable. She skirted the Tiger carefully, making sure not to come within reach and keeping her sword in hand. Pausing, the bounty hunter reconsidered her direction. The Fox is going nowhere. But there’s something I have to make sure of NOW. Returning to her pack, she snagged a length of leather cord and marched quickly to the Wizard. The two Wolves stiffened, then relaxed when she turned the Weasel over and searched for a heartbeat. It was there and strong, despite the blood soaking her leg. Danica sighed with relief. Nothing personal here; no reason for either of us to die. Though if things came to that, it would be the other woman, to be sure. The only real wounds were the slice in the Weasel’s leg and her battered head. The bounty hunter carefully rolled her back and began to bind her hands. Good mercenaries, she pondered, studying the wary Wolves. Smart enough to surrender, loyal enough to consider getting up and having at me again if I was going to murder their employer. How’d they get mixed up with that bleeding filth? “Your friend’s Scars Ironclaw Fiction 70 going to die soon,” she called to them, “but if you want to try to patch him up, be my guest. Or her, if you don’t try anything foolish.” The younger Wolf looked to his brother for guidance. Camden spat once, a disgusted grimace wrinkling his snout. “That bastard? He’s been nothin’ but trouble since the day the Wizard hired him. Vicious, sick monster. If he were afire, I’d not cross the street to empty my bladder on him.” Keith looked shocked, but offered no argument. “But ye have our word we’ll nae do aught t’ the Lady but stop up her wounds.” Danica considered this, then shrugged. Unless one of the them was an adept of Theurgy, and that seemed highly unlikely, the woman would not be stirring for some time. “Go ahead.” While the young Wolf tended to his employer, Danica hunted through the grass, looking for the purse Tucker had dropped. The stink of leather and metal gave it away. Snatching it up, she pulled out a handful of coin, several denarii and four aureals. She considered the gold thoughtfully. There’s a fair reward waiting for me back at Triskellion. With a flick of the wrist she sent two of the aureals spinning through the air to the older Wolf as he tried to make himself comfortable. “Blood debt,” the Fox called as Camden picked one up and stared at her suspiciously. “I want nothing between us. Take the coin, find a Church, and offer it to the Light of Truth and Beauty for a healing. But let this end here.” For a moment Danica thought he would pitch it back, but his shoulders relaxed and he tossed them in turn to the watching Keith. “Nothing between us.” The sellsword gave a harsh bark of laughter. “Truth be told, I weren’t planning on hunting ye down, but this erases much o’ the bad feeling. Aeiich…I wish ye’d been nae so hard with the tying of that, lad,” he cursed, pressing on the linen wrapping his shoulder. Keith snorted in disgust as he bent over the Weasel. “Aye, and next time I’ll let ye do it alone, then. And ye can tell our mother why ye have only one arm, too.” The Wolf walked back to his brother, and Danica replaced him by the Wizard. His bandaging was clean and neat, she noted. I should have had him do Tucker. Checking the woman’s bound wrists and gag, she nodded in satisfaction. Tied and injured as the Wizard was, she could do nothing until released. “Your word on it - you will not follow until at least one day has passed. Even if she awakens.” “Our word.” Camden nodded firmly. “I’m in no shape besides, and yon Wizard’ll likely have a head like an angry badger come the morrow.” Assuming she doesn’t die from bleeding in the skull. Danica put the thought out of her head. Remember the reward. A large sum, to be sure. It’s all business. Stilling her doubts, she finally returned to the bound captive, again ignoring Shaaban and his piteous moans for aid. Hopefully it would all be over for him soon anyways, sparing her the effort of giving the Tiger the only help she could. The Grey Fox had managed another few paces, still hopelessly trying to escape. What on earth? Surely he can’t think he’s going to get anywhere. And he must Scars Ironclaw Fiction 71 know things have changed, that something serious is going on. With her toe, she flipped him over. Tall, lean, dressed in rags of silk and linen; Danica supposed he would be handsome, were it not for the gag filling his mouth, the rolling eyes, and the stink of terror wafting from him in waves. “Calm down. I’m not here to hurt you.” At her voice the Grey Fox started and began to writhe violently. Pinning him with a knee, she tugged at the ties of the gag with her gloved hands. It came free and he spat the crumpled cloth onto the grass. “Are you injured? Is there pain?” Worry spiked her voice. It wouldn’t do, she rationalized, to have him die before she collected the reward. That’s what it’s about, Danica. The reward, nothing else. The Grey Fox stared into the sky with glazed eyes, drew in a deep breath, and began to scream as though the cries were torn from him by iron hooks. Danica jerked back in surprise, nearly falling as the bound man began to twist and turn again. The howls did not diminish one whit, if anything growing louder. They chilled her blood; screams of agony she could have weathered and had done so before, but these shrieks of pure, raw terror stunned her to the core. The bounty hunter pulled away in horror, stepping back as the bound Fox tore divots in the ground with his claws, sobbing and choking. Her composure failed utterly and Danica spun on the Wolves, taking in their carefully blank expressions. “What did you bastards do to him?” she screamed, suddenly filled with a mindless fury. They flinched , evidently realizing she teetered on the edge of a killing rage. “It’s nae what ye think!” cried Camden as the bounty hunter stalke towards them pulling steel, leaving the Fox to howl at the sky behind her. “Stop a moment and listen!” “You’d better talk fast,” Danica hissed through gritted teeth, both hands fisted down at her waist, sword tip jutting out at their eye level dancing hypnotically as her hands shook with fury. “He’s been like that since I first laid eyes on him! We bought him from th’slaver, and his mind was fair cheese when Recondrite paid the gold!” The words tumbled out of Keith’s mouth as he gestured frantically at the unconscious Wizard. “We’ve had a cursed difficult time keepin’ him along with us; he tries t’run if ye turn yer back on him for a heartbeat!” “Truth and Beauty, m’lady!” Camden nodded frantically, hands carefully anywhere but near his sword hilt. “He’s a bloody lunatic, that one! Screams if ye pin him down, chews through gags all the time, doesn’t seem t’ken how to talk - I’m thinkin’ I’ll be thankin’ ye for taking him off our hands!” The fear on their faces was genuine, equally so the urgency. Danica wished she’d spent more time observing liars; by the time she began a hunt, her quarry’s guilt had usually been considered and validated by a court, be it low or high. Truth be told, though, very little of her time went to searching for High Court criminals; few nobles wished to set the precedent of commoners pursuing those of better blood. Wouldn’t they be surprised at the truth. Having had little experience dealing with con-artists and the like, Danica could not say for sure that the Wolves were telling the truth, but with what she had observed there was a tiny voice inside counseling Scars Ironclaw Fiction 72 her as to their veracity. After another long, searching look that had them both panting nervously, she nodded once, curtly. The long, agonized wailing continued behind her, unabated. “All right. Say I believe you. What did she, the Wizard, have to say about this?” “Lady Recondrite?” Camden screwed up his face, evidently trying to remember. The slowly swaying point of her blade jogged his memory quickly. “Well, from what she said, and she did cast some kind o’spell on the Fox t’check it; the poor man’s got some kind o’magic on him.” His voice dropped and he glanced about nervously. “She seemed t’ think it might be something of a curse.” A curse? Black magic was rare indeed in this time, though if you hearkened to the Church of S’allumer, all too prevalent in the wicked past. While magic in general was far from common, Necromancy remained a shadow spoken of in hushed whispers or fool’s tales. Perilous to the souls of both the adept and his enemies, and outlawed by Church and High Court, Black magic was punishable by death and worse. One could travel an entire life without seeing evidence of its existence outside of stories and mothers’ threats to their children. And now, in one single job, Danica had held steel against one Wizard at the bequest of another; she was gaining a tiny glimpse of some of the darkest of forces one could manipulate. Unfortunately it had the bounty hunter barely restraining a few choice curses of her own, of the mundane sort naturally. She wanted to speak to the Grey Fox, not care for a blithering idiot! Another thought struck her, and Danica turned back to the wary Wolves. “Did the Lady say if it could jump to someone else?” Both of them shook their heads. “Did the Lady say it couldn’t be?” she clarified, gritting her teeth. “She didn’t know,” returned Keith helpfully. His hopeful smile faded at the look in her eyes. “All right,” Danica muttered, walking back to the captive. Quickly tying a rope around his bound wrists for a leash, she leaned close to his head. “Listen to me!” His cries threatened to drown out her voice. She grabbed his face by the sides and turned it to look at her. “Listen!” The Grey Fox paused at the sight, mid-howl, and trailed off into a confused whimper. Probably just surprised at the new face, Danica thought. “I am here to rescue you,” she continued, more quietly with less heat. He stared at her, tears welling over and pouring into his already damp fur. “Please, be quiet. We want to help you.” It was difficult, speaking to him like this. Danica had made a habit of being sharp and cold when dealing with her quarry to keep them fearful of her; never had she needed to handle one softly. No doubt I’m not nearly as good at it as I was back in childhood. Perhaps nothing she said was sinking into the Grey Fox; he still wept silently in seeming incomprehension. Slowly she moved down and slid the knife from its sheath. He watched, shuddering, as she carefully sliced the cords from his legs. Heloise, please don’t let him struggle now. One of the Wolves shouted a warning; something about the Fox bolting, but she paid it no heed. The Fox stared down at his ankles as she slowly replaced the blade. Struggling suddenly, he made it to his feet. Danica surreptitiously put a knee on the dangling end of the cord binding his wrists, but the filthy man made no attempt at Scars Ironclaw Fiction 73 escape, merely continuing to breathe heavily and stare around through eyes larger than Tucker’s. The Wolves’ shouts died away to mutterings. “Good,” the bounty hunter breathed. “Now, come on. We have to help our friend.” She slowly rose to her feet. The Grey skittered away from her to the end of his makeshift leash but did not try to pull away. With a gentle tug he consented to follow her, pulling back only once, when she reached Tucker. “Tuck, can you walk?” “If I couldn’t, what could we do?” The smile was strained now, but game. “I’m thinking I don’t have much choice, Danica. Of course, the hole’s in my arm, not my leg, and that makes it a wee bit easier.” He extended the other hand, and she took it, letting him pull himself to his feet. The young thief groaned once as wounded muscles shifted, but he managed well enough. Swaying alarmingly for a moment, he caught himself before Danica reached out to help him. The Grey Fox whined and tried to back away. “Stop that,” barked Danica, shortly but not unkindly. “We have to move, now. If a patrol comes by there’s nothing to stop them from checking our friends here out, and if they tell the story, we’re in big trouble. You can’t just go about attacking people on the highway - it’s called banditry, no matter what your reason.” “But what if…” Tucker began to counter, staring at the Fox, then fell abruptly silent. “But what if what?” Becoming tense with worry, Danica felt her temper fraying. “No, later, it’ll keep,” he returned, checking around the ground. Kneeling carefully he picked up a thin dagger, and flipped it once, nearly impaling his own palm. Frowning, Tucker carefully slid it into his belt. “Definitely not top shelf,” he muttered, the crimson stain across his bandage noticeably larger than before. “We’ll see what we can do about that after we get out of here.” Danica took one last look, then stopped. Oh yes. Him. “Stay here. Watch the Wolves.” “Why?” Tucker sounded mildly aggrieved. If this is what the Raccoon became every time he took a blade, she would definitely take better care of him in the future. “Just do it, Tuck!” Not bothering to wait and see if he listened, she strode swiftly across the damp grass to the bloodstained patch where Shaaban lay. His great body, once so powerful, was now terribly weak and helpless. The massive skull rolled over and his shock-glazed eyes turned to her. “Help?” he whimpered. “There’s no helping you now,” Danica muttered, feeling both disgust and pity. A vicious bastard, but no one deserved to choke out a life like this. Behind her leg, out of his sight, she readied her sword. “Close your eyes.” A tear seeped out as his lids shut. * * * Scars Ironclaw Fiction 74 Chapter Seven The travois strapped to her shoulders and a wild lunatic with wrists and throat tied to her belt made travel difficult, to be sure. Despite the vicious fight and the accompanying letdown, a few hours of this and the bounty-hunter was ready to kill again. Having no one Danica actively wanted dead within easy reach simply threw another frustration on the growing pile. Glancing back along the East Road she still saw nothing, for which Heloise earned another brief prayer of thanks. Thus far it was a full day’s walk traveled, with several stops to slow them down. One was made to avoid a Rinaldi patrol, two more to avoid the curious eyes of other travelers, and a fourth to eat. After the meal, she had cut up several saplings to make the frame of the travois, which she lashed together with leather thongs. Over Tucker’s strenuous objection and protestation that he ‘only needed to sit down a bit longer’ Danica laid him on the wooden structure, carefully tying him on with more thongs, and began to drag him. The endless jouncing over the cobblestones must have been a nightmare for the thief and he passed out in short order. At least with Tuck unconscious, the bounty- hunter was not subjected to his endless commentary about how he felt well enough to walk. All things considered, it was not a good day for traveling. She might be halfway to Triskellion, and night was falling. “That’s it.” Danica let out a long breath and slowly untied the crude harness, lowering Tucker gently to the ground, “I’m done for the day. Rinaldi patrols, bandits, slavers, even a rogue destrier or two…bring them on.” Collapsing to a seated position she watched the Grey Fox skitter away, as far as the leash would allow. You can’t stop in the middle of the road, idiot. Get up, dammit. With a groan she forced her weary legs to bear the weight, and carefully dragged the travois from the cobbles. The Grey Fox followed; he had little choice in the matter. It took her some time to prepare the campsite in the middle of a farmer’s field, complete with fire and water, collected earlier from the Tiger’s pack, heating atop it. Strips of dried meat went into it with some vegetables; Tucker needed the nourishment and would probably throw up dry food. Danica stole a glance at him. He was awake again, but panting, and there was an unhealthy glaze over his normally bright eyes. He had been unable to eat lunch, first sitting silently and staring at the dry food , then slowly crumpling and sliding off the log. She thought he had been dying. It was clear he had a fever; the wound might be turning foul and this sickness could very well kill him. But that would take a few days at least, and she intended to make Triskellion by nightfall tomorrow at the latest. “Come here.” She pitched her voice a trifle higher than usual, and kept it soft. The Grey Fox crept a little closer. It was easier than chasing him; she discovered earlier that day any unexpected sound or movement produced a disproportionate reaction in him. He shied away from noises in the grass, sudden breezes kept him whimpering in terror, and he absolutely refused to come anywhere near Tucker. Danica thought it might be the scent of blood. She hoped that was it. Scars Ironclaw Fiction 75 She ran a hand over his head and he calmed somewhat, shivering at the touch. Oh yes, definitely magic at work here, some sort of curse laid on the Grey Fox, afflicting him with endless terror. There could be no other reason for such a heightened and constant state of unadulterated fear. She shuddered; such things belonged in children’s stories, not burned into this poor lunatic’s mind. For the third time that day Danica threaded her gloved fingers through the fur on his cheeks, following their tracks carefully with her eyes and sighing at what she found. No doubt there, much as she wished there would be. “I’d be jealous, if I didn’t feel quite so terrible.” The Grey Fox yelped and jerked her off balance as he darted back to the end of his lines. Danica caught herself to keep from falling and glared at the recumbent Raccoon. “Keep your voice lower. He’s easily frightened.” “You’ve a penchant for stating the obvious, you know?” the burglar grumbled, panting. “And who’s the sick one here, anyways?” She picked up the pot and brought it to him. Beginning to steam, the strips of meat the makeshift stew contained were likely tender now. He turned his nose up, pausing long enough in his gasping to spit. Undaunted, she offered him the thin broth. “You need this, Tuck.” “Not hungry,” he muttered, refusing it again. “Fine,” she snapped, slapping the pot down. Hot liquid sloshed over the edge onto one of her gloves and Danica cursed softly, shaking the hand quickly to cool the leather. “Hold still.” A quick check of his bandage revealed what she feared. “You’re still bleeding.” “You see how well you do, bounced along cursed cobblestones on a couple of poles all bloody day long,” Tucker snarled, then flopped back onto the bunched cloak, wheezing. His eyes burned feverishly as he pawed at the wound. “Stop that.” Danica rooted about in her pack, coming out with a string of lizardgut, stretched thin, and a sharp needle wrapped in thick leather. After a moment’s thought, she returned to grab a small silver flask of brandy. “Here, start drinking.” Tucker eyed it dubiously, sniffed it warily, and then took a cautious sip. The expression on his face was priceless. “Wipe that grin off. I’m not at all pleased at wasting that on you just to keep the pain away.” She held the needle in the coals of the campfire for a few heartbeats, then dropped it to the grass, allowing it to cool. Then came the laborious task of threading it with the lizardgut, still wearing her gloves. She noted Tucker enthusiastically polished off the brandy. Not hungry, but always up for drink. He’s a man, all right. “That’s Fabrizio de Rinaldi, isn’t it?” Danica almost dropped the needle at Tucker’s query. “Why do you say that?” she asked neutrally. There was little sense in denying the truth, unexpected as it was. “Well, you’re being paid a lot of coin,” he said, waving his left hand in the air, accent growing more pronounced as the drink and fever took greater hold. “And you haven’t yet yelled at him, or got mad, or anything. Sorry to say but that’s a wee bit out of character for you. That lot was going to an awful bit o’ trouble to take him to the Horses, so they must have known they’d get a chunk of gold. Plus he’s Scars Ironclaw Fiction 76 Grey, and rumors say the Don and his sons were killed with magic, Black magic. Lastly, remember we were talking about Fabrizio before we left? So what if he got away, and picked up a wee bit of a curse?” Always remember, Danica: young and male doesn’t necessarily mean stupid. “Well you’re right in the center ring with that one.” No lie. Just not the whole truth about why she hunted Fabrizio de Rinaldi. “I knew it.” He nodded in satisfaction. “With all of the Guard whispering about it, and then Delaney telling us about Tamurello wanting to find him. Seeing as the moneylender was doing business for the heir, I figure that you’re working for Tamurello. He must have realized the ‘lackwit’ was the real heir. You could have told us, you know.” The Raccoon frowned briefly. “You were hired to get him back, weren’t you?” “Yes.” Now a lie, and it burned into her throat. In his wounded condition Tucker mixed the facts up completely. He was unable to percieve the holes in his own deduction, making it so much easier for Danica to fool him. Lying to a friend, no less, but the thought of the accusation, the betrayal in Tucker’s eyes if he heard the truth was too much to bear. All of the pieces had fallen into place for the bounty hunter herself as soon as she had verified that this actually was Fabrizio de Rinaldi - ridiculously simple, if one knew what to look for. Obviously the false Fabrizio, or more likely his master, had hired her. Hired her to bring back the real Fabrizio, so he could be dealt with. Danica considered her friends: the two Raccoons, an apothecary, and a scholarly cleric. None of them would understand, every one would consider this nothing less than murder. So what would you call it, Danica? Fabrizio was nothing to her, she repeated to herself, nothing. If there were ever any feelings of loyalty in her heart towards the Rinaldi family, they had died during the long years spent on the trail out of Triskellion. But Tucker, Delaney, the others? The thought of losing their friendship stung, more deeply than she expected. Which was precisely why Tucker’s wound needed to be stitched. “Now, this is going to hurt.” “What are you going t’do?” In his weakened state, the alcohol was hitting the Raccoon like a hammer. “I’m going to have to cut your wound, Tuck.” She finished removing the bandages and stared through his fur at the ugly, oozing pucker. “Punctures don’t seal up well when you stitch them. You have to slice them first.” “You’re going to...cut it?” Tucker’s face fell sharply. “Well, it couldn’t be any worse than how I feel now,” he managed in a ghastly attempt at bravery. One of Tucker’s sharper daggers went into the fire next. “It won’t take but a second, Tuck.” Her stomach already churned at the idea of putting steel to her friend. She brought the weapon out of the fire and stared at its smoking blade. Heloise, can I do this? A few heartbeats while the blade cooled were all she had time for. Staring into the Raccoon’s resolute, but terrified eyes she hoped the fever and the drink would take the edge from the pain. Scars Ironclaw Fiction 77 They did, somewhat. The initial cut went well, with the burglar’s only reaction a savage hiss through gritted teeth. Blood flowed thick and dark, and Danica pressed the linen against the wound hard to wipe it away. With the new cut, the puncture’s shape changed from a hole to a bulging gash. Now she could safely stitch it. Tucker, despite further attempts at stoicism, finally succumbed and passed out, though not until the job was almost complete. Danica cheerfully cursed him; he should have gone ahead and given up at the very beginning rather than toughing it out that far. It would have been easier on him, and her as well. Quickly she stripped off the gloves and took up the needle. Now, freed of their constraints, her hands’ stitching was fast and sure. After some time, while tying off the final knot, some sense, perhaps hearing or smell, gave a faint warning. The stitches being her first priority, Danica finished them before slowly turning her head. Fabrizio, wrists worn near furless but also distinctly ropeless, crouched behind her, ears flattened in sudden fear, and feet ready to flee. How long has he been free? I should have checked his damned bonds! Another, more intriguing thought occurred to her. And how long has he been sitting there? His eyes, she saw, slowly slid down her arms to rest on her hands. Danica failed to suppress a flinch but stubbornly refused to snatch up the gloves. She glared defiantly until the madman lowered his head, turning away his shame-filled gaze. Well, there is a brain inside that skull after all, she mused, cocking an eyebrow in surprise. I never expected to get that kind of a reaction out of him. “What in the name of the Light happened to your hands?” Tucker’s horrified exclamation froze both her and Fabrizio; fortunately, the Grey Fox did not run. The only thing keeping her from the gloves now was the crushing knowledge it was far, far too late. Danica slowly looked down, at the hands she saw only when bathing. The wrists were slim, despite constant work with the heavy Chevernaise fighting knife and her dead mentor’s blade. They tapered delicately down into hands with fur pale and fine, never having been exposed to the sun, and worn away under the thin but ever-present leather. Artist’s fingers stretched out from her palms, slender and light, dexterous and cunning...ending in poorly healed, gaping scars where claws had once grown. Clawless. Danica stared at the offending digits, despondent, a sudden wave of disgust and self-hatred sliding through her veins like greased offal. Any pledge to keep silent about her secret that she could extract from Tucker would hold for exactly the amount of time it took to reach Triskellion. He would promptly blurt out her shame to Porter, Desmond, or worse, any drunken patron of the Crested Mastiff, with no regard for former promises or impending consequences. Fantastic at keeping his own secrets, the burglar was the world’s worst confidant. Oddly, there was a faint thread of relief coursing through her at that moment. Despite whatever might come in the future, there would be no need to hide the ugly truth from her friends any longer. Scars Ironclaw Fiction 78 Scars Ironclaw Fiction 79 Hard on the heels of that realization came the crushing thought that after this little job, she might have an even more loathsome secret to conceal. Danica forced herself to meet his gaze. There it was, the pity. Stop it, damn you! “It was a long time ago,” she said aloud, holding her voice steady. It took far more effort than she expected; this was the first time in her life the hunter ever spoke about her scars. “I did something my Father didn’t particularly appreciate. He had this done in return.” And after crippling me, he threw me out on my ears. “You asked me why I don’t sing? I stopped then. End of story.” No more lullabies for my brother, or for me. Tucker opened his mouth, his jaw working. Either the burglar was simply unable to think of something to say he considered adequate in his drunken, suffering state, or the look in her eyes put him off. Perhaps it was a bit of each. Regardless, the Raccoon closed his mouth with a snap, nodded once, and turned over. Danica swung away to find Fabrizio staring at her mournfully. He reached out a trembling finger to one of her hands, snatching it back as she jerked her own away violently. “Quit it,” she hissed in annoyance, yanking on her gloves. “Why do you look so cursed sad? They aren’t your hands, and it wasn’t your doing that this happened to me.” The Grey Fox drew back nervously but showed no sign of running away. Good thing too. This little job’s already cost me a great deal. Maybe more than it’s worth. She stared at Tucker’s shoulders. From his breathing, the thief was still awake, but his back remained resolutely towards her, scent undecipherable through the cloying stench of blood. Clawless. She could not even blame him. Claws and self-respect; even most criminals still had theirs. Just like Mo-gei said - finish the job, she thought wearily, poking the fire. Think of the gold. She sniffed the night air. And Malik. He’s out there somewhere, waiting. The Grey edged a little closer to her. Fabrizio. Say it Danica, his name is Fabrizio. Hard to get the mind around it, as if not knowing his name somehow made her plans more palatable. Deep in her gut, she knew exactly who the Fox was, exactly who she was delivering to his enemies. I could run. I could take him and run, I suppose. “A job taken is a job finished.” Words of her mentor, words she lived by all of her life as a hunter. If she backed out now, took him away, who would ever hire her again? The news would spread; there was no way around that. If not the truth, then rumor. And without her trade, how would she pay for them both to live? How could she continue her trade with a crazed, cursed lunatic tagging along, no matter who he was? It was impossible, not even worth consideration. Besides, with his mind gone this way, death would probably be a blessing in the end. No matter how hard she tried to convince herself, she could not make that one stick. A faint thread of music, a lullaby, spun in her imagination. The job. Keep your mind on the gold and the job. Scars Ironclaw Fiction 80 Chapter Eight The morning failed to become any easier on the travelers. Danica kept watch the night through. It was not impossible that the wizard, cheated of her prize, would seek them out in the darkness and attempt to reclaim Fabrizio. Not impossible but also not likely, however. With that many cracks on the head the Weasel no doubt nursed a monstrously sick stomach along with a concussion. Without her mercenaries, the woman would be hard pressed to catch up to the bounty hunter, much less force her to give over the Rinaldi noble. Still, a knife across the throat as one slept could be accomplished by a child, or a woman half dead on her feet, and there was no guarantee the wizard was unskilled in Theurgy. A quick healing, and the Weasel would suddenly become a credible threat. Worse still was the ever-present danger of Malik. Danica suspected he would wait until he could look her in the eye, let her know exactly what was happening, but one could never tell with the unpredictable Coyote. Better to remain awake and aware the night through, despite her exhaustion. Not to mention that remaining awake kept her out of reach of the dreams she knew waited in sleep. Thus it was, worn out and ill-tempered, Danica shouldered the travois early the next morning after a hasty meal shared with her two charges. Fabrizio had begun to respond to his name; he came when called and showed no sign of wishing to escape, practically following on Danica’s heels. The irony nearly sickened her. She decided to let him remain unbound; not having him linked to her belt was far easier for all three travelers. Though Tucker’s bleeding had stopped, his fever continued to climb and the wound had become puffy, the skin an angry red. Tainted. He even began to rave a bit, babbling about his friends and his sister. Hopefully he would forget the night before completely. She needed to return him to the city at once, where, with proper donations to the Church the Raccoon could receive the necessary help through the miracles of Theurgy. Better yet, let Porter be back from one of his little expeditions. At least then the healing would be without cost. Self-disgust warred with practicality over that last thought and lost. She carefully put out of her mind the other consequences of returning to the city. “You’re a real hero, Dani.” Tucker blathered as they marched (well, as she marched), repeating to himself over and over, like a man with a bellyful of ale, “Going out like this to bring back our lord. I mean, even though you’re doing it for gold, you’re doing it, right?” “Right Tuck.” She resolutely ignored the twinges his youthful idealism produced, just as she ignored his bastardization of her name. Just this once. “I’m doing it.” I’m bringing him back to the slaughter. She glanced at the cursed Fox, finding his eyes, as always, carefully watching her as they traveled. It was as if the madman considered her some kind of savior, and she detested it. Scars Ironclaw Fiction 81 “C’mon, sing a song, Dani. It’ll pass the time.” When she shook her head in annoyance the Raccoon began himself, belting out a pub tune; his grasp of the melody was execrable. The poles on her shoulders vibrated alarmingly. Fabrizio scampered a few paces away, dancing around nervously. Unable herself to flee, she rolled her ears back in a vain attempt to mute the sound. The Grey Fox whined at her piteously. Danica shook her head; it was better to let Tucker sing, to keep his mind off the pain. There was no more brandy. The singing broke off abruptly, almost ominously. Dancia considered putting the travois down to check on Tucker when he spoke up. “It looks like...he likes you,” he mumbled, voice hoarse. “Hasn’t tried to run away from you; even slept by your feet last night.” “He did?” Damn. I never noticed he got that close. I can’t be getting used to him already! The guilt was back, stronger than ever. Curse it! He has no reason to feel that way - he should hate me, damn him. Look what I’m going to do to him! “Sing a song, Dani.” The nickname made her grind her teeth and glance at Fabrizio, but there was little in those roving eyes but fear. “He wants you to sing a song, too.” The cursed noble actually seemed to understand, looking up at her for a moment, then snapping his head away and yipping incoherently as a snake slithered across the cobbles ahead. For an instant an image burst into her mind, the same as that of the night before. Singing lullabies to her brother. Long ago, before her father threw her out. She quashed it, ruthlessly. Now is not the time to start developing a conscience. “Sorry Tucker.” Danica motioned ahead. “We’re in sight of the walls. Almost home.” Indeed, she could make out the beginnings of the morning traffic out of Triskellion ahead, the dark shadow of the city proper looming through the morning haze. The farmers’ crops and patures began to give away to cleared, rocky fields. Their exhausting travel nearly done, still there was no sign of Malik. What is he thinking? What’s his game? After careful consideration she called Fabrizio over and fit her spare traveling cloak around his neck, pulling up the hood. It wouldn’t do, Danica thought, to have him recognized in a chance meeting with a familiar guard. Though it was unlikely any would actually give him a second glance in his ragged clothing, ill luck could always play a role. She caught herself humming quietly as gloved fingers tied the cloak about his throat. The nobleman suffered her attentions with faint frustration, rolling his eyes to keep watch as best as possible over the surrounding terrain. With the cloak there would be no problem now. Worst case, the gate guards would look at Tucker and herself, rather than Fabrizio. Silencing her humming, Danica began the final leg of the journey, every stride bringing Triskellion’s walls into clearer focus. She never thought her relief could be so great at the sight of the accursed place. Only Fabrizio spoiled her sense of satisfaction, skittering along beside her and gawking at the massive stone fortifications ahead. * * * Scars Ironclaw Fiction 82 The city streets rang with festivities. Cheerful as they were, the gate guards were easy to ward off with a quick story about a hunting accident and a trip to the healers. Once inside the walls, song surrounded the travelers, along with many drunken, enthusiastic merrymakers. Danica found herself snarling at some to stop them from ‘helping’ her drag Tucker to the Crested Mastiff, or from pushing the travois from her shoulders and carrying her off to dance. Vendors offered free food, the meals cheap but still filling, and mugs of watered-down ale or mead; for a wonder, many upstanding citizens took time from their work to accept the largess and stopped to gossip. Here and there Danica spotted the troubled face of a member of one of the other Great Houses; a Doloreaux merchant, or a traveling Avoirdupois Chevalier. No doubt the news of good fortune for Triskellion failed to bode well for their royalty. As well it might. It seemed that Fabrizio de Rinaldi, son of the late Don, had appeared and declared himself. The Fabrizio with them, of course, showed no sign of comprehension of the events surrounding him. His entire concern at the moment seemed to be sticking as close to Danica as possible, nearly tripping her every time he shied away from a hollering merrymaker or group of dancers. Tucker, however, lapsed into an ominous silence as they moved through the city streets, his feverish mind no doubt wrestling with the news, attempting to make sense of it. Danica contented herself with keeping them moving towards their goal: Old Town, and the safety of the Inn. The one thing uppermost in her over-full, very troubled mind was Malik. If he were near, the other hunter would have to move soon. Once they entered the Crested Mastiff, the Coyote would be a fool to attempt stealing her prize. With Tucker safe and Delaney backing her up, Danica was confident she would come out on top in any confrontation with her ex-partner. She tried very, very hard to avoid considering what burglar must be thinking. She almost succeeded. Once through the gates of Old Townand nearing her goal, Danica began to feel her tension rise. The walls of the Rinaldi Keep dominated the edge of the sky before them; to their right, the old watchtower jutted up in the distance like a broken tooth. Heart pounding, she increased the pace, pulling harder on Fabrizio’s arm and feeling the straps of the travois bite into her shoulders with every step. A few hoots and cries of derision drifted to her from the bystanders on the streets; the festivities were much less rowdy here, with more people simply taking advantage of the occasion to drink themselves insensible. Not that many of the citizens out needed that particular excuse at the best of times. The Rinaldi and their jockeying for power mattered much less here in Old Town; things would be just as poor under any other ruler. Danica cared nothing for those hurling insults; they were no danger. Hissing lizards usually fled when confronted; it was the silent, deadly cobras that were the real threat. If she kept to the open streets.... Another crowd of revelers swept up on her from behind, surrounding her with splashing tankards of foul smelling ale, deafening howls, and cries of drunken Scars Ironclaw Fiction 83 exuberance. Tightening her grip on Fabrizio’s arm, Danica opened her mouth to curse them off…then stopped. A light, ticklish feeling by her hip, the tingle of something touching skin in between her chest armor and greaves, turned her insides to water. A cold tickle. A steely tickle, easily capable of threading up to her kidney in one crimson instant. “My thanks, Danica,” breathed the voice in her ear, breath redolent of foreign spices. “Do not release my package; you brought it all of this way for me, now you may bring it one or two steps closer. It may even make you feel better about losing.” The revelers passed, leaving them alone in the middle of the street save for a few curious onlookers. She could count on no help from them; the only reason they might call the Guard would be to increase the entertainment value. “Funny,” she rasped back, voice quivering slightly. “I thought I would smell you coming.” “Saaaaa, Danica, how rude of you.” Malik stepped around to her side, out of reach of Tucker. As if the near crippled Raccoon posed any danger. “You know I am careful to wash before every job and not use any of my usual perfumes.” “I smelled you by my campsite.” “As you were so meant to do,” he returned, absently, staring across her at the Grey Fox tugging frantically at her gripping hand. “I wanted you to push forward, hard. Do my work for me. And you obliged me so very well. Certainly you did not disappoint against the Wizard.” For an instant Danica was tempted to release Fabrizio, but Malik would put the blade into her kidney and be on top of the madman in a flash. “Off the main pathway.” The Coyote jerked her arm, and she dragged Tucker and Fabrizio towards one of the smaller alleys leading off the main course of Old Town, where the aqueduct burbled merrily. “Danica,” came Tucker’s groan. “What’s happening?” The bounty hunter had to lick her lips and swallow once to answer him. “Malik. The one I told you about.” She silently cursed her cracking voice; beside her Fabrizio picked up on the fear and clung to her arm, eyes wide in terror. Tucker pulled in a pained breath. “What…I’ll…,” he muttered, beginning to thrash about on the travois. “Tucker, stop!” she ordered, heedless of Malik’s appraising glance. “You’ll hurt yourself!” He quieted, thankfully, and she looked her erstwhile partner in his smiling face, meeting his empty eyes as they stepped along the track, under the shadows of the buildings to either side. “You leave him out of this, you hear? He’s nothing to do with it, and doesn’t even know you.” “He does now,” whispered the Coyote thoughtfully. She tensed, and the needle point of the stiletto, still precisely where it was first laid, jabbed slightly. Danica felt a single drop of blood well up. “So, that is how it stands between the two of you, eh? My people have punishments for unmarried women who do such things.” For a moment a wave of fury obliterated her fear; the Red Fox would be damned before she bothered to explain things to the murderer. “I bet it isn’t as bad as getting thrown out of the tribe, Malik,” she snarled in return, feeling a surge of petty Scars Ironclaw Fiction 84 satisfaction at seeing his eyes widen in surprise and rage. “What did you do there, murder more children?” “Ah, back to that, as always,” he muttered, but she could feel the metal against her side tremble with his anger, and her own guttered, blown out by a sudden gust of mortality. Oh fantastic, Danica. Infuriate him. Make absolutely sure he’s going to kill Tuck. “Stop here.” She did, and with his left hand he unbuckled her belt, letting it fall to the ground. Fingers slid impersonally around her back, and pulled the Chevernaise blade from its hanging sheath; two quick slashes cut the travois away, first spilling Tucker off, then dropping the poles to the ground. The Raccoon groaned when he hit the cobblestones, and Fabrizio fought silently to free himself from her grasp before huddling against her leg, shuddering. Oh, Heloise, it’s going to be both of them. Tucker, leaping down this deadly well without any clue how deep it went, just to help her. And Fabrizio. Despite her decision to fulfill her contract, the thought of handing him over to Malik turned her stomach. For an instant Danica considered throwing herself against the Coyote; self-preservation remained a powerful instinct, though, as it had been for many years now. When the thin blade pricked her again, she froze, unable to force herself to move. A flick of a Malik’s wrist sent the heavy Chevernaise knife spinning across the alley. Danica winced as the blade hit the cobbles, but then realized a damaged weapon would probably not matter in a few heartbeats. “Now, push Fabrizio de Rinaldi against the wall, please.” Danica did so, and the small blade moved around her back with Malik. A quick shuffle, a thud, and Tucker let out a high pitched, eerie groan; with mounting resignation she realized the Coyote had kicked the Raccoon in his wound to keep him occupied. Nothing she could do here; any resistance would kill her that much sooner. It was surprising Malik had waited this long to thrust the dagger home. A leather thong was pushed into her hand. “Rope him.” Danica slowly reached out and gripped the Grey Fox’s wrists. Carefully the Red Fox tied them together, fully aware of Malik’s watchful eye. “His feet too.” A longer thong fell across her shoulder, and she hobbled the fox. Malik shoved her suddenly, forcing her face down, and struck, driving the hilt of the dagger into the back of Fabrizio’s neck. The fear-crazed noble dropped, stunned, as Danica rose to her knees. “Are you planning on fighting me fairly?” She hated the trembling in her voice. Normally the Red Fox could face naked steel without flinching, but the same steel in Malik’s hands took on sinister undertones, as if his corrupt spirit infected the metal. If he let her pick up her own blade, however,.... A short bark of laughter shattered that hope. “Are you mad? This is not a game, Danica.” He sneered. “We are not here to discover which of us is more capable with a sword. That question has been answered time and time again,” he finished, shaking his head sadly. It was true enough. With that many more years of experience under his belt, and a natural gift for sudden violence that the Fox simply could not match, Malik outclassed her. But there would have been a chance. As if Scars Ironclaw Fiction 85 reading her mind, he continued. “Anyone can be lucky once, Danica. From our past association I know I can beat you four out of five passes with wooden blades. But these are live steel, and my confidence in myself is sufficient that I will not risk that fifth pass to prove myself your better one last time.” Abruptly his ears perked, and he paused, attention diverted slightly. But not enough, curse it! “Is this private?” drawled a voice from deeper in the alley. Both bounty hunters glanced that way to see a group of hunched silhouettes filling the cramped passage, led by a hard-eyed Badger wearing scraps of ill-fitting armor. One of the innumerable alley-gangs thriving in the streets of Old Town, they fed off its citizens like leeches, dodging the Guard, and occasionally starting a small war with another such group. The leader took a step forward, holding out one hand. “You’re on our territory, m’friend, but you’re also in luck. We don’t want any trouble, y’hear? After all, it’s a festive time!” The Badger leered and licked his lips. “I figure if you’re going to bleed her, might as well hand her over to us instead - we can take care of that…after. Add your silver, and we let you go with everything else you’ve got, even your life.” Grinning, he showed off a set of broken and decaying teeth. “Not a bad bargain, eh? What do you say?” From behind the Badger’s wide shoulders came rumbles of agreement, and the faint glimmer of drawn steel. Danica’s blood turned to ice. The scimitar slid silently from its scabbard, with never a sound. It swung up to point squarely at the gang leader’s face; the knife pressed through Danica’s fur against her skin never twitched. “You made one mistake,” Malik said quietly. “You took the front. So you die first.” Danica could see the Badger prepare to utter a, no doubt, angry rebuttal. Then the words struck home and he stopped, mouth opening and closing spasmodically. Having looked very deeply into Malik’s eyes herself, the Red Fox knew exactly what he was seeing...death. To Malik, the Badger was simply one more obstacle to be removed; there was no concern there, only faint annoyance at the disturbance. The gang leader took a step back only to realize that his retreat was blocked by his own men. For them to attack, hewould be forced to scrabble, ignominiously, through their ranks while ordering them to fight. Such a display would be the death knell for his position. Trapped before what amounted to a force of nature, the brute’s resolve melted like snow under summer sun. Quietly the gang leader held up both hands, slowly pushing backwards. “C’mon lads. It’s not worth bleeding over. Let’s leave the man to his work.” A few dissatisfied murmurs rose behind him. “Move!” he shouted, squelching the opposition. In a few heartbeats the alley returned to its former silence. “Filth,” muttered Malik as Danica felt her shoulders slump with an odd relief. “There. The reason I entered this sort of work.” The Red Fox could only stare up at him, stunned by his words. Spoken absently, they held the ring of truth. Then Malik...he started doing this for the same reasons as me. At one time he believed he did good. When had that changed for him? For that matter, when had it changed for her? How long since I cared about why I was hunting, beyond the fact that there Scars Ironclaw Fiction 86 was money offered? “Turn around,” whispered the Coyote. With no choice, Danica did as he bid. “Kneel.” This was death. “Malik,” she began, her voice hoarse with fear. He kicked her behind the knee, all the while keeping the cold steel against her side. The Fox dropped to the ground, and the blade withdrew. Still she found herself unable to move. “Malik, please. Think about this. You’ve won.” The words spilled from Danica’s lips before she could clamp them shut. Begging Malik. He must be laughing inside. Lying in front of her, Fabrizio craned his head, trying to see what was going on. “You took from me my friend, Danica. The only one on this accursed island I cared for. The only one who accepted me for who I was, you took from me.” The Coyote’s words dripped with vitriol; she could taste the hatred. She could scent his exaltation. Suddenly tired of being afraid, Danica felt a fresh wave of loathing for this monster crest and wash away the fear. “Mo-gei never knew you; he didn’t know what you were until I showed him. A sadistic killer. That’s when he turned away from you, you vicious monster.” It would get her killed, but she felt a certain satisfaction in her refusal to cower any longer. It seemed Malik always managed to goad her into anger, whatever the situation. “Oh, yes, you showed him. You knew full well what I had planned, but you didn’t have the courage to face and stop me, did you Danica?” The oily sense of victory was back in his voice as his words cut; she shivered with the memory. “Yes, you knew what I was about, did you not? You knew what I was, what I would do with the children, but you did not try to stop me. Instead, you ran to Mo-gei, after the fact, to show him what I had done. So you could show him what a ‘vicious monster’ I was and not have to travel with me any more.” “I couldn’t have stopped you,” Danica gasped, anger draining away under the relentless hammering of his words on her conscience. What little I have left. “I was young. You were so much better than me. I would have died.” “No,” Malik crooned almost tenderly, “the important fact is you would have tried. In the face of such a horrible crime, as you call it, any ‘good’ person would, yes? But you did not, did you? You waited. I freely admit I killed them, but I took a contract to find them, lawbreakers that they were. For you they were more, and your conscience told you it was wrong. Yet you did nothing. So tell me, Danica, kneeling there so sure of your righteousness, who is also to blame for the deaths of those children?” The Fox’s only answer was harsh breathing as her mind desperately tried to think of something, anything, to refute the Coyote’s conclusion. Nothing came. “And now? Fabrizio de Rinaldi? Knowing your background, I am rather shocked, Danica.” The amusement in his tone fell against numb ears. She was almost beyond caring now. “And this one, this stripe-tailed bandit? A friend, perhaps? Or do you even have friends, Danica?” His breath grew warm on her ear, the Coyote’s Scars Ironclaw Fiction 87 mouth close as he whispered. “I would have DIED for Mo-gei. And you refuse to even fight for these two. Scheming, no doubt, for one last chance to save your own hide. You are still but a child, caring only for your own life, only for your own needs. Always assuming things will turn out for the best. Your best.” A shift in his body moved him back, and Danica could imagine him readying his blade. “No matter; dream your pleasant dreams of escape. They will be brief, and the long- awaited justice, the retribution, for my losswill be mine. The gold,” he gloated, “is merely a bonus.” He moved to the side slightly; she could see him now, staring down at her, the scimitar a bright wing of steel between them. It rose…and then she saw her sword. Mo-gei’s blade lay on the cobblestones in its sheath, still attached to her belt, less than a pace from Malik. In it rested her chance, the only chance to save herself, all of them, from the remorseless Coyote. His scimitar rose higher, reaching its apex, when suddenly she leaped, snatched the belt, and rolled along the ground with it swinging in her hand. Danica heard no clang of metal on the cobbles behind her; Malik must have checked his swing. She spun to her knees, hand grabbing for her sword hilt...and coming up with only air. The scabbard was empty. Horrified, she turned back to find Malik still frozen in the same stance, only his head turned towards her. His right foot, however, stood on the sword’s hilt. He stepped on it, and I pulled the scabbard right off the blade! “Surprised? You should not be. Faster than I you may be, Danica, but as always I am one step ahead in mind and body. Well, almost always.” His smile faded for a moment. “There was that one time with the children, yes?” With two swift steps he crossed the distance and flicked the belt from her unresisting hands. “You are so terribly easy to predict, Danica. Do you know why?” The curved edge kissed her neck; she shook her head slowly, carefully. “Because you are the same as I in many ways, yes?” “No,” Danica whispered. “I think,” he countered, “we both know the truth. Goodbye, Danica.” He tensed, and she could sense what he planned. He would simply open her throat with the edge of the blade. There would be no long windup and much less mess. The Fox tried to move, but with steel against throat her body was paralyzed, refusing to take any chance, desperate for one, last breath.. She could only wait for the pain and pray it would be quick. A sudden grunt, an ugly, slippery noise, and crimson rain pattered down on the wet cobbles. Danica’s eyes opened wide, wider than the enormous slash through Malik’s throat. The scimitar fell away from her neck, and the Coyote tumbled against the wall, shoved violently from behind. Tucker staggered back, leaning against the opposite side of the alley, face drawn, whiskers quivering with effort. The bandage wrapping his shoulder seeped red. “Bastard...talks too much,” the Raccoon gasped at her, then stared at his hands in horror. They were slick with the Coyote’s blood. Malik sagged slightly, life running away in long rivulets of red, and tried to raise his curved blade. It slipped from weakening fingers and clattered to Scars Ironclaw Fiction 88 Scars Ironclaw Fiction 89 the cobbles. Danica stood shakily, muscles weak, and caught Tucker as he began to fall. “Tuck!” “Is it true, Danica?” His eyes searched hers, but she could not for her life read them. They closed in the sleep of unconsciousness before she could discern the intent of his question. There were, after all, far too many possibilities. Whimpering, Fabrizio crawled to her side, hands still tied together. With a curse, she snagged her knife and slashed him free; a few heartbeats later they stumbled down the alley towards the main road, Tucker slung over her shoulder like a sack of grain. The sky chose that moment to open up on them, full force; the deluge obliterated visibility and added stones to Tucker’s weight. Danica kept a firm grip on Fabrizio. It made for slow walking, but it was safer in this downpour. Though her skin crawled, her back wide open to a blade, she never looked back. Behind them the rain began to slowly wash the trail of blood from Malik’s sprawled body. * * * The Inn was packed with the common people, thieves, prostitutes and sundry other denizens of Old Town pushing their way in and out to celebrate the city’s good fortune. Any excuse for a party would be taken, for there was normally little to celebrate in Old Town. Despite the rain coming down in driving sheets, a great many of the patrons sat outside under the cracked and dripping wooden awning, soaked but uncaring in their cups. Seeing no hope of shoving her way in while carrying Tucker and leading Fabrizio, Danica took the alley around the back to the door into the kitchen. Quickly rolling the burglar to the ground, she hammered on the locked portal with the hilt of her knife. “Delaney!” the Fox howled over the muted roar of the rain, with diminishing hope of being heard. Fabrizio whined and shied away from her pounding hand, but kept one of his looped through her belt. He waited there as Danica beat on the door and screamed, not even moving when she graduated to kicking the offending barrier. When the door finally opened, the bounty hunter had to stumble around on one foot for a moment to avoid kicking Armande in the shins. “Begone, you filthy-“ the tall horse began in a strong Avoirdupois accent, before his mouth dropped open and he goggled openly. “Tucker?” “Pick him up!” ordered Danica through a throat made raw by too much yelling. Armande stared down at the wounded Raccoon nervously. “Delaney has left to purchase more brandy, and I am all alone on the bar,” he started, before Danica caught his arm and spun him against the wall. The tip of the Chevernaise knife hung in front of his eye. The Horse stared, almost too fascinated by the slick metal to be frightened. “Listen, part-timer. Pick him up. Carry him in to his room. Then go and wait for Delaney. You don’t,” she hissed, “and I’ll be juggling your eyeballs in a heartbeat.” Scars Ironclaw Fiction 90 The bartender swallowed, eyes crossing again at the razor sharp point as it was withdrawn from his face. Bending quickly, he hefted Tucker and hastened back inside. Danica carefully pried Fabrizio’s rigid hand from her belt and followed. Armande carried Tucker down the back hall to his room on the first floor, beside his sister’s and across the hall from Delaney’s. Though the innmaster was out, Seanna might be able to give them a hand. Danica would endure any number of barbs concerning her choice of lifestyle if it meant a bit of aid with the wounded Raccoon. Nodding at her door, Danica received a shake of the head from the Horse as a reply. “Out making the world safe for the common folk,” she muttered, ignoring Armande’s brief flash of anger. Idiot probably thinks she walks on water, like everyone else does. Laid carefully on the bed by the Horse, Tucker’s limp body presented a pathetic sight. He looks so small! Heloise, I hope Desmond or Porter are here, or in town. “You can go tend bar now,” she said absently to the Horse, who left in an almost palpable cloud of relief. There was a rag on the dresser beside a water pitcher. When she motioned, Fabrizio actually went and brought them to her, as eager to please as any trained lizard. Soaking the cloth in water, the Fox laid it on Tucker’s head before leaning back and stretching. Her body ached, cold to the bone. Wet, bruised, cut, and burned, it was near giving out, she knew. Carefully the bounty hunter picked up a towel from a pile on the floor of the room, shaking her head sadly. Why do men neverthink even to throwthem over a chair? Tossing the towel over Fabrizio’s head, she dried his sodden fur; eyes covered, he shivered in fear but permitted the attention. Danica carefully gripped his head in her hands and scrutinized him; the grey and white fur stood up in spikes, and she couldn’t hold back a chuckle. It died as she finally paused to consider the brief and lethal violence in the alley. Malik was dead. Another link with her past snapped. A deep stillness settled over the Red Fox, akin to sadness. Though Danica had not exactly lived in fear of the Coyote, the knowledge that Malik was out there somewhere, thinking of her as he studied the stars and sharpened his blades, always brought a certain…tension to her life. Now that the tension had disappeared, Danica’s memory of the Coyote’s face was growing dim. Despite their history, the abrupt change in her life brought with it a sense of loss. The loss, however, was mixed with relief, a feeling she suspected would grow ever stronger as time went by. Who could have known he had me figured so well? The bounty hunter sighed deeply. Every word the Coyote had spoken struck like a ball from a gun. But is what he described actually me, or just what Malik thought of me? “Danica?” The Fox froze, catching her breath. “I guess I’ve done it now, eh?” The voice came cracked and broken; even Fabrizio seemed affected, turning his head to look at Tucker sadly. Danica raised her eyes to the Raccoon, lying on the bed and staring at the ceiling. He slowly held up his hand and opened the fingers wide. Thick blood clotted there, where the rain failed to reach. “I guess I’ve used them now.” For a moment she was confused, then recalled their conversation around the fire and nodded. Scars Ironclaw Fiction 91 His knives. “Yes, Tuck, I guess you have.” Emotions warred within her, the relief and faint sadness over Malik’s death and new fear mixed with pity for the young Raccoon. Killing was easy; it was the thinking afterward that was the hard part. It should be the other way around. Fabrizio glanced at her, then gently reached out and took Tucker’s fingers, staring at the blood soaking them. He shuddered once, looking back at Danica mournfully, before carefully removing the cloth from the burglar’s forehead and painstakingly wiping the blood off the hand and claws. Danica sucked in her breath and stood up, arms wrapped tightly around her stomach. There IS something there; he has a mind, buried beneath the curse and all of that fear. A storm of indecision, harder even than the rain outdoors, struck her. How could she turn him over, knowing that fragments of the true Fabrizio had survived the curse? And if he were not Fabrizio di Rinaldi…would she feel the same about turning him over to his murderer’s claws? “I have a bit of a question for you.” She turned to face Tucker’s feverish eyes, bright behind the black mask. His nose twitched uncontrollably. When she nodded carefully, terrified at the thought of what he might ask after all he had heard during their short travels together, he continued. “Why were your claws…taken?” Danica stood slowly to buy some time, relief fighting with a sick hollowness in the pit of her stomach. Not a question she wanted to answer, it was nevertheless not the question she was dreading. Perhaps if she gave in to this one, the hunter reasoned, he might not ask the other. Perhaps if she told him, he might keep his mouth shut about her claws. And perhaps he had earned an answer, bought with pain. Sitting on the edge of the bed, she tried not to look at Fabrizio, who was carefully worrying at the blood trapped under Tucker’s claws and trembling wildly at the crescendos of singing and shouting emanating from the taproom. Between being tied up and carried for days, the violence back on the road, and Malik’s vicious attack, Danica supposed the curse on him was working at a fevered pitch. It’s probably tearing at his mind like a pack of northern bethrach lizards. Despite her best efforts, guilt began to burn deeply into her spirit. “It’s a bit of a long story, Tuck,” she hedged. It would not do to appear eager to tell it. Well, perhaps eager wasn’t the right choice of word. Danica didn’t want him to see how relieved she was to be explaining her scars. Better the one story than the other. Better to tell him how she lost her claws, tell him of her older crimes and losses, than to tell him of the true purpose for catching the Fox, the true purpose for bringing Fabrizio de Rinaldi back to Triskellion. Shame in the past could be forgiven; selling a life could not. “I seem to have time,” he returned dryly. She smiled weakly at his feeble attempt at humor. Danica studied his eyes, noting their clear, unblinking gaze, and a shadow of apprehension lessened her relief. Despite the fever, he doesn’t seem that confused. Closing her own eyes she drew in a breath, let it out slowly to calm both her heartbeat and her concerns, and began. Scars Ironclaw Fiction 92 Chapter Nine Staring down at Tucker in the bed before her, his bright, clever eyes locked on hers, Danica traveled back to her youth to find words for her story. Not a terribly difficult task as ever since she had re-entered Triskellion and accepted this commission, the dreams returned, deviling her every night. It would almost be a relief to finally release part of the story into another’s keeping, even if Tucker would only keep it long enough to gift it to the next person he met. With luck, the telling of her past might weaken the hold the nightmares had on her sleep. “When I was young, I had quite a temper. I think it came from being the bastard child of a servant in a noble house. I was tormented endlessly for not having a legitimate father, and I always knew that except for an accident of birth I could have been living pretty well. It got me into a lot of trouble. There’s some irony there I guess. Now that I’ve seen how the nobles live, I’m not sure I’d want to be one of them.” She smoothed his sheet with her hands, and kept her eyes on her gloves. “But my father was a fair and good man, even if he couldn’t be a real parent to me. He took me in, you see, when my mother, a maid, died of consumption when I was five or six. Of course he had his sons, so I had brothers. I was only half sister to them, as their mother had been noble, my father’s rightful wife. She died long before I was old enough to remember her, giving birth to their second son about a year after I came into this world. I really had no legal right to be there, in their house, and the eldest son never let me forget it, but for some reason Father decided to keep me in his care after my mother perished. I worked as a serving girl and as sort of companion for his children.” Fond memories. True, those years had been difficult, but easier by far than the rest of her life. Danica swallowed hard, and wished things had turned out different. Likely as not she would still be with the family in one way or another. Likely you would be dead, girl. “I wasn’t openly acknowledged; the family had some stature and they couldn’t afford any scandal. They treated me well, though; I even received a bit of education while the other children got theirs. Like I said, I wasn’t friendly with my older brother, but my younger brother and I got along very well. We were close in age, and both quite the troublemakers.” She risked a glance at Tucker’s face. The Raccoon’s thoughtful expression indicated that he was apparently clearheaded despite his fever. Danica drew in a deep breath and wished they were alone, Fabrizio nowhere in earshot. “My younger brother and I had a bit of a fight one day. Not really odd, that. We used to fight all the time, just like most youngsters. Tussling, even a couple of serious ones that ended with him on his tail, nose bloodied - I was by far the tougher of the two of us. But this one.... I was nearly into my teens, and he as well.” Danica sighed. At that age, children were confused about life, and prone to act on their emotions without thinking. She had been no exception. “Perhaps I was becoming a bit jealous of the attention my brothers received from Father, with no one in the family really interested in me except the younger one. Both boys excelled in nearly everything they tried, they were the heirs, Scars Ironclaw Fiction 93 they were their Father’s sons.... I was just a bastard he’d taken in out of pity.” As she spoke her old anger surged again and she began pacing the small room. Fabrizio skittered from her path to hide in the corner, evidently sensing the building tension in the room; like most stressful situations it frightened him. That must be it. Nothing more. “The fight started simply enough - over a biscuit of all things. My brother snatched it from me as a joke while I was walking down a hall, and bolted it down. He was probably just laughing in good humor, but the look on his face seemed mocking to me, seemed cruel. My temper got the best of me, and we began wrestling. He pinned me down, still laughing, and I suddenly realized he was growing bigger than me, that he would soon get the better of me even in this. Something inside me snapped like an overdrawn bowstring, and the next thing I knew things were turned around. I was tearing at his face with my claws, and our father was dragging me off.” Danica held the memory at arm’s length. Detachment was the only defense that would allow her to finish this story. Tucker tossed the bloodied rag into the corner; Fabrizio started, his eyes jumping from her to the cloth and back again. Her throat grew thick despite her best efforts at control. “I tore up one of his eyes, scarred his face. There was no question whether I’d been trying to really, seriously injure him.” Not even in my own mind. “The family was rich, so I suppose nothing came of the wounds; a good enough donation to the church probably gave him a full recovery, even the eye. But if my father hadn’t pulled me away, I have no idea how much damage I would have caused. I might even have killed him.” The will to remain aloof began to crumble as Danica felt a betraying moisture fill her eyes. Tucker regarded her speculatively; she would have given good money to know what he was thinking. Fabrizio shifted back and forth, the sharp stink of fear rising from him. It was the only smell in the room, besides the blood; from Tucker there came nothing. “Father was...furious, to say the least. He didn’t beat me, beyond the first rage when he was holding me back, but he accused me of betrayal, of jealousy, and hatred for my brother. It wasn’t true, at all, but what could I say? He wanted me out of his house, but first,” and her fists clenched spasmodically, “he called in a barber and had him pull my claws.” The voices of memory echoed in the dark places of her mind. ‘You realize if I simply pull them, she may very well bleed to death, my Lord. Surgery is the usual method here.’ The unfamiliar voice was terrible in its mildness. ‘Pull them, but see that she survives. I care not how, so long as she lives. I will not have her death on my hands.’ Her Father, and yet not. What kind of father would condemn his daughter to such a fate, speaking as coldly as though she were not in the room, pinned under the strong hands of one of the house guard, the very same guard who carried her on his shoulders around the courtyard. ‘I could sear the wounds shut; there would be scarring, though.’ The voice grew thoughtful as it presented a possible answer to the dilemma. ‘Acceptable. Scarring is precisely the point here, barber.’ “He even had the barber burn the wounds shut with hot iron.” Slowly she slid off Scars Ironclaw Fiction 94 one of the gloves, staring at the ruin of her index finger. A deeply pitted scar gazed back at her, puckered over, still terrible after all these years. So much pain for such a tiny space. The struggling, the agony, the heat, the burning. Tucker’s words jarred her back to the present. “Why did he pull your claws? You were out of the house, Danica.” His voice was as flat as his eyes; there was little of Tuck there, only a cool, analytical stranger, searching for holes in her story. Realization struck like lightning. He doesn’t believe me! Why? Abruptly Danica knew where this was leading; the cold knowledge settled over her bones, like snowflakes drifting down to cover a corpse. He’s going to bring up Malik. He’s leading to Fabrizio. The questions resembled Tucker’s lengthy, convoluted strategies in Steel and Stone, but this time Danica could see no way out. “‘I want no danger for my sons from you, forever.’ That’s what he told me.” The rest of her Father’s pitiless speech to her, dimly remembered through the agony and self-hatred, crept back into her memories. ‘Without claws, you will be seen as a criminal, or worse. None will believe you; none will hearken to you. You will have no claim, none at all, to my House. You will never be a threat to my sons.’ Father, how wrong you were. “You’re not telling me something.” Danica pinned him with her gaze, but this time it failed to fluster. “That’s all I feel like telling you. Now, if you don’t mind, I have business.” She reached for Fabrizio and was leading him to the door when Tucker spoke again. “I heard we have a Don’s son again, Danica. Everyone in the city was talking about it on the way in. So who’s your employer? The man sitting on the throne pretending to be Fabrizio?” The questions struck home like crossbow quarrels, and she stood still, eyes on the door, waiting for the rest, for the accusation. “Because we both know that the Fox shivering on your arm has to be the real Fabrizio. It can’t be the one that’s declared himself, coming out of nowhere. You already admitted as much on the trail who this one is. And why else go to so much trouble? Why else would he be cursed by Black magic, seeing that’s how the Don was supposedly killed? Why would that Weasel be bringing him to the Avoirdupois? I’m guessing they’d pay a fair amount of gold to have the surviving Rinaldi heir in their hands. Speaking of money, after thinking for a bit I figured a moneylender like Tamurello wouldn’t put up fifty gold aureals as a reward. So you’re not working for him, either.” The words came faster, now edged with emotion for the first time…anger. “And then there’s Malik. He knew who you hunted, and he was after Fabrizio for the same people. Right? Bounty hunters.” The Raccoon fairly spat the word. Well, you wanted to cure him of his illusions, Danica thought in near hysteria, desperately trying to think of something, lie or truth, to buy her the time to think her way out of this predicament. It was her worst nightmare coming true. All along the Red Fox thought she could get everything: keep her friends, the gold, her own sense of self-worth. It was turning out to be an impossible juggling act, balls Scars Ironclaw Fiction 95 tumbling all around her. A rustle came as Tucker shifted position, his tone slightly calmer. “You knew. You knew all along, and you weren’t here to rescue him. You were here to bring him back, so he could be dealt with by this pretender.” Slowly she turned to face him. His face still held its empty cast, his tone conversational and yet oddly lifeless. “Nice story about the claws, by the way; very well practiced. Who did you really betray? I may be no good with figures, but there’s just too much here that doesn’t add up.” Danica could hardly defend her past after Tucker’s revelation of her motives concerning Fabrizio. In his eyes, her lack of claws simply reinforced her lack of honor. Whether her story was true or not had become academic. She stood mute under his accusations while he studied her with cool regard. “You told me earlier, and I didn’t believe you. It’s all for the money, you said. I didn’t want to see it. I wanted you to be special. Well, you are that…very special. You’re worse than everyone else. You don’t care at all, do you.” A clinical observation, not a question. She wanted to cry out, deny his words, but how? “Malik was right - you’re just like him. You use people, you treat everyone but your friends like dirt, you never do anything except for your own purposes, and you even lie to your supposed friends and manipulate them.” “That’s not true,” she burst out, unable to contain herself any longer. It couldn’t be true! But try as she might, Danica could find no words with which to defend herself. “No? Well, from what Malik said you didn’t exactly put yourself on the line to save a couple of children. But you did use their deaths to get rid of him. You lied to me from the start. You were willing to jerk me and Delaney around by our noses just to keep us from figuring out what kind of person you were. You even pulled us into your little scheme.” “I didn’t know at the time,” Danica whispered. Tucker snorted. “Sure, Danica. Whatever you say. And then you’re bringing back this Fabrizio. Even if you ‘didn’t know at the time’, we figured it out on the trail, so you knew exactly what you were bringing him back to. Whether you stick a blade in him yourself, or hand him over to the hooded one with the axe, murder is murder, Danica. And he isn’t guilty of anything but having noble blood running in his veins.” Murder is murder. The phrase was familiar, heard recently, and when the bounty hunter realized where, her hands began to shake. Murder is murder...her own words. Danica swayed on her feet, and Fabrizio crawled forward to wrap his fingers around her gloved fist, murmuring incoherently in soft, worried tones. Tucker studied his fingers sadly, and rubbed a missed spot of crimson from one with the sheets. “I even killed for you.” His face twisted for an instant. “Delaney’s right about me. Such a damned fool!” Danica reached out towards her friend, caught by his pain, but jerked her hand back, unwilling to suffer the rejection she knew would follow her touch. Tucker stared at his own hands for a few moments Scars Ironclaw Fiction 96 longer, unwilling to look at her, before sighing deeply and continuing in the same barren tone. “I’m thinking you ought not come around here anymore. I don’t really want to see your face, and I figure Delaney will feel the same once I tell him. Also Porter and Desmond. Especially Desmond, you know how he is. Or maybe you don’t. Maybe you don’t really know any of us.” “You wouldn’t,” Danica whispered. He couldn’t strip away all of her friends. Bad enough she was losing him, but all of them? Malik, is this what you felt when I took away Mo-gei? But unlike Malik, there was no one to conveniently blame but herself. Tucker sucked in a deep breath, wincing at the pull in his chest. “DELANEY!” he bellowed, the shout making her cringe and driving Fabrizio back into the corner in a whimpering huddle. She held up her hands, trying to placate the Raccoon, but he drew in another breath , glaring at her. “All right! I’m leaving!” The words spilled out like the blood from Malik’s throat, leaving her equally hollow. I can’t believe it. This can’t be happening! A trickle of anger rushed in to fill the void. “You don’t have a clue what you’re talking about, Tucker,” she hissed, grabbing Fabrizio by the wrist and dragging him away from the supine Raccoon. “You’re a cursed thief; you steal. You’ve no call to be making moral judgments on other people!” There must be something to say to wipe that disgust from his eyes, to hurt him as he had hurt her. “You’re nothing but a poor gutter rat. You don’t know what I’ve been through. Don’t you dare judge me!” “I grew up in this shit-heap, Danica,” he returned icily, gesturing out the broken- shuttered window at Old Town. “Me and my sister both. We didn’t even have Delaney until we were ten or eleven, so spare me the sob story. My sister’s in the church now, and I don’t drag innocent people to their deaths for money. How about that? Maybe we make our own choices.” Tucker waited for her reply, but all she could do was stand mute, overcome with rage and shame, keeping Fabrizio’s wrist in her hand. In truth, the Red Fox was unable to think of a single argument to refute his disgusted appraisal. The Raccoon shrugged, turning away to stare through his mask out the window. “Get your tail out of my room.” Danica slowly gathered up her things from the floor as Tucker continued to stare at the slowing rainfall. With each item she collected, she paused to check and see if he was watching her. Never once did his expression change. When she picked up her full pack, the bounty hunter stood for several heartbeats, staring at the burglar, willing him to turn, to smile, to forgive her, even to rail at her again. Anything. Eventually she left. There was nothing else to do. * * * Danica had little difficulty bringing Fabrizio through the city unrecognized; the people knew where their ruler was, and certainly he would not be found cowering in torn peasant’s clothes in the slowing drizzle with the likes of her. At first the bounty hunter steered her charge in the direction of the Rinaldi palace. With a mind brimming full of whirling questions, accusations, and regrets, she operated purely on instinct. Finish the job. Mo-gei’s words cut through the confusion, lending a certain stability to her actions. It really was the right thing to do; despite her Scars Ironclaw Fiction 97 emotional turmoil Danica held onto that spar like a drowning woman. No need to make a decision, just remember your teaching. Finish the job. Unfortunately, the massive Rinaldi palace gates were securely closed, a massive black iron denial. No one answered her hammering on the smaller door in the gate. She stared at Fabrizio worriedly as he threw back his hood and gaped at the massive iron doors. Slowly the cursed noble ran his hand over the worked metal, an expression of faint wonder growing on his face. He’s probably never seen those gates closed to him before. The thought struck a chord of empathy in Danica. Her Father, her mentor, now her friends. Everyone she had cared for was taken from her, and now the same was happening to Fabrizio. Or did I throw them away, rather than lose them? “It’s still locked up,” came a familiar voice. Danica carefully replaced the hood over Fabrizio’s head before turning to face the Skunk. It was the same one as before, returning from rounds along the wall. This time he looked considerably more miserable, for though the Rinaldi issued all of the Guard heavy oiled cloaks, the damp still crept in under the cloak. Standing out here in the wet would be foul duty indeed. “Where’s your friend?” Snorting, the Skunk shook his sopping head. “Sick. Rotten bugger’s prob’ly sitting himself down in front of a fire with an ale.” “I heard Fabrizio was back.” At his name the Grey Fox turned his cloaked head; thankfully, that was all, and the Skunk noticed nothing untoward. “Well, he’s back, but not here.” The Guard looked at her hopefully. Danica sighed and dug into her purse, flipping him two silver denarii. He caught them out of the air, nearly bobbling one. “That’s it?” “No one to share it with, this time,” she replied. The guard brightened. “True.” Scratching his ear, he thought for an instant, evidently sorting out the facts in his head. Danica could appreciate that; much better to pay for clear, concise information than the babblings of an idiot. “Seems that there’s some money owed, and the palace and lands is part of the assurance. The heir isn’t allowed in until it’s all settled. Also, I hear there’s word of a purification being held soon by the Church on the Keep itself.” He quickly made the sign to ward off the evil eye. “Black magic killed the Don and his son. So they say.” Considering this information, Danica barely restrained a laugh despite her despondent mood. Money owed? Truly the nobility was falling on hard times in Triskellion if a commoner could dictate terms. And Black magic? Whenever someone of importance died it was always Black magic - and for once, the rumors were correct. “Where’s he staying now?” “Um, I’m not sure,” he said, flashing an apologetic smile. When the bounty hunter started digging in her purse again, the Skunk waved his hands in front of her, startling Fabrizio into leaping back behind her with a sharp cry. “No, no, no, no! I really don’t know! Just some inn. New Town.” “Fair enough.” Taking Fabrizio gently by the wrist, Danica began to lead him Scars Ironclaw Fiction 98 from the gates. The mad Fox craned his neck as they walked, staring over his shoulder at the guard, the crumbling walls, and the ancient, black metal barrier. A faint sound escaped his throat. Perhaps a whimper of loss, or more likely fear. Perhaps, Danica imagined, it was even resignation. Over a hundred paces away from the gates the realization that she never thanked the Skunk sank in. ‘You use people. You treat everyone but your friends like dirt.’ Tucker’s “No,” Danica whispered, “I’m not like that.” Fabrizio stared curiously as she turned, hunting for the guard in the rain. He was already gone on his rounds. * * * Three Spears Inn, Danica thought as she trudged through the rain, keeping her eye out for unwelcome encounters. The Otter will want the fake to stay away from the Merchant’s Guild until he’s settled in and unassailable - they’re the most likely to notice something wrong. The merchants also had both the power and the motive to upset the Pretender’s plans; long chafing under the rule of the nobility, the Merchant’s Guild held a great deal of influence in Triskellion. To finally divest themselves of the ruling yoke, false or true, would be the culmination of many of their members’ dreams. The Skunk’s right. He won’t be staying with any merchants, even if they offer. He needs a private place, somewhere he can stay out of reach…the best inn in the city. Until they finally passed through the gates into New Town, Danica felt on razor’s edge, nerves trembling with tension. At any instant Delaney or another of her friends could step out of the rain, demanding their own explanation. To go through that again would kill her; better to leave and never return. Better to trust only in herself. Despite the gently hissing rain, a fair sized crowd had gathered outside the Inn’s estate, held off by the massive stone walls. Danica sighed, and gently pulled the terrified Fabrizio away; he feared they would be pushing through the inn’s besiegers and began trembling immediately. “We’ll come back later.” The grateful look he gave her deepened the wound cut by Tucker’s words. I have nothing else now but myself. Remember that. She ruffled his fur, running gloved fingers thoughtfully along his cheekbone again. “Come on. We’ll find somewhere quiet for the afternoon.” There was no reason to torment the poor mendicant. “D..dd...dd,” he agreed, stuttering and nodding foolishly in relief. It was by far the most articulate speech he had yet uttered. Beyond his brief reverie at the Keep’s gates he still demonstrated no signs of familiarity with the city, as lost as a total stranger. For an instant doubt touched the Red Fox; what if somehow she were wrong, what if this was not Fabrizio and they were caught up in the playing out of a completely different plot? She pulled off a glove and put her hand on the side of his face, turning him towards her to look in his eyes. There was nothing of intelligence to be seen, no more than a riding dray, but Danica was sure this was the Rinaldi heir. No doubt at all. The two weary Foxes spent the day on the steps of the Cathedrale De Temoin, across the Market Square from the Three Spears. The enormous edifice, all spires, Scars Ironclaw Fiction 99 towers, and stained glass, was the end of many a pilgrimage to Triskellion for the purpose of paying homage to the martyrdom of Heloise. The heart of the Church of S’allumer, the awesome building housed a legion of clergy, a massive library second to none, and the only fully comprehensive school of Theurgy in existence. Dedicated to the worship of the True Faith, the Cathedrale was a shining light on the occasionally shadowed island of Calabria. At the moment, though, the only part of it Danica found herself interested in was the marble stairs. They served to keep her out of the muddy puddles and also provided a good vantage point from which to observe the Three Spears Inn, across the marketplace. The rain tapered off quickly and Fabrizio, features shadowed by Danica’s cloak, sat watching the small, scavenging lizards scampering about the massive edifice of stone and stained glass. From high on the steps Danica studied the commotion at the inn over the heads and stalls of the market crowd. Even at this distance she could identify some of the more prominent members of the Triskellion Guilds: several leaders of the Merchant’s Guild, a high ranker in the Goldsmith’s Guild (for whom she had done work in the past, tracking down a member who absconded with some of the raw materials); even an uncomfortable looking Master of the recently formed Sailor’s Guild, his fashionable but well-worn clothing looking quite out of place amongst all of the finery. All of them left soon after their arrivals, identical disgruntled expressions souring their widely different faces. So, the Otter isn’t taking any chances with his protégé. Even the few visitors from the clergy were sent out after a perfunctory visit. Danica listened in on a conversation between two of them entering the Cathedrale; it seemed the Don-to-be would undergo a ritual of purification, in order to cleanse him of any taint of the foul magicks that took the life of his father and brother. The Priests seemed convinced it should be soon, for ‘the peril to his soul may be great’. Danica stole a look at Fabrizio, chortling with childlike delight at the antics of the lizards. Too late, Fathers. The bounty hunter almost called out to them as they passed, but held her tongue. Danica could not begin to explain the urge. Above all else in her mind, confusion reigned supreme. It clouded her decisions, making her unable to commit to the simplest action beyond blindly following her original plan. The situation was hardly clear, and with her first real opportunity to think since this fiasco had begun, Danica turned what she knew over and over in her head, looking for the thread to untangle the whole affair. Assuming the Otter’s first encounter with the real Fabrizio was at Tamurello’s, why had he not simply acted then against the Weasel? He would have been facing an unknown Wizard and her henchmen, alone. Plus he would hardly wish to call more attention to the real heir - it might result in his plans being exposed. Then why had he waited such a long time before unleashing hunters to go after the group? Despite what her employer had said, Danica suspected she was the first on the scene; with the Wizard and her captive not terribly difficult to trace, Danica felt certain that the first competent Scars Ironclaw Fiction 100 Scars Ironclaw Fiction 101 hunter would have discovered them. Malik simply took the easiest route, following an already established pursuit. Loyalty was the issue there; he needed out-of- towners, hunters known to have no true affiliation to Triskellion. He couldn’t risk some last vestige of allegiance to the Rinaldi pushing the hunters to save the rightful heir should they recognize the Grey Fox as such. Perhaps they might even become rivals to his plans. And the Otter would know Fabrizio could not possibly sway outlanders in his current state; with the chance meeting, even should the Pretender’s advisor not be of the esoteric Green and Purple College, the mind- delvers and dream-spinners, a few moments in the same room with the madman would serve to reassure the mage of the real Fabrizio’s incompetence. He sent out riders looking for hunters immediately; being in Three Rivers, I just happened to be closest. Danica’s eyes fell on Fabrizio, sitting one step below her, toying with the edge of her cloak. Time to think suddenly proved to be curse. Fifty gold aureals was a fair bit of money, but was it enough to justify turning an innocent over to his murderers? He’s cursed; his mind’s gone. It’ll be a blessing. The rationalization fell flat in the hollowness in her gut. What in the name of the Blessed Light of Truth and Beauty am I doing? “Murder is murder,” she whispered. I can’t do this! A darker thought took hold, pushing away the guilt. Oh, come on Danica; Tucker was right, and this certainly would not be the first time you’ve done something questionable. When times were tough, you hunted slaves and brought them back to their owners for the reward. You put yourself before everyone. It’s the only way to survive. The two sides of her mind fought viciously, no quarter given. There’s so much gold there - his mind’s gone anyway. He isn’t even Fabrizio de Rinaldi anymore! It was a certainty that sooner or later someone with no scruples would find the poor lunatic. There was no possible way she could bring him along wherever she went, protect him. Leaving him in a hostel run by the church would be signing his death warrant. At least this way she could benefit from the gold. Sure Danica; run your fingers through the bloody gold. Only Mo-gei’s teaching kept coming back clearly. The damned contract.. Caught in her indecision, Danica sat, wrestling with inertia as the day wore on. It turned out to feel like quite a long time, Danica’s fight with Tucker at the Crested Mastiff intruding over and over again. Try as she might, it was impossible for the Fox to find a better way this could have turned out. You made your choice; you can’t go back. Live with it. Despite all attempts to convince herself otherwise, the bounty hunter still held a desperate hope that something, anything, could be salvaged. Perhaps Tucker would listen to reason. Perhaps the others would believe her over him if she lied. Perhaps, perhaps, perhaps.... And what of Fabrizio? When the sun finally began to dip below the rooftops, Danica stood and brushed off her trousers. It was time; most of the doubts had vanished under sharp-edged purpose. Just keep moving; everything will work out if you just get moving. “Come on, ‘Rizio,” she muttered automatically. The mad Fox started, head snapping around, eyes widening before he realized who spoke. Obediently, the noble Scars Ironclaw Fiction 102 struggled to his swollen feet and stood, eyes darting to and fro, waiting for her command. Danica wanted to shake him. Run! Run away, fool! Instead, she took his hand to lead him through the crowd. The stony walls of the Three Spears stood only just above head-height on a tall Bear, not much compared with the Rinaldi Keep, but they sufficed quite well to accomplish their primary purpose - privacy. The miniature fortifications kept out the casual bystander, the occasional thief. More persistent invaders were held at bay by the inn’s reputation for hiring very large, very angry guards. The Three Spears’ continued profit depended on its ability to keep the customers happy, and one service every one of them paid out silver for was a curtain to draw against the world outside. Those hired to keep that curtain closed took their duties very seriously. Thus Danica found it odd they were stopped at the massive front doors by one of the Triskellion Guard. The Red Fox looked him up and down disdainfully. The heavyset Armadillo glared at her, leaning forward myopically to get a better look through the bars of the gate. “I don’t care if you’re Heloise herself…,” he began, but Danica cut him off with a single comment. “The Anathasian.” The guard’s mouth snapped shut for an instant, but only that. “So you’ve heard something. You’re going to have to do better than that.” Crossing huge arms in front of his chest, the thick-set creature frowned at her sourly. “I’m not running all the way to the back with nothing more to go on.” “Tell the Anathasian Danica has a package for him.” She put as much annoyance as possible into the phrase. “If he doesn’t want it, I can always find someone else to hand it to.” The guard grunted and turned away, motioning to a nearby Wolverine in the same livery to take his place. As the armor-plated behemoth swaggered off he took a quick glance over his shoulder; from where she stood, the bounty hunter could see fear flash in his nearsighted eyes. Good. Danica smiled; better to have him afraid of her. “You treat everyone but your friends like dirt.” The smile faded. Fabrizio whined and tugged at her hand. She leaned back against the wall and tried to take a deep breath; it came out in a shuddering moan. Danica knew all about those who treated people like objects to be used, then thrown away. Nearly all of her life she had hunted them. Killed them. And now the Fox could see it, so plainly. Once again, Tucker was correct. She took, took, and took some more, never returning anything. Malik had seen it as well; the twisted Coyote recognized a kindred soul, and sought to destroy it. She wondered at his friendship with Mo-gei, his desperate loyalty despite their totally different natures. Look who I have for friends. Tucker, Delaney, even Desmond and Porter. Do we all yearn for something better? Do we all hate ourselves so much? Bounty hunting was all she knew: Use a weapon, hunt a person for money. Setting up shop somewhere as a merchant was a possibility; no doubt she would shortly thereafter die of starvation. Danica almost laughed at the idea. Living in Scars Ironclaw Fiction 103 poverty isn’t my idea of life. Death would be preferable, and since that thought hardly appealed... “Sorry ‘Rizio-Fabrizio,” she finished, mentally cursing her slip. With an effort she put some mental distance between them. “Looks like you lose. Again.” Fabrizio snarled nervously, seeming in reply, but then Danica made out faint noises approaching. It was the guard returning. Frantically, involuntarily, her mind hunted furiously, looking for a way to make something better out of this situation, some trick by which she could get what she wished without losing any more. I’ve already lost my friends - I can’t afford to lose anything else! If she ran with Fabrizio, she burdened herself with a cursed fool and broke her contract as a hunter. Word would get out and there would be no more lucrative job offers coming her way, ever again. Danica would live out her life on small rewards found in even smaller towns, staying one step ahead of her former peers, themselves hired by her furious former employer to hunt her down. And she would never be able to release Fabrizio; anyone to whom she handed him could be found eventually, and they both would die. Nowhere to run, and impossible odds to fight. Better for them both if it ended now, cleanly and easily. Easily for whom, Danica? The Armadillo yanked open the gates in the wall, staggering in his haste to reach her. “Ahhh, the Lord Fabrizio’s advisor will see you now,” he gasped. Danica nodded cooly, ears picking up the sound of heavy, booted feet on the walkway inside the gate. She peered past the gatekeeper’s bulk and made out two forms, one short and whip-thin, the other dwarfing the guard in height and mass. “These men,” the Armadillo finished, “will be escorting you. And your friend.” He tried a bow; it was truly pathetic, but Danica felt a moment’s pity for him and nodded curtly before taking Fabrizio, her Fabrizio, by the elbow. She led him carefully around the huge, wheezing figure to walk towards the two silhouettes awaiting them on the path to the Inn. Scant few heartbeats later found them hurried along cobbled pathways on the side of the inn towards the Three Spears’ second guest building. Built of white marble in the rear of the modest estate, its materials imported at a tremendous cost from the Doloreaux, the guest suite was a smaller structure, resembling nothing less than a nobleman’s summer cottage or small manor house. An expensive coup for the Three Spears, the building contained but one set of rooms, opulently furnished and catering only to the nobility or the more affluent of the merchants; few others could afford its exorbitant prices. The benefits of the suite could be well worth the cost; it was the perfect place for visiting merchants to conduct business outside of the guild halls, and for nobility of the other Great Houses to rest themselves in comfort with their retinue when visiting Triskellion: luxurious, elegant, spacious and above all, private. The two guards ushering her into the room where the Otter awaited them were a cold and dangerous sort. Quite a pair they struck as well: a massive Rhinoceros in rusty, heavy mail and a vicious-eyed Rat in bright scale armor, his hand light on a rapier hilt. The air about them hung heavily with the stench of sudden violence. Scars Ironclaw Fiction 104 Hired killers both; one did not spend so much time hunting the like without being to recognize them by sight and scent. Not members of the Watch at all, the Fox surmised. For an instant Danica pondered the rather disturbing possibility that her silence would be bought with blood rather than gold, but she dismissed the thought. She would be a fool to speak out against the nobility; the Otter would likewise be a fool if he murdered every successful employee. Either treachery was bad business and, should word get out, could ruin one’s reputation. If Danica spoke against her employer, right or wrong, she would be hard pressed to find work outside hunting for publicly denounced criminals. Similarly, if the mage had her killed and that fact slipped into the rumor mill, he would find it most difficult to hire competent people to do her kind of work. The room itself was likely the best the Three Spears had to offer, and Danica let her eyes roam freely as their little group entered. The bounty hunter had never actually been inside this inn before, nor another of comparable class since her childhood. Even in this simple meeting area the marble walls were colored with hanging silks in a bewildering array of hues and tapestries crafted in intricate detail depicting the martyrdom of Heloise, while a foreign rug of an elegant, handwoven design warmed the floor. Dark wooden furniture, heavily carved, lent an air of solemnity to the chamber, complementing its purpose. A huge rectangular table dominated the room. It could seat several people comfortably, or two could sit across from one another and still be close enough to discuss private affairs in hushed voices. Naturally a small buffet stood against the far wall, carven to match the furniture and sporting several crystal decanters. The Otter turned from one as they entered, holding a small snifter in his paw. She could see the liquid within shimmer slightly as if his wrist trembled. A little nervous, are we? Scars Ironclaw Fiction 105 Chapter Ten “Thank the ancients,” the Wizard whispered as Danica stepped through the room up to the table, Fabrizio practically on her heels to avoid the steely-eyed Rhino. To the other side, the Rat grinned happily at the display of fear. “You have him! I…the resemblance is uncanny, is it not?” Whatever the greeting Danica expected, babbling was not it. The last time she had seen the Otter he was the picture of condescending superiority, a towering column of arrogance swathed in a black leather cloak. He’s strung tighter than a wounded Shrew, she realized. With all of the visits from the people of power, and without the true heir safely eliminated, the degree of stress on the Otter must be immense. The Fox thought she actually liked him better this way. It came to her that the true Pretender was nowhere to be seen. Well, well; so it is the Wizard masterminding this whole deal. Or at the very least, he’s fronting it for another. I wonder, just where does his magical power come from? Not an Elementalist; he’s far too subtle. Green and Purple College? Logically there would be a mind-twister behind this in order to better control the heir and deflect any suspicion. “No problem,” she replied carelessly, her tone belying the sick roiling of her stomach. Almost finished with this nightmare, she could soon put it behind her. She could walk away and start over, forget this ever happened. Somehow. “Do you have the payment?” Of course he did, opening the buffet and snatching out the bulging purse, hands still a-tremble. Despite his apparent tension, a faint smile hovered at the corners of his lips. The stench of fear in the air subsided somewhat as Danica took the leather satchel, far heavier than a bag of denarii. Here it was: the gold. It would suffice to keep her alive and in good health for a very long time. Perhaps it was even enough to buy her some peace. Peace like Mo-gei had near the end, Danica? She weighed it in her hand, opening the purse to verify the contents, then dropped it to the table. The Otter tensed, shifting his weight, but relaxed as the bounty hunter slipped off her pack, opening it to carefully place the oh, so heavy gold within. She was actually doing it, actually following through. Something inside still found itself surprised. After her ruminations on the stairs of the Cathedrale, Danica half expected her hand to throw back the bag of its own accord. Inertia, again, was carrying her through. Already here, having come this far, she found herself again unable to back out . Not for a madman, or for what remained of her morals. She simply could not see any other way. The massive Rhinoceros caught Fabrizio by one arm; he pulled back violently, staring at her mutely in shock. Danica returned the gaze, flat faced, mind empty and stomach quiet now. With a quick yank the Rhino pulled the Grey Fox away, dragging him towards the rear of the room. For an instant the cursed noble complied, then exploded into violent motion, struggling and snarling, desperately trying to free his arm from the iron grip. The bitter stink of terror filled the room as the Rhino fought with the Fox, the Rat stepping forward to lend assistance; in his Scars Ironclaw Fiction 106 madness, Fabrizio put up quite a bit of resistance.. “D...dddd ...dd...,” he stammered, tears welling in his eyes as the two soldiers overpowered him. Danica watched, dully. A dreamlike lassitude settled over her, and in an odd way a sense of relief. She had to stand by her decision now, good or bad. “I admit, you appeared a trifle wild - eyed when you came in,” the Otter muttered genially, heading back to the sideboard for another drink, completely dismissing the frantic struggles of his captive as unimportant. “It almost seemed as if you were considering refusing your reward.” Pouring another half glass, he swirled it carefully, studying how the amber liquid clung to the side when the motion ceased. It seemed that with the completion of the contract the Wizard had regained his usual aplomb, ruffled fur soothed and tension leeched away. The Rat drove a fist into Fabrizio’s gut; he doubled over, sagging in the Rhino’s grasp, arms instantly pinioned by the massive hands. All fight began to drain out of the Fox now; despite the curse no doubt screaming in his mind to escape, exhaustion and unceasing fear were crippling his will to struggle. “Lystragones? What’s going on?” The Otter rose smoothly to his feet, directing his attention towards the door leading into the bedchambers. A Grey Fox stood there, swathed in a brocade dressing gown and rubbing his eyes sleepily. There was indeed an uncanny resemblance between him and Fabrizio, but up close Danica could make out the slight differences distinguishing one from the other. Ironically they were more similar in looks now than they would have been before the hunt; days on the run, cursed with fear, had taken their toll on Fabrizio, and he had lost weight, growing slimmer. The Pretender’s face, slightly sharper than it should be, now matched the original’s almost perfectly. The similarity was so very close, Danica thought, that it would fool anyone not bothering to look for differences although perhaps not someone who knew Fabrizio intimately. And they’re all dead now, she thought sadly, and with a certain hint of irony. All of them. “It is nothing, my Lord. Please, retire to your rooms,” the Otter began to suggest, but the Pretender cut him off with a shocked cry. “That’s him, isn’t it? That’s the one you told me about, Lystragones! The peasant Imposter!” He stepped up to the trio, staring at Fabrizio thrashing weakly in the arms of the Rhinoceros. “In truth, he appears only vaguely similar to myself.” Danica fought to keep back a snort of annoyance. “So, fellow, now do you see your reward for trying to steal the throne?” His eyes glittered with mean-spirited satisfaction. “Anything to say, hmmm?” Fabrizio merely whined and continued his futile struggles. “Light, the fellow’s witless,” the Pretender exclaimed angrily, rounding on the Wizard. Suddenly he let out a bark of harsh laughter. “They would supplant me with this ragamuffin? Idiots! Whoever they are; anyone with half a brain would see through this pathetic plot in an instant!” You’re one to talk about half a brain, Danica thought. The imposter definitely believed he actually was Fabrizio - that settled the question as to what college the Wizard belonged. Green and Purple, no doubt at all. “Yes, my lord,” muttered the Otter quietly. “We will discover the identities of Scars Ironclaw Fiction 107 those behind this scheme, and bring them to justice. Your justice,” he amended unctuously, but Danica saw the light of derision flash briefly in his hooded eyes. Unfortunately the Grey Fox missed it completely, and preened under what he took for flattery. Then his eyes fell on Danica. “Well well,” he leered salaciously. “What have we here?” When Danica merely stared back impassively, without the usual simpering the Pretender no doubt expected from women, the foppish puppet took a closer sniff and his snout wrinkled in disgust. “Another one of your mercenaries, Lystragones?” “Hardly, my Lord.” The bounty hunter felt the cut of the Otter’s offhanded insult. “She is, in fact, the hunter to whom we owe thanks for capturing this traitor.” Fabrizio snarled, and in his fear, tried to bite the Rat, but the Rhino hammered him back into the wall hard enough to drive the breath from his lungs. Wincing delicately, the Pretender kept his attention on Danica. “She stinks of blood and burned meat. For the love of Light, Wizard,” he whined, “heal her. I can hardly bear the stench.” “As you command, my Lord,” the Otter breathed with a faint edge to his voice. He reached out, nose wrinkling with disgust, and touched Danica’s shoulder lightly. Danica nearly stepped back, wary and disliking, on principle, to have magic cast upon her, but a ripple of pain from her scorched legs helped keep her in place. It infuriated her that she should be dealt with like a beast of burden or a piece of furniture. Or a slave. A torrent of syllables flew from the Wizard’s lips, and his pupils dilated sharply as the magic rippled forth. It felt like cool rain, passing down over her body and washing away the dirt and pain. Having been on the receiving end of Theurgy in the past, Danica recognized it as a very minor healing spell; evidently the Otter was loathe to waste any more of his precious power on her. While it certainly helped the pain and eased the stiffness in her legs, the spell did nothing for her frustrated thoughts. Is this the sort of person I’ll be dealing with forever? Someone who despises me, or thinks of me as nothing more than a pair of hands, a tool? Suddenly it made sense to Danica why Malik cared so much about his friendship with Mo-gei, why Mo-gei had been so horrified at the truth about the Coyote. Why it hurt so terribly much to lose her own friends, to feel so alone. When dealing with these people day in, day out, one would be very, very thankful for what friends they had, friends who cared for who one was, not what one could do for them. Strange she failed to realize this until too late, until all of her friends were gone. The Pretender dabbed his nose with a perfumed handkerchief, losing interest in Danica. “Well, what shall we do with this one? A public execution perhaps?” “No! Rather, my Lord,” the Otter continued more quietly when the pretender spun to face him, eyes wide with shock, “I only fear for your position. No one need hear of this false Fabrizio. There would be whispers, discussions of this in houses low, high, and Great. Better the masses see only the truth we present to them.” The irony sickened Danica, but the annoyance faded from the Grey Fox’s face, replaced Scars Ironclaw Fiction 108 by a worried cast. “True, true,” he muttered, glancing at the guards speculatively. The unwholesome light of paranoia flowered in his eyes. “We must be very careful whom we trust. Very well; what would you suggest?” “A silent death, here and now, my Lord. The servants are bribed, and this edifice is secure. A trip to the privy, his throat slit, and the body removed for disposal elsewhere.” Danica gritted her teeth, choking back her feelings. “Very good.” The Pretender sighed with satisfaction. “Then perhaps I can get some sleep. Deal with it,” he snapped at the guards. The Rat bowed, muttering something unhealthy under his breath the Pretender did not catch. He turned to the Rhino just in time to get a piece of one ear taken cleanly off by a snap of bright fangs as Fabrizio suddenly erupted into one last furious effort to free himself. By the madman’s glazed eyes and unfocused thrashing, Danica could see it had been an accident, but the Rat, putting one hand to his ear, let out a enraged shout. His hand shot out, a blur in the air. Danica blinked in surprise. The movement was so quick she missed its impact. Fabrizio’s head jerked to the side, bright blood seeping through the fur of his right cheek, sliced raggedly by the Rat’s claws. Cursing, the ruffian whipped out a dagger, but froze at a command from the Otter. “Nothere.” The Wizard punctuated his words with a nod in the direction of the wide-eyed Pretender. Fairly shaking with fury, the Rat swung toward the robed Grey Fox and gave another short bow. “Beggin’ your pardon, m’Lord.” Danica could only stare, captivated by the blood seeping into the fur of Fabrizio’s face. Slowly the cursed noble brought his head up, breathing heavily. Turned about during the struggle, he now faced Danica. The Rhino’s horned, grinning face stared at her from behind his captive’s shoulder as the stunned, trapped madman caught her with his gaze. A desperate entreaty shone there for her and her alone. Despite their past, despite the curse, despite the bounty hunter’s betrayal, Fabrizio reached out to the person Danica realized he still recognized as the one to whom he always turned for help. “D...ddddd…d...d,” the Grey Fox wheezed in his stumbling voice, then drew in an anguished breath, expelling it in an agonized scream. Just as he had, years ago, when the night terrors took hold and he needed her to keep them away. “DAAANNNIII!” The heavy blade, jerked from its sheath and pitched underhand in one single, violent motion, slid past her brother’s ear, clearing it by only a finger’s breadth. Her fingers remained in the air, leveled at the huge man’s throat; a foot of steel hammered precisely where she had aimed it. Fabrizio, released, shoved the Rat aside and ducked under the table, howling in terror. Roaring, the Rhino spat crimson as he reached to pull the Chevernaise knife from his neck. Danica beat him to it, stepping in to tear the weapon free in a sideways rip, opening the arteries. One! Blood fanned the walls, the mercenary crumpled, and she shifted to face the Rat, Scars Ironclaw Fiction 109 her knife deflecting one, two, three thrusts before she gained enough room to pull steel and sweep the air in a tight, shining arc that forced him back. For an instant the tips of their swords danced against each other; then he thrust again and she barely avoided it, losing fur. His speed with the rapier would make a mockery of most opponents, and a corpse. Out of the corner of her eye Danica was aware of the Otter moving quickly to put distance between them. Heloise! Two at once, now! Finally reacting, the Pretender eerily mimicked the real Fabrizio by screaming in horror, albeit in falsetto, then retreated back into the bedroom, slamming the door behind him. A rattle of furniture being piled against the barrier echoed an instant later. “Nice sword,” whispered the Rat, blood dripping from his bitten ear. “I bet you think you’re fast.” He lunged, terribly swift on the point, but she slid the attack away, up her blade and to the side. Partly blocked, his returning draw cut opened her shoulder, and before Danica could riposte the Rat snapped back at the ready. “Ain’t nobody quicker than me, girl.” Another thrust, and she parried with a whip of her blade that cut the point up under the end of his jaw. When he jerked back, surprised, she flicked the razor tip and bounced it off his forehead. Blood now flowed from both his sliced jaw and the scalp wound. “You-!” Enraged, he wiped his forehead and lunged, full extension. Two. Danica sidestepped smoothly and watched his eyes widen in sudden realization. She took the wrist, thigh, then throat, and whirled to face the Wizard. The two mercenaries served their purpose; on the other side of the table now, the Otter was across the room with staff raised with a spell no doubt at the ready. Danica twisted her shoulders, beginning the underhanded throw to send the knife hurtling into the Otter’s chest. Instead, she found herself falling into his shadowed eyes, grown huge and fiery, drinking in her mind and spirit and leaving her void and numbed. She stumbled, off balance but not falling, limbs growing dull and heavy, body sinking into a syrupy torpor. ‘Rizio…I’m sorry. Some part of her thoughts, still darting about wildly within the confines of her mind, cursed her own stupidity. Stupid to go back on a contract. Stupid to come this far and then attack her employer in his own room, full of his own people. Above all, stupid to throw her brother to the Mastiffs, even after so many years apart. Stupid and sickeningly, unforgivably wrong. ‘I don’t drag innocent people to their deaths for money.’ Tucker’s words, but how much hotter would his scorn have burned knowing who ‘Rizio had been to her? Had been…for with her caught under the icy, mind-numbing web of the Mage’s spell, they were both dead. The Otter stepped quickly around the jerking body of the dying Rat and shot a faintly repulsed glance at the corpse of the Rhino. “Well. That could have gone better,” he muttered absently. “Why did you not simply complete your contract?” His tone of voice was one of a disappointed uncle, conversing with a niece caught stealing pies from a baker. Bending swiftly, he jerked a dagger from the horned mercenary’s mammoth boot. “Why pick now, of all times, to develop a conscience?” Scars Ironclaw Fiction 110 Scars Ironclaw Fiction 111 The Otter moved closer, his queries obviously rhetorical. “Or did someone else pay you more, perhaps, to kill me? Most foolish.” From the way he held the weapon, there was no question he planned on using it. “Though I don’t know who that would be. Well, speak! You might yet walk away from this little blunder.” It was an utterly transparent lie; only a fool would release her now. Danica desperately fought the spell holding her in place, draining the strength from her limbs. “My brother,” she whispered back hopelessly, trying to buy time again but for once with the truth. “You said there were Rinaldi bastards. You were right.” Stopping in his advance, the stunned Mage gaped at her. The explanation certainly could not have been what he expected. “Couldn’t do it. Almost, but....” A change of heart, coming far, far too late for any possible redemption. Danica’s mind raged against its magic prison. If she could only gain a few more heartbeats, she felt the spell might shatter. Unfortunately its master was well aware of this; the dagger came up as he stepped close. “An illuminating conversation,” he purred, recovering his aplomb, “but whether this is simply your own insanity or the truth, I’m afraid the rest of your revelations will have to wait. Forever.” Gripping her shoulder the wizard raised the small, sharp edge to her throat with a slight shudder of distaste. The blade trembled for an instant, then grew steady. A heartbeat from making the cut the wizard’s eyes flew wide and he shrieked, lurching back and flailing wildly. Fabrizio, snarling hideously, had lunged forward from under the table and fastened teeth into the Otter’s calf. “You fiend!” the Wizard screamed in pain and surprise. Twice delivered in one day by another, and still in grip of the spell, Danica could only watch, praying, as they grappled, murderous snarls rising from the savage struggle. Slashing down with the dagger, the Otter cut clumsily along her brother’s arm. The mad Fox wailed as he fell back, the curse of terror once again clouding his eyes. Danica’s mind blazed, as she remembered lullabies sung in the dark to her brother whimpering under the demon’s talons of a nightmare. Deeply buried shame, her brother’s ruined face and eye, added fuel to the flames. The mystic power of the glacial shackles on her body and mind melted in the furnace of her fury. The Otter swung back towards her, sensing that the spell was failing, desperately reaching out with the short dagger. Cold steel ran along her cheek, missing her throat by a hand’s breadth. Her left arm, weighted with short, heavy steel, thrust forward. She cratered him. For an instant they froze, the bounty hunter and the Wizard, linked by a razor- edged length of steel. Then Danica twisted her wrist and thrust the blade down. The Otter hit the ground howling, hands fighting, but failing, to keep the blood from spilling out. Danica stepped back and raised the point of her sword up under his sobbing mouth. A flare of light erupted from the Mage’s wound at that instant; a hung spell of some sort, set for what contingency she knew not. Nothing overt occurred, and she relaxed minutely, the tip of Mo-gei’s sword rock steady, belying her wobbling knees. Despite the danger in which she now stood, Danica felt suddenly possessed by a Scars Ironclaw Fiction 112 sensation of terrible freedom. The decision she thought already made now was in truth, and whatever came of it she would deal with. “‘Rizio. Come here!” The Grey Fox whimpered, clamping a paw over the wound in his arm and scurrying to her side. A quick glance told her whatever sanity had returned for that one instant was now gone. “Grab my pack.” When he refused to leave her, Danica growled in frustration and slowly raised the Otter’s head with the point of her sword. He blinked once, still moaning, and then his attention finally focused on her face. “Listen carefully,” she spoke clearly, staring down into his agonized eyes. “If that little spell lets you live, don’t even think of carrying this further. Send someone after me, come after us yourself and miss, and I’ll take my brother to the Avoirdupois. Or the Doloreaux. For his own protection. Far better for him to live long as a puppet than to suffer a short life dodging assassins. And then I come back here, looking for you, and anyone else I even suspect is involved with this little plot. So tell anyone involved. Stay…away…from us.” Perhaps letting him live would prove a mistake, but Danica felt she needed someone to send the message. Better to take the chance and get some use from the Otter. Besides, should Fabrizio be threatened in the future, she would need a link to the others involved, if any. The Pretender obviously knew nothing. Dead, the Wizard would be useless. “Please,” the Otter whispered, “just go. Please don’t kill me.” Danica looked down at his hands, pressed against his gut. The wound would finish him, sooner than later. The magic must be keeping him clearheaded; he should be unconscious or in shock by now. Whether the Mage was deluding himself with the hope that he would survive the wound or simply awaiting her exit to heal himself, she cared not. Either was acceptable, though it occurred to her if he died the message would not be sent. Then I’ll just find another way to send it, the hunter thought grimly. She cleaned her sword and knife on the Rhino’s cloak, sheathed both, and slung the battered leather pack over her shoulder. A quick glance at the bedroom door, and Danica wondered if there was a loose end here she might want to snip off. The fact that the Pretender was an innocent dupe, magicked into his position, drew the bounty hunter up short. Murder is murder. Her cheek itched; she rubbed it and pain stabbed deeply, the glove coming away bloody. Eye or throat, and he missed them both. At a touch on his shoulder, ‘Rizio turned from sniffing fearfully at the downed Rat and followed her out the door. * * * The healing bestowed by the Otter had kept Danica on her feet during the wild melee; now, with her shoulder pulsing thickly, the cool night air made her head spin. There would still be the guard at the gate. In her condition the bounty hunter wondered if he would prove too much of an obstacle. She had to try. A faint mist flooded the grounds, legacy of thick grass and ocean air. The damp, Scars Ironclaw Fiction 113 grey blanket deadened sounds, muffling her harsh breathing and the constant, thin whines from Fabrizio. At least the Grey Fox seemed calmer now, though urgency evidenced itself in his tight grip on her wrist. Danica could not stop thinking about how close she came to falling the final distance, turning her own brother, mad as he was, over to be slaughtered. When did I go so wrong? Have I always been this way? Is this who I am? The Fox could not say for sure, but was reasonably certain the answer was no. Most people started as bounty hunters wanting to do at least a bit of good - her words to Tucker. As they slipped through the silent fog she recalled her first hunt; the excitement of bringing down the Bear who had killed three men they knew of, and most likely many they did not. ‘He has a taste for it,’ Mo-gei had commented. It was the right thing to do, the money they received a bonus, an extra joy allowing her to continue to the next criminal and hunt him down in turn. When had that changed? Certainly she had been an angry child, even a jealous child, but not a cold, empty- hearted creature. There were people she had loved: her Father, her distant older brother…and Fabrizio, very, very much. Somewhere along the path of her life that loving child had been killed, joining the many bodies the bounty hunter left strewn in her wake, and she wandered on without noticing. Danica wondered when that little Fox had been killed. Killed or... Or driven out. Sucking in a breath Danica interrupted her progress ward the gate, sliding up to take cover against the brick wall of the inn. Worried, Fabrizio muttered something and tugged at her wrist, but she shushed him. It was impossible! If you take on a contract, you complete it. Finish the job. Carry through. Mo-gei. The white Leopard had instilled many lessons in her, but always his most important teaching remained the same: the work was all. Ignore your quarry’s side of the story; right or wrong mattered not, they were already convicted. Forget about caring with whom you spent your time; as long as they held up their end of the work, they were worthwhile. A contract taken was to be carried out, regardless of personal feelings. Forget about being a person, enjoying life. How often had she wondered about Mo-gei ignoring Malik’s ever-more obvious madness? The same way he ignored the flaws growing in me. To him, they weren’t important. The work, Mo-gei’s work, was all-important, all-consuming, providing the satisfaction within himself to survive. When the emptiness of hunting people had grown in him, he replaced the dying feelings of carrying out justice with the satisfaction of a job completed. The Leopard probably tried to pass on that dedication to his two compatriots, knowing only that it made a life of hunting people for money worthwhile. But Malik already had his own, twisted reasons, and Danica.... Her mother was dead. Her father had not loved her. Tossed from her old life like flotsam, she discovered that in hunting others she could take control, something she Scars Ironclaw Fiction 114 had never before experienced, and thus care for herself as she thought no other could. With friends held at arms’ reach and all other people divided into two categories, potential clients or potential quarry, life suddenly became quite easy to manage. Taking Mo-gei’s advice to heart, she let the job become everything. But for a different reason :for survival, not satisfaction. For control over a formerly chaotic life. Mo-gei could not be controlled, but that fact did not affect their relationship; she revered him as her savior. Malik, her one competitor for the Leopard’s favour, could also not be controlled, so she destroyed him by opening Mo-gei’s eyes to the truth. I forced him to see what he had ignored. But in doing so she destroyed Mo- gei as well. His friend, his best friend, lived as a worse monster than many of those he hunted, far worse indeed than the children he slew. Any hunter of men for money stood only a few steps upslope from Malik on that terribly slippery mountain of morality. Could Mo-gei possibly be any better? Suddenly a completed contract was no longer enough to gratify. Doubt crept in, doubt about the right and wrong of the hunt, the guilt of the quarry and their eventual fate. Long before he suffered through his final agonies, long before he even met the prostitute who would kill him, Danica was certain any enjoyment, any satisfaction in Mo-gei’s work and his life, had turned to ashes. And it was all due to her own selfishness. Had she saved the children, had she confronted Malik herself, taken the chance, perhaps Mo-gei would have seen some hope in life, some true justice and moral justification for their work. As it was, there were only two dead children and a favored apprentice who stood by and let it happen. Thus did the Leopard lose hope in life, and thus he died. And a young Fox learned her final lesson. Never depend on others, for they will always leave you. Danica slumped down the wall, rubbing the welling tears from her eyes. Had she tried to save the children, at worst she would be dead. At best, the children would have lived, and Mo-gei as well. Most likely the girl, Danica, would not have continued on the path that made her the woman she had become. Uncaring, rigid, and manipulative. Empty. And now, she realized, despite all of her efforts, her planning, her crimes, she would die. She and her brother both. The mass of gold in her backpack dragging her down suddenly seemed pathetic payment for two lives. With nowhere to turn, no allies, no safe haven,wounded, exhausted, and haunted by a necromancer’s curse, they would be dragged down by their pursuers and slain, Danica’s brave speech to the Otter notwithstanding. Even should she manage to escape the inn’s walls, with their wounds weakening and slowing them, death was only a matter of time Fabrizio pulled at her arm again, more of a yank than a gentle tug, and she drew back, suddenly furious, opening her mouth to snap at him. The look in his eyes, however, stopped her dead. Omnipresent fear and tension filled them, but under the dim, misty light from an inn window and the gibbous moon, something deeper seemed to stir. Far beneath the curse, Fabrizio de Rinaldi peered out helplessly on the world, unable to act or even communicate. Help me, the tiny spark, buried Scars Ironclaw Fiction 115 deeply, seemed to say. I can’t think, can’t act, can’t help; I can’t even speak to you. I have only one hope. WE have only one hope. You. The trust there gave her pause; after everything, all of the pain, the treachery, she remained his older sister, come to drive away the demons. Gathering the shreds of her will together, Danica forced herself to think. In all Triskellion, there was still one place she could seek aid. With no idea what sort of reception she could expect, the bounty hunter was loathe to open herself up to more disappointment, more heartache. But the only other option open to her was to die, and worse, to let Fabrizio die. After sinking her brother in the mire, she found herself willing to undergo any ordeal to pull him out again. And yes, there was hope that at the same time, saving him would pull the Red Fox out of the life she had chosen. Danica would do something she had not in many years; throw herself into another’s hands. Ironically, whom else could she trust, but the friends she had betrayed? The Crested Mastiff it was, then. Steeling her resolve, Danica shook her shoulders to relax them, wincing at the stab of pain. Trying to climb the wall would be suicide, even without an injured shoulder; gossip held that the tops of the brick were studded with broken bottles, and the frequent guard patrols would no doubt spot her and Fabrizio moving carefully over the shards of glass. The rear entrance, made for servants to take in deliveries and dispose of garbage, was a favorite gathering ground for beggars searching for table scraps; it would be well patrolled at night. That left the front gate and the Armadillo. In her condition, she would find it difficult fighting her way past a crippled work dray. How, then, could she possibly.... “I’m such a fool.” Pulling her arm carefully free from Fabrizio’s grasp, Danica slid out of her pack straps. One caught on the shoulder plate above her wound. A sudden, terrible roaring filled her ears, like that of the surf, and the bottom dropped out of her stomach. When the pain subsided and her vision returned she sat on the ground with Fabrizio, who alternately patted her hand and stared nervously out into the mist. Must be going into shock. Reaching out she snagged the pack and dug into it, finding the heavy pouch of gold aureals. I can’t believe I didn’t think of this. Quickly Danica pulled one out, paused, then grabbed two more. This was no time to be stingy. If the Armadillo wanted more, she could always give him the whole sack, but it would be better to start with three. Using the wall, she laboriously pushed herself to her feet. The enormous man was dozing when they arrived at the gates, but his eyes popped open as Danica lead Fabrizio down the path. “Leaving so soon?” he asked, snide triumph creeping into his voice. “I guess you didn’t have the package they wanted.” Danica barely kept herself from shaking her head in disgust. Why can’t all Armadillos be like Porter? Quiet, polite.... “Look, we just need to leave, all right?” The guard stared at her, weak eyes trying to pierce darkness and fog to discern if anything were amiss. Though he made a perfect sentry behind a gate, before one the man’s feeble vision was a distinct liability. As is his lack of a mind. Scars Ironclaw Fiction 116 “How about I give you these,” Danica continued, holding up two aureals, “and you just turn away for a few heartbeats. It’s the middle of the night, and nobody will see.” The bounty hunter blessed the power of gold as she slipped between the cracked gates, following Fabrizio. She pushed him through first to avoid any chance of foul play, but the Armadillo, stunned by his good fortune, did not even pause to wonder why she was bribing with gold just to be let out without question. Not too bright. But then, that was probably close to two months’ pay for him, or more. Glancing out into the deserted marketplace, lit only by the waxing moon, Danica sniffed the air briefly, scenting only the stench of the city after a rain. Nobody there, it would seem - no doubt there were people still moving about in the port, but fortunately not here, not now. Only the tents of hawkers and peddlers, their owners safe in their canvass fortresses against the threat of more rain. Thirty paces from the gate, a deep, gravelly voice brought her to a shuddering halt. “You must be slipping, Danica, not seeing me here.” Keeping Fabrizio behind her, the hunter slowly turned to face the Magistrate stepping out from the arch of a New Town doorway. Downwind. Damn. I just can’t stop making mistakes tonight. Umberto’s clothing was quite rumpled, his eyes red and puffy; she supposed he had been awaiting her some time. Even his lace neck ruff was sadly dilapidated from the damp chill. It should have made him a ridiculous figure, but there was no laughter welling up in Danica. She glanced at his belt; a rapier hung there, thankfully not in his hand. She had seen the man fight once against a maddened criminal bent on revenge; the Ape was decent enough, and should she actually manage to win in her condition, pulling steel on a Magistrate was a serious crime. Not only the Otter’s people, but the Guard, too, would be after her head. All things considered, she would be luckier to have to fight the Armadillo in a narrow passage. And Umberto del Serio would not be, could not be, bribed. “Earlier on I spoke with Luis. You remember him?” Danica shook her head. Umberto sighed. “The Skunk you bribed. My people are loyal, Danica. He came to me and reported the bribes - both of them. As usual, I let him keep them - it’s my policy concerning such things, that the Guard let go certain small infractions to give me information hopefully leading to larger ones, and that I reward my Guard for bringing such items of import to my attention. The bribes usually suffice for that, and as they would take them normally, it keeps my men guilt free. In any case, I discovered a certain bounty hunter did indeed have business with the Don’s son, despite what she explained to me before. This was intriguing, but not unexpected. I’ve learned not to expect the truth when dealing with her.” Danica’s already depressed spirit sank lower at his words. It seemed everywhere she turned, someone else held her, quite rightfully, in low esteem. “I was returning here to make my report to the Don-to-be,” he began, placing both massive hands behind his back and staring down at his audience, “when who should I see but that very bounty hunter, one with whom I have dealt in the past, one who was asking questions regarding a Weasel but whose business actually concerned the late Don’s family, walking into Scars Ironclaw Fiction 117 the very same Inn which I desired to enter. Possibly she, too, was avoiding the crowds by coming late? In any case, much to my surprise, she walked in with a Fox, a very well known Grey Fox, so perhaps she bumped into the heir out for a walk in the night air?” A thin smile crossed his wide lips. “But this Fox was dressed in rags, and behaved not at all like the man with whom I had spoken the night before. Indeed, one might think they were not the same person at all.” Danica shook her head mutely; all she could do now was await the falling of the axe. “So I decided to wait. Now, I am not the most imaginative of people, but I found that while I sat in this cold dampness many interesting scenarios leaped into my mind. I confess most of them were of a somewhat ridiculous nature. For example, what if there were two Fabrizio de Rinaldi’s?” Umberto must have caught something in her eyes, for he nodded then, as if to himself. “And if so, which was the real one? And now I see you leaving, bribing the gatekeeper, blood soaking through your cloak, and I have to wonder: are we back to one Fabrizio now?” Now the great hand was on the hilt of his blade. “Who lies dead behind you?” Danica could not imagine what to tell him, what he wanted to hear. Shrugging, she decided on the truth. He deserved it from her at least this once. This night is definitely a poor time to start growing a conscience. “Some people had accidents. None of them were Grey Foxes.” It was a somewhat imprecise version of the truth, at least. There was no sense in directly incriminating herself, since the Ape was also taking pains to speak around the issues. Again nodding thoughtfully, Umberto seemed to take in their position for the first time: Danica in front with Fabrizio hiding behind her lean frame. His mouth broke into a much wider smile. “I serve the throne, Danica, not the man. I care not whose fundament rests upon it, so long as the head attached to said rear rules wisely and leaves me to enforce low justice as I see fit. I feel this way for two reasons. Firstly, I am a simple Magistrate, with no control of Highborn courts and politics. I hold no power there. Secondly,” he continued, ticking off his points on long, thick fingers, “chaos is very bad for my peace of mind and Triskellion’s continued existence.” An edge crept into his voice then, and Danica quickly deduced his meaning. No wish to see the Rinaldi at war, within or without. “I’m just taking my brother here for a trip,” Danica countered quickly, almost stumbling over the words in her haste to assure the Ape of their plans. “A long trip. We might not come back; this city has far too many accidents in it for my liking. I might even be blamed for some of them.” “Indeed,” Umberto rumbled. “Perhaps that would be best.” The bounty hunter almost choked with relief as it appeared the Magistrate was letting them go. “Your brother, eh?” At his skeptical tone her chin came up. “Yes. My half-brother,” she repeated defiantly. His eyes widened slightly with sudden comprehension. “So? If that is the case, take good care of your brother, Danica di Rinaldi. And of yourself as well, I hope.” Turning away, he began to shuffle down the cobblestones towards the Three Spears. “I believe I saw a smaller place back here offering some cheap ale in celebration of the return of the heir to the throne. If it remains open, I might raise a mug to the son of the late Don myself. Who knows, I may not get to the delivery of my report Scars Ironclaw Fiction 118 tonight.” Danica blinked back tears. Delivered, impossibly, from the depths of despair. Three times now. “Thank you,” she whispered, and cleared her throat. “Thank you!” she called after the Ape. Umberto paused, turning his head to regard her with a slight frown. Then he nodded his shaggy jowls one last time. “That is, you know, the first time you have thanked me for anything, Danica. You are most welcome.” She watched him amble away, so graceless in motion, yet with a curious nobility of bearing. The first time.... ‘Rizio pulled on her arm again, near frantic with worry now. A drop of rain struck the end of her nose, eliciting a vicious sneeze. “Yes, Rizio, we’re going!” She looked up again for Umberto, to thank him a third time. He was gone. Scars Ironclaw Fiction 119 Chapter Eleven The cellar was dark, but a single candle shed enough light to allow Delaney to spot the spiders scurrying for cover, carefully eluding the growing puddles of water leaking in from cracked foundations. There were advantages to being a Raccoon. Had Armande accompanied him, the innkeeper mused, the horse would be nursing a cracked shin before long. The thick-set man set the bronze candlestick down on the nearest cask and began taking stock of his stores. Under the circumstances it was far from easy. He kept losing count as his thoughts slid back to the young Raccoon lying passed out in a bed upstairs. Seven casks of the poor ale; some of them would no doubt go completely foul before they were drunk. They should be brought up, sold cheaply. What in the name of the Light of Truth and Beauty went on out there, on the trail? Four, five barrels of good ale; good for a while anyways, and then there would be five more barrels of the poor stuff. How did Tucker end up bloody well cut open like that? Three smaller casks of cheap brandy, along with assorted bottles, full and empty. He’d need to decant some off to sell to those who preferred drinking at their own hearth. What of the Fox? Did they even find him? One cask of the good brandy left, and one bottle of truly fine stuff; even Danica would approve. There had been a plan to crack it open when she returned, but that was looking less likely to happen now. Danica. What went on there? Dumping Tuck off, high-tailing it out of here without a single word to me. And nothing since. He paused, staring blankly at the mismatched jars of homemade whiskey he traded for ale with local farmers. “How many bleeding casks o’ good ale was it?” the greying Raccoon whispered. “Damn.” This was a wasted effort. With his thoughts spinning endlessly around Danica, Tucker, and their little jaunt, turned battleground, Delaney lost track of the numbers as quickly as he counted. Had he even looked at the brandy yet? Mechanically the innkeeper reached out, arms locking into place around one of the casks of soon-to-be-wasted ale. A grunt of effort, and his arms suddenly corded into thick cables of muscle. Flexing his knees, he hefted the massive weight to his chest and began the short walk up the stairs. Getting weak, old man. Soon you won’t be good even for this; your back or knees’ll give out. Staggering slightly, he wriggled the barrel through the door and slowly lowered it to the floor. It was vaguely disappointing that his only audience was Armande. Hasley, a dockworker by trade, one of Delaney’s regulars, and the only other man in the common room, was occupied examining the underside of his chair. Blasted Elk’s never figured out when to stop. Delaney supposed it would be another night in the storeroom cot for him, added to the laborer’s tab. Where had the rest of the usual drunks gone? “Get this behind the bar; we’ll be selling it at full price in the morning, half by the night,” he wheezed, leaning back and listening to the off-key noises of his back cracking. “As you say,” returned Armande, finishing the sweeping, and tossing the refuse casually out the window. Scars Ironclaw Fiction 120 “Where did everyone go, lad?” There had only been a few left when the innkeeper started his trek down the stairs, but he expected them to be here most of the night. Armande shrugged. “The rains started once again, and they each bought bottles and left for their homes.” Delaney considered this and nodded slowly. It made sense. Everyone in the city had been putting in some fairly serious drinking, first at the news of the Don’s death, then at the fear and anxiety born from the tragedy, and finally at the news of Fabrizio’s miraculous return. People were probably very nearly sick of ale, wine and brandy by now. And for the heavy drinkers, with the weather turning foul it seemed sitting at home with a bottle was preferable to a cup in a leaky, damp bar. Well, for most people, he amended, staring at the semi-conscious Hasley. “Put up the oak, lad. I’m thinking we’re done for the night.” Armande nodded and moved to the door, hefting the heavy bar. It was a formality, really, to keep out the beggars and chronic drinkers coming to look for a nip in the wee hours of the morning. The inn was a castle with walls full of breaches; any thief could gain entry in a heartbeat. But to enter was to risk encountering the innkeeper, and stealing anything more valuable than liquor required a thief to enter Delaney’s room. There had been one attempt. Word got out, and nobody ever tried again. An instant after Armande dropped the bar into place, something slammed against the oak door. Delaney tensed, dropping into a crouch. It had the ring of a shoulder to it; could it be the Guard? A moment passed, and then a hammering began, rhythmic thuds against the oak barrier. Had they heard about Tucker? Crossing his mind came a mental warning that to fight the Guard would be to lose any hope of running an inn in Triskellion, even one as dilapidated as this one. They would find any way to harass and shut him down if he balked them, and if one of them were actually hurt, it would go much harder on him. But with the young burglar helpless in the back, nowhere to escape.... Well, I’d just have to make sure none of them reported back. Delaney flexed his hands, working the stiffness out of his fingers. It’s been a long time since I’ve killed anyone. Funny how it’s never too long, he thought sadly. I could do without that tonight. Staring at him with a worried expression, Armande made a quick, silent gesture at the door. Delaney nodded. “Open it.” He was gratified when the Equine picked up the broom in one hand first. Gratified because of the show of support; it was unexpected against what might be the Guard. But the bartender cut a ridiculous figure, thin broomstick held in one huge, shaking hand. Delaney knew full well Armande was nothing of a fighter. “If there be trouble, lad,” he cautioned, “just get out o’ the way.” The Equine swallowed and nodded, then slowly pushed the bar up and away, having a rough time of it judging from the continued thunder of fist against wood. As the bar was lifted, Delaney realized that the Guard would have stopped pounding a fair bit of time ago and started shouting, if not chopping with axes. And there was a faint tinge of desperation to the sound, an aura of frantic need. Then the door swung open and Armande stepped away with a grimace of fear. Scars Ironclaw Fiction 121 Two miserable figures stood in the driving rain, vainly attempting to take cover under the leaking porch. One was cloaked, the other, taller figure wearing scarred leather and bronze armor and soaked to the skin by the freezing deluge. From their bent backs and wide stances, each hung on the very edge of exhaustion. The taller one raised her head and stared sadly at the Innkeeper, an expression of broken appeal on her visage. “Delaney.” “Dani,” breathed the Innkeeper. Frozen limbs finally responded, and he lurched forward, forcing his body out of its pre-battle tension. Carefully he took hold of the pack, sliding it down her arms, noting her flinch as the straps fell from her shoulders. The other man, a hunched Grey Fox dressed in rags and wearing Danica’s cloak, skittered back from him; the Innkeeper paid him no heed. “Armande!” he shouted. “Ye’ll get some brandy, now! And the good stuff, mind ye!” “B-but she-with the knife-and Tucker!” the Horse stuttered, staring at the bounty hunter in trepidation. “Ye told me lad, but right now move yer bloody ass!” Delaney shouted, one arm slipping around the Red Fox’s waist and drawing her into the room. The bounty hunter was almost boneless in his grasp. “And stoke up the fire!” Sliding her into a chair near the fire, the Innkeeper was shocked by the violence of her shivering. Is she in shock? Grasping her face, he looked into her eyes. “Lass. Can ye hear me?” Danica slowly nodded, never looking away, naked fear floating in her gaze. What’s happened here? A spray of water spattered his back, and he cursed. The Grey Fox dropped the sodden cloak and sprang away wildly, stumbling over a chair in his haste. Danica’s eyes abruptly focused. “’Rizio!” Her faint cry was fearful, nearly panicked, but the other Fox calmed almost instantly, slipping past Delaney and crouching in her field of vision. She let out a short gasp of relief. Delaney began to unbuckle the metal plates on her armor, then paused, staring down at the wood beneath her chair. The water dripping down on her left was shaded with faint swirls of pink. The Innkeeper quickly stripped off the protective bronze on the right side of her body, then carefully began work on the rest. Once he started the wound was easy to see…a gash, high on her left arm near the shoulder. Clean but fairly deep. There would be no lasting effects, but if not closed soon, a considerable amount of blood would be lost. “We’ll have to stitch that,” he muttered to Armande as the Horse handed him the brandy. “Here lass, but not too much. It stops the clotting.” Danica took the bottle and swallowed a quick gulp, coughing violently as some went down the wrong pipe. Retrieving the bottle from her shaking hands, Delaney held it out to the other Fox, but he skittered away, staying just out of reach. Halfwit. Shrugging, the Raccoon put the bottle on the floor and the stranger darted in to grab it. Armande arrived with a blanket and began building up the fire, so Delaney took the opportunity to head for his room. There he reached under the bed, coming out with an old, cracked box. Inside were a hodge-podge of collectibles: a broken tooth, Scars Ironclaw Fiction 122 a tarnished silver denar from years past, a lady’s earring, and a thin, gold knife in the middle of the rest of the junk. If one looked closely, the nicks and gouges in the metal demonstrated its purity. Delaney pushed the clutter aside, scrabbling for a roll of oiled leather on the bottom of the mess. A heartbeat later the box was back under the bed, the Innkeeper striding down the hall. Not content with only a blanket, Armande had fetched clean linens. Good man; he’s only watched Desmond do this once or twice. Looks like he’s picked summat up. At his inquiring glance Delaney nodded, and the Horse began shredding one into long, thick bandages. Delaney clucked once, motioning, and the Grey Fox hesitantly put the bottle back in his outstretched hand. “Lass, have some more. Ye’ll need it.” She let out a terrible sound, caught halfway between a sob and a laugh. “Funny you should say that....” Another swig went down, then the bottle hit the table with a note of finality. “I can’t be drunk, Delaney. I need to move on. Tonight.” The Raccoon eyed her suspiciously, then shrugged. “Your life. Though I can’t say’s I’ve ever seen ye in this state.” He unrolled the leather, revealing an assortment of small blades, needles, and thin thread. At her questioning look, he smiled. “Had it made a long time ago. Hoped I’d never need it again, and now I’m cursed glad I’ve kept it.” “Desmond?” She asked hopelessly. “Porter?” He shook his head. “I’m all ye have, lass.” With a shiver, the Red Fox turned away. “Go ahead.” Even her whisper lacked life. The curve of her neck, the bowing of her head, it was the carriage of a person expecting a blow. Delaney delicately threaded the needle. “Summat’s eatin’ at ye, lass. Why don’t ye just tell me what, and we can stop all o’ this cat-footing around.” Her eyes snapped back to his. “But...T-Tucker, he didn’t say anything?” “Nay.” Delaney smiled thinly. “The lad rolled over on his side, put his back to me, and grunted. Didn’t seem to want to talk much. Then Desmond came, gave him some herbs, and he’s been out since.” Waiting, he wondered what she would do next. A spark of hope burned in her eyes for a moment, then went out. “No,” she whispered to herself, obviously screwing up her courage. Then to him: “I don’t know if I have time to tell it; I can’t stay. I’ll have to make it quick.” “Ye can tell,” he replied, “but nae ‘til after I’ve finished here, or ye’ll be passing out in the middle of it.” He snatched up the brandy and poured a good splash onto her wound, then more of the fiery liquor went on the needle as a quiet moan slipped from between her gritted teeth. Good lass. Tough as old dray hide. But not tonight; something had broken inside her, something vital, and Delaney wondered if he would ever see the razor-sharp girl he knew from before. The Innkeeper ran the needle through the fire for an instant, watching as the Grey moved to her and sniffed the wound. Danica pushed him away, but gently, without the abruptness she would have shown a few days ago. Maybe it’d be better if what had broken stayed that way. Scars Ironclaw Fiction 123 The stitching went well; certainly the bounty hunter was no weakling. She bore it in silence, sitting, wincing, and chuckling once when Armande fled the room at the fourth stitch. Odd how some people could handle anything but a needle. Delaney could feel Danica’s eyes on him, studying him surreptitiously, fearfully. Exactly what is it Tucker will have to tell? When it was done, he gestured at the Grey. “He’s got a cut on his arm I’d like to look at. And there’s one on your face as well, Dani.” “Get the linen,” she whispered, “I’ll do his wound while you fix up mine. While we talk.” She rambled on while he bandaged her face and she tried to wrap the Grey’s arm; she too busy to talk coherently, and he too busy to listen properly. She skirted the issue a fair bit as well, speaking more in vague generalities than specifics. Something about lying to them, manipulation, and being an all-around terrible person. Disgusted, Delaney gave up trying to follow it. Stopping his ministrations, he took her face in his hands. The fur was now cut from around the wound with a tiny razor; it looked decidedly odd. “Lass. We’re not a single one of us perfect.” Seeming stupified, Danica simply stared at him, and he wondered if the words were getting through. “Mayhap ye’ve made some poor choices. Mayhap you’re not the person ye would wish to be. But none of us are, and it’s never too late to start trying. As much as ye can in this world, that is.” The Raccoon dipped a small bandage in a bit of sticky glue mixed up from water, crushed powders, and some wax-sealed herbs that hopefully still held their potency. It fit securely, snug over the cut; the glue would hold, and the wound would not putrefy. The mixture served him well in days gone by. “Whatever ye’ve done, it canna be that bad. From the look of ye, it was turning away from the last step what got ye here, else ye’d not be feeling so guilty. ‘Tis a hard thing, finding out your life wasn’t the best; believe you me. But ye know, no matter what, I’m yer friend. Tucker too, when he comes out of his funk. He’s young; both of ye are young. Ye take things hard.” “Talk to Tucker. Listen to what he says,” Danica whispered, hanging her head, ears drooping, a fine portrait of self-hatred. “It’s all true, and I just can’t bring myself to say it. Then tell me I’m taking it too hard.” “Did ye do it, whatever it was?” She shook her head emphatically. “Well then.” Delaney stood, looking down at the Grey’s arm. “Not bad,” he conceded. “Are ye sure ye canna stay longer?” “We have to go, Delaney.” Bleak depression hung in her eyes. “I might not be able to come back.” “Dinna be an idiot on top of a fool. Whatever ye did, people have short memories.” “It’s what I didn’t do,” she returned, staring at the Grey. “Delaney, I want to come back someday. I want to see you, and talk to Tucker about what happened, and see Desmond and Porter, and even Seanna-“ ”Shush. We’ll all be here, one way or another.” Rubbing her head with a scarred Scars Ironclaw Fiction 124 palm, Delaney leaned close. “I like my inn, so I’m nae leaving. But I’d like it better with ye in it. And yer friend,” this last said with a flick of the hand at the Grey, who started nervously. Danica choked once, and for an instant Delaney stood stunned, thinking she would cry. But there was enough of the old steel left that she swallowed once and rubbed her overflowing eyes. “Delaney, I’d-I’d like that more than anything. Believe me!” Still frightened, now some relief danced in her eyes. His words offered her hope. “Thank you. For everything.” Abruptly a look of horror rolled across her face, and she put a hand to her mouth. While Delaney glanced left and right looking for a threat, she reached out and took his hand in her gloved one. “Oh, Delaney! Have I ever thanked you before now? For anything?” Confused, he reared back slightly, frowning. “Such a foolish question, lass. Of course ye have - many a time.” He failed to understand the mixture of relief and disgust that crossed her features then. “Friends, of course.” The word fairly dripped with annoyance, directed at herself he decided. She did not release his hand. “I’m sorry I’ve been-“ Delaney’s other hand was free; he used it to cover her mouth. “Yer apologizing a little too much, lass. Ye need t’ get going.” Glancing around, he motioned Armande over. The Equine had been in and out the whole time; now he carried a pair of wineskins and a small wooden box that steamed slightly. “If one o’ ye takes that in hand, ye’ll have summat t’ warm yer stomach tonight on the trail. It’s a stew.” The innkeeper glanced at the bartender for confirmation, and Armande nodded, glancing shyly, though warily, at Danica. She gave him a wan smile in return. “I’m sorry about earlier.” “Ah, think nothing of it,” he returned gallantly. Delaney snorted. Avoirdupois or not, how is it all the bloody horses act like they’re king and lord? “Things were not going so well for you at the time, no? None of us are at our best, under such circumstances.” He began to sweep low in a bow, but Delaney’s rock hard arm across his chest stopped that before it fully began. “Enough. She’s having places to be.” Dancia nodded slowly and turned towards the door. And kept turning, all the way around to face Delaney, her face a study in consternation. “I almost forgot. Is Tucker awake? I need to talk to him.” He could see the fear, and her mastering of it. “I’m sorry, lass. He’s out, and I don’t want to wake him.” Delaney scratched the back of his head, unable to stand her sad eyes. “The wounds were pretty bad.” The Red Fox nodded slowly, downcast. “All right, then.” She shifted her weight uncomfortably for a moment. “Do you have something to write with?” * * * It was damned unfair, Tucker decided. In songs and stories a man wounded in battle became the object of sympathy, affection, and more than a little attention Scars Ironclaw Fiction 125 from the ladies. The lays were full of long descriptions of how honors were heaped on the injured warrior’s head, and of the wellwishers sitting by his bedside. The stories never spoke of the queasy pain of the injury or the illness killing all desire to see even one visitor, much less one of the fairer sex. He had little energy, the fever having broken only an hour before. Simply lying in the bed sapped his strength, and the discomfort stole all hope of sleep. Desmond’s herbs had worn off a short time ago, and the Apothecary needed to purchase more. Tucker happily, ecstatically gave the man money for that, but flatly refused to send a donation to convince a member of the priesthood conversant with white magic to heal him; curing people was the sort of thing the thief felt should be done for free. After several hours he began to regret his principles, but could not bring himself to give in. So the young Raccoon simply sprawled on the bed in a twilight of the mind and panted. Heloise, either heal me or let me die. Over and over Tucker’s mind replayed his journey, wondering if he could have done something different. Wondering if he could have handled the fight with the mercenary better. Wondering if he could have seen at the beginning Danica’s true, hidden nature. Wondering if there had been any way to deal with Malik other than killing him. Malik. A psychotic, brutal monster, from Danica’s description, and despite his instinctive distrust of anything she had told him in the past, nothing he had seen of the Coyote contradicted that. The world was certainly a better place without him in it. So why did I have to be the one to pull the blade across his throat? Without the killing, Danica, himself, and Fabrizio di Rinaldi would all be dead. So what, exactly, had he accomplished? Danica was dead in every way that mattered, Fabrizio was a corpse or would be soon, and he was counting whorls in the boards overhead and wishing he could join the Grey Fox. And for this, I’ve killed a man. With a single, violent motion the young burglar crossed a line over which he could never return. It was impossible to tear from his mind the memory of his hand dragging sharp metal through Malik’s throat. He wondered if it would ever go. Does Danica remember the face of the first man she killed? Was it possible to forget? Though he cut the Coyote down from behind, it was too easy to recall his expression as the bounty hunter spun to sag against the wall: the shock, the horror, the belief in his own immortality betrayed. Does everyone think they will live forever? Tucker knew he himself had, until a short time ago. It was a lesson the Raccoon considered himself lucky to survive. Sometimes. Other times, like now, he simply wanted to get it over with and die. And for more than one reason. Despite all of his disgust and fury at Danica, a good portion of the anger was directed at himself. I shouldn’t have thrown her out like that. For all of his long, impassioned speech on betrayal and friendship, Tucker knew he held some share of the blame. Friends did not turn their backs on other friends for making a mistake. Friends held together. The young Raccoon had not bothered to try convincing Danica that turning over Fabrizio was wrong. Instead, he simply let her continue and damn herself, secure in the knowledge that he was morally correct. No attempt to stop her Scars Ironclaw Fiction 126 by word or by deed. Am I any better than she? Is this any different than what she did to those children? Tucker never tried to help Danica find the right thing to do; the moment she fell of the pedestal on which he had placed her, the thief turned his back and walked away. The door creaked open, and Delany’s ragged face slipped around it. “Awake, lad? Time for yer liquid.” The older Raccoon stomped across the floor, putting the tray down and bringing a full mug of watered wine to Tucker’s lips. Though his thirst was terrible, the wounded man waved it away after a few gulps. Bitter bought experience told him too much would soon return, far more quickly than it went down. “D’ye need to use the bucket, lad?” Tucker shook his head; his body sucked up all of the water he drank like a sponge, as long as it went in slowly. Blurry vision fixed on the tray. “What’s that?” he croaked, pointing at the folded paper under the carafe. “Letter from Dani.” Delaney frowned at him, probably due to the sour look Tucker felt nailed to his face. “Boy, I dinna ken what happened to ye out there, but I think ye’d better listen to what she wrote It’s short - she said she did nae have much time t’write.” Tucker grunted and turned over, feeling childish but resolute. He would have nothing to do with that murderer. “Fine then. Ye dinna have to be facing me to hear it.” There was a faint rustling, and then Delaney began to read the note, haltingly at first, but slowly gaining confidence as he continued. “Tuck. I wanted to say this to you personally, but Delaney is feeling moth...motherly.” The scarred Innkeeper chuckled.. “What I put you through was wrong, and I am terribly sorry for it, and for what I might have otherwise done without your words. Perhaps when next we come to town you might be willing to speak to us, but that will not be for a fair while. I expect things are a little warm for us in Triskellion, but I promise we will return. Then you will get to hear me say to your face that you were right. Danica.” The Innkeeper paused for a moment, and Tucker could hear the rustling of paper as he refolded the note. A moment later it was pushed, gently but insistently, under his arm. “Here.” There was silence in the room then for a few moments as the young Raccoon considered the letter. “Was she alone?” Tucker asked abruptly. “No.” He could hear the grin in the heavy man’s tone. “Had a Grey Fox with her, a real prize that one. Did nae say a word, jumpy as all get out, and dressed in rags. Funny - she were real careful for him, but I did nae get the feeling they were together, if ye ken what I mean.” “I think I get it, Delaney,” he replied drily. “I didn’t think so.” “Does everyone ken the story but me?” the big Raccoon complained. “Both were a wee cut up, but nothin’ serious. I had to let her fix her friend’s arm; he would nae let me near him. But I did hers - that one was quite a slash.” Tucker stiffened, surprised. “They were wounded? How?” A wide palm came down comfortingly on his shoulder. “Dinna worry lad - it’s nae that bad; just a cut and a matching nick on her face. Painful, but nothing more. Looks like they got in a wee bit of a tussle.” Fabrizio? In a fight? “Ah, she also left Scars Ironclaw Fiction 127 about half of the reward,” the Innkeeper continued quietly. “Near as I figure it, that’s about seven for me, by the deal we made. The rest,” and the purse jingled, bounced in one of Delaney’s huge hands, no doubt, “would be yers.” “Could you drop it on the bed?” Tucker carefully slid the note out of his armpit and held it delicately. “Thanks, Delaney.” The thick paw patted his head carefully, then smoothed back the fur between his ears. “Stop yer distressing, lad; they’ll be fine. Just rest up.” When the door closed, Tucker rolled onto his back, staring at the familiar boards of the cracked ceiling. He ignored the purse; more gold than he had ever seen or not, it would keep. Instead, he unfolded the paper and studied the meaningless jumbling of letters. Got to learn to read. So Danica changed her mind; by the sound of it, someone had been less than pleased with that fact. More importantly, whatever occurred, Danica had come out on top. Or if not on top, at least alive. Perhaps Delaney was right. Perhaps they would be fine. Perhaps someday they would come back to Triskellion and he could hear the whole story. Certainly the thief was missing some vital pieces, but what he knew would suffice for the moment. Carefully folding the paper Tucker placed it on the floor beside the bed. His headache and nausea seemed to have diminished a trifle; to him, it felt like living in the Light of Truth and Beauty. Be careful, Danica. She might not be the hero he once thought, and she certainly was no paragon of virtue. But her final decision had been one he could live with, and hopefully she could as well. It seemed, at the end of it all, she remained his friend. And, as itturned out, a better person than she thought herself. * * * The Grey Fox moaned in his slumber, rolling over and starting awake. Throwing off the sleeping wrap in a panic, he dumped it on the annoyed and groggy figure beside him, inching nervously away from the muttered curses. Crouching in the tall grass, Fabrizio laid his ears back and peered about with wide eyes at the grasping tree branches and the baleful eye of the full moon, glaring down from far above. Danica stared at him blearily, chilled to the bone from sleeping on the cold, damp earth. We have to stop somewhere to pick up supplies before heading up to Harrogate… maybe a decent bedroll for two. “What is it, ‘Rizio?” Recognizing her voice and scent the madman crept closer, trembling, the whites of his eyes showing clearly in the sullen glow cast by the coals in the firepit. “Another nightmare?” Tension drained from her and frustration vanished. “Come here.” As he moved closer she picked up a long stick and poked the dying fire; it flared up, flooding the small campsite with light. Fabrizio settled against Danica and she threw a blanket around them both. Shivering uncontrollably, the cursed noble clenched his arms around his chest. “All right. Sshh. Lie down.” Nestling within his sister’s embrace, the haunted Fox’s fear dissolved into simple confusion, and he slowly relaxed, one muscle at a time. “Sleep, ‘Rizio. I’ll keep an eye out for dreams.” Her poor, mad brother smiled faintly at Scars Ironclaw Fiction 128 her, nose twitching frantically as he tested the air for danger, and reached up to touch the bandage along her cheekbone. Danica laughed quietly, running her naked, ruined fingertips through the fur on his face, feeling the thin, raised lines around his eye and down his cheek that had confirmed his identity when she first touched them days ago. Was that only two days ago, the three of us at camp? The lines of scars, dug by claws she no longer possessed. Her emotional storm had blown itself out sometime earlier in the day, just after dawn. At the inn with Delaney, and as they set out across the city, her feelings had swung back and forth between hysteria and depression. One of their precious aureals bought a silent exit from the gates, but an hour’s walk into the night and Danica collapsed, at last giving in to a torrent of pent up emotions and tension. It drove Fabrizio near to panic, but gradually her sobs lessened and she moved them off the trail into some cover, where they spent the night. By morning, rational thought returned to the bounty hunter. Once again she was the collected, competent student of Mo-gei. Thoughts of her appallingly poor judgment and choices haunted her nearly as badly as Fabrizio’s curse, though, and they made little progress in their journey north that day. They traveled cross-country both to throw off any pursuers and to avoid contact with others. Danica felt a desperate need to be alone, to consider her life to this point. Until now, it had been ordered, passionless, andempty. In a word, dead. Now there was responsibility beyond the work, someone to care for, someone who was helpless without her. Someone to care for her as well. The Red Fox had no idea what to do next or where to go beyond heading north, away from Triskellion, nor did she know how she would make a living while caring for her invalid brother. She was facing a fundamental change in her life; she found it simultaneously terrifying and invigorating. Danica wanted to thank Tucker for planting the seed of truth in her and making her think about who and what she was. Still greater was her desire to find some way to thank Fabrizio for touching a part of her she thought long dead, for helping her to remember what it meant to be alive. Most of all she desperately wanted to thank whatever force or fate had brought brother and sister together after so many years apart. It had saved them both. I guess, she thought, still running her fingers along her brother’s face, I’ll just have to do the best I can. “It’s all right,” Fabrizio’s sister whispered gently. “Sleep now.” Raising her unpracticed voice, her memory straining for the words, she quietly sang an old, familiar lullaby to drive back the nigh.
textdata/thevault/Ironclaw/Ironclaw novels/Scars.pdf
t DMG) Play Notes: � Gained a level � Lost a level � Ability Drained ____________ � Died � Was raised/res’d � Was reincarnated _________________________________________ _________________________________________ _________________________________________ Home Region______________________ 593 CY A D V E N T U R E L E V E L O F P L A Y (CIRCLE ONE) APL 4 max 675 xp; 600 gp APL 6 max 900 xp; 800 gp APL 8 max 1,125 xp; 1,250 gp APL 10 max 1,350 xp; 2,100 gp This Record Certifies that __________________________________________ Played by______________________________________ Player RPGA # Has Completed A Friend in Need A Regional Adventure Set in the Yeomanry Event: _________________________________ Date: ________ DM: __________________________________________________ Signature RPGA # Cross out any game effects this character does not gain. � Rod of Winter Appearing as a two-foot long, pale blue icicle, this rod acts as a continual control weather spell, dropping the temperature in a 3- mile radius to frigid cold (below 0 degrees Fahrenheit) as long as it is stuck in the ground. Removing the rod from the ground disables the spell effect and renders the rod non-magical from that point forward. Strong transmutation; Caster Level: 13 th; Prerequisites: Craft Rod, control weather; Market Price: 45,500 gp; Weight: 2 lbs. Adventure Record# ITEMS FOUND DURING THE ADVENTURE Cross off all items NOT found APL 4: � Rod of Winter (Adventure, see above) � Wand of Snare (Adventure, 3 rd level caster, DMG) � Wand of Magic Missile (Adventure, 1 st level caster, DMG) APL 6 (APL 4 Items plus): � Arcane Scroll of Stoneskin (Adventure, 7 th level caster, DMG) � Arcane Scroll of True Seeing (Adventure, 11 th level caster, DMG) � Wand of Magic Missile (Adventure, 3 rd level caster, DMG) APL 8 (APL 4, 6 Items plus): � Potion of Cure Serious Wounds (Adventure, DMG) � Wand of Magic Missile (Adventure, 5 th level caster, DMG) � Potion of Shield of Faith +5 (Adventure, DMG) � Horn of Fog (Adventure, DMG) APL 10 (APL 4, 6, 8 Items plus): � +1 Bane (Human) Battleaxe (Adventure, DMG) � Wand of Magic Missile (Adventure, 7 th level caster, DMG) � Wand of Lightning Bolt (Adventure, 10 th level caster, TU REMAINING Added TU Costs - TU TU Cost 1 or 2 TU Starting TU TU XP FINAL XP TOTAL XP Gained + XP Subtotal XP XP lost or spen - XP Starting XP XP Items Bought Total Cost of Bought Items Subtract this value from your gp value Items Sold Total Value of Sold Items Add ½ this value to your gp value FINAL GP TOTAL GP GP Spent - GP Subtotal GP GP Gained + GP Subtotal GP GP Gained + GP Subtotal GP GP Spent - GP Lifestyle � None � Standard (12 gp x TU) � Rich (50 gp x TU) � Luxury (100 gp x TU) Lifestyle Cost Other Coin Spent Total Coin Spent Starting GP GP
textdata/thevault/Living Greyhawk/Modules/Yeomanry/593/Normal Scenarios/YEO3-05 - A Friend in Need (APL 4-10)/YEO3-05 - A Friend in Need AR.pdf
IRONSWORN A TABLETOP RPG OF PERILOUS QUESTS A TABLETOP RPG OF PERILOUS QUESTS BY SHAWN TOMKIN Copyright ©2018 Shawn Tomkin. The text of this work is licensed under the Creative Commons Attribution- NonCommercial-ShareAlike 4.0 International license. For details on licenses and the Ironsworn System Reference Document, visit ironswornrpg.com. Updated June 9, 2019. WRITING AND DESIGN Shawn Tomkin ACKNOWLEDGEMENTS Ironsworn leverages mechanics and creative inspiration from several amazing games. Thank you to their authors. Apocalypse World, by D. Vincent Baker and Meguey Baker. City of Judas, by Davide Pignedoli. Dungeon World, by Sage LaTorra and Adam Koebel. Fate, by Rob Donohue, Fred Hicks, Leonard Balsera, et al. Mythic, by Tana Pigeon. PLAYTESTERS AND CONTRIBUTORS Aaron Ferguson, Alice Southey, Allan Prewett, Andrea Parducci, Andrew Huffaker, Benny Tsai, Bjorsa Brimrsson, Bruce Curd, Calvin Mark Davis, Charley Kottler, Chris Dion, Chuck Durfee, Dale Mogford, Deathworks, Derek Cutsinger, Ethan Uhlig, Etienne Lefebvre, Freja Nordsiek, Greg Gelder, Guy Sodin, Jacob DC Ross, Jeremy Epp, Joe Deckert, Karen Lauwers, Mark Brady, Michael Bauer, Mike Leavitt, Peter J. Ria, Samuel Rondón Acevedo, Todd Grotenhuis, Wesley Ramos, Zack MacDonald SPECIAL THANKS Bernhard Lutz, Catalina Gerlein, Charles Picard, Chet Coleman, Evandro Novel, Garrett Holthaus, Graham Spearing, Ian Stronach, Jim Alcala Sales, Jeremiah Wenneker, Josh McGraw, Justin Gordon, Lysa Clarke, Martin Bentley, Matt Click, Nicolas Bourassin IMAGE CREDITS Stock image elements from IStock, 123RF, and ShutterStock. Selected icons by Lorc and Delapouite under CC BY 3.0. CONTENTS CHAPTER 1: THE BASICS 1 PLAYING IRONSWORN 1 What You Need 1 Mechanics and the Fiction 2 The Setting 2 Iron Vows 4 Your Character 4 MOVES 6 THE ACTION ROLL 8 Matches 9 GM’s and the Dice 10 MOMENTUM 11 Gaining Momentum 11 Losing Momentum 11 Burning Momentum 12 Resetting Momentum 13 Suffering Negative Momentum 13 Minimum Momentum 13 Max Momentum 14 PROGRESS TRACKS 14 Challenge Ranks 14 Marking Progress 15 Progress Moves 17 Progress Rolls 18 Sharing Progress Tracks with Allies 18 HARM 19 Inflicting Harm 19 Enduring Harm 19 STRESS 20 ASSETS 21 ORACLES 22 Rolling Oracle Dice 22 Seeking Answers 23 More Randomness 24 Trust Your Instincts 24 BONDS 24 For Terrie, and the vows we have fulfilled together. OTHER CHARACTERS 24 Allies and Companions 25 EQUIPMENT 25 THE FLOW OF PLAY 26 WHAT’S NEXT 28 CHAPTER 2: YOUR CHARACTER 31 YOU ARE IRONSWORN 31 Envision Your Character 31 Where to Start? 31 CHARACTER BASICS 33 Name 33 Stats 33 Health 33 Spirit 34 Supply 34 Momentum 35 VOWS 35 BONDS 36 DEBILITIES 36 Conditions 37 Banes 38 Burdens 38 ASSETS 39 Asset Types 39 Acquiring Assets 41 Upgrading Assets 42 Asset Abilities 42 Ability Requirements 42 Using Companion Abilities 43 Failing an Asset Move 44 Using Asset Cards 44 EXPERIENCE 44 EQUIPMENT 45 BECOMING IRONSWORN 46 CHARACTER CREATION SUMMARY 47 CHAPTER 3: MOVES 49 MAKING MOVES 49 Move Outcomes 49 Best Practices for Moves 50 Making Group Moves 51 Making Progress Moves 51 Equipment and Moves 52 Initiative 53 Move Glossary 56 ADVENTURE MOVES 60 Face Danger 60 Secure an Advantage 61 Gather Information 62 Heal 63 Resupply 63 Make Camp 64 Undertake a Journey 65 Reach Your Destination 68 RELATIONSHIP MOVES 69 Compel 69 Sojourn 71 Draw the Circle 73 Forge a Bond 74 Test Your Bond 75 Aid Your Ally 76 Write Your Epilogue 77 COMBAT MOVES 78 Enter the Fray 78 Strike 79 Clash 80 Turn the Tide 81 End the Fight 82 Battle 84 Other Moves in Combat 85 SUFFER MOVES 90 Endure Harm 91 Face Death 93 Companion Endure Harm 94 Endure Stress 95 Face Desolation 96 Out of Supply 97 Face a Setback 97 QUEST MOVES 98 Swear an Iron Vow 98 Reach a Milestone 100 Fulfill Your Vow 101 Forsake Your Vow 102 Advance 103 FATE MOVES 104 Pay the Price 105 Ask the Oracle 107 CHAPTER 4: YOUR WORLD 111 WELCOME TO THE IRONLANDS 111 Travel in the Ironlands 111 REGIONS OF THE IRONLANDS 112 Barrier Islands 113 Ragged Coast 114 Deep Wilds 115 Flooded Lands 116 Havens 117 Hinterlands 118 Tempest Hills 119 Veiled Mountains 120 Shattered Wastes 121 YOUR TRUTHS 122 The Old World 123 Iron 124 Legacies 124 Communities 125 Leaders 125 Defense 126 Mysticism 127 Religion 127 Firstborn 128 Beasts 128 Horrors 129 MAPPING YOUR JOURNEYS 130 CHAPTER 5: FOES AND ENCOUNTERS 133 NPCs IN THE IRONLANDS 133 Components of an NPC 133 NPC Packs 136 Joining Forces with NPCs 136 Creating NPCs 137 IRONLANDERS 138 Broken 138 Common Folk 139 Hunter 139 Mystic 140 Raider 140 Warrior 141 FIRSTBORN 142 Elf 142 Giant 143 Primordial 144 Troll 145 Varou 146 ANIMALS 147 Bear 147 Boar 148 Gaunt 148 Marsh Rat 149 Wolf 150 BEASTS 151 Basilisk 151 Elder Beast 152 Harrow Spider 153 Leviathan 154 Mammoth 155 Wyvern 156 HORRORS 157 Bonewalker 157 Chimera 158 FrostBound 158 Haunt 159 Hollow 160 Iron Revenant 161 Sodden 162 CHAPTER 6: ORACLES 165 SEEKING INSPIRATION 165 Oracles In Solo and Co-Op Play 165 Oracles In Guided Play 166 IRONLAND ORACLES 167 How to Use the Tables 167 Intro to the Oracles 168 Oracle 1: Action 174 Oracle 2: Theme 175 Oracle 3: Region 176 Oracle 4: Location 176 Oracle 5: Coastal Waters Location 176 Oracle 6: Location Descriptor 177 Oracle 7: Settlement Name 178 Oracle 8: Quick Settlement Name Generator 180 Oracle 9: Settlement Trouble 181 Oracle 10: Character Role 182 Oracle 11: Character Goal 182 Oracle 12: Character Descriptor 183 Oracle 13: Ironlander Names 184 Oracle 14: Elf Names 186 Oracle 15: Other Names 187 Oracle 16: Combat Action 188 Oracle 17: Mystic Backlash 189 Oracle 18: Major Plot twist 190 Oracle 19: Challenge Rank 190 MORE ORACLES 191 Creating Your Own Oracles 191 CHAPTER 7: GAMEPLAY IN DEPTH 193 STARTING YOUR CAMPAIGN 193 Create Your Character 193 Create Your World 194 Mark Your Background Bonds 195 Write Your Background Vow 195 Envision Your Inciting Incident 196 Set the Scene 198 Swear an Iron Vow 199 Next Steps 200 Creating a Quest Outline 200 Campaign Setup Summary 202 THE MECHANICS AND THE FICTION 203 Leading and Following with the Fiction 203 Fictional Framing 205 Representing Difficulty 208 Zooming In and Out 210 MANAGING YOUR QUESTS 212 Reaching Milestones 213 Undertaking New Quests 216 Fulfilling Your Vow 221 Forging New Bonds 222 Advancing Your Character 222 Quest Flow Chart 225 PRINCIPLES 226 General Principles 226 Group Play 227 Solo Play 228 Playing as the GM 229 GAMEPLAY OPTIONS 230 Number of Players 230 One-Shot Play 231 Opposing an Ally 232 Scene Challenges 234 Semi-Random Campaign Setup 236 HACKING IRONSWORN 237 Playing in Other Worlds 237 Tweaking Assets 238 EXTENDED EXAMPLE OF PLAY 241 Kuno Takes the Stage 241 A Journey Interrupted 242 Into the Fight 244 Aftermath 251 INDEX 255 PLAYING IRONSWORN In the Ironsworn tabletop roleplaying game, you are a hero sworn to undertake perilous quests in the dark fantasy setting of the Ironlands. You will explore untracked wilds, fight desperate battles, forge bonds with isolated communities, and reveal the secrets of this harsh land. Most importantly, you will swear iron vows and see them fulfilled—no matter the cost. To play Ironsworn, you create your character, make some decisions about the world you inhabit, and set the story in motion. When you encounter something dangerous or uncertain, your choices and the dice determine the outcome. Ironsworn supports three modes of play. • Guided: One or more players take the role of their characters, the protagonists in your story, while a gamemaster (GM) moderates the session. The GM helps bring the world to life, portrays the people and creatures you encounter, and makes decisions about the outcome of your actions. • Cooperative (Co-Op): You and one or more friends play together to overcome challenges and complete quests. A GM is not required. The Ironsworn game system will help you explore the dramatic stories of your characters and their fateful vows. • Solo: As with cooperative play, no GM is necessary. You portray a lone heroic character in a dangerous world. Good luck! Ironsworn is primarily intended for solo and small group play. One to four players (plus a GM in guided mode) is ideal. The characters portrayed by other players are referred to in these rules as your allies. WHAT YOU NEED If you’re playing solo, just grab some materials and get started. A session can be as long as you like, from a few minutes to a few hours. If you’re playing with one or more friends—either guided or co-op—you probably want to dedicate enough time to make some progress in your quests. Plan on a couple of hours or more. CHAPTER 1 THE BASICS 1 IRONSWORN Make sure you have: • Two ten-sided dice (d10) for each player. These are your challenge dice. • One six-sided die (d6) for each player. This is your action die. • Optionally, another pair of ten-sided dice to use as your oracle dice. • A printed character sheet for each player and printed asset cards (available at ironswornrpg.com). • Some counters for marking status tracks on your character sheet. You can use paper clips, beads, dice, coins, tokens from other games, or whatever is convenient. Not required, but helpful: Printed reference sheets for moves, the blank Ironlands map, and other worksheets available at ironswornrpg.com. MECHANICS AND THE FICTION Ironsworn uses various mechanics, such as rolling dice and managing the stats and resources on your character sheet. As a player, you will often make decisions based on a desired mechanical outcome. For example, you might choose a particular action to get a bonus on your die roll. The basic mechanics of Ironsworn are introduced in this chapter. Ironsworn is also heavily reliant on the fiction, which is the imagined characters, situations, and places within your game. You will play from the perspective of your character. You will interpret actions and events in a way that is consistent with the dramatic, fictional reality you have forged for your story and your world. To learn more about how the mechanics and fiction interact, see page 203. THE SETTING The default setting for your adventures is the Ironlands. It is a rugged peninsula of isolated communities and untracked wilds on the frontier of the known world. You can learn more about the setting starting on page 111. For now, here’s a summary of some default assumptions. • Two generations ago, your people were driven to the Ironlands from their former homes in the Old World. • The weather here is harsh. Winters are brutal. The rugged terrain makes travel and trade difficult and dangerous. • There are no thriving cities. Instead, Ironlanders live in isolated villages or steadings. Their homes are modest buildings of wood, stone, and thatch. • Many areas of the Ironlands are unexplored and uninhabited except by the firstborn—beings such as elves, giants, and the wolf-like varou. • Coins have little value here. Most commerce is made through barter and favors • Some communities remain isolated and independent, while others trade in basic goods such as iron, grain, wood, livestock, wool, and coal. • There is a diverse mix of peoples and cultures within the Ironlands, even within a single community. You can envision your character and those you interact with however you like, unbound by considerations of geography, lineage, sexual orientation, and gender. • Communities sometimes band together under a powerful leader, but there are no kingdoms. Territorial lines are sketchily drawn, if at all. • Large-scale warfare is unheard of, but raiding parties and skirmishes between communities are a constant menace. Some communities subsist entirely on raiding. • Spear, axe, shield, and bow are the dominant weapons. Swords are rare and highly prized. Some warriors choose to wade into battle clad in iron, while others trust in their prowess or in the strength of their shields. • Magic is subtle and mysterious. Mystics seek to ward away the darkness through the practice of magic, but often succumb to it. Rituals are performed as blessings and to gain insight. • Supernatural creatures and beasts are rare, frightening, and dangerous. You are encouraged to make Ironsworn your own, and to bend the setting to your liking. Your version of the Ironlands will be unique because you’ll define aspects such as the history of your people, magic, mythic beasts, and more. The choices you make will help inspire the personal vows driving your character. You can also ignore the Ironlands entirely and play in your own world, or explore a setting inspired by media, history, or another roleplaying game. The Ironsworn rules are flexible enough to accommodate many forms of gritty fantasy or historical fiction. With a bit of work, you can even adapt these rules to different genres. See page 237 for more on hacking Ironsworn. 3 IRONSWORN CHAPTER 1 | THE BASICS 2 IRONSWORN SUPPLY HEALTH SPIRIT +5 +4 +3 +2 +1 0 +5 +4 +3 +2 +1 0 MOMENTUM STATUS +5 +4 +3 +2 +1 0 CHARACTER   EXPERIENCE IRON SHADOW WITS HEART EDGE MAX +10 +9 +8 +7 +6 +5 +4 +3 +2 +1 0 -1 -2 -3 -4 -5 -6 RESET CONDITIONS  WOUNDED  SHAKEN  UNPREPARED  ENCUMBERED BANES  MAIMED  CORRUPTED BURDENS  CURSED  TORMENTED DEBILITIES  TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC VOWS  TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC  TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC  TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC  TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC BONDS IRON VOWS In the Ironlands, a vow is sacred. When you declare your solemn promise to serve or aid someone, or to complete a personal quest, your honor is bound to that vow. Abandoning or recanting an oath is the worst sort of failure. When you swear a vow, you touch a piece of iron. It can be an iron coin, a weapon, or your armor. It’s an old tradition. Some say the iron, a piece of the primal world, serves as a conduit to the old gods—so they may better hear your promise. Vows are the core of playing Ironsworn. It is your vows that drive you. These goals create the context for your adventures and challenges. As you complete vows, you gain experience and new abilities. When you create your character, you start with a background vow. When you setup your campaign, you envision or encounter an inciting incident which triggers a new vow. There are several prompts for vows associated with the details of the world in chapter 4 (page 111), and with foes and encounters in chapter 5 (page 133). You can select something which fits your vision for the world and your character’s goals, or just come up with something yourself. If you are playing in co-op mode, you and your fellow players may have shared vows and personal vows. To learn more about your first vows and starting your campaign, see page 193. YOUR CHARACTER You use your character sheet to track your stats, overall condition, and progress in your quests. You also have assets (page 21), which are abilities you choose when you create your character and when you gain experience. These components help you determine the outcome when things get dangerous or uncertain. However, your character is more than these mechanical bits. You are the protagonist in a rich story. You have hopes and fears, virtues and failings. You have a history. You are, or were, part of a community. This is the fiction of your character. Consider a few of these details as you create your character, but don’t sweat it. You’ll evolve it through play. At the start of your game, put your character on stage to see what happens. Fill in the blanks—for your character and your world—as you go. To learn more about creating your character and the components that make up your character, see page 31. As you fulfill vows, you earn experience (page 44). You spend experience to gain new assets. You have five stats (page 33) which represent the core aspects of your character. These are often added as a bonus when you take action. You have status tracks for health, spirit, and supply (page 33). These represent your current condition and readiness. As you take action, you build or lose momentum (page 11). Positive momentum can help improve the result of an action. Negative momentum can undermine an otherwise successful action. Your vows (page 35) are your sacred oaths to complete perilous quests. Each vow has a rank and is managed through a progress track. You suffer debilities (page 36) as you face harrowing challenges. Some debilities are temporary and easily mended; others are permanent. 5 IRONSWORN CHAPTER 1 | THE BASICS 4 MOVES Moves are self-contained systems to resolve a specific action, scene or question. There is a move for most common situations you encounter in Ironsworn. They have specific triggers, phrased as “When you [blank].” When your character does that thing, or you encounter that situation, refer to the move to see what happens. Moves are organized by activities. • Adventure moves (page 60) cover a variety of dangers, conducting investigations, traveling, making camp, and healing. • Relationship moves (page 69) involve persuading others to do something, building bonds with people and communities, resting and recuperating within a community, aiding your allies, and initiating duels. • Combat moves (page 78) are used when fighting (but not exclusively; other moves may come into play as well). • Suffer moves (page 90) occur when you endure hardship, such as suffering physical harm or facing a dispiriting challenge. • Quest moves (page 98) encompass iron vows, making progress in a sworn quest, and improving your character. • Fate moves (page 104) help you decide what happens in solo and co-op play, or support the GM’s decisions and brainstorming in guided play. When a move’s name is referenced within these rules or by another move, you’ll see it as italicized text. Most moves are based on risky actions you are taking. You are attacking with your sword, making a dangerous climb, or healing an ally. These moves use dice to determine the outcome. This is called an action roll (page 8). Some moves measure your headway against an extended challenge, such as a journey or fight, using a progress track (page 14). When you are ready to resolve the challenge, you make a progress roll (page 18). Other moves utilize a different kind of dice roll, called an oracle roll (page 22). These moves help determine the outcome of uncertain events out of your character’s control. If you’re playing solo or co-op, you can use the Ask the Oracle move (page 107) to answer questions about the world, resolve how other characters respond, or determine what happens next. Some moves don’t require a roll. They might support or reference a separate move, or simply help you resolve a mechanical or narrative situation. Don’t roll dice unless a move tells you to. To learn more about moves, see page 49. GATHER INFORMATION When you search an area, ask questions, conduct an investigation, or follow a track, roll +wits. If you act within a community or ask questions of a person with whom you share a bond, add +1. On a strong hit, you discover something helpful and specific. The path you must follow or action you must take to make progress is made clear. Envision what you learn (Ask the Oracle if unsure), and take +2 momentum. On a weak hit, the information complicates your quest or introduces a new danger. Envision what you discover (Ask the Oracle if unsure), and take +1 momentum. On a miss, your investigation unearths a dire threat or reveals an unwelcome truth that undermines your quest. Pay the Price. This is the move’s trigger. When you do this thing, or encounter this situation, make the move. Moves with an action roll include three levels of possible results: A strong hit, a weak hit, and a miss. When a move is referenced within another move, you’ll see it as italicized text. Moves which require an action roll will tell you which stat to add to your roll, and may give you an option to include other bonuses (called adds). This is the move’s name. 7 IRONSWORN CHAPTER 1 | THE BASICS 6 THE ACTION ROLL When you make a move representing a risky or uncertain action, you roll three dice at once. • Challenge dice: Two ten-sided dice (D10) • Action die: A six-sided die (D6) 3 4 8 ACTION DIE CHALLENGE DICE Add your relevant stat to your action die. The move will tell you which stat to add, or may give you a choice. Some moves will tell you to use one of your tracks, such as health or supply, in place of a stat. Based on the move or your character’s assets, you may also have an opportunity to apply one or more bonuses called adds. The total of your action die, your stat, and any adds is your action score. Your action score is never greater than 10—anything over that is ignored. To determine the outcome of your move, compare the action score to each of the challenge dice. You want it to be greater than the individual value of those dice. 6 4 8 ACTION SCORE COMPARE TO CHALLENGE DICE + 2 + 1 = + 2 + 1 = STAT ADDS ACTION SCORE 3 6 There are three possible results for a move. Strong Hit Your action score is greater than both the challenge dice. You succeed at what you are trying to do. Weak Hit Your action score is greater than only one of the challenge dice. You probably succeeded, but with a lesser effect or cost. Miss Your action score isn’t greater than either of the challenge dice. You failed, or need to make some serious concessions. The move will tell you how to interpret the outcome of your action, or offer a choice. The result may include mechanical changes to your character’s status and narrative changes to the current situation. When you score a miss on a move, you’ll usually see a prompt to Pay the Price. This is a special move that lets you pick a likely negative outcome or roll to see what happens. If you’re playing with a GM, they may consult with this move, or just tell you the price. The main thing to remember on a miss: Something always happens. The situation gets more complex, dramatic, or dangerous. To learn more about the Pay the Price move, see page 105. Ties always go to the challenge dice. Your action score needs to exceed—not equal—the challenge dice to count as a hit. 5 5 = MATCHES When you roll for a move, you should be on the lookout for a match on the challenge dice. In cooperative and solo play, this is your trigger to add a twist, create a new complication, or otherwise mix things up. Something interesting, unexpected, or unusual happens. If you’re unsure, you Ask the Oracle, which is a move you use to ask questions or check for inspiration. If you’re playing with a GM, a match on the challenge dice can be their prompt to introduce a surprising turn of events. Greater than NOT greater than 9 IRONSWORN CHAPTER 1 | THE BASICS 8 The outcome of a match should be evaluated based on the result of your move. • Strong hit: The match should represent a twist in the narrative, something interesting, or a new opportunity. • Miss: The match should represent a heightened negative outcome, a complication, or new danger. Things get worse for you in an unexpected way. You can also let the intensity of your success or failure frame how you interpret a match. Rolling matched 10’s on your challenge dice should prompt you to introduce a harrowing turn of events or a dire failure. It’s as bad as things get. GM’S AND THE DICE If you are playing as a GM, you can focus on guiding the game and responding to your player’s questions and actions. Since NPCs don’t make moves, you won’t need to make action rolls. However, you might want to have a pair of D10’s available for oracle rolls (page 22). MOMENTUM Momentum is a special mechanic which is central to playing Ironsworn. Your momentum value ranges from a -6 to +10 and represents how you are faring in your quests. Move results may tell you to increase or decrease momentum. The momentum track is on the left side of your character sheet. You can use a paper clip or token to mark the current value. When you have positive momentum, things are going your way. You have the advantage. You are in control. Your path is clear. You are properly positioned for success. When you have negative momentum, the tide has turned against you. You face tough odds. You are outmatched. Your next steps are uncertain. Momentum persists through scenes and between gaming sessions. When you finish a session, write down your current momentum value. Then, pick up where you left off when you return to the game. GAINING MOMENTUM You gain momentum as an outcome or option when making moves. This represents securing advantages, acquiring new insight, and making progress in your quests. If a move tells you to add momentum (phrased as “take +X momentum”), increase your momentum track by the value indicated. The choices you make in a move, or the assets you use to support the move, may modify the amount rewarded. In general, taking +1 momentum represents a minor advantage. Taking +2 momentum (or more) represents a major advantage. LOSING MOMENTUM You can lose momentum as a choice when making moves, or as an outcome of a move—particularly on a weak hit or miss. If a move tells you to suffer a specific loss of momentum (phrased as “suffer -X momentum”), you reduce your momentum track by the value indicated. The options you choose in a move, or the assets you leverage, may alter this penalty. 10 CHAPTER 1 | THE BASICS 11 IRONSWORN If you lose momentum as a result of a narrative outcome without a defined value, such as when you make the Pay the Price move (page 105), you should suffer a reduction appropriate to the narrative circumstances. • For a minor disadvantage or complication, suffer -1 momentum. • For a major disadvantage or complication, suffer -2 momentum. Some moves and assets give you the option to suffer a loss of momentum in exchange for temporary advantages. If you take this option, adjust your momentum track by the amount indicated. BURNING MOMENTUM Burning momentum is a powerful option to build on your success and deliver a decisive result or avoid dire failure. When you have positive momentum, after you roll your move, you may cancel any challenge dice that are less than your current momentum value. This gives you an automatic hit. If both challenge dice are less than your momentum value, you may cancel them both for a strong hit. If you burn momentum when only one of the challenge dice is less than your momentum value, the result of the other die stands—giving you a weak hit. For example, your momentum track is at +6 and your action score is 4. You roll a 5 and an 8 on your challenge dice. You may burn momentum to cancel the 5, but not the 8. This shifts your result from a miss to a weak hit. +10 +9 +8 +7 +6 +5 +4 +3 +2 +1 0 -1 -2 -3  TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC VOWS  TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC BONDS 8 CHALLENGE DICE 5 MOMENTUM TRACK Burning momentum is never required. Even if you score a miss on a move and have enough momentum to cancel the challenge dice, you can choose to suffer the failure and save your momentum for a more crucial moment. After you burn momentum, you must reset your momentum. See the next page for how that works. RESETTING MOMENTUM After you burn momentum, you must adjust your momentum track to your momentum reset value. The default reset is +2. This value may be lowered when your character suffers from a debility (page 36). Debilities are conditions such as wounded, shaken, or unprepared. They are marked on your character sheet as a result of a move or a narrative event. • If you have one debility marked, your momentum reset is +1. • If you have more than one debility marked, your momentum reset is 0. There is a box below the momentum track where you can record your current momentum reset. SUFFERING NEGATIVE MOMENTUM When your momentum is less than 0, and it matches the value of your action die, you must cancel your action die. You still check the success of your move by comparing your stat plus your adds to the challenge dice, but you won’t have your action die to help you. +8 +7 +6 +5 +4 +3 +2 +1 0 -1 -2 -3 -4 -5 -6 CONDITIONS  WOUNDED  SHAKEN  UNPREPARED  ENCUMBERED DEBILITIES  TROUBLESOME  DANGEROUS  FORMIDAB  TROUBLESOME  DANGEROUS  FORMIDAB MOMENTUM TRACK 4 ACTION DIE MINIMUM MOMENTUM Your momentum cannot drop lower than -6. This is your minimum momentum. If a move tells you to lower your momentum, and your momentum is already at its minimum, you will instead make the Face a Setback move (page 97). As a result of this move, you reduce your health, spirit, or supply (or some combination thereof) by that amount, or undermine your progress in a current quest, journey, or fight. Make moves such as Secure an Advantage (page 61) to increase your momentum. You may cancel this die. You must cancel this die. 13 IRONSWORN CHAPTER 1 | THE BASICS 12 page 111. Give your vows a rank appropriate to the complexity of your quest and the amount of emphasis you want to give the vow in your story. MARKING PROGRESS You will perform specific moves to advance toward your goal. For example, as you travel across perilous lands, you Undertake a Journey and mark progress when you successfully reach waypoints in your travel. UNDERTAKE A JOURNEY When you travel across hazardous or unfamiliar lands, first determine the rank of your journey (Ask the Oracle if unsure). • Troublesome journey: 3 progress per waypoint. • Dangerous journey: 2 progress per waypoint. • Formidable journey: 1 progress per waypoint. • Extreme journey: 2 ticks per waypoint. • Epic journey: 1 tick per waypoint. Then, for each segment of your journey, roll +wits. If you are setting off from a community with which you share a bond, add +1 to your initial roll. On a strong hit, you reach a waypoint. If the waypoint is unknown to you, envision it (Ask the Oracle if unsure). Then, choose one. • You make good use of your resources: Mark progress. • You move at speed: Mark progress and take +1 momentum, but suffer -1 supply. On a weak hit, you reach a waypoint and mark progress, but suffer -1 supply. On a miss, you are waylaid by a perilous event. Pay the Price. This move lets you mark progress on a strong or weak hit. Similarly, when you fight, you Strike (page 79) or Clash (page 80) to inflict harm on your foe. To move forward in your quest, you use the Reach a Milestone move (page 100). These incremental moves let you amass advantages to have the best chance of success when you are ready to resolve your challenge. MAX MOMENTUM Your max momentum starts at +10, and is reduced by 1 for every marked debility. There’s a spot on your character sheet to record this value. You can’t increase momentum over your max. If you are at your max and a move gives you an option to increase your momentum, you can’t take that benefit. PROGRESS TRACKS A progress track is used to measure your pace and determine the outcome of a goal or challenge in specific situations. • When you Swear an Iron Vow (page 98), a progress track represents the challenges you overcome on your way to achieving your ultimate goal. • When you Undertake a Journey (page 65), a progress track represents how far you’ve gone and how favorable the travel has been. • When you Enter the Fray (page 78), a progress track represents your advantage as you weaken or wound your foes in combat. • When you establish a new relationship with a character in your world and Forge a Bond (page 74), you mark your bond on a progress track. Progress tracks are drawn as a row of ten boxes which you fill in—or mark— as you make headway toward a goal. When you initiate a challenge, these boxes are empty. Since making progress on your quests may stretch over many sessions, your character sheet includes progress tracks for vows. Your character sheet also includes a progress track for your bonds. For journeys and fights, you can sketch out your progress tracks on whatever is convenient, or use the challenge worksheets provided at ironswornrpg.com. CHALLENGE RANKS When you engage in a fight, initiate a journey, or swear a vow, you give your challenge a rank. In increasing order of difficulty, the ranks are troublesome, dangerous, formidable, extreme, and epic. You (or the GM) will choose a rank appropriate to the situation and how quickly or easily it should be resolved. Troublesome is used for simple challenges. A typical challenge is dangerous or formidable. Epic and extreme challenges require great effort and luck to overcome. Guidelines for foes are on page 134, and for journeys on 15 IRONSWORN CHAPTER 1 | THE BASICS 14 Whenever you successfully move toward your goal, you partially or fully fill in a box on your progress track. You fill progress boxes with lines—called ticks. A full progress box consists of four ticks in a star-shaped pattern. When a move tells you to mark progress, fill in the appropriate number of ticks or progress boxes based on the rank of your challenge. Troublesome mark 3 progress Dangerous mark 2 progress Epic mark 1 tick Formidable mark 1 progress Extreme mark 2 ticks MARKING PROGRESS FOR BONDS If you are marking progress on your bonds progress track, you always mark 1 tick unless a move tells you otherwise. Bonds are not given a challenge rank. To learn more about bonds, see page 24. PROGRESS MOVES There are four moves, called progress moves, which utilize progress tracks to resolve the outcome of a goal or challenge. • To resolve a quest, Fulfill Your Vow (page 101). • To end your journey, Reach Your Destination (page 68). • To decide the outcome of combat, End the Fight (page 82). • When you retire from your life as Ironsworn, Write Your Epilogue (page 77). REACH YOUR DESTINATION Progress Move When your journey comes to an end, roll the challenge dice and compare to your progress. Momentum is ignored on this roll. On a strong hit, the situation at your destination favors you. Choose one. • Make another move now and add +1. • Take +1 momentum. On a weak hit, you arrive but face an unforeseen hazard or complication. Envision what you find (Ask the Oracle if unsure). On a miss, you have gone hopelessly astray, your objective is lost to you, or you were misled about your destination. If your journey continues, clear all but one filled progress, and raise the journey’s rank by one (if not already epic). This label identifies this move as a progress move. A progress move uses a progress roll instead of an action roll (see the next page for how it works). 16 CHAPTER 1 | THE BASICS 17 IRONSWORN PROGRESS ROLLS You don’t make an action roll when you make a progress move. Instead, you tally the number of fully filled progress boxes (those with four ticks). This is your progress score. Then, roll your challenge dice and compare your progress score to the value of the dice. As with an action roll, if your progress score is greater than both challenge dice, it’s a strong hit. If you beat one of the challenge dice, it’s a weak hit. If you fail to beat either die, it’s a miss. The progress move will tell you how to resolve the challenge based on the outcome of your roll. Also, keep an eye out for a match, which represents a surprising twist or unusual complication. In the example below, you would compare your +6 progress score to your challenge dice when making your progress move. The seventh progress box is only partially filled in, and won’t count toward the progress score. 6 PROGRESS SCORE 4 6 CHALLENGE DICE When deciding whether to make your progress move, you need to weigh your chance of success against the risk of continuing to make preparatory moves. One thing to remember: It’s not necessary to fill your progress track before making your progress move. In fact, a weak hit or miss on a progress roll can lead to exciting new story possibilities. MOMENTUM AND PROGRESS ROLLS Momentum is ignored when you make a progress move. You cannot burn momentum on a progress roll, and you do not suffer from negative momentum. SHARING PROGRESS TRACKS WITH ALLIES When you and your allies are working together to resolve a challenge—a quest, a journey, or a fight—you share a progress track and mark progress together. When you make a progress move, only one of you rolls the dice. The result will stand for the group. HARM Harm represents physical damage and fatigue. You inflict harm on your foes in combat, and you Endure Harm when you are attacked or fail to overcome a physical hazard or ordeal. INFLICTING HARM When you successfully attack a foe using the Strike (page 79) or Clash (page 80) moves, you inflict harm. If you are armed with a deadly weapon (such as a sword, axe, spear, or bow), you inflict 2 harm. If you are unarmed or using an improvised or simple weapon (such as a shield, stick, club, staff, or rock), you inflict 1 harm. You may have an option to inflict additional harm through the choices you make in a move. Each point of harm you inflict is marked as progress on your foe’s progress track, as appropriate to their rank. For example, each point of harm equals 2 ticks when fighting an extreme enemy, or 2 full progress boxes when fighting a dangerous enemy. ENDURING HARM When you face physical injury or hardship, make the Endure Harm move (page 91). As part of that move, you reduce your health track by the amount of harm suffered. There are five ranks of harm. • Troublesome (1 harm): An attack by a minor foe, a painful injury, or a tiring effort. • Dangerous (2 harm): An attack by a skilled foe or deadly creature, a nasty injury, or a demanding effort. • Formidable (3 harm): An attack by an exceptional foe or mighty creature, a serious injury, or an exhausting effort. • Extreme (4 harm): An overwhelming attack by a monster or beast, a grievous injury, or a debilitating effort. • Epic (5 harm): An attack by a legendary foe of mythic power, a horrific injury, or a consuming effort. When you are fighting a foe, they inflict harm based on their rank. Sample foes are in chapter 5 (page 133). If you are at 0 health, a miss on the Endure Harm move puts you at risk of suffering a debility or dying. You can recover health through rest and recuperation, using moves such as Heal (page 63), Make Camp (page 64), and Sojourn (page 71). 19 IRONSWORN CHAPTER 1 | THE BASICS 18 STRESS Stress represents mental burdens and trauma. When you face mental shock or despair, make the Endure Stress move (page 95). As part of that move, you reduce your spirit track by the amount of stress suffered. There are five ranks of stress. • Troublesome (1 stress): An unsettling incident or frustrating failure. • Dangerous (2 stress): A distressing incident or upsetting failure. • Formidable (3 stress): A horrifying incident or demoralizing failure. • Extreme (4 stress): A heart-rending incident or traumatic failure. • Epic (5 stress): A soul-shattering incident or the loss of all hope. When you are opposing a foe, they can inflict stress (such as a terrifying visage or demoralizing taunt) based on their rank. Sample foes are in chapter 5 (page 133). When you Endure Stress, you reduce your spirit track by the amount of stress suffered. If you are at 0 spirit, you are in danger of suffering a debility or falling into desolation. You can recover spirit by relaxing when you Make Camp (page 64), finding fellowship when you Sojourn (page 71), or when you Forge a Bond (page 74). Unlike harm, you do not inflict stress on others—at least not mechanically. If you attempt to frighten or demoralize another character, make an appropriate move to see what happens. ASSETS Assets are a key component of your character. They give you additional options and bonuses when making a move, and may include their own special moves. When you create your character (page 31), you select your starting assets. When you Fulfill Your Vow and gain experience (page 44), you can Advance to spend your experience on new assets or upgrade current assets. To learn more about assets, see page 39. You can mix-and-match assets however you like. There are no designated assets based on character classes or roles. However, you should avoid picking the same asset as another player. 20 CHAPTER 1 | THE BASICS PATH SLAYER  When you Gather Information by tracking a beast or horror, or when you Secure an Advantage by readying yourself for a fight against them, add +1 and take +1 momentum on a hit. { When you Swear an Iron Vow to slay a beast or horror, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience. { When you slay a beast or horror (at least formidable), you may take a trophy and choose one. • Power a ritual: When you or an ally make a ritual move, reroll any dice (one time only). • Prove your worth: When you Sojourn, reroll any dice (one time only). This is the asset type. When you pick an asset, you choose from companions, paths, combat talents, and rituals. Most assets include a default ability, represented by the filled-in circle. If it doesn’t have a starting ability, you get to pick one. As you gain experience, you can purchase upgrades for your assets. When you purchase an upgrade, you fill in the circle to show that you now have that ability. Assets usually modify moves by giving you a bonus or allow you to use the move in a different way. Some assets include their own unique moves. 21 IRONSWORN SEEKING ANSWERS If you are playing solo or co-op, you can Ask the Oracle to help guide your game session and trigger ideas when you need to know what happens next. Its most basic function is to answer a “yes” or “no” question. Combined with your own instincts and creativity, this move—and other random prompts— can push your story in surprising and exciting directions. To learn more about this move, see page 107. If you are playing with a GM, they are the oracle. When you see a prompt to Ask the Oracle, turn to your GM. The GM is free to leverage random tools and creative prompts to come up with the answers. Keep in mind that—even when playing with a GM—Ironsworn is about shared storytelling. Offer suggestions. Talk it out. The GM is the final arbiter of what happens next, but everyone at the table should participate in building the world and creating the narrative of your game. ASK THE ORACLE When you seek to resolve questions, discover details in the world, determine how other characters respond, or trigger encounters or events, you may… • Draw a conclusion: Decide the answer based on the most interesting and obvious result. • Ask a yes/no question: Decide the odds of a ‘yes’, and roll on the table below to check the answer. • Pick two: Envision two options. Rate one as ‘likely’, and roll on the table below to see if it is true. If not, it is the other. • Spark an idea: Brainstorm or use a random prompt. Odds The answer is ‘yes’ if you roll... Almost Certain 11 or greater Likely 26 or greater 50/50 51 or greater Unlikely 76 or greater Small Chance 91 or greater On a match, an extreme result or twist has occurred. ORACLES Some moves may prompt you to roll on a table to generate a result between 1 and 100. There are also a set of creative prompts in chapter 6 (page 165), which you can use to reveal details, trigger events, and guide the actions of other characters in your world. These oracles help answer questions in solo or co-op games, or provide inspiration for the GM in guided play. ROLLING ORACLE DICE Whenever you are prompted by a move or an oracle table to generate a result between 1 and 100, roll two ten-sided dice. 3 6 One of your oracle dice may include tens digits on its faces. If so, you’d read this result as 83. You can also use two D10s of different colors, and decide before rolling which represents the tens digit and which is the units. You’d read this result as 36. 80 80 3 Roll on this table using your oracle dice to generate a result between 1 and 100 You might want to use a special set of dice for your oracle rolls, shared by everyone at the table. It’ll make those dice feel special and unique. 22 CHAPTER 1 | THE BASICS 23 IRONSWORN MORE RANDOMNESS You’ll find a set of random tables in chapter 6 (page 165). These provide inspirational prompts and random results for common situations. You can also use whatever random generators you prefer, including those drawn from another game, online generators, or visual tools such as tarot cards. TRUST YOUR INSTINCTS These random generators will never replace your own imagination and intuition. If it’s interesting, dramatic, and pushes the story forward, make it happen. Too much reliance on random generators to answer questions about “what happens next” can kill the momentum of your game or make it feel disconnected and incoherent. Keep it moving. Ask a question. If an answer leaps to mind, go with it. If you’re not sure, Ask the Oracle. Then, play. BONDS As you explore your world and complete quests, you create bonds with people and communities by making the Forge a Bond move (page 74). Bonds give you advantages for specific moves when interacting with those you have bonded with. For example, if you attempt to Compel someone (page 69), and you share a bond with them, you add +1 to your action score. The moves tell you when having a bond provides this advantage. Bonds also help determine your fate when you retire from your life as an adventurer. The more bonds you create, the more connections you have with people and communities, the better your chance to live out your days peacefully in the company of others. Your character sheet has a special progress track for bonds. When you successfully Forge a Bond, mark 1 tick on this progress track. When your adventures are complete and you Write Your Epilogue (page 77), tally your bonds and make a progress roll (page 18) to wrap up your character’s story. OTHER CHARACTERS The mechanics of Ironsworn are almost entirely character-facing—meaning they reference the capabilities and actions of your character. Other non-player characters and creatures (NPCs) don’t have mechanical detail. In fact, they may only have a single stat—their rank—for tracking progress against them in a combat scene. Further, NPCs do not make moves. You won’t roll dice for them to determine the outcome of their actions. When you attempt to influence them, oppose them, resist them, or aid them, make moves as your character. If you have questions about an NPC’s motivations or what they do next, Ask the Oracle. To learn more, see page 133. ALLIES AND COMPANIONS If you are playing a co-op or guided game with other players, their characters are referred to in these rules and in moves as your allies. A companion is a special type of asset. Unlike normal NPCs, they can provide mechanical benefits through their abilities, and they have a health track to record harm. If the text of a move refers to a companion, it means a companion asset. To learn more about companions, see page 39. EQUIPMENT In Ironsworn, you won’t worry too much about equipment. Your supply track (page 34) is an abstract representation of your general readiness, clothes, ammo, food, water, and mundane gear. You are armed and armored as appropriate to your vision for your character. If you wield a weapon, you can inflict harm with it. If you are armed with a deadly weapon (such as a sword, axe, spear, or bow), you inflict 2 harm. If you are unarmed or using an improvised or simple weapon (such as a shield, stick, club, staff, or rock), you inflict 1 harm. Other equipment provides narrative benefit. It enables you to make moves where that gear is important, or perhaps allows you to avoid a move altogether. For example, you need to make your way down a steep rock face. Without assistance, you’d make a Face Danger move to see what happens. If you had rope, the climb is not particularly risky or uncertain. In that case, you might skip the move and just narrate the result. Specific assets (page 39) can make equipment more important and relevant to your character. For example, combat talent assets (page 40) represent your expertise in a particular weapon or fighting style. When you wield an appropriate weapon, you gain the benefit of the asset. Apart from assets, you can make note of equipment at whatever level of detail you like, but don’t fuss over it. If you’re wondering whether you have a particular mundane item, you can Ask the Oracle (page 107). 25 IRONSWORN CHAPTER 1 | THE BASICS 24 IRONSWORN 27 IRONSWORN 27 THE FLOW OF PLAY Like most roleplaying games, you play primarily from the perspective of your character. What are you doing? What are you trying to achieve? What opposition and challenges do you face? Your quests, and the characters and situations you encounter, will guide the fiction and the choices you make. When you have questions about what you find, how other characters in your world respond, or what happens next, you can go with what feels right (if you’re playing solo or co-op), or ask your GM. When you are seeking inspiration or want to put it in the hands of fate, you make the Ask the Oracle move (page 107). Use the yes/no questions and random prompts to generate interesting twists and new complications you might not have thought of on your own. Above all, if it’s interesting, dramatic and fits the fiction, make it happen. If you are doing something covered by a move, refer to the move to resolve your action. If it tells you to roll dice, do it. Scoring a strong hit on a move means you are in control. You’re driving the narrative. What do you do next? A weak hit or a miss means you don’t have control of the situation. Instead of acting, you react. What happens next? If you’re playing with a GM, they’ll determine how the world responds. Otherwise, you rely on your intuition and occasional oracle rolls to drive the narrative. Envision the current situation and what your character is doing. Ask and answer questions about the world, other characters, and what happens next (or Ask the Oracle). When your action or the current situation triggers a move, make that move. STRONG HIT You’ve succeeded. You are in control. WEAK HIT You’ve made progress, but aren’t in control. MISS You’ve failed, or encounter a costly turn of events. What happens next? What do you do next? START 26 CHAPTER 1 | THE BASICS WHAT’S NEXT That’s the basics of playing Ironsworn. You’ll see these concepts referenced and expanded throughout this rulebook, but it’s not necessary to read or understand it all before playing. To get started: Create your character (page 31). Set your stats, select your assets, and consider your background and personality. Build your world (page 111). Take a tour of the Ironlands, create your unique vision of the setting, and find inspirational prompts for vows and quests. Or, start playing in your own world. Review the moves (page 49). It’ll be helpful to get a basic understanding of the moves and how you resolve your character’s actions and intent. You can start by printing out the move reference sheets, available at ironswornrpg.com. Then, refer to chapter 3 when you have a question or want further detail. Review the example of play (page 241). See Ironsworn in action to help understand the basic die roll mechanics, how to interpret moves and outcomes, and how to use creative prompts to drive your story forward. Swear an Iron Vow (page 98). Play to see what happens. When you have questions about moves, see page 49. When you need a foe or encounter, see page 133. When you seek answers from an oracle, see page 165. Dig deeper (page 193). When you’re ready to explore campaign setup guides, additional gameplay options, and best practices, see chapter 7. 1 2 3 4 5 6 The mother asked the seer to divine her new baby’s fate. The old mystic came and looked at the sleeping child. She tilted her head, closed her eyes. Then, she drew back, frowning. No need to ask the gods. No need to roll the stones. “Ironsworn,” the seer said. She took her price in silver and blood, and left the mother alone with the baby. That night, the mother wept, for she knew her child would grow to live apart from her. Whether consumed by duty or vengeance, wanderlust or love, it was all the same. The trackless wilds would call, the blade and shadow would whisper their secrets, and her child would leave. She cried for the life her child would live, and she cried for the knowing of it. CHAPTER 1 | THE BASICS 28 YOU ARE IRONSWORN Others live out their lives hardly venturing beyond the walls of their village or steading, but you are different. Your sworn vows will lead to a life of danger, heroism, and sacrifice at the edge of the known world. ENVISION YOUR CHARACTER Before you jump into the mechanics of your character, consider their motivations, interests, skills, personality, and weaknesses. It’s fine to start with one or two ideas about your background and goals. You can flesh out your character as you play. BE AWESOME Your character is highly competent. You’re smart, brave, and driven. You can hold your own in a fight. When you Swear an Iron Vow, you mean it. You are not without your limitations. You’ll face hardship. You’ll make bad decisions. You will fail. Overcoming those failures, pushing on, is what makes you heroic. BE WHO YOU WANT The people of the Ironlands are diverse. Communities are formed through shared interests, mutual protection, or strong leadership. Respect is still paid to traditions of the Old World, but Ironlanders largely left behind their cultural divisions when they crossed the vast northern ocean. Even within a single community, you’ll find a fusion of Old World and Ironland influences. You can envision your character however you like—unbound by geography, lineage, sexual orientation, and gender. Your character can be inspired directly by a real-world or historical culture, or you might weave a blend of cultural influences into your concept. The default setting is human-centric, and these rules do not include specific options to play fantasy races. However, you can adjust to your liking. The mechanics of your character are relatively light and can be themed to support several types of fantasy or historical fiction. WHERE TO START? You can build your world , build your character, or do both in tandem. If you have a clear idea for your character, start there and build your world around them, as if you’re building a set to suit your actor. If you need inspiration, start with the world. Chapter 4 (page 111) includes prompts for situations and quests to help you envision your character and your place in the Ironlands. CHAPTER 2 YOUR CHARACTER 31 IRONSWORN IRONSWORN SUPPLY HEALTH SPIRIT +5 +4 +3 +2 +1 0 +5 +4 +3 +2 +1 0 MOMENTUM STATUS +5 +4 +3 +2 +1 0 CHARACTER   EXPERIENCE IRON SHADOW WITS HEART EDGE MAX +10 +9 +8 +7 +6 +5 +4 +3 +2 +1 0 -1 -2 -3 -4 -5 -6 RESET CONDITIONS  WOUNDED  SHAKEN  UNPREPARED  ENCUMBERED BANES  MAIMED  CORRUPTED BURDENS  CURSED  TORMENTED DEBILITIES  TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC VOWS  TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC  TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC  TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC  TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC BONDS Asha Shadiya 9 3 1 2 1 2 1 Find my sister Kill the wyvern / / / / / / Guide the caravan safely through the mournwood / / / / / / / / / / / / / / / / / / / / / / / / / NAME EXPERIENCE STATS HEALTH MOMENTUM SPIRIT ASSETS SUPPLY DEBILITIES VOWS CHARACTER BASICS NAME You have a name. Perhaps others will honor it someday in stories and songs. Give your character a name. For inspiration, you can roll on the Ironlander Names tables on page 184. STATS There are five stats. Each is given a value from 1 to 3. When you make a move and roll dice, you usually add one of your stats to your action die. The move will tell you which stat to add, or give you a choice. • Edge: Quickness, agility, and prowess in ranged combat. • Heart: Courage, willpower, empathy, sociability, and loyalty. • Iron: Physical strength, endurance, aggressiveness, and prowess in close combat. • Shadow: Sneakiness, deceptiveness, and cunning. • Wits: Expertise, knowledge, and observation. To start, arrange these bonuses across your five stats in any order: 3, 2, 2, 1, 1. HEALTH Health represents your current physical condition and stamina, ranked from 0 to +5. Health is reduced when you Endure Harm (page 91), and increased when you rest or receive care through moves such as Heal (page 63) or Sojourn (page 71). If you are at 0 health, scoring a miss when you Endure Harm puts you at risk of suffering a debility or dying. To start, set your health track to +5. BONDS COMPANION HAWK Name: Your hawk can aid you when it is aloft. { Far-seeing: When you Undertake a Journey, or when you Resupply by hunting for small game, add +1. { Fierce: When you Secure an Advantage +edge using your hawk to harass and distract your foes, add +1 and take +1 momentum on a hit. { Vigilant: When you Face Danger +wits to detect an approaching threat, or when you Enter the Fray +wits against an ambush, add +2. 0 +1 +2 +3 PATH STORYWEAVER  When you Secure an Advantage, Compel, or Forge a Bond by sharing an inspiring or enlightening song, poem, or tale, envision the story you tell. Then, add +1 and take +1 momentum on a hit. { When you Make Camp and choose the option to relax, you may share a story with your allies or compose a new story if alone. If you do, envision the story you tell and take +1 spirit or +1 momentum. Any allies who choose to relax in your company may also take +1 spirit or +1 momentum. { When you Sojourn within a community with which you share a bond, add +2 (instead of +1). COMBAT TALENT SHIELD-BEARER If you wield a shield...  When you Face Danger using your shield as cover, add +1. When you Clash in close quarters, take +1 momentum on a strong hit. { When you bear a shield painted with a meaningful symbol, and you Endure Stress as you face off against a fearsome foe, add +1 and take +1 momentum on a hit. { When forced to Endure Harm in a fight, you may instead sacrifice your shield and ignore all harm. If you do, your shield is destroyed or will require extensive repair; suffer -2 momentum. 33 IRONSWORN CHAPTER 2 | YOuR CHARACTER 32 SPIRIT Spirit is your current mental state, ranked from 0 to +5. Spirit is reduced when you Endure Stress (page 95). It is increased when you find comfort in companionship, success, or relaxed moments through moves such as Make Camp (page 64) or Forge a Bond (page 74). If you are at 0 spirit, scoring a miss when you Endure Stress puts you at risk of suffering a debility or falling into desolation. To start, set your spirit track to +5. SUPPLY Supply is an abstract representation of your preparedness, including ammo, food, water, and general upkeep. It is ranked from 0 to +5. Instead of keeping track of a detailed inventory, you can consider most of your mundane gear as covered under supply. Supply is decreased when you make the Undertake a Journey move (page 65). You might also reduce supply as a narrative cost when you face hardships as an outcome of other moves. For example, if you make the Face Danger move (page 60) to ford a wild river, you might lose some gear as a result of a weak hit or miss. Supply is increased when you gather provisions through moves such as Resupply (page 63). The supply track represents the shared assets among your party. You and your allies use the same supply value while you travel together. If any of you make a move to increase supply, or suffer the result of a move that reduces your supply, each of you adjust your supply track accordingly. When your supply falls to 0, all characters make the Out of Supply move (page 97). If you are at 0 supply and suffer additional -supply, you each must reduce your health, spirit, or momentum tracks by that amount. To start, set your supply track to +5. You and your allies share the same supply value while you adventure together. When one of you makes a move that raises or lowers the supply track, each of you should make the adjustment on your character sheet. MOMENTUM Momentum represents how you are faring in your quests. It is gained and lost through moves. If you have positive momentum, you are building on your successes and ready to make decisive moves. If you have negative momentum, you have suffered setbacks and your quest is in jeopardy. To learn more about momentum and how it helps and hinders your character, see page 11. Use the momentum track on the left side of your character sheet to record your current momentum. Your character sheet also includes boxes to mark your max momentum and momentum reset. • Your max momentum starts at +10, and is reduced by one for every marked debility. • Your momentum reset starts at +2. If you have a one debility marked, your reset is +1. If you have more than one debility marked, your reset is 0. To learn more about debilities, see page 36. To start, set your current momentum to +2, your max momentum to +10, and your momentum reset to +2. VOWS When you Swear an Iron Vow (page 98), you give it a rank (troublesome, dangerous, formidable, extreme, or epic), and record it on your character sheet. You then use a vow progress track to mark when you Reach a Milestone (page 100). You should start your first session with two vows: A long term goal (your background vow) and an immediate situation which must be dealt with (your inciting incident). You’ll find quest starters in chapter 4 - ‘Your World’ (page 111) and chapter 5 - ‘Foes and Encounters’ (page 133). To learn more about your starting vows, see page 195. 35 IRONSWORN CHAPTER 2 | YOuR CHARACTER 34 BONDS As you build relationships and complete quests in the service of others, you create bonds by making the Forge a Bond move (page 74). Bonds provide narrative texture to your world by fleshing out other characters and communities. They give you places to return to, and people to reconnect with, when your life as Ironsworn has taken its toll. Bonds also provide mechanical benefits when you act within a community or interact with someone with whom you share a bond. For example, the Sojourn move (page 71) gives you a bonus to your action roll if you have a bond with that community. The bonds progress track on your character sheet represents the connections you have made. When you successfully Forge a Bond, you mark progress (one tick). When your time as Ironsworn is done, you Write Your Epilogue (page 77). When you make that move, you tally the number of filled boxes on your bonds progress track as your progress score. See page 14 to learn more about progress tracks and progress moves. You should start your first session with up to three background bonds. Make a note of the people or communities you share bonds with, and mark up to three ticks on your bond progress track. To learn more about your first session and your starting bonds, see page 193. DEBILITIES As you suffer hardships and setbacks in your quests, you may need to mark debilities as a result of moves or narrative events. Moves will tell you which debility to mark, or give you a choice. Debilities represent temporary, long- term, and permanent disadvantages. Some can be easily cleared through an appropriate move. Others will forever become a part of your character. Debilities should have a narrative impact on how you envision your character’s actions and how others react to you. They also have a mechanical impact by reducing your momentum track. • Each marked debility reduces your max momentum by 1. • If you have one marked debility, your momentum reset is +1 instead of +2. • If you have more than one marked debility, your momentum reset is 0. CONDITIONS • Wounded may be marked when you are at 0 health and fail to Endure Harm (page 91). You are severely injured and need treatment to recover. • Shaken may be marked when you are at 0 spirit and fail to Endure Stress (page 95). You are despairing or distraught, and need comfort to recover. • Unprepared is marked when you are at 0 supply and are Out of Supply (page 97). You and your allies share the same supply value, and will mark unprepared together. • Encumbered is marked as appropriate to the circumstances when you are carrying excessive or cumbersome weight. As with all debilities, conditions impact your max momentum and momentum reset. In addition, if you are wounded, shaken, or unprepared, you cannot increase the associated track. • If you are wounded, you cannot increase health. • If you are shaken, you cannot increase spirit. • If you are unprepared, you cannot increase supply. If a move gives you an opportunity to raise your health, spirit, or supply while the associated condition is marked, you can’t take that option. You must clear the condition before improving the related status track. Wounded, shaken, and unprepared can be cleared when you succeed on appropriate moves. For example, scoring a hit on the Heal move (page 63) can clear the wounded condition. The shaken and unprepared conditions can generally only be cleared as you find fellowship and gather provisions in a community through the Sojourn move (page 71). Once you clear a condition, you restore your max momentum and momentum reset, and you can once again increase the associated track through moves. Unlike other conditions, encumbered is not specifically triggered or resolved by a move. Instead, it should be marked when appropriate to the circumstances. For example, you would mark encumbered if you are carrying an unconscious ally to safety in a perilous situation. Encumbered can also be triggered by the Ironclad asset, which allows you to gain an advantage for heavy armor in exchange for marking the condition. Encumbered is cleared when you lighten your load. 37 IRONSWORN CHAPTER 2 | YOuR CHARACTER 36 BANES • Maimed may be marked when you are at 0 health and fail to Endure Harm (page 91). You have suffered a wound which causes you ongoing physical challenges, such as the loss of an eye or hand. Or, you bear horrific scars which serve as a constant reminder of your failures. • Corrupted may be marked when you are at 0 spirit and fail to Endure Stress (page 95). Your experiences have left you emotionally scarred. You are at the threshold of losing yourself to darkness. Banes are permanent. They forever impact your character through the momentum penalty and—more importantly—through the narrative impact of being maimed or corrupted. You should factor this debility into how you perform moves and how you interact with the world. You may have physical or emotional limitations you must cope with. Your outlook may change. Your goals and methods may change. How others behave toward you may change. If you are maimed, envision the injury and make note of it. Consider how this impacts your approach when facing physical challenges, and weave it into your roleplaying and the narrative of your moves. When you are corrupted, envision how this impacts your personality and motivations. You might struggle with a new compulsion, quirk, or fear. You might even bear a physical, supernatural sign of the corruption. If so, what is it? BURDENS • Cursed is marked when you Face Death (page 93) and return with a soul-bound quest. This burden can only be cleared by completing the quest. • Tormented is marked when you Face Desolation (page 96) and undertake a quest to prevent a dire future. Burdens are a result of life-changing experiences that leave you bound to quests. Clearing a burden can only be accomplished by resolving the quest. When you are cursed or tormented, you should consider the physical or emotional manifestations of these conditions. You have walked the lands beyond death or suffered visions of your greatest fears. What signs do you bear? How do these experiences affect your relationships? When you create your character, all debilities should be unmarked. ASSETS Assets represent your background, skills, and traits. They give you additional options and bonuses when making a move—or sometimes act as their own self-contained moves. Assets provide both mechanical and narrative benefits. For example, if you are an Herbalist, you gain bonuses to your moves when treating injuries or sicknesses. You can envision your character identifying plants, diagnosing rare illnesses, and summoning up obscure facts about herbal remedies. Even when you aren’t making moves, your role colors the interests and manner of your character. Also, your expertise might offer story possibilities and new quests as you interact with others in need of your services. Ironsworn assets are formatted as printable cards, available for download at ironswornrpg.com. Put them alongside your character sheet for easy reference. Each asset card includes three abilities. ASSET TYPES There are four types of assets: Companions, paths, combat talents, and rituals. You can mix-and-match assets as you like—whatever fits your vision for your character and their experiences and goals. COMPANIONS Companions are your NPC helpers. When you acquire a companion, give them a name and envision their appearance and personality. If they don’t have a starting ability, choose one. Upgrading a companion enables additional abilities. Companions utilize a health track and may suffer harm as a result of one of your moves. When your companion takes damage, make the Companion Endure Harm move (page 94) to determine the outcome. See page 43 to learn more. COMPANION HAWK Name: Your hawk can aid you when it is aloft. { Far-seeing: When you Undertake a Journey, or when you Resupply by hunting for small game, add +1. { Fierce: When you Secure an Advantage +edge using your hawk to harass and distract your foes, add +1 and take +1 momentum on a hit. { Vigilant: When you Face Danger +wits to detect an approaching threat, or when you Enter the Fray +wits against an ambush, add +2. 0 +1 +2 +3 39 IRONSWORN CHAPTER 2 | YOuR CHARACTER 38 COMBAT TALENTS Ironsworn characters are assumed to be skilled fighters. Even without a combat talent, you can wield weapons and perform combat moves (page 78). A combat talent reflects a particular area of expertise, and gives you additional options and bonuses. Combat talent assets typically require you to wield a specific weapon, as noted in the asset text. For example, if you are a Shield- Bearer and don’t have a shield at the ready, you can’t use the asset’s abilities. PATHS Paths represent your background, interests, training, and skills. They provide mechanical and narrative advantages, but also reflect who you are and how you interact with the world. For example, a Ritualist would likely have a different outlook than a Veteran. Choosing both those paths can reflect an evolution of your character or an interesting background. RITUALS Magic in Ironsworn is cast through rituals which help support your actions or act as unique moves. Like all assets, rituals can be selected as you gain experience and can be upgraded over time to make them more flexible or powerful. All rituals utilize a move as their default marked ability. You must make this move and the associated action roll to trigger the effect. Any secondary abilities you gain by upgrading the asset are dependent on performing the ritual described as the default ability. ACQUIRING ASSETS You may select three assets when you create your character. Additional assets can be acquired with experience points when you Advance (page 103). Some assets can only be obtained after you have fulfilled narrative or mechanical requirements. This is in addition to the experience point cost. The text of the assets will outline the requirements. For example: • Banner-Sworn requires that you have marked a bond with a leader or faction. If you have an appropriate background bond, or have made the Forge a Bond move with a leader or faction, you may add the asset. • Battle-Scarred requires that you are maimed (page 38). If you have marked the debility, you may add the asset. • Ritualist requires that you Fulfill Your Vow in service to an elder mystic, and Forge a Bond to train with them. Once you’ve done that, you may add the asset. For assets without a requirement, you should consider the narrative justification when you add it to your character. What have you done to gain these abilities? How have your goals changed to support this new focus? Make your selection meaningful in the context of your story. PATH STORYWEAVER  When you Secure an Advantage, Compel, or Forge a Bond by sharing an inspiring or enlightening song, poem, or tale, envision the story you tell. Then, add +1 and take +1 momentum on a hit. { When you Make Camp and choose the option to relax, you may share a story with your allies or compose a new story if alone. If you do, envision the story you tell and take +1 spirit or +1 momentum. Any allies who choose to relax in your company may also take +1 spirit or +1 momentum. { When you Sojourn within a community with which you share a bond, add +2 (instead of +1). COMBAT TALENT SHIELD-BEARER If you wield a shield...  When you Face Danger using your shield as cover, add +1. When you Clash in close quarters, take +1 momentum on a strong hit. { When you bear a shield painted with a meaningful symbol, and you Endure Stress as you face off against a fearsome foe, add +1 and take +1 momentum on a hit. { When forced to Endure Harm in a fight, you may instead sacrifice your shield and ignore all harm. If you do, your shield is destroyed or will require extensive repair; suffer -2 momentum. RITUAL COMMUNION  When you surround the remains of a recently deceased intelligent creature with lit candles, and summon its spirit, roll +heart. Add +1 if you share a bond. On a strong hit, the spirit appears and you may converse for a few minutes. Make moves as appropriate (add +1). On a weak hit, as above, but the spirit also delivers troubling news unrelated to your purpose. Envision what it tells you (Ask the Oracle if unsure) and Endure Stress (1 stress). { As above, and you may also commune with the long-dead. { When you perform this ritual, add +1 and take +1 momentum on a hit. 41 IRONSWORN CHAPTER 2 | YOuR CHARACTER 40 UPGRADING ASSETS When you spend experience (page 44) to upgrade an asset, you fill in the dot on your asset card to show you’ve acquired the ability. All assets include three abilities. The first will probably be filled in when you purchase the asset. If not, you get to choose one of the three abilities to start. Upgrading an asset costs 2 experience. Abilities may be selected in any order. You don’t have to activate the second ability to upgrade the third one. ASSET ABILITIES Assets provide one or more functions. • They provide bonuses (adds) for specific moves. • They allow you to alter the outcome of a move by rerolling dice. • They provide improved outcomes for successful moves, such as taking +1 momentum on a hit. • They give you an option to exchange one resource for another, such as trading momentum for inflicting additional harm. • They allow you to use moves in unusual circumstances, such as using the Scrying ritual to Gather Information remotely. • They allow you to use a different stat instead of the one normally required by a move. • They provide unique self-contained moves. • They add narrative detail and create situations where you can reveal more about your character or your world. Follow the directions on the asset to apply its abilities to your current situation. ABILITY REQUIREMENTS Narrative circumstances and the outcome of failed moves may force you into situations where you can’t leverage a key asset, making your adventure more challenging and dramatic. For example, if you don’t have a animal pelt, you can’t perform the Bind ritual. If you Undertake a Journey without your Horse companion, you won’t gain the bonus. If you are an Archer who’s run out of arrows, you’ll have to try something else. Before you make a move using an asset, take a moment to ensure you are properly positioned and equipped to use those abilities. USING COMPANION ABILITIES If you have a companion, leveraging their abilities is an option, not a requirement. Through the fiction, you can interact with your companion and have them perform tasks or assist you without using one of the asset abilities. For example, a Horse companion can put you in position to travel at speed or get away from danger. When you leverage a companion’s ability, you are inherently putting them at risk. If you roll a 1 on your action die when aided by a companion, any negative outcome of the move should involve your companion. Depending on the circumstances, they might suffer harm, be put in danger, become separated from you, or refuse your commands. INFLICTING HARM ON COMPANIONS When a companion suffers physical damage, you make the Companion Endure Harm move (page 94). When their health is at 0, they are in danger of being killed. Some moves, such as Sojourn (page 71) and Make Camp (page 64), offer options for your companion to recover health. SLAIN COMPANIONS If your companion is killed, give yourself 1 experience point for each marked ability. Then, remove the asset. If you acquire the same type of companion through the narrative of your quest and journeys, you can rebuy the asset at the normal cost. IRONSWORN 43 CHAPTER 2 | YOuR CHARACTER 42 FAILING AN ASSET MOVE For the sake of brevity, moves within an asset do not usually describe the result of a miss. If an asset offers a self-contained move, and doesn’t provide a specific consequence for a miss, you can leverage the miss result of the Face Danger move (page 60): “On a miss, you fail, or your progress is undermined by a dramatic and costly turn of events. Pay the Price.” In short, make something negative happen as appropriate to the circumstances. FAILED RITUALS Dabbling in the mystic arts is dangerous, and the results can be unpredictable. If the ritual goes wrong, envision what sort of backlash might be possible, or Ask the Oracle. You’ll also find a Mystic Backlash table on page 189. Failing a ritual might also lead to an entirely mundane result. Perhaps you were ambushed in the midst of the ritual. Or, you waste time (suffer -momentum) or resources (suffer -supply). You might choose to save any overt supernatural backlash for special circumstances, such as when you roll a match. USING ASSET CARDS Booklets of asset cards are available for download at ironswornrpg.com. You can print and cut out individual cards, and each is sized for use with standard 3.5x2.5 in (88x63mm) card protectors. Or, you can purchase decks of preprinted asset cards. Visit ironswornrpg.com to learn more. To start, select three assets. Since this is a key aspect of your character, feel free to choose assets as the first step in character creation. You can let your assets guide your concept, or vice versa. EXPERIENCE When you Fulfill Your Vow (page 101), you gain experience. The amount of experience is based on the rank of the quest, and ranges from 1 to 5 points. Mark an ‘X’ on your character sheet for each point you’ve earned.   EXPERIENCE When you Advance (page 103), you spend experience to purchase assets or upgrade an asset. Replace the ‘X’ for each point spent with a filled-in dot.   EXPERIENCE Per the Advance move, you may: • Add a new asset by spending 3 experience. • Upgrade an asset by spending 2 experience. To start, your experience is unmarked. EQUIPMENT Make note of any important equipment or items you start with. These are things that might impact the narrative and the moves you make, or provide texture to your character’s background. They don’t offer mechanical bonuses unless they are represented by an asset, such as a weapon used in a combat talent. You can assume you are equipped for travel and adventure as represented by your supply track. Don’t worry about managing rations or ammo or other mundane necessities. There are no limitations by the rules, but envision your character’s place in society and consider the availability of resources in your version of the Ironlands. By default, a fine sword or a set of quality armor is rare, and marks you as someone of note. It influences how others react to you in the fiction of your game. If you want to begin your adventures as a typical Ironlander, envision yourself outfitted with cheap, mundane gear. A hand-me-down set of quilted armor. A ratty traveling cloak. A battered wooden shield. A spear and a worn knife. Improving your lot in life can be part of your narrative journey. To start, make note of any items which have a narrative impact and equipment which relates to your assets. Keep it simple. 45 IRONSWORN CHAPTER 2 | YOuR CHARACTER 44 BECOMING IRONSWORN In your first session, envision your current situation. Something has happened—or is about to happen—which puts you on the path of the Ironsworn. This is your inciting incident. Make it personal. Give it teeth. It’s not a situation you can just walk away from. You must set things right. If you need inspiration for this starting situation, have a look at the prompts for vows in chapter 4 - ‘Your World’ (page 111) and chapter 5 - ‘Foes and Encounters’ (page 133). Or, you can Ask the Oracle (page 107) and interpret the meaning of the answer. To learn more about starting your campaign, see page 193. Then, Swear an Iron Vow and play to see what happens. IRONSWORN 47 46 CHAPTER 2 | YOuR CHARACTER CHARACTER CREATION SUMMARY Work through the following steps in whatever order you prefer. Envision your character (page 31). Choose a name (page 33). Set your stats by arranging these bonuses across edge, heart, iron, shadow, and wits in any order: 3, 2, 2, 1, 1 (page 33). Set your health, spirit, and supply to +5 (page 33). Set your momentum to +2, your max momentum to +10, and your momentum reset to +2 (page 35). Mark up to three background bonds (page 36). Pick three assets (page 39). Make note of any important equipment or items (page 45). Set a background vow, and give it a rank of extreme or epic. Then, envision your inciting incident and Swear an Iron Vow. For details on setting up your campaign, see page 193. 1 2 3 4 5 6 7 8 9 MAKING MOVES Moves help you decide what happens when you do something risky or uncertain, and they resolve various fictional and mechanical situations. There is a move for most common actions and scenes you will portray in Ironsworn. When you do something or encounter a situation within the scope of a move, refer to the move and follow its instructions to see what happens. When a move is referenced within this rulebook or within another move, the move’s name will be italicized. When you see italicized text, it’s your prompt to make that move. The Ironsworn moves are also available as a printable reference at ironswornrpg.com. Refer to that handout during your session, and come back to this chapter when you need guidance or want more detail. MOVE OUTCOMES Most moves use an action roll (page 8) to resolve the outcome. Roll your action die and challenge dice, add the relevant stat to your action die along with any adds provided by the move or your assets, and check the result. • Strong hit: When your action score is greater than both of the challenge dice, you succeed at what you are trying to do. Take any benefits as defined by the move. You are in control. Envision what you do next. • Weak hit: When your action score is greater than only one of the challenge dice, it’s a mixed result. You’ve probably succeeded, but with a lesser effect or a cost. The move will describe the outcome or choice you need to make. Control of the situation is slipping away. What happens next? • Miss: When your action score isn’t greater than either of the challenge dice, you failed or need to make a serious concession. The move will give you a specific result, or tell you to Pay the Price (page 105). You’ve lost control of the situation. What happens next? A progress roll (page 18) is a variation of the action roll used to resolve an extended challenge. When you make a progress move, you won’t roll your action die. Instead, roll the challenge dice and compare to your progress track. Then, check the result for a strong hit, weak hit, or miss. Other moves leverage an oracle roll (page 22) to help guide the fiction. You’ll roll two ten-sided dice to generate a number between 1 and 100, and check your result against a table. Some moves don’t use dice at all; don’t roll unless the move tells you to. CHAPTER 3 MOVES 49 IRONSWORN consecutive rolls. When you Undertake a Journey (page 65), you may make the roll several times to gain progress. That’s fine as long as the rolls don’t get too mechanical. Break up the flow of play with other actions, narrative beats, and events that cause you to rethink your approach. When in doubt, follow this guideline: If you’ve made the same move three times in a row, switch things up. Make something happen. MAKING GROUP MOVES When you are adventuring with allies (other player characters), you will often make moves to resolve a challenge for the group. This represents your character taking the lead in a particular scene. You might serve as the spokesperson as you Compel an enemy to negotiate a surrender. Or, you might guide your party through a dense wood as you Undertake a Journey. Unless a move specifically offers benefits for your allies, any mechanical bonus you gain from a hit is applied only to the character making the move. For example, if you represent your group as you Swear an Iron Vow (page 98) and score a strong hit, you take the mechanical reward (per the move, “take +2 momentum”). Everyone else benefits from the narrative success. The exception are moves such as Make Camp and Sojourn, which provide specific options for your allies to improve their status tracks or clear debilities. Also, your supply track is shared when you travel together, and any change (positive or negative) affects everyone in the group. Allies can contribute to your action by making the Aid Your Ally move (page 76). On a hit, you gain a bonus you can leverage to improve your chance of success. If more than one ally makes this move, bonuses can be stacked. When you make a move for your group and face a negative outcome, you should apply mechanical and narrative costs as appropriate to the current situation. MAKING PROGRESS MOVES There are four progress moves: Reach Your Destination (page 68), End the Fight (page 82), Fulfill Your Vow (page 101), and Write Your Epilogue (page 77). These moves represent your attempt to act decisively and resolve a challenge or complete a narrative arc. When you make these moves, you won’t roll your action die and add a stat. Instead, you tally your progress score by adding +1 for each fully filled progress box. Then, roll your challenge dice, compare to your progress score, and resolve the move as directed. You cannot burn momentum when making a progress move, and you are not affected by negative momentum. To learn more about progress tracks and progress moves, see page 14. BEST PRACTICES FOR MOVES FICTION FIRST, THEN MOVE What are you trying to do? How are you doing it? What complications might you face? Envision it. If you’re playing co-op or guided, talk it out. If— after thinking through the fiction—you decide you are doing something or encountering a situation that falls under a move, make the move. Depending on the scale of the current action, you might be visualizing a montage of days (a journey, for example) or the passing of a mere second (an intense fight). Always think from the standpoint of the fiction—even if it’s obvious what move you’ll make. Then, translate the fiction into the mechanics of a move, and back to the fiction again as you play out the result. To learn more about how fiction and mechanics interact, see page 203. NOT EVERYTHING IS A MOVE Don’t let your session jump from move to move without any roleplay, worldbuilding, or storytelling. If you’re doing something safe and certain, it’s probably not a move. If you’d rather gloss over something, do it. Many moves offer a potential benefit and cost, and it’s ultimately your decision whether to risk the move to gain the reward. If you happen across a community in your travels, and decide to roleplay some low-key interactions with the locals, that’s not necessarily a move. However, if you are wounded and low on supplies, Sojourn (page 71) gives you an opportunity to recover. Moves are also used as a pacing mechanism. Moves leading immediately to other moves make the situation feel more intense and dangerous. MAKE MOVES MATTER Let your moves flow organically out of the narrative. Don’t make moves purely for a mechanical benefit without some support in the fiction. Don’t repeat a move trying to get your desired outcome. A move, hit or miss, should always result in a change to the current situation. For example, you are trying to Compel (page 69) a clan leader to agree to an alliance. You roleplay how you attempt to reason with them. Then, you make the roll, and fail. They refused. Why? What else do you learn or what do they do to make your situation more complex or dangerous? Whatever happens, something happens. You shouldn’t try to Compel them again unless you bring a new approach or leverage to bear. However, there will be times when you make a move multiple times in sequence. In combat, you’ll often Strike (page 79) or Clash (page 80) with 51 IRONSWORN CHAPTER 3 | MOvES 50 EQUIPMENT AND MOVES Equipment and items can contribute to the fiction of how you make or avoid a move. What you wear or the items you carry might also affect how you envision your character. Otherwise, equipment is not especially important. To learn more about equipment for your character, see page 25 and page 45. WEAPONS AND ARMOR In combat, the weapons you wield and armor you wear mainly provide narrative detail for the scene. When you envision how you fight, take your equipment into account. Weapons have implied characteristics. Light axes, knives, or spears can be thrown. A bow is fired. A sword is a fine weapon balanced for attack and defense. When you wield a spear, you leverage its reach to hold your opponent at bay or attack with speed and precision. When you fight with a knife, you move inside your opponent’s guard and slash and cut. When you hold a shield, you deflect blows, bash or shove your foe, or even block arrows at range. Similarly, you can envision yourself relying on armor as you like. Do you wear crudely stitched hides for protection? Perhaps a fine shirt of mail handed down from your kin? Do you hide your face within a visored iron helm? How does your armor affect your combat stance and tactics? You can lose a weapon, run out of ammo, or see your armor damaged as a result of a failed move. This can be represented mechanically through a loss of momentum. Or, you might Endure Stress if an item of sentimental value is destroyed. Losing access to a weapon also limits your ability to inflict harm (1 harm instead of 2—see page 19). Always start with the fiction. What moves does this item allow you to make or avoid? What happens when you no longer have it? If you have a combat talent asset (page 40), your weapon and armor may provide additional benefit through abilities. As long as you carry the item, you may use those abilities. INITIATIVE Initiative is a special mechanic in combat. It reflects who is in control. When you have initiative, you make proactive moves and have more options. When your foe has initiative against you, they are forcing you to react. Initiative shifts between you and your foes depending on the result of your moves. Some moves are inherently proactive or offensive and can only be made when you have initiative. Others are reactive or defensive and are made when your foe has initiative. Combat moves (page 78) usually specify when you make the move (with or without initiative) and whether you take or lose initiative as part of the outcome. However, you will make moves which aren’t specifically combat moves to take action or avoid dangers in a fight. To determine whether you have initiative, follow these guidelines (unless a move tells you otherwise): • When you score a strong hit, you take or retain initiative. • When you score a weak hit or miss, you lose initiative. The ability to take initiative on a strong hit applies even to suffer moves (page 90). For example, if you score a miss when you Clash and your foe inflicts harm, you can still take back initiative with a strong hit on Endure Harm. This is your character shrugging off the hit and roaring back into the fight. To learn more about other moves in combat, see page 85. NPCs do not make moves. When an NPC has initiative, they take actions in the fiction of the scene which force you to react. When you have initiative, you are in control and taking proactive actions to achieve your objectives. INITIATIVE AND ALLIES When you are playing with allies (other player characters), you each track your own initiative based on the outcome of your moves. You can shift the focus between characters and make moves as appropriate to the situation. A character with initiative makes proactive moves to inflict harm or setup an advantage. A character without initiative defends against attacks or tries to get back into the fight. Keep in mind that initiative doesn’t represent who goes next. Talk out what happens as if moving a virtual camera around your imagined scene. Bring the chaos of a melee to life. Use a dramatic moment to jump to a different character and leave everyone in suspense. Keep things moving to give everyone a chance in the spotlight. 52 CHAPTER 3 | MOvES 53 IRONSWORN EXAMPLE: INITIATIVE IN ACTION Ash and Tayla are playing Ironsworn in co-op mode without a GM. They are helping defend a village against a raider attack. They come across two raiders in the longhouse. Both of them make the Enter the Fray move (page 78). This is the move that triggers combat. Per the description of this move, the situation and their intent determines what stat to use for the roll. The raiders aren’t aware of them yet, and Ash wants to use this to their advantage and get a shot or two off with his bow. He’ll roll +shadow. Tayla, meanwhile, is eager to wade into the fight. She rolls with +heart, caution be damned. Ash rolls a strong hit, and gains initiative. Tayla rolls a weak hit. They think for a moment about how to manage the initial focus of the fight. Ash suggests, “Tayla, you are charging into battle, but these raiders are no greenhorns. They react quickly, readying their weapons, and one of them lunges with a spear.” This narration shows that Tayla does not have control of the situation. She’ll have to react to the raider and try to gain back initiative. However, Tayla wants to put the focus on Ash, who has initiative. This gives him an opportunity to intercede in the trouble Tayla is about to face. “You’ve got a second before I’m in the thick of it,” Tayla tells Ash. “What do you do?” “Quick as I can, nock an arrow, pull back, and send it flying towards the guy with the spear. That’s a Strike.” Ash rolls +edge for the Strike (page 79), and scores a weak hit. He can mark progress against the raider, but he has lost initiative. “I was just a bit slow with that arrow shot,” Ash says. “Let’s inflict harm for it in a second. First, though, the raider thrusts the spear at you. What do you do?” Ash and Tayla are essentially rewinding time for dramatic effect. The result of Ash’s move, the arrow shot, hasn’t occurred in the fiction yet. They’ll use this as a technique to resolve the weak hit and give the raider an opportunity to act before getting hit with an arrow. “I’m going to try to evade the attack and get inside his guard,” Tayla says. “Clash?” Ash asks. This move (page 80) lets Tayla to try to inflict harm on her foe. “No. I just want to defend.” “Sounds like Face Danger then. Roll for it.” Tayla makes the Face Danger move (page 60). She gets a strong hit, and now has initiative. “He thrusts with his spear,” Tayla says, describing the outcome of her move, “but I knock it aside with my shield. I’m inside his guard, bringing back my sword for a swing...” “And at that moment,” Ash says, “thwack! An arrow slices right past you and into the guy’s shoulder. He reels.” “Nice,” Tayla tells Ash. “You probably don’t have another clear shot now that I’m mixing it up with them. What do you do?” “I’ll drop the bow, draw my axe, and join the fight.” Ash doesn’t have initiative, so the fiction needs to show him not in control of the situation. “As I move forward,” he adds, “the raider on the left suddenly charges at me.” “Let’s see what happens with me first,” Tayla says. “Sure. You’re inside his guard. He’s reeling from that arrow shot. What do you do?” Tayla pantomimes a sword swing. “Right across his neck. Strike.” Tayla makes the roll. Another strong hit. She marks the harm as progress against the raider. He’s at ten progress. “I’ll try to End the Fight,” Tayla says, triggering the move that determines whether she’s defeated this raider (page 82). She makes the roll. A strong hit. The raider is out of this battle. “Meanwhile,” Tayla says, “you’ve got the other one bearing down on you. They’re holding their shield out like a battering ram. What do you do?” 55 IRONSWORN CHAPTER 3 | MOvES 54 MOVE GLOSSARY There are several common phrases, terms, and prompts you’ll see as part of moves and assets. They are summarized here (in alphabetical order). “ADD +X” Add this number to your action die. This is in addition to any other bonuses you otherwise receive, such as your stat. Your action die + your stat + adds is your final action score. See page 8 for details. “ALLIES / ALLY” An ally (page 25) is a character controlled by another player. “ASK THE ORACLE” When you seek inspiration to decide the outcome of a move, resolve what happens next, or get details about your world, you can Ask the Oracle (page 107). This move lets you ask questions to get a yes/no result or use random prompts for brainstorming. When you are playing with a GM, they are the oracle. Ask them what happens, or talk it out. “COMPANION” A companion (page 25) is an NPC asset. “CHOOSE” The move will provide a list of options and the number you may select. You may not select a single option more than once. “ENDURE HARM (X HARM)” Make the Endure Harm move (page 91), reducing your health track by the indicated amount of harm. “ENDURE STRESS (X STRESS)” Make the Endure Stress move (page 95), reducing your spirit track by the indicated amount of stress. “IN EXCHANGE FOR” Adjust the appropriate tracks by the amount indicated in the move. Typically, you will trade +1 in one track for -1 in another. “INFLICT YOUR HARM” When you inflict your harm (page 19), you mark progress against your foe. If you are armed with a deadly weapon (such as a sword, axe, spear, or bow), you inflict 2 harm. If you are unarmed or using an improvised or simple weapon (such as a shield, stick, club, staff, or rock), you inflict 1 harm. Each point of harm you inflict is marked as progress on your foe’s progress track, as appropriate to their rank. For example, each point of harm equals 2 ticks when fighting an extreme enemy, or 2 full progress boxes when fighting a dangerous enemy. “INFLICT +X HARM” “Inflict +1 Harm” tells you to add 1 harm to your current attack. Some assets increase your harm in particular circumstances, or a move might give you an option to increase your harm. You must inflict harm as a result of your move to gain the bonus. Always add your harm and any bonus harm together, then apply it to your foe’s progress track. “ON A HIT” / “IF YOU SCORE A HIT” Act on these instructions if you score a weak or strong hit on a move (your move score beats one or both of the challenge dice). “ON A WEAK HIT” / “IF YOU SCORE A WEAK HIT” Act on these instructions if your move score is greater than one challenge die, but less than or equal to the other. “ON A STRONG HIT” / “IF YOU SCORE A STRONG HIT” Act on these instructions if your move score is greater than both challenge dice. “ON A MISS” / “IF YOU SCORE A MISS” Act on these instructions if your move score does not beat either of the challenge dice. “PAY THE PRICE” When you roll a miss on a move, you’ll usually see a prompt to Pay the Price. This move (page 105) helps you resolve the outcome of failure. If you’re playing without a GM, you make the most obvious or interesting bad outcome happen based on the current circumstances, roll on the Pay the Price table to see what happens, or Ask the Oracle (page 107). If you’re playing with a GM, they can decide what happens, ask you to roll on the table, or talk it with the group. 57 IRONSWORN CHAPTER 3 | MOvES 56 “TAKE +X” Add this number to the indicated track. For example, “Take +2 momentum” tells you to add 2 to your current momentum track. Some assets may offer additional bonuses. Unless stated otherwise, this bonus is added to anything else you gain as a result of your move. If you take +2 momentum as part of a move, and you are using an asset which gives you +1 momentum on the same move, you take +3 momentum total. “WHEN YOU…” This is the move trigger. When you do this thing, or encounter this situation, make the move. Only you, the character, makes moves. You or the GM don’t use moves for non-player characters or creatures. If you’re just checking to see if something happens or how someone acts, you can Ask the Oracle (page 105). “PROGRESS MOVE” This is a special type of move to resolve the outcome of a goal or challenge. When you make a progress move, tally the number of filled boxes on your progress track as your progress score. Only add fully filled boxes (those with four ticks). Then, roll your challenge dice, compare to your progress score, and resolve a strong hit, weak hit, or miss as normal. You may not burn momentum on this roll, and you are not affected by negative momentum. To learn more about progress tracks and progress moves, see page 14. “REROLL ANY DICE” After you roll your move, you may pick up and reroll your choice of any dice, including either or both of the challenge dice and your action die. Set aside the dice you intend to keep. You may only reroll once, using a single throw for all dice you choose to reroll. Choose carefully, because the new result for all dice must stand. “ROLL +[STAT]” Add the value of the indicated stat to your action die. This is the basic action roll (page 8). Most moves indicate the stat you should use, such as “roll +iron”. If it doesn’t, or gives you a choice, use the most appropriate stat. “SUFFER -X” Subtract this number from the indicated track. For example, “Suffer -1 supply” tells you to subtract 1 from your supply track. If a specific amount is open to interpretation, reduce the track as appropriate to the challenge faced. Rank Amount Troublesome -1 Dangerous -2 Formidable -3 Extreme -4 Epic -5 When you are fighting a foe, they inflict harm and stress based on their rank. For example, a formidable foe inflicts 3 harm or stress. When in doubt about the amount you suffer, just assume it is a dangerous result and adjust the associated track by -2. IRONSWORN 59 CHAPTER 3 | MOvES 58 ADVENTURE MOVES Adventure moves are used as you travel the Ironlands, investigate situations, and deal with threats. FACE DANGER When you attempt something risky or react to an imminent threat, envision your action and roll. If you act... • With speed, agility, or precision: Roll +edge. • With charm, loyalty, or courage: Roll +heart. • With aggressive action, forceful defense, strength, or endurance: Roll +iron. • With deception, stealth, or trickery: Roll +shadow. • With expertise, insight, or observation: Roll +wits. On a strong hit, you are successful. Take +1 momentum. On a weak hit, you succeed, but face a troublesome cost. Choose one. • You are delayed, lose advantage, or face a new danger: Suffer -1 momentum. • You are tired or hurt: Endure Harm (1 harm). • You are dispirited or afraid: Endure Stress (1 stress). • You sacrifice resources: Suffer -1 supply. On a miss, you fail, or your progress is undermined by a dramatic and costly turn of events. Pay the Price. The Face Danger move is a catch-all for risky, dramatic, or complex actions not covered by another move. If you’re trying to overcome an obstacle or resist a threat, make this move to see what happens. You select which stat to roll based on how you address the challenge. A strong hit means you succeed. You are in control. What do you do next? A weak hit means you overcome the obstacle or avoid the threat, but not without cost. Choose an option and envision what happens next. You don’t have complete control. Consider how the situation might escalate, perhaps forcing you to react with another move. A miss means you are thwarted in your action, fail to oppose the threat, or make some progress but at great cost. You must Pay the Price. SECURE AN ADVANTAGE When you assess a situation, make preparations, or attempt to gain leverage, envision your action and roll. If you act... • With speed, agility, or precision: Roll +edge. • With charm, loyalty, or courage: Roll +heart. • With aggressive action, forceful defense, strength, or endurance: Roll +iron. • With deception, stealth, or trickery: Roll +shadow. • With expertise, insight, or observation: Roll +wits. On a strong hit, you gain advantage. Choose one. • Take control: Make another move now (not a progress move); when you do, add +1. • Prepare to act: Take +2 momentum. On a weak hit, your advantage is short-lived. Take +1 momentum. On a miss, you fail or your assumptions betray you. Pay the Price. The structure of Secure an Advantage is similar to Face Danger. You envision your action and roll + your most relevant stat. This move, however, is proactive rather than reactive. You’re evaluating the situation or strengthening your position. This move gives you an opportunity to build your momentum or improve your chance of success on a subsequent move. It’s a good move to make if you want to take a moment to size up the situation, or if you’re acting to gain control. It will often encompass a moment in time—such as shoving your foe with your shield to setup an attack. Or, it can represent preparation or evaluation spanning minutes, hours, or even days, depending on the narrative circumstances. A strong hit means you’ve identified an opportunity or gained the upper hand. You knocked your enemy down. You moved into position for an arrow shot. You built your trap. You scouted the best path through the mountains. Now it’s time to build on your success. A weak hit means your action has helped, but your advantage is fleeting or a new danger or complication is revealed. You pushed, and the world pushes back. What happens next? A miss means your attempt to gain advantage has backfired. You acted too slowly, presumed too much, or were outwitted or outmatched. Pay the Price. 61 IRONSWORN CHAPTER 3 | MOvES 60 HEAL When you treat an injury or ailment, roll +wits. If you are mending your own wounds, roll +wits or +iron, whichever is lower. On a strong hit, your care is helpful. If you (or the ally under your care) have the wounded condition, you may clear it. Then, take or give up to +2 health. On a weak hit, as above, but you must suffer -1 supply or -1 momentum (your choice). On a miss, your aid is ineffective. Pay the Price. When you tend to physical damage or sickness—for yourself, an ally, or an NPC—make this move. Healing might be represented by staunching bleeding, binding wounds, applying salves, or using herbs to brew a tonic. In the Ironlands, healing is not overtly magical, but some folk know how to treat even the most dire of injuries and illnesses. Healing takes time. A few minutes for a quick treatment to get someone on their feet. Hours or perhaps days for more severe injuries. Use what seems appropriate to the circumstances, and consider how this downtime affects your quests and other things going on in your world. A miss can mean you’ve caused harm rather than helping, or some perilous event interrupts your care. NPCs who are not companions do not have a health track. When you attempt to Heal them, make this move and apply the result through the fiction. They will improve, or not, as appropriate to the move’s outcome. RESUPPLY When you hunt, forage, or scavenge, roll +wits. On a strong hit, you bolster your resources. Take +2 supply. On a weak hit, take up to +2 supply, but suffer -1 momentum for each. On a miss, you find nothing helpful. Pay the Price. When you’re in the field and need to bolster your supply track, make this move. Fictionally, this represents hunting and gathering. You might also search an area where supplies might be found, such as an abandoned camp or field of battle. GATHER INFORMATION When you search an area, ask questions, conduct an investigation, or follow a track, roll +wits. If you act within a community or ask questions of a person with whom you share a bond, add +1. On a strong hit, you discover something helpful and specific. The path you must follow or action you must take to make progress is made clear. Envision what you learn (Ask the Oracle if unsure), and take +2 momentum. On a weak hit, the information complicates your quest or introduces a new danger. Envision what you discover (Ask the Oracle if unsure), and take +1 momentum. On a miss, your investigation unearths a dire threat or reveals an unwelcome truth that undermines your quest. Pay the Price. Use this move when you’re not sure of your next steps, when the trail has gone cold, when you make a careful search, or when you do fact-finding. There’s some overlap with other moves using +wits and involving knowledge, but each has their purpose. When you’re forced to react with awareness or insight to deal with an immediate threat, that’s Face Danger. When you size up your options or leverage your expertise and prepare to make a move, that’s Secure an Advantage. When you’re spending time searching, investigating, asking questions—especially related to a quest—that’s when you Gather Information. Use whichever move is most appropriate to the circumstances and your intent. A strong hit means you gain valuable new information. You know what you need to do next. Envision what you learn, or Ask the Oracle. With a weak hit, you’ve learned something that makes your quest more complicated or dangerous. You know more about the situation, but it’s unwelcome news. To move forward, you need to overcome new obstacles and see where the clues leads. On a miss, some event or person acts against you, a dangerous new threat is revealed, or you learn of something which contradicts previous information or severely complicates your quest. 63 IRONSWORN CHAPTER 3 | MOvES 62 UNDERTAKE A JOURNEY When you travel across hazardous or unfamiliar lands, first set the rank of your journey. • Troublesome journey: 3 progress per waypoint. • Dangerous journey: 2 progress per waypoint. • Formidable journey: 1 progress per waypoint. • Extreme journey: 2 ticks per waypoint. • Epic journey: 1 tick per waypoint. Then, for each segment of your journey, roll +wits. If you are setting off from a community with which you share a bond, add +1 to your initial roll. On a strong hit, you reach a waypoint. If the waypoint is unknown to you, envision it (Ask the Oracle if unsure). Then, choose one. • You make good use of your resources: Mark progress. • You move at speed: Mark progress and take +1 momentum, but suffer -1 supply. On a weak hit, you reach a waypoint and mark progress, but suffer -1 supply. On a miss, you are waylaid by a perilous event. Pay the Price. This is Ironsworn’s travel move. When you set off or push on toward a destination, make this move. First, give your journey a rank. Decide how far—and how hazardous—it is based on the established fiction. If you’re unsure, Ask the Oracle. Most of your journeys should be troublesome or dangerous. Formidable or extreme journeys might require weeks within your narrative, with appropriate stops, side quests, and adventures along the way. An epic journey is one of months, or even years. It is the journey of a lifetime. If the journey is mundane—a relatively short distance through safe territory, —don’t make this move. Just narrate the trip and jump to what happens or what you do when you arrive. ALONG FOR THE RIDE? If you are part of a caravan or party of NPCs, and aren’t an active participant in the planning or execution of the journey, you won’t make this move or track progress. The journey will be resolved in the fiction. You can Ask the Oracle to determine what happens en route or when you arrive. If you’re adventuring with allies, you share the same supply value. When one of you makes this move, each of you adjust your supply track. If you have the unprepared condition marked, you can’t resupply. Instead, you need to find help in a community when you Sojourn. MAKE CAMP When you rest and recover for several hours in the wild, roll +supply. On a strong hit, you and your allies may each choose two. On a weak hit, choose one. • Recuperate: Take +1 health for you and any companions. • Partake: Suffer -1 supply and take +1 health for you and any companions. • Relax: Take +1 spirit. • Focus: Take +1 momentum. • Prepare: When you break camp, add +1 if you Undertake a Journey. On a miss, you take no comfort. Pay the Price. Making camp can be a purely narrative activity and can be abstracted or roleplayed as you like. However, if you need to recover from the struggle of your adventures while traveling through the wilds, make this move. Unlike most moves, you will not roll + a stat. Instead, you roll +supply. This represents your access to provisions and gear. Huddling in your cloak on the cold ground is a different experience than a warm fire, good food, and a dry tent. On a strong hit, choose two from the list. You may not select a single option more than once. On a weak hit, choose one. If you recuperate or partake, you can also apply those benefits to your companions (NPC assets—see page 39). If you are traveling with allies, only one of you makes this roll for the group. Each of you may then choose your own benefits on a strong or weak hit. On a miss, you gain no benefits of your downtime. Perhaps you suffered troubling dreams (Endure Stress). Poor weather may have left you weary and cold (Endure Harm). Or, you were attacked. If in doubt, roll on the Pay the Price table or Ask the Oracle for inspiration. Depending on what you envision, you can play to see what happens, or jump to the next day as you continue on your journey the worse for wear. 65 IRONSWORN CHAPTER 3 | MOvES 64 (filling two boxes on your progress track) for each waypoint. When you feel you have accumulated enough progress and are ready to make a final push towards your destination, make the Reach Your Destination move. For more on progress tracks and progress moves, see page 14. TRAVEL TIME Travel time can largely be abstracted. The time between waypoints might be hours or days, depending on the terrain and the distance. If it’s important, make a judgment call based on what you know of your journey, or Ask the Oracle. MOUNTS AND TRANSPORT Horses, mules, and transport (such as boats) influence the fiction of your journey—the logistics of travel and how long it takes. They do not provide a mechanical benefit unless you have an asset which gives you a bonus (such as a Horse companion). MANAGING RESOURCES You can intersperse Resupply or Make Camp moves during your journey to manage your health, spirit and supply, or to create new scenes as diversions. Don’t be concerned with using the Make Camp move as an automatic capstone to a day of travel. You can be assumed to rest and camp as appropriate without making the move, and you can roleplay out those scenes or gloss over them as you like. When you want the mechanical benefit of the Make Camp move, or you’re interested in playing the move out through the fiction, then do it. ON A MISS... You do not mark progress on a miss. Instead, you encounter a new danger. You might face hazards through the weather, the terrain, encounters with creatures or people, attacks from your enemies, strange discoveries, or supernatural events. Decide what happens based on your current circumstances and surroundings, roll on the Pay the Price table, or Ask the Oracle for inspiration. Depending on your desired narrative pace, you can then play out the event to see what happens, or summarize and apply the consequences immediately. For example, you roll a miss and decide you encounter a broad, wild river which must be crossed to continue on your journey. If you want to focus on how you deal with the situation, play to see what happens by making moves. You might Secure an Advantage by exploring upriver for a ford and then Face Danger to cross. Or, if want to quickly push the story forward, you could fast- forward to a perilous outcome such as losing some provisions during the crossing (suffer -supply). Mix things up, especially on long journeys. ALLIES AND JOURNEYS If you are traveling with allies, one of you makes the Undertake a Journey roll for each segment, and you share a progress track. The responsibility for leading the journey can switch from segment to segment as you like. Your fellow travelers can assist by making the Aid Your Ally move. Perhaps they are scouting ahead or sustaining you with a lively song. They can also Resupply to represent foraging or hunting for supplies en route. Everyone should offer narrative color for what they do and see on the journey, even if they are not making moves. Only the character making the move takes the momentum bonus on a strong hit. But, because your supply track is shared, each of you mark -1 supply when the acting character makes that choice on a strong hit or when they suffer a weak hit. WAYPOINTS If you score a strong or weak hit on this move, you reach a waypoint. A waypoint is a feature of the landscape, a settlement, or a point-of-interest. Depending on the information you have or whether you have traveled this area before, a specific waypoint may be known to you. If it isn’t, envision what you find. If you need inspiration, Ask the Oracle. You will find random tables for waypoint features on page 176, but do not rely too heavily on these generators. Seek inspiration from your fiction and the landscape you envision around you. If it’s interesting, wondrous, or creates new opportunities for drama and adventure, bring it to life. Depending on the pace of your story and your current situation, you may choose to focus on this waypoint. A settlement can offer roleplay opportunities or provide a chance to recuperate and provision via the Sojourn move. In the wilds, you might make moves such as Make Camp, Resupply, or Secure an Advantage. Or, you can play out a scene not involving moves as you interact with your allies or the world. Mix it up. Some waypoints will pass as a cinematic montage (doubtlessly depicted in a soaring helicopter shot as you trudge over jagged hills). Other waypoints offer opportunities to zoom in, enriching your story and your world. When you roll a match (page 9), take the opportunity to introduce something unexpected. This could be an encounter, a surprising or dramatic feature of the landscape, or a turn of events in your current quest. MARKING PROGRESS When you score a hit and reach a waypoint, you mark progress per the rank of the journey. For example, on a dangerous journey you mark 2 progress 67 IRONSWORN CHAPTER 3 | MOvES 66 RELATIONSHIP MOVES Relationship moves are made as you interact with others in the world, fight duels, form bonds, support your allies, and determine the ultimate fate of your character. COMPEL When you attempt to persuade someone to do something, envision your approach and roll. If you... • Charm, pacify, barter, or convince: Roll +heart (add +1 if you share a bond). • Threaten or incite: Roll +iron. • Lie or swindle: Roll +shadow. On a strong hit, they’ll do what you want or share what they know. Take +1 momentum. If you use this exchange to Gather Information, make that move now and add +1. On a weak hit, as above, but they ask something of you in return. Envision what they want (Ask the Oracle if unsure). On a miss, they refuse or make a demand which costs you greatly. Pay the Price. When you act to persuade someone to do as you ask, or give you something, make this move. It might be through bargaining, or intimidation, charm, diplomacy, or trickery. Use the appropriate stat based on your approach, and roll to see what happens. This move doesn’t give you free rein to control the actions of other characters in your world. Remember: Fiction first. Consider their motivations. What is your leverage over them? What do they stand to gain or avoid? Do you have an existing relationship? If your argument has no merit, or your threat or promise carries no weight, you can’t make this move. You can’t intimidate your way out of a situation where you are at a clear disadvantage. You can’t barter when you have nothing of value to offer. If you are unsure, Ask the Oracle, “Would they consider this?” If the answer is yes, make the move. On the other hand, if their positive response is all but guaranteed—you are acting obviously in their best interest or offering a trade of fair value—don’t make this move. Just make it happen. Save the move for times when the situation is uncertain and dramatic. REACH YOUR DESTINATION Progress Move When your journey comes to an end, roll the challenge dice and compare to your progress. Momentum is ignored on this roll. On a strong hit, the situation at your destination favors you. Choose one. • Make another move now (not a progress move), and add +1. • Take +1 momentum. On a weak hit, you arrive but face an unforeseen hazard or complication. Envision what you find (Ask the Oracle if unsure). On a miss, you have gone hopelessly astray, your objective is lost to you, or you were misled about your destination. If your journey continues, clear all but one filled progress, and raise the journey’s rank by one (if not already epic). When you have made progress on your journey progress track and are ready to complete your expedition, make this move. Since this is a progress move, you tally the number of filled boxes on your progress track. This is your progress score. Only add fully filled boxes (those with four ticks). Then, roll your challenge dice, compare to your progress score, and resolve a strong hit, weak hit, or miss as normal. You may not burn momentum on this roll, and you are not affected by negative momentum. When you score a strong hit, you arrive at your destination and are well- positioned for success. This should be reflected in the mechanical benefit offered by the move, but also in how you envision your arrival. If this has been a long, arduous journey, make this moment feel rewarding. On a weak hit, something complicates your arrival or your next steps. Things are not what you expected, or a new danger reveals itself. Perhaps the village is occupied by a raiding party, or the mystic whose council you sought is initially hostile to you. Envision what you find and play to see what happens. On a miss, something has gone horribly wrong. You realize you are off-course, you had bad information about your destination, or you face a turn of events undermining your purpose here. Depending on the circumstances, this might mean your journey ends in failure, or that you must push on while clearing all but one of your filled progress and raising the journey’s rank. If you are traveling with allies, one of you makes this move. Each of you benefit (or suffer) from the narrative outcome of the roll. Only the character making the move gets the mechanical benefit of a strong hit. 69 IRONSWORN CHAPTER 3 | MOvES 68 SOJOURN When you spend time in a community seeking assistance, roll +heart. If you share a bond, add +1. On strong hit, you and your allies may each choose two from within the categories below. On a weak hit, choose one. If you share a bond, choose one more. On a hit, you and your allies may each focus on one of your chosen recover actions and roll +heart again. If you share a bond, add +1. On a strong hit, take +2 more for that action. On a weak hit, take +1 more. On a miss, it goes badly and you lose all benefits for that action. Clear a Condition • Mend: Clear a wounded debility and take +1 health. • Hearten: Clear a shaken debility and take +1 spirit. • Equip: Clear an unprepared debility and take +1 supply. Recover • Recuperate: Take +2 health for yourself and any companions. • Consort: Take +2 spirit. • Provision: Take +2 supply. • Plan: Take +2 momentum. Provide Aid • Take a quest: Envision what this community needs, or what trouble it is facing (Ask the Oracle if unsure). If you chose to help, Swear an Iron Vow and add +1. On a miss, you find no help here. Pay the Price. Communities stand as an oasis within the perilous wilds of the Ironlands. They are a source of protection, trade, and fellowship. However, there are no grand cities like those that stood in the Old World. Life here is too harsh. Resources too few. When you rest, replenish, and share fellowship within a community, make this move. Depending on your level of success, you can choose one or more debilities to clear or tracks to increase. If you share a bond with this community and score a hit, you may select one more. You may select an option only once. If you recuperate, you can also apply those benefits to your companions (NPC assets—see page 39). If you Sojourn with On a weak hit, success is hinged on their counter-proposal. Again, look to the fiction. What would they want? What would satisfy their concerns or motivate them to comply? If you accept their offer, you gain ground. If not, you’ve encountered an obstacle in your quest and need to find another path forward. If you promise them something as part of this move, but then fail to do as you promised, they should respond accordingly. Perhaps it means a rude welcome when next you return to this community. If they are powerful, they may even act against you. If you share a bond, you would most certainly Test Your Bond. Your actions, good or bad, should have ramifications for your story beyond the scope of the move. On a miss, they are insulted, angered, inflexible, see through your lies, or demand something of you which costs you dearly. Their response should introduce new dangers or complications. Compel may also be used to bring combat to a non-violent conclusion. Your approach dictates the stat you use—typically +iron when you threaten with further violence, +heart when you attempt to surrender or reason with them, and +shadow when you use trickery. Your foe must have a reason to be open to your approach. If unsure, Ask the Oracle. To learn more, see page 88. 70 CHAPTER 3 | MOvES 71 IRONSWORN DRAW THE CIRCLE When you challenge someone to a formal duel, or accept a challenge, roll +heart. If you share a bond with this community, add +1. On a strong hit, take +1 momentum. You may also choose up to three boasts and take +1 momentum for each. On a weak hit, you may choose one boast in exchange for +1 momentum. • Grant first strike: Your foe has initiative. • Bare yourself: Take no benefit of armor or shield; your foe’s harm is +1. • Hold no iron: Take no benefit of weapons; your harm is 1. • Bloody yourself: Endure Harm (1 harm). • To the death: One way or another, this fight must end with death. On a miss, you begin the duel at a disadvantage. Your foe has initiative. Pay the Price. Then, make moves to resolve the fight. If you are the victor, you may make a lawful demand, and your opponent must comply or forfeit their honor and standing. If you refuse the challenge, surrender, or are defeated, they make a demand of you. Ritualized duels are a common way of dealing with disputes among Ironlanders. When you challenge someone or accept a challenge, you each trace one-half of the outline of a circle into the ground with the point of an iron blade. Then, you face each other in the center of the circle and fight. You setup your foe’s progress track per the Enter the Fray move, but use this move instead of Enter the Fray to begin the fight. You have initiative at the start of combat unless you score a miss or choose the option to grant first strike. Duels are usually stopped when one of the duelists surrenders or is clearly defeated. The victor may then make a demand which the loser must abide by. Not complying with this demand means ostracism and shame. If you lose a duel, envision what your opponent demands of you. If you’re unsure, Ask the Oracle. Then, do it or face the narrative cost of your dishonor. Duels may also be to the death. If one of the combatants declares their intent to fight to the death, the other must agree or forfeit. allies, only one of you makes this move, but all of you can make your own choices on a strong or weak hit. Your Sojourn should require several hours or several days, depending on your current circumstances and level of aid and recovery required. Make this move only once when visiting a community, unless the situation changes. On a hit, this move also includes an option to roll again for one of your selected recover actions. The second roll either provides a bonus to that activity (on a hit), or causes you to lose all benefits for your recovery. For example, if you are suffering from low spirit, you might choose to focus on the consort action, representing time in the mead hall or intimacy with a lover. Roll +heart again, and take the bonus if you score a hit. You should envision what makes this community and its people unique. Give every community at least one memorable characteristic. If you need inspiration, Ask the Oracle. You will find creative prompts, along with generators for community names and troubles in chapter 6 (page 165). Narratively, you can imagine much of the time in this community passing as a montage. If you choose to focus on a recovery action, zoom into that scene and envision what happens. You might be in the healer’s house, at the market, dancing at a festival, or speaking with the clan leader and making plans. Envision how this scene begins, make your roll, and then narrate the conclusion of the scene—good or bad—based on the result of your focus roll. You can also perform additional moves while in the community. If you need to Gather Information, Compel someone, or Draw the Circle to resolve a feud, zoom into those scenes and play to see what happens. Sojourn is an overarching move that sets the tone for your stay and defines the mechanics of your recovery. It is not the only move you can make. On a miss, something goes wrong. You are not welcomed. The citizens are hostile to you. Your dark mood alienates you. A perilous event threatens you all. Envision what happens based on your current circumstances, or Ask the Oracle. 72 CHAPTER 3 | MOvES 73 IRONSWORN they may honor you in their own way. Envision what these ceremonies look like to add color and texture to the setting. Also, respect the narrative weight of a bond. Don’t declare a bond with everyone in sight to add more ticks to your bond progress track. Your bonds represent true, deep connections. BONDS AND ALLIES If you and your allies act together to Forge a Bond with an NPC or community, only one of you makes the move. Others can Aid Your Ally to provide support. If you are successful, each of you may mark a tick on your bond progress track. Only the character making the move takes the mechanical benefits of a strong hit (+1 spirit or +2 momentum). Bonds can also be made between allies. One of you makes the move, and both of you may mark the bond on a hit. If you score a weak hit, your ally may decide what they ask of you. On a miss, something still stands between you. What is it? What must you do to form a deeper connection? TEST YOUR BOND When your bond is tested through conflict, betrayal, or circumstance, roll +heart. On a strong hit, this test has strengthened your bond. Choose one. • Take +1 spirit. • Take +2 momentum. On a weak hit, your bond is fragile and you must prove your loyalty. Envision what they ask of you (Ask the Oracle if unsure), and do it (or Swear an Iron Vow). If you decline or fail, clear the bond and Pay the Price. On a miss, or if you have no interest in maintaining this relationship, clear the bond and Pay the Price. Bonds are not necessarily everlasting. Events in your story may cause your bond to be tested. How strong is your commitment? If you seek to maintain this bond, at what cost? When you are forced to act against a community or person you share a bond with, fail in a crucial task for them, or they break faith with you, make this move. You should Test Your Bond within the community or in the company of the person with whom you share the bond. If an incident forces this test, but you aren’t in a position to resolve it, make a note. Then, make this move when you FORGE A BOND When you spend significant time with a person or community, stand together to face hardships, or make sacrifices for their cause, you can attempt to create a bond. When you do, roll +heart. If you make this move after you successfully Fulfill Your Vow to their benefit, you may reroll any dice. On a strong hit, make note of the bond, mark a tick on your bond progress track, and choose one. • Take +1 spirit. • Take +2 momentum. On a weak hit, they ask something more of you first. Envision what it is (Ask the Oracle if unsure), do it (or Swear an Iron Vow), and mark the bond. If you decline or fail, Pay the Price. On a miss, you are refused. Pay the Price. Bonds connect you to the people of the Ironlands. They provide a story benefit by enriching your interactions and creating connections with a recurring cast of characters and familiar places. They also provide mechanical benefits by giving you adds when you make moves such as Sojourn or Compel. And, perhaps most importantly, your bonds help determine your ultimate fate when you retire from adventuring and Write Your Epilogue. Bonds can be created through narrative circumstances or through sworn vows. If you’ve established a strong relationship with a person or community, you may Forge a Bond to give it significance. If you make this move after you successfully Fulfill Your Vow in service to them, you have proven yourself worthy and may reroll any dice. When you Forge a Bond and score a strong hit, mark a tick on your bond progress track (page 36) and make note of your bond. On a weak hit, they ask more of you. It might be a task, an item, a concession, or even a vow. Envision what they need, or Ask the Oracle. If you do it, or Swear an Iron Vow, you can mark the bond. On a miss, they have refused you. Why? The answer should introduce new complications or dangers. BONDS AND THE FICTION In the fiction of your world, bonds can be ceremonial. If your bond is with a person, perhaps you trade gifts. When you form a bond with a community, 75 IRONSWORN CHAPTER 3 | MOvES 74 next come in contact. If extended time passes without making the test (days, weeks, or months, depending on the circumstance), clear the bond and be done with it. If you and your allies share a bond with an NPC or community, and you act together to Test Your Bond, only one of you makes this move. AID YOUR ALLY When you Secure an Advantage in direct support of an ally, and score a hit, they (instead of you) can take the benefits of the move. If you are in combat and score a strong hit, you and your ally have initiative. When you take an action to aid an ally (another player’s character) through the Secure an Advantage move, you can hand over the benefits of that move to your ally. This represents setting your ally up for success through a supporting action. You might be distracting a foe in combat, scouting ahead on a journey, or giving them encouragement as you stand against a dire threat. If you score a strong hit when you Secure an Advantage, your ally makes the choice between +2 momentum or making an immediate move with a +1 add. If you have an asset which gives you any additional benefits on the outcome of a Secure an Advantage move, your ally also takes those benefits (instead of you). In combat, this is a proactive move, made when you have initiative. If you score a strong hit, you and your ally both take or retain initiative. On a weak hit when you Secure an Advantage, your ally takes +1 momentum. But, this advantage is fleeting or your situation becomes more complicated or dangerous. If you are in combat, you both lose initiative. On a miss, one or both of you should Pay the Price as appropriate to the circumstances and your intent when making the move. If in doubt, Ask the Oracle. As with a weak hit, you both lose initiative when in combat. If multiple characters make this move to contribute to an ally action, all Secure an Advantage bonuses will stack. As long as someone scores a strong hit, the target character can take or retain initiative. Don’t ping pong this move back and forth between two characters in an attempt to build momentum. Envision what you are doing to Aid Your Ally, make the Secure an Advantage move, resolve it, and hand the reins over to your ally as they leverage the advantage. Keep it moving. Make things happen. WRITE YOUR EPILOGUE Progress Move When you retire from your life as Ironsworn, envision two things: What you hope for, and what you fear. Then, roll the challenge dice and compare to your bonds. Momentum is ignored on this roll. On a strong hit, things come to pass as you hoped. On a weak hit, your life takes an unexpected turn, but not necessarily for the worse. You find yourself spending your days with someone or in a place you did not foresee. Envision it (Ask the Oracle if unsure). On a miss, your fears are realized. You make this move only once—when all your vows are fulfilled or forsaken and you choose to end your character’s adventuring life. For better or worse, the bonds you’ve made will echo through your days. How have you left your mark? Where are you welcomed and where are you shunned? What remains of you when your quests are at an end? This is a progress move. Tally the number of filled boxes on your bonds progress track as your progress score. Only add fully filled boxes (those with four ticks). Then, roll your challenge dice, compare to your progress score, and resolve a strong hit, weak hit, or miss as normal. You may not burn momentum on this roll, and you are not affected by negative momentum. Based on the result of this move, envision how you spend the remainder of your days. 76 CHAPTER 3 | MOvES 77 IRONSWORN by one. For a large pack (about 6 to 10) increase the rank by two. If you are facing more than 10 troublesome or dangerous foes, group them into smaller packs and associated progress tracks as appropriate. For more about the foes you might face in the Ironlands, see page 133. STRIKE When you have initiative and attack in close quarters, roll +iron When you have initiative and attack at range, roll +edge. On a strong hit, inflict +1 harm. You retain initiative. On a weak hit, inflict your harm and lose initiative. On a miss, your attack fails and you must Pay the Price. Your foe has initiative. Make this move when you have initiative and act to inflict harm on your foe. Narratively, this move might represent a focused moment in time—a single sweep of your axe or the flight of an arrow. Or, it can depict a flurry of attacks as you put your opponent on the defensive. On a strong hit, you strike true. By default you inflict 2 harm if you are armed with a deadly weapon (such as a sword, axe, spear, or bow), and 1 harm if not. A strong hit on this move gives you an additional +1 harm (so, 3 harm with a deadly weapon). You may also have additional bonuses provided by assets. Each point of harm you inflict is marked as progress on your foe’s progress track, as appropriate to their rank. For example, each point of harm equals 2 ticks when fighting an extreme enemy, or 2 full progress boxes when fighting a dangerous enemy. See page 134 for more on NPC ranks and inflicting harm. Narratively, a strong hit represents wounding your enemy or wearing them down. You have initiative and can make your next move. If this attack was intended as a decisive blow, you can attempt to End the Fight. On a weak hit, you’ve done some damage but have overextended or your foe counters. You mark your harm, and your foe has initiative. What do they do next? On a miss, you must Pay the Price. Your opponent strikes back and you Endure Harm. You lose position or advantage and suffer -momentum. You face a new or intensified danger. A companion or ally is put in harm’s way. Your weapon is dropped or broken. Let the outcome flow out of the fiction, or roll on the Pay the Price table to see what happens. COMBAT MOVES When there are no other options, when the sword slips free of its sheath, when the arrow is nocked, when the shield is brought to bear, make these moves. ENTER THE FRAY When you enter into combat, first set the rank of each of your foes. • Troublesome foe: 3 progress per harm; inflicts 1 harm. • Dangerous foe: 2 progress per harm; inflicts 2 harm. • Formidable foe: 1 progress per harm; inflicts 3 harm. • Extreme foe: 2 ticks per harm; inflicts 4 harm. • Epic foe: 1 tick per harm; inflicts 5 harm. Then, roll to determine who is in control. If you are... • Facing off against your foe: Roll +heart. • Moving into position against an unaware foe, or striking without warning: Roll +shadow. • Ambushed: Roll +wits. On a strong hit, take +2 momentum. You have initiative. On a weak hit, choose one. • Bolster your position: Take +2 momentum. • Prepare to act: Take initiative. On a miss, combat begins with you at a disadvantage. Pay the Price. Your foe has initiative. Make this move when combat is joined. Set up your progress tracks for your foes and roll to see who is initially in control. Then, play to see what happens. If you are fighting with allies, each of you make your own move to Enter the Fray. The outcome determines your initial positioning and readiness. You and the other players then envision the scene and make moves as appropriate. If you have initiative, you are positioned to make proactive moves. If not, you make moves to defend against attacks or get into position. If you and your allies are fighting against common enemies, you share progress tracks and mark the harm you each inflict. If you are fighting a group of troublesome or dangerous foes, you can combine them into a single progress track. This is called a pack. Managing your progress against a pack is easier than tracking them as individuals, and will make combat go a bit faster. For a small pack (about 3 to 5), increase the rank 79 IRONSWORN CHAPTER 3 | MOvES 78 TURN THE TIDE Once per fight, when you risk it all, you may steal initiative from your foe to make a move (not a progress move). When you do, add +1 and take +1 momentum on a hit. If you fail to score a hit on that move, you must suffer a dire outcome. Pay the Price. This move represents a last ditch effort to recover control of the fight. It is that moment when all seems lost, but the hero somehow rallies. Turn the Tide lets you take initiative and make a move. The move can be whatever is appropriate under the circumstance—likely Strike or Secure an Advantage. Roll the move (add +1), and act on the results. If you’ve scored a hit, you may take an additional +1 momentum. Then, play to see what happens. Hopefully this bold action is a turning point for the fight. Here’s the catch: If you score a miss when you make your move, you should add extra severity to the consequences. You might face additional harm. Your weapon is broken. Your companion is grievously wounded. Consider the result of your failure and give it teeth. If in doubt, Ask the Oracle. Narratively, this is a dramatic moment. Focus on it. Envision your character’s action. You struggle to your feet and raise your sword, your eyes hardening with determination. You spur your mount into a desperate charge. You grab your opponent’s blade in your bare hand. You pull the dagger from your boot and lunge. Or, perhaps you state your name, lament the killing of your father, and tell your foe to prepare for death. CLASH When your foe has initiative and you fight with them in close quarters, roll +iron. When you exchange a volley at range, or shoot at an advancing foe, roll +edge. On a strong hit, inflict your harm and choose one. You have the initiative. • You bolster your position: Take +1 momentum. • You find an opening: Inflict +1 harm. On a weak hit, inflict your harm, but then Pay the Price. Your foe has initiative. On a miss, you are outmatched and must Pay the Price. Your foe has initiative. When your foe has initiative and attacks, and you choose to fight back, make this move. First, envision your action and the fiction of the exchange. Is this a focused, dramatic moment where you each seek an opening? Or is it a flurry of attacks and parries, advances and retreats? The outcome of the Clash determines if your foe presses their advantage, or if you take control of the fight. On a strong hit, you inflict your harm and steal back initiative. On a weak hit, you manage to inflict harm, but your foe retains initiative and you must Pay the Price. The price might be that you Endure Harm as your foe counters. Or, you may face some other dramatic outcome as appropriate to the current situation and your foe’s intent. On a miss, you fail to inflict harm and must Pay the Price. This fight is turning against you. As with the Strike move, each point of harm you inflict is marked on your foe’s progress track, as appropriate to their rank (page 134). If you aren’t actively fighting back—you’re just trying to avoid the attack or seeking cover—you should Face Danger instead of Clash. Using that move gives you more flexibility to bring a favored stat into play, and you suffer a relatively minor cost on a weak hit. Unfortunately, you also give up the opportunity to inflict harm on your foe. See page 85 for more about using Face Danger in a fight. If you ever respond to an attack by just taking the hit, that’s not a move. The outcome isn’t in much doubt. Pay the Price. IRONSWORN 81 CHAPTER 3 | MOvES 80 Fight represents the conclusion of a bloody, desperate combat, with both sides committed to see it through. On a strong hit, envision how this foe is defeated. If you still face other foes (using separate progress tracks), you have initiative and the fight continues. If you score a weak hit, your victory comes at a cost. Choose a listed outcome as appropriate to the circumstances. Then, consider the narrative implications of your choice and how it impacts what happens next. On a miss, you should face a dramatic and dire consequence. Are you captured? Mortally wounded and left for dead? Is someone under your protection killed? Is an important objective or vow now lost to you? Make a choice as appropriate to the situation and the intent of your foe, or roll on the Pay the Price table and interpret the result as severe. Make it hurt. When you and your allies are fighting against a common foe, you share a progress track. Any of you may attempt to End the Fight. If you then score a weak hit or miss, consider how your choice impacts the group and who suffers the cost as appropriate to the situation. END THE FIGHT Progress Move When you make a move to take decisive action, and score a strong hit, you may resolve the outcome of this fight. If you do, roll the challenge dice and compare to your progress. Momentum is ignored on this roll. On a strong hit, this foe is no longer in the fight. They are killed, out of action, flee, or surrender as appropriate to the situation and your intent (Ask the Oracle if unsure). On a weak hit, as above, but you must also choose one. • It’s worse than you thought: Endure Harm. • You are overcome: Endure Stress. • Your victory is short-lived: A new danger or foe appears, or an existing danger worsens. • You suffer collateral damage: Something of value is lost or broken, or someone important must pay the cost. • You’ll pay for it: An objective falls out of reach. • Others won’t forget: You are marked for vengeance. On a miss, you have lost this fight. Pay the Price. End the Fight fulfills your previous moves and the progress you have made in this scene. This is the all-or-nothing moment where the fight is decided. Is your foe defeated? Is your victory a pyrrhic one, and tastes of ash? Does your foe suddenly turn your assumed advantage against you? Since this is a progress move, you add the number of filled boxes on your progress track for this foe, whether it’s a single enemy or a pack. This is your progress score. Only add fully filled boxes (those with four ticks). Then, roll your challenge dice, compare to your progress score, and resolve a strong hit, weak hit, or miss as normal. You may not burn momentum on this roll, and you are not affected by negative momentum. You can End the Fight only after you score a strong hit on a preceding move. Your setup move can be any action, but should be framed as a decisive maneuver or response, intended to bring the fight to a close. If you find yourself struggling against a tide of weak hits and misses, unable to make this move, consider building and then burning momentum to get back control. Use your favored stats and assets to improve your chances. However, keep in mind that End the Fight is not the only way to resolve a combat scene. You can flee. You can give up. You can negotiate or force a surrender. End the IRONSWORN 83 CHAPTER 3 | MOvES 82 BATTLE When you fight a battle, and it happens in a blur, envision your objective and roll. If you primarily… • Fight at range, or using your speed and the terrain to your advantage: Roll +edge. • Fight depending on your courage, allies, or companions: Roll +heart. • Fight in close to overpower your opponents: Roll +iron. • Fight using trickery to befuddle your opponents: Roll +shadow. • Fight using careful tactics to outsmart your opponents: Roll +wits. On a strong hit, you achieve your objective unconditionally. Take +2 momentum. On a weak hit, you achieve your objective, but not without cost. Pay the Price. On a miss, you are defeated and the objective is lost to you. Pay the Price. This move is used as an alternative to a detailed combat scene. When you want to zoom out and resolve a fight in a single roll, make this move. First, consider your objective. Are you trying to defeat your foes? Hold them off until reinforcements arrive? Defend a person or place? Reach a position? Envision the situation, your strategy, and what you intend to gain or avoid. Then, roll and envision the outcome. A strong hit is unconditional success. Your foes are defeated, surrender, flee, or give up their objectives as appropriate to the situation and your goals for the fight. A weak hit means you’ve achieved your overall objective, but at some cost. Since this is the resolution of an extended scene, the price you pay should be dramatic and meaningful. This can include suffering a significant amount of harm, failing to achieve a secondary goal, or encountering a new danger or complication. If in doubt, roll on the Pay the Price table, or you may pick from the weak hit options in the End the Fight move. A miss on the Battle move should have dire ramifications on your character and your quest. This objective is lost to you. What does that mean? Are you captured? Gravely wounded? Have you failed to save a loved one? Is the settlement overrun by raiders? Must you Forsake Your Vow? Consider the situation and the intent of your foe, and Pay the Price. Make it hurt. Use the Battle move as you like. If your story doesn’t emphasize fighting, or you’d rather generally abstract combat encounters, you can use this move exclusively. You can also drop it into some portion of a larger scene. Perhaps you Battle to quickly deal with lesser foes, then handle the fight against their leader with standard combat moves. The mix of Battle moves and more detailed fight scenes can help you pace your gaming sessions and let you focus on what is interesting or important. BATTLING ALONGSIDE ALLIES When you and your allies fight together, only one of you makes the move. Others can make the Aid Your Ally move, using stats as detailed in Battle. Resolve those moves first, and then Battle. On a strong hit, all of you benefit from the narrative success, but only the character making the move gains the momentum bonus. On a weak hit or miss, all of you suffer an outcome as appropriate to the situation. When in doubt, Ask the Oracle. OTHER MOVES IN COMBAT You won’t rely solely on combat moves in a fight. Make other moves as appropriate to the situation, your intent, and the actions of your foes. FACE DANGER (PAGE 60) Make this move when you seek to avoid or overcome an obstacle in combat, or when you choose to focus on defense. • You leap over a gully as you ride into battle. Face Danger +edge. • The massive elder bear roars, spittle flying. Will you muster your courage against this terrifying beast? Face Danger +heart. • You bring up your shield as the raider presses their attack, standing your ground against the withering axe blows. Face Danger +iron. If this is a proactive move—you are overcoming an obstacle—make it when you have initiative. If this is a reactive move—you are trying to avoid an immediate threat—your foe likely has the initiative. When would you Face Danger instead of Clash against an attack? If you are fighting back, that’s probably Clash. If you focusing on defense, getting out of the way, ducking behind your shield, or taking cover, that’s Face Danger. It’s less risky, since you can leverage a favored stat and the penalty on a weak hit is relatively mild. Unlike Clash, you won’t have an opportunity to inflict immediate harm on a hit, but a strong hit with Face Danger can put you in good position for a follow-up move. 85 IRONSWORN CHAPTER 3 | MOvES 84 You’ll also likely Face Danger if your foe is trying to gain advantage through an action other than a direct attack. They move to the trees to get a shot at you from cover. Or they taunt you, trying to provoke you into a reckless response. Perhaps they shove at you, putting you off-balance for a follow-up attack. What do you do? Envision it, then make the move. If you fail to score a hit, you likely suffer a loss of momentum to represent this setback. Your foe has initiative and will try to press their advantage. Face Danger might also be used to flee combat altogether. If you have a path and means to escape, make this move to see if you get away. Finally, in cases where an enemy represents a minor obstacle, Face Danger can be used to avoid combat or as a means of resolving your action against a mundane foe. For example, you can Face Danger to sneak past an enemy or run away from a potential fight. If you are dealing with a minor foe from a position of clear advantage, such as firing an arrow from hiding, you can Face Danger to see what happens. In either case, a miss on this move might force you to Enter the Fray. SECURE AN ADVANTAGE (PAGE 61) This move is made in combat when you try to gain some leverage, improve your position, or setup another move. For example: • You take careful aim before shooting. Secure an Advantage +wits. • You perform a sly feint, trying to put your opponent off balance and create an opening. Secure an Advantage +shadow. • You attempt to dishearten your foe with an intimidating roar as you charge. Secure an Advantage +iron. 86 CHAPTER 3 | MOvES IRONSWORN 87 Secure an Advantage can be used whenever you have initiative, or as a means of establishing a favorable position prior to the fight. Mechanically, it’s a powerful move for building your momentum track toward a decisive action. Narratively, it’s a great way to bring cinematic action into the scene. When you want to Secure an Advantage, picture the situation. Consider the terrain, your weapons, your position, and your fighting style and approach. Consider your enemy, and their tactics and readiness. Where is there an opportunity? Envision your action, then make the move. COMPEL (PAGE 69) Compel can be used as a shortcut to ending a combat. You don’t have to make the End the Fight move to surrender or negotiate a truce. End the Fight is the outcome of a desperate, probably bloody, skirmish. If you or your foe have other objectives, give Compel a try. • You attempt to force your foe to surrender. Compel +iron. • You try to surrender, reason or negotiate. Compel +heart. • You trick your foe into giving up the fight. Compel +shadow. Compel needs to be supported by the fiction. What is your foe’s intent? How do they feel about you? Are you a hated enemy? A potential meal? What are they willing to risk to end you? Has the fight gone in their favor or against them? What leverage do you have? If there’s no upside for them, you can’t make this move. If you aren’t sure, Ask the Oracle before you Compel. Compel might be used proactively (when you have initiative) or reactively (when your foe has it) depending on the circumstances. Offering to surrender is a reactive response, and can be done when you don’t have initiative. Attempting to Compel your foe to give up the fight is a proactive move made when you are in control. AID YOUR ALLY (PAGE 76) This move is an obvious choice when you want to bolster your ally’s actions. Envision what you do to help them, make the Secure an Advantage move, and let them take the benefits of the outcome. You should have initiative before you attempt to Aid Your Ally. On a strong hit, both of you then take or retain initiative. This is a huge advantage for your ally if they were having a difficult time making progress against their foe. On a weak hit or miss, you both lose initiative. SUFFER MOVES (PAGE 90) Make Suffer moves as appropriate when you face the outcome of your actions within a combat scene. If you make a suffer move and score a strong hit, you may take or retain initiative—even if you scored a weak hit or miss on the preceding move. However, this opportunity does not overrule the fiction of the moment. If you are out of action and Face Death, you aren’t likely to come springing back into the fight. If you do score a strong hit on a suffer move, consider what happens next and the moves you may make in the context of the situation. PAY THE PRICE (PAGE 105) Being forced to make the Endure Harm move is the obvious result when you must Pay the Price in a fight, but there’s much more that can happen in a dynamic combat situation. You lose your footing. You drop your weapon. Your shield is shattered. A goal is lost to you. A companion or ally is injured. You are put in a perilous position. A new threat reveals itself. Mix it up. Make combat exciting and cinematic. Whatever happens, make the outcome one you wish you had avoided. If in doubt, roll on the Pay the Price table or Ask the Oracle. ASK THE ORACLE (PAGE 107) In solo and co-op play, you can Ask the Oracle about your foe’s objectives, tactics, and specific actions. The oracle can also help determine the outcome of events or introduce new twists. Use this move sparingly. For the most part, trust your instincts. Your actions trigger reactions. Who are you fighting? What do they want? What do they do next? Your first impulse is often the right one. Chapter 6 includes the Combat Action oracle (page 188) which you can use to prompt an NPC action or response in a fight. You can also leverage the description of your foe’s tactics in chapter 5 (page 133) to guide their behavior. Be mindful of your surroundings and other characters. Ask questions. “Can I take cover here?”, “Is the river shallow enough to cross?”, “Do the villagers flee?” Consider your foe’s actions and your opportunities in the context of the environment. In guided play, the GM is your oracle. When you have questions about what happens next, look to them, or talk it out at the table. Your GM is free to use the Ask the Oracle move to answer questions. 89 IRONSWORN CHAPTER 3 | MOvES 88 SUFFER MOVES These moves are made as a result of a perilous event or bad outcome on other moves. They represent what happens to you, and how you hold up against the trauma. • When you face physical damage, make the Endure Harm move (page 91). • When you score a miss on the Endure Harm move, and your health is at 0, you may need to Face Death (page 93). • When your companion is exposed to harm, make the Companion Endure Harm move (page 94). • When you are demoralized, afraid, or acting against your best intentions, make the Endure Stress move (page 95). • When you score a miss on the Endure Stress move, and your spirit is at 0, you may need to Face Desolation (page 96). • When your supply falls to 0, all characters make the Out of Supply move (page 97). If you are at 0 supply and suffer additional -supply, you each need to reduce your health, spirit, or momentum tracks by that amount. • When your momentum track is at its minimum (-6), and you suffer additional -momentum, make the Face a Setback (page 97) move. Making a suffer move is not, however, the only possible outcome of a failure. You might face story complications or new dangers. You might lose an item. Your relationship with another character might be tested. Keep it fresh and interesting. When in doubt, Ask the Oracle. ENDURE HARM When you face physical damage, suffer -health equal to your foe’s rank or as appropriate to the situation. If your health is 0, suffer -momentum equal to any remaining -health. Then, roll +health or +iron, whichever is higher. On a strong hit, choose one. • Shake it off: If your health is greater than 0, suffer -1 momentum in exchange for +1 health. • Embrace the pain: Take +1 momentum. On a weak hit, you press on. On a miss, also suffer -1 momentum. If you are at 0 health, you must mark wounded or maimed (if currently unmarked) or roll on the following table. Roll Result 1-10 The harm is mortal. Face Death. 11-20 You are dying. You need to Heal within an hour or two, or Face Death. 21-35 You are unconscious and out of action. If left alone, you come back to your senses in an hour or two. If you are vulnerable to a foe not inclined to show mercy, Face Death. 36-50 You are reeling and fighting to stay conscious. If you engage in any vigorous activity (such as running or fighting) before taking a breather for a few minutes, roll on this table again (before resolving the other move). 51-00 You are battered but still standing. If you fail to defend against an attack, suffer an injury, are stricken with disease or sickness, or bear the brunt of an arduous action, make this move. When you are forced to Pay the Price, you should Endure Harm if physical damage is an obvious and dramatic outcome of the current situation. Also, some moves and assets will direct you to Endure Harm as a cost or concession, and may indicate a specific amount of harm to suffer. If you face an attack by an NPC foe, you use their rank (page 134) to determine the amount of harm dealt. If the amount of harm is not indicated or obvious, use the following guidelines. 90 CHAPTER 3 | MOvES 91 IRONSWORN • Troublesome (1 harm): An attack by a minor foe, a painful injury, or a tiring effort. • Dangerous (2 harm): An attack by a skilled foe or deadly creature, a nasty injury, or a demanding effort. • Formidable (3 harm): An attack by an exceptional foe or mighty creature, a serious injury, or an exhausting effort. • Extreme (4 harm): An overwhelming attack by a monster or beast, a grievous injury, or a debilitating effort. • Epic (5 harm): An attack by a legendary foe of mythic power, a horrific injury, or a consuming effort. If in doubt, make it dangerous (2 harm). Next, reduce your health track by the amount suffered. If your health is at 0, apply any remaining -health to your momentum track. Then, roll. On a strong hit, you are undaunted. You can regain 1 health or take +1 momentum. On a weak hit, you are battered but manage to persevere. When you score a miss with 0 health, you need to make an important decision. Do you risk the potential for death by rolling on the oracle table, or mark a debility? The wounded debility (page 37) is temporary and can be dealt with through the Heal or Sojourn moves, but becoming maimed (page 38) is a permanent, life-altering event. If you score a miss and your debilities are already marked, you have no choice. Roll the dice and hope for the best. FACE DEATH When you are brought to the brink of death, and glimpse the world beyond, roll +heart. On a strong hit, death rejects you. You are cast back into the mortal world. On a weak hit, choose one. • You die, but not before making a noble sacrifice. Envision your final moments. • Death desires something of you in exchange for your life. Envision what it wants (Ask the Oracle if unsure), and Swear an Iron Vow (formidable or extreme) to complete that quest. If you fail to score a hit when you Swear an Iron Vow, or refuse the quest, you are dead. Otherwise, you return to the mortal world and are now cursed. You may only clear the cursed debility by completing the quest. On a miss, you are dead. You make this move when forced to Face Death as a result of a miss on the Endure Harm move, or when you face a physical trauma so horrific that death is the only reasonable outcome. This move is (hopefully) rarely made and a chance for storytelling and for enriching your world and its myths. Make it dramatic and personal. When you first make this move, you should envision how the afterlife is represented in your version of the Ironlands, or specifically to your character. What do you see and experience? Is it only blackness and void? Do you see iron gates parting before you? Does a ferryman guide you across a blood-red river? Do you hear the songs of your kin calling you to the feast hall? On a strong hit, you might only catch glimpses of what lay beyond. Does your experience support your beliefs or call them into question? If in doubt, Ask the Oracle. There is also the personage of death to consider. Does death take form, or is it nameless and unknowable? Is it beautiful and welcoming? Sly and full of guile? As grim as the coldest night? On a weak hit, you may decide what death asks of you, which leads to a new quest and the cursed debility (page 38) as you return to the mortal world. On a miss, you are dead. Envision what awaits you. You may begin again with a new character in a new version of the Ironlands, or explore your current world and storyline from a new perspective. Perhaps your kin will avenge you? 92 CHAPTER 3 | MOvES 93 IRONSWORN COMPANION ENDURE HARM When your companion faces physical damage, they suffer -health equal to the amount of harm inflicted. If your companion’s health is 0, exchange any leftover -health for -momentum. Then, roll +heart or +your companion’s health, whichever is higher. On a strong hit, your companion rallies. Give them +1 health. On a weak hit, your companion is battered. If their health is 0, they cannot assist you until they gain at least +1 health. On a miss, also suffer -1 momentum. If your companion’s health is 0, they are gravely wounded and out of action. Without aid, they die in an hour or two. If you roll a miss with a 1 on your action die, and your companion’s health is 0, they are now dead. Take 1 experience for each marked ability on your companion asset, and remove it. A companion (page 39) is an NPC asset which complements your abilities and can help support your actions. When you leverage a companion on a move, you are inherently putting them at risk. If you roll a 1 on your action die when using a companion ability, you should make the companion the focus of any negative outcome for that move. Depending on the fiction of the current situation, this might include harm. Inflicting harm on your companion might also happen as a reasonable outcome of any move, or through a roll on the Pay the Price table. Your companion asset has a health track which functions the same as your own. If they face physical damage, reduce the health track as appropriate to the circumstances or the rank of your foe, and take any leftover as -momentum. Then, roll this move. When your companion’s health is at 0 and you score a weak hit or miss, you cannot use their abilities until they gain at least +1 health. To aid your companion, make an appropriate move, such as Heal, Make Camp, or Sojourn. If your companion is killed, give yourself 1 experience point for each marked ability. Then, remove the asset. If you acquire the same type of companion through the narrative of your quest and journeys, you are free to rebuy the asset at the normal cost. You should also Endure Stress and suffer -spirit as appropriate to the fiction when your companion is wounded or dies. ENDURE STRESS When you face mental shock or despair, suffer -spirit equal to your foe’s rank or as appropriate to the situation. If your spirit is 0, suffer -momentum equal to any remaining -spirit. Then, roll +heart or +spirit, whichever is higher. On a strong hit, choose one. • Shake it off: If your spirit is greater than 0, suffer -1 momentum in exchange for +1 spirit • Embrace the darkness: Take +1 momentum On a weak hit, you press on. On a miss, also suffer -1 momentum. If you are at 0 spirit, you must mark shaken or corrupted (if currently unmarked) or roll on the following table. Roll Result 1-10 You are overwhelmed. Face Desolation. 11-25 You give up. Forsake Your Vow (if possible, one relevant to your current crisis). 26-50 You give in to a fear or compulsion, and act against your better instincts. 51-00 You persevere. Make this move when your courage fails you, when you are unnerved or disheartened, or when you act against your best intentions. When you are forced to Pay the Price, you should Endure Stress if mental hardship is an obvious and dramatic outcome of the current situation. Also, some moves and assets will direct you to Endure Stress as a cost or concession, and may indicate a specific amount of stress to suffer. If you are demoralized or frightened by an NPC foe, you can use their rank (page 134) to determine amount of stress you must suffer. If the amount of stress is not provided or obvious, use the following guidelines. • Troublesome (1 stress): An unsettling incident or a frustrating failure. • Dangerous (2 stress): A distressing incident or an upsetting failure. • Formidable (3 stress): A horrifying incident or a demoralizing failure. • Extreme (4 stress): A heart-rending incident or traumatic failure. • Epic (5 stress): A soul-shattering incident or the loss of all hope. 95 IRONSWORN CHAPTER 3 | MOvES 94 If in doubt, make it dangerous (2 stress). Next, reduce your spirit track by the amount suffered. If your spirit is at 0, apply any remaining -spirit to your momentum track. Then, roll. On a strong hit, you are unfazed. You can suffer 1 less spirit or take +1 momentum. On a weak hit, you are rattled but carry on. When you score a miss with 0 spirit, you need to make an important decision. Do you risk the potential for desolation by rolling on the oracle table, or mark a debility? The shaken debility (page 37) is temporary and can be dealt with through the Sojourn move, but becoming corrupted (page 38) is a permanent, life-altering event. If you’ve scored a miss and your debilities are both marked, you must roll on the table to determine your fate. FACE DESOLATION When you are brought to the brink of desolation, roll +heart. On a strong hit, you resist and press on. On a weak hit, choose one. • Your spirit or sanity breaks, but not before you make a noble sacrifice. Envision your final moments. • You see a vision of a dreaded event coming to pass. Envision that dark future (Ask the Oracle if unsure), and Swear an Iron Vow (formidable or extreme) to prevent it. If you fail to score a hit when you Swear an Iron Vow, or refuse the quest, you are lost. Otherwise, you return to your senses and are now tormented. You may only clear the tormented debility by completing the quest. On a miss, you succumb to despair or horror and are lost. Make this move when forced to Face Desolation as a result of a miss on the Endure Stress move. This represents the potential breaking point for your character. Do you push on in spite of all you have seen, all you have done, or do you fall into darkness? Choosing the option to become tormented (page 38) on a weak hit creates interesting story possibilities. What is your greatest fear? Preventing that dire outcome can steer your story in a compelling new direction. On a miss, you are broken. There is no recovery possible. This is the end of your character’s story. OUT OF SUPPLY When your supply is exhausted (reduced to 0), mark unprepared. If you suffer additional -supply while unprepared, you must exchange each additional -supply for any combination of -health, -spirit or -momentum as appropriate to the circumstances. When you and your allies reduce your supply to 0 (through a choice or result of another move), you each mark unprepared. The unprepared debility (page 37) can be cleared when you score a hit on the Sojourn move and choose the equip option. While you are unprepared, you cannot increase your supply track. If you suffer additional -supply while unprepared, you and your allies must exchange each -supply for some combination of -momentum, -health, or -spirit. Select an option appropriate to the situation. A lack of provisions can have an obvious impact on your fitness, morale, and readiness for challenges. FACE A SETBACK When your momentum is at its minimum (-6), and you suffer additional -momentum, choose one. • Exchange each additional -momentum for any combination of -health, -spirit, or -supply as appropriate to the circumstances. • Envision an event or discovery (Ask the Oracle if unsure) which undermines your progress in a current quest, journey, or fight. Then, for each additional -momentum, clear 1 unit of progress on that track per its rank (troublesome=clear 3 progress; dangerous=clear 2 progress; formidable=clear 1 progress; extreme=clear 2 ticks; epic=clear 1 tick). When you suffer -momentum while your momentum track is already at its lowest possible point (-6), the leftover -momentum must be traded for an equal value in -health, -spirit or -supply, or it must be accounted for as lost progress in a relevant progress track. Make a choice appropriate to your character’s status and the current situation. Don’t just shift points around. Envision how your choice is reflected in the fiction. If your health, spirit, and supply are all at 0, you have no choice. You must clear progress on a related progress track. You should use the quest, journey, or fight which is most relevant to the current situation. 97 IRONSWORN CHAPTER 3 | MOvES 96 QUEST MOVES Making and fulfilling vows is central to your character’s motivations. These oaths drive your story and give you the means to gain experience and acquire new abilities. When you embark upon a quest, manage your progress on a quest, seek to complete a quest, or gain the rewards of a quest, make these moves. SWEAR AN IRON VOW When you swear upon iron to complete a quest, write your vow and give the quest a rank. Then, roll +heart. If you make this vow to a person or community with whom you share a bond, add +1. On a strong hit, you are emboldened and it is clear what you must do next (Ask the Oracle if unsure). Take +2 momentum. On a weak hit, you are determined but begin your quest with more questions than answers. Take +1 momentum, and envision what you do to find a path forward. On a miss, you face a significant obstacle before you can begin your quest. Envision what stands in your way (Ask the Oracle if unsure), and choose one. • You press on: Suffer -2 momentum, and do what you must to overcome this obstacle. • You give up: Forsake Your Vow. When you encounter a wrong that must be made right, seek to fulfill a personal ambition, or give your word to serve someone, make this move. Fictionally, an iron vow is ceremonial. You touch a piece of iron and speak your vow. Don’t just make the move. Envision how your character enacts the ceremony. What do you do? What do you say? Is this a moment of grudging acceptance or one of fiery determination? Set the rank of your quest based on what you know of the challenges you will face, or Ask the Oracle. Higher ranked quests require more effort (both in your narrative and through session-time and focus), but offer greater experience rewards. An epic quest could be the endeavor of a lifetime, while a troublesome quest might be resolved in a few scenes. It is not necessary to resolve one vow before swearing another. In fact, the intent of these rules is for your character to run afoul of new situations and get side-tracked with new vows even while attempting to complete a separate quest. This is the life of the Ironsworn. Based on the results of this move, your path may be clear (a strong hit), or more investigation may be required to identify your next steps (a weak hit). On a miss, you face a serious obstacle at the very start which prevents you from undertaking this quest. It might be a sudden event, someone working against you or refusing your aid, or a personal conviction which must be overcome. When in doubt about what happens, Ask the Oracle. It should be significant and not easily dealt with. Also, when you resolve this obstacle, you won’t Reach a Milestone for your quest. You aren’t actually able to make progress on the vow until you overcome this initial challenge. You also have the option, on a miss, to come to the realization that your vow was made impulsively or without support, and you may simply give up. If you do, Forsake Your Vow. When allies join together to Swear an Iron Vow, one of you speaks for the group and makes the move. The others can commit to the cause with the Aid Your Ally move. If you score a hit and take +momentum, or score a miss and choose to suffer -momentum, only the character making the move adjusts their momentum track. Once your quest is underway, you share a progress track and mark progress together. IRONSWORN 99 CHAPTER 3 | MOvES 98 REACH A MILESTONE When you make significant progress in your quest by overcoming a critical obstacle, completing a perilous journey, solving a complex mystery, defeating a powerful threat, gaining vital support, or acquiring a crucial item, you may mark progress. • Troublesome quest: Mark 3 progress. • Dangerous quest: Mark 2 progress. • Formidable quest: Mark 1 progress. • Extreme quest: Mark 2 ticks. • Epic quest: Mark 1 tick. You will face obstacles as you strive to complete quests. Some of these obstacles arise naturally out of the fiction of the situation. Overcoming one challenge leads naturally to the next. Others represent narrative twists introduced when you interpret the result of a move, or when you Ask the Oracle for inspiration. When you overcome one of these obstacles, and it was a notable challenge, make this move and mark progress on your quest. Not every step on this path is worthy of a milestone. Did it put you in great danger? Did it cost you something significant? Did you unravel a complex web of clues and motivations? Was it dramatic and narratively interesting? Most importantly, was it directly related to your quest, and not a random or unconnected event? How you define milestones determines the pace of your game. You need to overcome challenges to Reach a Milestone and mark progress. You can’t (with confidence) Fulfill Your Vow unless you’ve marked progress. You don’t gain experience unless you Fulfill Your Vow. You can’t add new assets to your character unless you gain experience. That’s the broad flow of how quests drive gameplay and character improvement, the tempo of which is determined by you and others at your table. If you come up against relatively simple obstacles and call them milestones, you’ll mark progress and move quickly toward completing the quest. But, if you do, you’ll miss out on storytelling opportunities and the satisfaction earned when you prevail against a worthy challenge. Not sure if something is worthy as a milestone? If you’re playing co-op or guided, talk it out at the table. If you’re playing solo, trust your instincts and the type of play experience you want to create. In the end, it’s your game. To learn more about milestones, see page 213. FULFILL YOUR VOW Progress Move When you achieve what you believe to be the fulfillment of your vow, roll the challenge dice and compare to your progress. Momentum is ignored on this roll. On a strong hit, your quest is complete. Mark experience (troublesome=1; dangerous=2; formidable=3; extreme=4; epic=5). On a weak hit, there is more to be done or you realize the truth of your quest. Envision what you discover (Ask the Oracle if unsure). Then, mark experience (troublesome=0; dangerous=1; formidable=2; extreme=3; epic=4). You may Swear an Iron Vow to set things right. If you do, add +1. On a miss, your quest is undone. Envision what happens (Ask the Oracle if unsure), and choose one. • You recommit: Clear all but one filled progress, and raise the quest’s rank by one (if not already epic). • You give up: Forsake Your Vow Your path leads here. Your foe is defeated. The relic is found. Your training is complete. The village is saved. The beast is killed. The murder is avenged. Your family’s honor is restored. You are triumphant. Or are you? Make this move to find out. Since this is a progress move, you tally the number of filled boxes on your progress track for this quest. This is your progress score. Only add fully filled boxes (those with four ticks). Then, roll your challenge dice, compare to your progress score, and resolve a strong hit, weak hit, or miss as normal. You may not burn momentum on this roll, and you are not affected by negative momentum. When you and your allies are working to fulfill a common vow, you share a progress track. When it is time to see the vow done, one of you represents the group and make the Fulfill a Vow move. The outcome affects everyone involved. On a strong hit, your vow is fulfilled. Mark your experience, clear the vow, and decide what you do next. Do other quests call you into the wilds? Or, do you Write Your Epilogue, never again to return to your life as Ironsworn? On a weak hit, you discover or realize something which leaves your quest unfinished or undermines your success. Envision what you learn (or Ask the 101 IRONSWORN CHAPTER 3 | MOvES 100 Oracle), make your choice, and play to see what happens. Whether you leave this behind or take on a new quest should be driven by the fiction and your choices as the character. Have you defeated your foe in a bloody fight, but they use their dying breath to say your true enemy still lives? You might Swear an Iron Vow to hunt them down. Have you helped return the clan chief to power, only to learn their promises were lies? You can Swear an Iron Vow to usurp this deceiver, or simply leave this place, promising never to return. On a miss, a turn of events finds you defeated or your true goal is suddenly beyond reach. The band of raiders were a diversion, and a more dangerous force has stolen away with the winter stores. The crown of kings is found, but it is a forgery. You’ve hunted and defeated the wyvern, but discover it was only one of a large flock of beasts. If you choose to press on, the nature of your quest remains the same—protect the village, find the crown, stop the ravages of the wyverns—but most of your progress is undone through this dramatic realization. FORSAKE YOUR VOW When you renounce your quest, betray your promise, or the goal is lost to you, clear the vow and Endure Stress. You suffer -spirit equal to the rank of your quest (troublesome=1; dangerous=2; formidable=3; extreme=4; epic=5). Make this move when you decide to abandon a quest, or if circumstances leave your goal seemingly unobtainable. For an Ironsworn, realizing you must Forsake Your Vow is a dramatic and disheartening decision. Tradition says the item upon which you swore your vow—your sword, your armor, the iron coin—is discarded. Some clans even believe you must cast away all of your weapons and armor and bear no iron until you redeem yourself. Mechanically, you Endure Stress, reducing your spirit track by an amount equal to the rank of your quest (troublesome=1; dangerous=2; formidable=3; extreme=4; epic=5). Narratively, you should consider how your failure affects your story and what you do to put yourself back on the proper path. Did you swear this vow in service to others? How does this impact your relationship with them? If your vow was a personal quest, how does this failure force you to rethink the path your life has taken? Where do you go from here? If you have abandoned a quest which is central to your character’s motivations, you may decide your life as an Ironsworn is done. If so, Write Your Epilogue to determine your fate. ADVANCE When you focus on your skills, receive training, find inspiration, earn a reward, or gain a companion, you may spend 3 experience to add a new asset, or 2 experience to upgrade an asset. Make this move when you spend experience to add an asset or upgrade an existing asset. Narratively, you should consider how your recent experiences and fulfilled vows have led to these new abilities. Was your horse a reward from the thankful chief of a highland clan? Did you train under a powerful mystic? Has your time spent trekking across the wilds made you adept at woodcraft or navigation? Let your choice of assets flow naturally from the fiction. To learn more about spending experience and gaining assets, see page 222. IRONSWORN 103 CHAPTER 3 | MOvES 102 FATE MOVES In solo and co-op play, the fate moves mediate the result of other moves or serve as inspirational prompts for your story. When you face the outcome of a move, want to know what happens next, or have a question about people, places and events external to your character, the fate moves help you discover an answer. In guided mode, your GM represents the whims of fate. They can reference these moves as they like, but they can also decide the outcome or direct the question back to you. There are three key aspects of using the fate moves: • Instinct: If an answer to a question or the result of a situation is obvious, interesting and dramatic, make it happen. • Randomness: You can roll on random tables to generate a result or answer a question. • Inspiration: You can use creative prompts, such as those included in the oracles chapter (page 165) to guide your story. PAY THE PRICE When you suffer the outcome of a move, choose one. • Make the most obvious negative outcome happen. • Envision two negative outcomes. Rate one as ‘likely’, and Ask the Oracle using the yes/no table. On a ‘yes’, make that outcome happen. Otherwise, make it the other. • Roll on the following table. If you have difficulty interpreting the result to fit the current situation, roll again. Roll Result 1-2 Roll again and apply that result but make it worse. If you roll this result yet again, think of something dreadful that changes the course of your quest (Ask the Oracle if unsure) and make it happen. 3-5 A person or community you trusted loses faith in you, or acts against you. 6-9 A person or community you care about is exposed to danger. 10-16 You are separated from something or someone. 17-23 Your action has an unintended effect. 24-32 Something of value is lost or destroyed. 33-41 The current situation worsens. 42-50 A new danger or foe is revealed. 51-59 It causes a delay or puts you at a disadvantage. 60-68 It is harmful. 69-77 It is stressful. 78-85 A surprising development complicates your quest. 86-90 It wastes resources. 91-94 It forces you to act against your best intentions. 95-98 A friend, companion, or ally is put in harm’s way (or you are, if alone). 99-00 Roll twice more on this table. Both results occur. If they are the same result, make it worse. This is one of the most common moves in Ironsworn. Make this move when directed to by the outcome of another move, or when the current situation naturally leads to a cost through your choices or actions. 104 CHAPTER 3 | MOvES 105 IRONSWORN First, choose an option as described in the move. You may determine the outcome yourself, Ask the Oracle to decide between two options, or roll on the table. In guided play, you look to your GM for a ruling. Whatever choice you make, always follow the fiction. If a dramatic outcome springs to mind immediately, go with it. Next, envision the outcome. What happens? How does it impact the current situation and your character? Apply the outcome to the fiction of your scene before you determine any mechanical impact. Focusing on the narrative cost leads to deeper, more dramatic stories. Finally, apply any appropriate mechanical penalty: • If you face a physical hardship or injury, Endure Harm and suffer -health. • If you are disheartened or frightened, Endure Stress and suffer -spirit. • If you lose equipment or exhaust resources, suffer -supply. • If you waste precious moments or are put in an unfavorable position, suffer -momentum. • If an ally or companion is put in harm’s way, apply the cost to them. See page 58 for guidelines on mechanical costs. When in doubt, suffer -2 from the appropriate track. Most situations can impact both the narrative situation and your mechanical status. But, a result might also be purely narrative without an immediate mechanical cost. An initial failure might introduce a complication or force a reactive move (such as Face Danger). A failure on a subsequent move can then introduce a mechanical penalty. In this way, failures build on each other, and the situation gets riskier and more intense. The narrative and mechanical costs you endure should be appropriate to the circumstances and the move you are making. Scoring a miss on End the Fight implies a greater cost than if you fail to Clash within that scene. For dramatic moments and decisive moves, up the stakes. Once you’ve resolved the outcome, envision what happens next and how you react. You are not in control. The situation is more complex and dangerous. You may need to respond with another move to restore your advantage and avoid further cost. ROLLING MATCHES If you rolled a match on a move (page 9), and the outcome of that move tells you to Pay the Price, you can consider rolling on the table instead of just choosing an outcome. This fulfills the promise of the match by introducing a result you might otherwise not have considered. When in doubt about what a result on the table might represent (for example, “a new danger or foe is revealed”), you can Ask the Oracle. However, rolling a match on the Pay the Price table itself doesn’t have any special significance. ASK THE ORACLE When you seek to resolve questions, discover details in the world, determine how other characters respond, or trigger encounters or events, you may… • Draw a conclusion: Decide the answer based on the most interesting and obvious result. • Ask a yes/no question: Decide the odds of a ‘yes’, and roll on the table below to check the answer. • Pick two: Envision two options. Rate one as ‘likely’, and roll on the table below to see if it is true. If not, it is the other. • Spark an idea: Brainstorm or use a random prompt. Odds The answer is ‘yes’ if you roll... Almost Certain 11 or greater Likely 26 or greater 50/50 51 or greater Unlikely 76 or greater Small Chance 91 or greater On a match, an extreme result or twist has occurred. In solo or co-op play, use this move when you have a question or want to reveal details about your world. In guided play, the GM may use this move to answer their own questions or inspire the story of your game session. DRAW A CONCLUSION The most basic use of this move is to simply decide the answer. Think it over for a moment (or talk it out with others at your table), and go with what seems most appropriate to the current situation and introduces the most potential for drama and excitement. Your first instinct is often the right one. If it leapt to mind, it’s probably a good fit for the current situation. But, if your initial impulse doesn’t really excite or interest you, give it more thought. Wait for an “aha” moment. If you’re still not sure of the answer, or want to put things in the hand of fate, you have some other options... 107 IRONSWORN CHAPTER 3 | MOvES 106 ASK A YES/NO QUESTION You can ask a binary yes/no question and leave the answer open to fate. • “Is this steading inhabited?” • “Do I drop my sword?” • “Is there somewhere I can hide?” • “Do I know the way?” • “Would they consider this trade?” Decide the likeliness of a ‘yes’ answer, and roll your oracle dice to get the result. For example, if you rate the chance of a ‘yes’ as ‘unlikely’, you must roll 76-100 for a yes. Otherwise, the answer is no. PICK TWO The next option is to ask a question and pick two viable results. • “Do I drop my sword or my shield?” • “Is it in the forest or the hills?” • “Does the elder bear try to pin me down, or does it bite?” • “Am I attacked by a horror, or a beast?” • “Is this a formidable foe, or a dangerous one?” You rate one of those as ‘likely’, and roll on the table. If it’s a ‘yes’, the answer is your likely pick. If not, it’s the other. Use this approach when the answer is more open-ended, but you have a couple of options in mind. SPARK AN IDEA The final option is to seek inspiration through an open-ended question. • “What happens next?” • “What do they want?” • “What’s this place look like?” • “What do I find?” • “Who or what attacks?” If you’re in a game with other players, you can talk it out. Brainstorming together will lead you to interesting answers you might not have thought of on your own. You can also use random generators to help inspire an answer. See chapter 6 (page 165) for creative prompts and random results. Or, use your preferred tools, such as an online generator for interesting names, or a set of tarot cards or rune stones for visual inspiration. When asking an open-ended question, use tools which offer a spark of inspiration instead of a definitive response. Your creative mind will lead you naturally from an abstract concept to a relevant answer, adding exciting and surprising dimension to your story. Within the oracles worksheet (available at ironswornrpg.com) you will find a set of blank tables to create your own oracles. If you are setting off on a journey, you might fill a table with things you expect to encounter. When you want to trigger an event, roll on that table. QUESTIONS UPON QUESTIONS You can come back to the yes/no table and ask a follow-up question to clarify or affirm a result. However, you should avoid leaning too heavily on asking questions (or this move in general). Don’t let one question snowball into a series of more specific questions. Even when playing solo, oracles should be the spice of your game, not the main course. Ask a question or two, decide what it means, and move on. When in doubt, follow your gut. Your first instinct is probably the right one. Go with it. ROLLING A MATCH A match on your oracle dice when rolling on the yes/no table should trigger an extreme result or narrative twist. This can mean an all-caps “HELL YES!” or “HELL NO!”, or a yes or no but with an interesting or dramatic complication. When you’re unsure what a match might mean, you can roll on another oracle table (page 167) for inspiration. If you’re still left scratching your head, just move on. Resolving a match is not a requirement. It’s just a way to introduce narrative turning points that lead you along unexpected paths. Head down the rabbit hole, but don’t get stuck in it. ORACLES AND GUIDED PLAY In guided play, your GM is the oracle. You won’t make this move unless you are talking things out and need a random result or a bit of inspiration. Your GM can use this move (or ask you to make it) to help guide the story. 109 IRONSWORN CHAPTER 3 | MOvES 108 WELCOME TO THE IRONLANDS The Ironlands is a vast peninsula in the northern ocean. The people who now refer to themselves as Ironlanders settled here two generations ago, cast out of their homelands by a catastrophic event. Since that time, they have survived but not prospered. The Ironlands are a harsh, dangerous place. The winters are long and brutal. Harvests are uncertain. Depending on the choices you make as you create your version of the Ironlands, monstrous beasts and dreaded horrors may be a constant threat. This chapter includes a brief summary for each major region of the Ironlands. It also includes a section where you define the characteristics, dangers, and mythology of your own Ironlands, creating a setting customized to your vision and preferences. The detail here is intentionally light. Consider it a sketch on a canvas, ready to be adorned with the vibrant colors and details of your story. TRAVEL IN THE IRONLANDS When traveling through dangerous or unknown areas, make the Undertake a Journey move (page 65). You will set the rank of the journey as appropriate to the fictional circumstances—the distance, region, terrain, threats, and your character’s readiness. You should also consider its importance in your quest. A higher rank means more storyline dedicated to the journey. If you want to move quicker to your destination, give it a lower rank. If this journey represents an important aspect of your character’s story, or you want to create opportunities for interesting events and side quests, give it a higher rank. When in doubt, refer to the following for general guidelines, or Ask the Oracle. • Traveling a moderate distance within a single region is Troublesome. • Traveling a long distance within a single region, or across rough terrain, is Dangerous. • Traveling from one region to another, or across especially challenging terrain, is Formidable. • Traveling through multiple regions is Extreme. • Traveling from one end of the Ironlands to another, or to a separate land, is Epic. Generally, don’t sweat it. Travel should move at the speed of your story. Don’t worry about exact measurements for distance or time. Give your journey a rank appropriate to the circumstances and your story, and make the move to see what happens. CHAPTER 4 YOUR WORLD 111 IRONSWORN REGIONS OF THE IRONLANDS BARRIER ISLANDS Features: • Crashing waves and treacherous currents • Jagged rocks hidden just beneath the surface • Snow-dappled cliffs jutting out of the sea • Low clouds and curling mists • Ferocious winds • Gliding seabirds • Decaying wrecks of wooden ships • Fisher-folk braving the wild sea • Lurking seaborne raiders This long string of islands parallels the Ragged Coast. They are beautiful, but imposing. The slate-gray cliffs rise dramatically out of the water, topped by treeless moors. Waterfalls, fed by persistent rains, plunge over these cliffs into the raging sea. The winds are fierce and ever-present. In the winter, sleet, snow, and ocean mist can cut visibility to the length of one’s arm. The islands are sparsely populated by Ironlanders, mostly fisher-folk who brave the surrounding waters. Their settlements cling to narrow, rock-strewn shores or lie on high overlooks. At night, the dim lights of their fires and torches glimmer pitifully against the wild, storm-tossed sea. Quest Starter: The spectral maiden appears at the bow of your ship, offering to guide you safely through the storm—for a price. What does she demand of you? 1 - Barrier Islands 2 - Ragged Coast 3 - Deep Wilds 4 - Flooded Lands 5 - Havens 6 - Hinterlands 7 - Tempest Hills 8 - Veiled Mountains 9 - Shattered Wastes 9 8 7 6 5 4 3 2 1 IRONSWORN 113 CHAPTER 4 | YOuR WORld 112 RAGGED COAST Features: • Narrow fjords • Settlements built on rocky shores • Trade ships flying colorful sails • Shipbuilders hammering at wooden hulls • Raiders sounding the drums of war • Schools of orca gliding through the waves • Monstrous serpents rising from unfathomable depths This coast is marked by massive fjords. It is a rugged land of snow-capped cliffs overlooking blue waters. Ironlander settlements are located at the head of the fjords in the shelter of narrow valleys. From there, both fisher-folk and raiders set sail. Their kin gather to see them off, laying wreaths of spruce in their wake. In the center of each settlement, at the front of the longhouse, a stack of rune- marked river stones memorialize those who did not return—one stone for each of the lost. Quest Starter: A ship which set off from a coastal settlement is found washed up on shore. It is empty. This ship carried something of great importance, now lost. What was it, and why do you swear to recover it? DEEP WILDS Features: • Unbroken woodland • A thick canopy casts the forest floor in shadow • Lingering fog • Constant rains • Elves, ever watchful • Ancient trees hung with moss • Streams winding their way through rough terrain • Skittering and growls from out of the mist The Deep Wilds are a vast swath of ancient forest. The ground is a lush carpet of ferns and lichens. The gnarled branches are cloaked in hanging moss. The air is almost perpetually misty and wet. Unlike the bordering regions, heavy snow is rare here. Instead, there is the ceaseless patter of rain dripping from high boughs and the rush of river over rock. The air carries the earthy smells of damp and decay. A few Ironlanders live along the fringes of the Deep Wilds, taking advantage of the relatively temperate climate and abundant game. However, most avoid this region. This is a land of the firstborn, of monstrous beasts, of horrors that defy description. This is the world before humans. Quest Starter: An Ironlander has sided with an enemy in the heart of the Wilds, and is leading attacks against Ironlander settlements. Who is this person? Who have they joined forces with? What will you do to stop these attacks? IRONSWORN 115 114 CHAPTER 4 | YOuR WORld FLOODED LANDS Features: • Fetid wetlands • Dead trees poisoned by salt water • Networks of sluggish rivers • Ponds and lakes shrouded in clinging mist • Beguiling ghostlights, drawn to the warmth of the living • Biting insects • Creatures, just beneath the surface, laying in wait This is a low-lying region of bogs, swamps, lakes, and slow-moving rivers. Near the coast, the water is salty and riddled with dead trees. Further north, the morass of forested wetlands and bogs is interspersed with rare patches of higher ground. Through it all, twisting rivers make their sluggish journey to the sea. The smell of these lands is rotten and dank. It is the smell of slow death. A few hardy Ironlanders live here in small settlements built atop hillocks, or in homes standing on stilts over the wetlands. Most fish and forage, making their way among the waterways on flat-bottomed boats propelled by long poles. Some dig through peat for bog iron—a cold, wet, grueling task. Travel is precarious here. One step has you on solid ground. The next sends you plunging through a thin layer of peat into a murky bog. Then, bony hands reach out to you, grasping, pulling. “Stay with me,” a voice whispers. “Stay with me here in the dark.” Quest Starter: Rising flood waters threaten to overwhelm an Ironlander settlement. Escape by boat is the only option, but there are few boats and many people. What’s more, there is something hungry in the water, waiting to feed. HAVENS Features: • Rolling hills and rocky bluffs • Pockets of dense wood, thick with shadow • Walled settlements • Verdant heaths • Wide rivers navigated by wary boatmen • Long, harsh winters This is an expansive region of forests, rivers, shrubland, and low hills. After an arduous journey, after untold losses, the first Ironlander settlers looked upon the Havens as a fresh start—a relative oasis in a fierce, uncaring land. It gave them hope. Years later, that hope is fading. Even within the Havens, there is little rest or safety. The winters are long. The harvests are never enough. Raiders strike without mercy. The thick woods, deep rivers and dark nights hold secrets and lurking horrors. Some say the Ironlands is a living thing, a malevolent spirit, intent on ridding itself of the human invaders. Slowly, season by season, year by year, it is succeeding. The Ironlander settlements in this region typically stand on hills or at the confluence of rivers. The buildings are made of wood, or sometimes stone, with roofs covered in turf. The central homes and communal structures are protected by an outer palisade fashioned from earth and wood. Outside these walls, from spring through autumn, farmers work the meager fields. In winter, the settlements are smothered by deep snow and oppressive gray clouds. Quest Starter: A settlement has fallen under the unjust rule of a cruel leader. What leverage do they hold over these people? What is your connection to the community? What can be done to overthrow this tyrant? IRONSWORN 117 116 CHAPTER 4 | YOuR WORld HINTERLANDS Features: • Dense forests nestled against rugged terrain • Hunter camps and remote settlements • Birdsong interspersed with sudden, unsettling stillness • Ironlanders, foraging and hunting game • Hungry beasts, stalking • Varou bands, howling their war song This high terrain consists of a long string of forested hills. Isolated Ironlander settlements in this region serve primarily as bases for hunters and trappers. A few farmers do the best they can with the rocky soil, but the people depend mostly on meat, mushrooms, berries, and other bounties from the forest to sustain them during the long winters. Those winters are bitter and harsh. Snow gathers as deep as an Ironlander is tall, or more. Hunters, cloaked in heavy furs, wear snowshoes to navigate across the rough terrain. At night, they make camp. They drink and tell stories. They try to ward away the encroaching darkness with a blazing fire. They cast nervous glances at sounds just beyond the light. In the spring and summer, the melting snow feeds tumultuous rivers. The forests burst with rich life. But, always there is a chill in the air. Always there is a reminder of the coming winter. Quest Starter: A group of Ironlanders have been forced out of their Hinterland settlement. What caused them to leave? With winter coming, and food in short supply, will you attempt to reclaim their settlement or convince someone to take them in? TEMPEST HILLS Features: • Stunted forests • Howling winds • Mist-shrouded waterfalls • Mining settlements • Nomad encampments on high plateaus • Ironlander caravans hauling bounties of ore • Wary giants keeping their distance • Mammoths grazing in alpine meadows These highlands are defined by rugged hills and low mountains, thin conifer woods, and wide, grassy plateaus, leading up to the heights of the Veiled Mountains. Through most seasons, the constant ill-winds break against the sides of the hills, screeching and moaning. In the dead of winter, some say these winds carry the names of those fated to die during the long cold season. Nomadic Ironlanders live among the hills, herding livestock. In the spring and summer they move among high pastures. In the winter, they find some relief from the brutal weather in sheltered valleys. Others live in mining settlements, drawing iron ore from riverbeds and shallow digs. Their furnaces, sending up plumes of black smoke, convert the ore into wrought iron, which is sent south for trade with the Havens. Quest Starter: You have come across or learned of a rich source of unclaimed iron and silver among these hills. What hazards must be overcome before a mine can be established? What force opposes you or attempts to establish its own claim? IRONSWORN 119 118 CHAPTER 4 | YOuR WORld VEILED MOUNTAINS Features: • Massive peaks shrouded in roiling clouds • Howling beasts • Endless snows • Precarious mountain trails • Stone cairns, marking the dead • Abandoned settlements • Circling wyverns Commonly referred to as the Veils, these great mountains mark the northern bounds of the settled lands. They are almost perpetually shrouded in cloud, snow, and mist. On the rare day they are visible to those Ironlanders far south in the Havens, the sight of the towering peaks is enough to inspire a mix of fear and awe. For a few, that feeling is a call rather than a warning. The Ironlanders who dwell here are mostly members of small mining communities. They seek fortunes in iron or silver, but often find only death in the endless, brutal cold. Even those who manage to eke out some sort of life among the Veils are sure to head south before the onset of winter. Before the long dark takes hold. Quest Starter: As winter fast approaches, there is no sign of the Ironlanders who live in a small mining community on the flanks of the Veils. They should have been off the mountain weeks ago. Time is running out. SHATTERED WASTES Features: • Vast fields of broken ice • Discomforting stillness • Deep crevasses, plunging into darkness • Piercing cold • Unnatural horrors breaking through the ice To the north of the Veiled Mountains lies the Shattered Wastes, a plain of jagged, broken ice. No one knows the bounds of this land or what lies beyond. No Ironlanders dwell here, and only a handful have explored the passage into the Wastes through the Veils. Those who survived the journey returned with stories of unimaginable cold and things moving beneath the ice. Quest Starter: The traveler returned from his journey into the Shattered Wastes with dead, frostbitten hands and extraordinary stories. The others scoff at him, but you believe. Why? What does he tell you? What compels you to see for yourself? IRONSWORN 121 120 CHAPTER 4 | YOuR WORld THE OLD WORLD { The savage clans called the Skulde invaded the kingdoms of the Old World. Our armies fell. Most were killed or taken into slavery. Those who escaped set sail aboard anything that would float. After an arduous months-long voyage, the survivors made landfall upon the Ironlands. Quest Starter: You are a descendant of the Skulde. Because of your heritage, your family has long borne the distrust of your fellow Ironlanders. Now, a small force of Skulde have landed on our shores. Are they the harbinger of an invasion? Where do your loyalties lie? { The sickness moved like a horrible wave across the Old World, killing all in its path. Thousands fled aboard ships. However, the plague could not be outrun. On many ships, the disease was contained through ruthless measures—tossing overboard any who exhibited the slightest symptom. Other ships were forever lost. In the end, those who survived found the Ironlands and made it their new home. Some say we will forever be cursed by those we left behind. Quest Starter: A settlement is stricken by disease. Though this sickness bears some similarities to the Old World plague, it doesn’t kill its victims. Instead, it changes them. How does this disease manifest? Why do you swear to seek out a cure? { The Old World could no longer sustain us. We were too large in number. We had felled the forests. Our crops withered in the barren ground. The cities and villages overflowed with desperate, hungry people. Petty kings battled for scraps. We cast our fate to the sea and found the Ironlands. A new world. A fresh start. Quest Starter: Decades ago, the exodus ended. Since then, no ships have sailed here from the Old World. Until now. Word comes of a single ship, newly arrived across the vast ocean, grounded on the rocks of the Barrier Islands. When you hear the name of this ship, you swear to uncover the fate of its passengers. Why is it so important to you? YOUR TRUTHS For each category in this section, choose one of the three options and make it true for your version of the Ironlands. Your choices set the background and tone of your campaign, and may inspire vows through the quest starters listed with each option. Not happy with any of the choices? You can also make your own truth. Some choices in one category may contradict a choice you make in another, but you’re free to bend and twist these options to fit your unique version of the Ironlands. If you find a particular choice to be evocative or interesting, make it work in the setting implied by your other choices. You can even select multiple choices within a single category. There are no rules here. Seeming contradictions can be the foundation of interesting stories. Your choices may impact your characters and the assets you might reasonably select. For example, if magic is rare or unknown in your world, rituals can be ignored or themed in such a way as to make them more about superstition and subtlety. Feel free to build your world around your characters, or let the world influence or limit your options. Don’t get mired in building the detail of your setting before you start playing. Leave room for inspiration and surprises. As you play, fill in the blanks to further deepen your narrative and world. You may even discover that some of the choices you make here—which reflect the common knowledge of the people—aren’t the actual truth after all. The following section is available as a separate workbook at ironswornrpg.com, making it easy to print and mark your choices. If you are playing co-op or guided, do this as a group as part of your first session to give everyone input into your setting. See page 193 for more on starting your campaign. 123 IRONSWORN CHAPTER 4 | YOuR WORld 122 IRON { The imposing hills and mountains of the Ironlands are rich in iron ore. Most prized of all is the star-forged black iron. Quest Starter: The caravan, bound for the distant southlands, left the mining settlement last season but never arrived at its destination. It carried a bounty of black iron. Why is finding this lost caravan so important to you? { The weather is bleak. Rain and wind sweep in from the ocean. The winters are long and bitter. One of the first settlers complained, “Only those made of iron dare live in this foul place”—and thus our land was named. Quest Starter: The harvest fell short. The unrelenting snows left the village isolated. The food is running out. What will you do to see these people through this harsh season? { Inscrutable metal pillars are found throughout the land. They are iron gray, and smooth as river stone. No one knows their purpose. Some say they are as old as the world. Some, such as the Iron Priests, worship them and swear vows upon them. Most make the warding sign and hurry along their way when they happen across one. The pillars do not tarnish, and even the sharpest blade cannot mark them. Quest Starter: Your dreams are haunted by visions of a pillar which stands in an unfamiliar landscape. What do you see? Why are you sworn to seek it out? LEGACIES { We are the first humans to walk these lands. Quest Starter: In the writings of one of the first settlers, there is a description of a glade in the heart of the Deep Wilds. The spirits of this place are said to grant a miraculous blessing. What boon does it bestow? { Other humans sailed here from the Old World untold years ago, but all that is left of them is a savage, feral people we call the broken. Is their fate to become our own? Quest Starter: You find a child—one of the broken. It is wounded, and hunted by others of its kind. Do you protect it, even at the risk of inviting the wrath of the broken tribes? { Before the Ironlanders, before even the firstborn, another people lived here. Their ancient ruins are found throughout the Ironlands. Quest starter: Miners uncovered an underground ruin. Thereafter, the people of the settlement are haunted by strange dreams. The ruins call to them, they say. Several have disappeared in that dark, ancient place— including someone important to you. COMMUNITIES { We are few in number in this accursed land. Most rarely have contact with anyone outside our own small steading or village, and strangers are viewed with deep suspicion. Quest Starter: In the dead of winter, a desperate man arrives at a snowbound steading. He is wounded, hungry, and nearly frozen to death. His family has been taken. By whom? Will you brave the merciless winter to save them? { We live in communities called circles. These are settlements ranging in size from a steading with a few families to a village of several hundred. Some circles belong to nomadic folk. Some powerful circles might include a cluster of settlements. We trade (and sometimes feud) with other circles. Quest Starter: A decades-long feud between two circles has flared into open conflict. What is the cause of this dispute? Do you join in the fight, or swear to put a stop to it? { We have forged the Ironlands into a home. Villages within the Havens are connected by well-trod roads. Trade caravans travel between settlements in the Havens and those in outlying regions. Even so, much of this land is untamed. Quest Starter: Caravans are forced to pay for passage along a trade road. This payment, one-quarter of the goods carried, leaves several communities without sufficient winter stores. Who is making these demands? How will you set things right? LEADERS { Leadership is as varied as the people. Some communities are governed by the head of a powerful family. Or, they have a council of elders who make decisions and settle disputes. In others, the priests hold sway. For some, it is duels in the circle that decide. Quest Starter: You have vivid reoccurring dreams of an Ironlands city. It has strong stone walls, bustling markets, and a keep on a high hill. And so many people! Nowhere in the Ironlands does such a city exist. In your dreams, you are the ruler of this city. Somehow, no matter how long it takes, you must make this vision a reality. 125 IRONSWORN CHAPTER 4 | YOuR WORld 124 { Each of our communities has its own leader, called an overseer. Every seventh spring, the people affirm their current overseer or choose a new one. Some overseers wear the iron circlet reluctantly, while others thirst for power and gain it through schemes or threats. Quest Starter: An overseer has fallen ill. She is sure to die without help, and the illness is unknown to the village healer. Poison, or perhaps even foul magic, is suspected. The families in the community are now at each other’s throats as they position their preferred candidates to take up the iron circlet. Will you discover the truth of the overseer’s illness and restore her to health? { Numerous clan-chiefs rule over petty domains. Most are intent on becoming the one true king. Their squabbles will be our undoing. Quest Starter: You secretly possess one-half of the True Crown, an Old World relic. Centuries ago, this crown was broken in two when an assassin’s axe split the head of the supreme ruler. You are descended from that lineage. Who gave you this relic? Will you find the other half of the broken crown and attempt to unite the clans under your rule? Or, do you see another use for it? DEFENSE { Here in the Ironlands, supplies are too precious, and the lands are too sparsely populated, to support organized fighting forces. When a community is threatened, the people stand together to protect their own. Quest Starter: A settlement is unable, or unwilling, to defend itself against an imminent threat. Why? What peril do they face? What will you do to protect them? { The wardens are our soldiers, guards, and militia. They serve their communities by standing sentry, patrolling surrounding lands, and organizing defenses in times of crisis. Most have strong ties to their community. Others, called free wardens, are wandering mercenaries who hire on to serve a community or protect caravans. Quest Starter: You come upon a dying warden. She tells you of an important mission, and charges you with its completion. “Swear to me,” she says, reaching out with a bloodied hand to give you an object crucial to the quest. What is it? { Our warbands are rallied to strike at our enemies or defend our holdings. Though not nearly as impressive as the armies that once marched across the Old World, these forces are as well-trained and equipped as their communities can manage. The banners of the warbands are adorned with depictions of their Old World history and Ironland victories. Quest Starter: A warband was wiped out in a battle against an overwhelming enemy. What is your connection to this band? Who defeated them? Will you carry their banner on a quest for vengeance, or do you vow to see it brought home to a place of honor? MYSTICISM { Some still find comfort in the old ways. They call on mystics to divine the fortune of their newborn, or ask them to perform rituals to invoke a bountiful harvest. Others act out of fear against those who they suspect of having power. However, most folk believe true magic—if it ever existed— is lost to us now. Quest Starter: Someone close to you is accused of cursing a settlement, causing fields to go fallow and cattle to become sick. What is the evidence of this? Will you defend this person and uncover the true cause of the settlement’s troubles? { Magic is rare and dangerous, but those few who wield the power are truly gifted. Quest Starter: You have heard stories of someone who wields true power. They live in an isolated settlement far away. Who told you of this mystic? Are they feared or respected? Why do you swear to seek them out? { Magic courses through this land as the rivers flow through the hills. The power is there for those who choose to harness it, and even the common folk often know a helpful ritual or two. Quest Starter: Someone you love walked the paths of power, and succumbed to it. Who are they? Why did they fall into darkness? Where are they now? Do you seek to save them or defeat them? RELIGION { A few Ironlanders still make signs or mumble prayers out of habit or tradition, but most believe the gods long ago abandoned us. Quest Starter: A charismatic Ironlander, encouraging her followers to renounce the vestiges of Old World religions, proposes a new path for this new world. What doctrine does she teach? What does she seek to achieve? Are you sworn to aid or stop her? { The people honor old gods and new. In this harsh land, a prayer is a simple but powerful comfort. Quest Starter: An Ironlander is determined to make a pilgrimage into dangerous lands. What holy place do they seek? Why do you swear to aid them on this journey? Who seeks to stop them and why? 127 IRONSWORN CHAPTER 4 | YOuR WORld 126 { Monstrous beasts stalk the wild areas of the Ironlands. Quest Starter: A prominent Ironlander is consumed with the need to bring vengeance upon a specific beast. What makes this creature distinctive? How did it earn the wrath of this Ironlander? Do you aid this person in their quest, or act to prevent their blind hate from destroying more than just the beast? { Beasts of all sorts roam the Ironlands. They dwell primarily in the reaches, but range into the settled lands to hunt. There, they often prey on cattle, but attacks on travelers, caravans, or even settlements are not uncommon. Quest Starter: Professional slayers earn their keep by killing beasts. This particular slayer, famed throughout the Ironlands for her numerous kills, has gone missing on a hunt. Did she finally meet her match, or is something more nefarious at play. What is your connection to her? HORRORS { Nothing but stories to frighten children. Quest Starter: The murders began last season. Local gossip suggests they are the work of a vengeful horror, but there may be more mundane forces at work. What is your connection to these killings? What will you do to stop them? { We are wary of dark forests and deep waterways, for monsters lurk in those places. In the depths of the long-night, when all is wreathed in darkness, only fools venture beyond their homes. Quest Starter: You bear the scars of an attack by a horror. What was it? Are those scars physical, emotional, or both? How do you seek to make yourself whole again? { The dead do not rest in the Ironlands. At night we light torches, scatter salt, and post sentries at the gate. It is not enough. They are coming. Quest Starter: A group of Ironlanders establish a settlement in a territory cursed by a malevolent horror. What evil plagues this land? Why are the Ironlanders so intent on settling here? Will you aid them, or attempt to force them to give up this foolish undertaking? { Our gods are many. They make themselves known through manifestations and miracles. Some say they even secretly walk among us. The priests convey the will of the gods and hold sway over many communities. Quest Starter: You bear the mark of a god. What is it? The priests declare this as a sign you are chosen to fulfill a destiny. Do you accept this fate, and swear to see it through, or are you determined to see it undone? What force opposes you? FIRSTBORN { The firstborn have passed into legend. Some say the remnants of the old tribes still dwell in deep forests or high mountains. Most believe they were never anything more than myth. Quest Starter: Someone obsessed with the firstborn wants to find evidence of their existence. This will require an expedition into the far reaches of the Ironlands. What is your role in this mission? { The firstborn live in isolation and are fiercely protective of their own lands. Quest Starter: The elf, outcast from his kind, lives with Ironlanders. Over time, he became a part of the community. Now, he is dying. He yearns to return to his people before he passes. Does he seek absolution or justice? Why do you swear to help him? What force opposes his return? { The firstborn hold sway in the Ironlands. The elves of the deep forests and the giants of the hills tolerate us and even trade with us—for now. Ironlanders fear the day they decide we are no longer welcome here. Quest Starter: Humans and giants are on the brink of war. What has happened? Who do you side with? Can anything be done to defuse the situation? BEASTS { The beasts of old are nothing but legend. A few who travel into the deep forests and high mountains return with wild tales of monstrous creatures, but they are obviously delusional. No such things exist. Quest Starter: You were witness to an attack by what you thought was an animal of monstrous proportions. No one believes you. In fact, you are accused of the murder you blame on this beast. How can you prove your innocence? Can you even trust your own memories of the event? 129 IRONSWORN CHAPTER 4 | YOuR WORld 128 MAPPING YOUR JOURNEYS To keep track of the details of your world, download the blank Ironlands map at ironswornrpg.com. Then, use a separate sheet, index cards, or a journal to create a key for the locations on your map. Index cards work great. They give you space for a reasonable amount of information for a region or location, and it’s quick and easy to dig through them to find details on-demand. Just mark the index card with a number, and mark that same number in the proper location on your Ironlands map. If you store your index cards in order, clipped to your map, it’ll take all of a couple of seconds to remind yourself, “What was the name of that village in the Hinterlands?” You can even use these index cards for random events. Need to know where the raiders are headed? Shuffle your index cards, turn them face down, and draw one. Don’t worry about the details here. Not everything you encounter needs to be marked on the map or recorded. Focus on the people and places important to your story. Don’t fuss with distances or exact positioning. There are no extra points awarded for neatness. That said, if you really enjoy detailed maps and recording your journeys, feel free to do so in whatever form works best for you. If you’re using your own map for the Ironlands or playing in a different setting altogether, you can manage the details however you like. N IRONSWORN T H E I R O N L A N D S 1 2 3 - 4 - 5 6 7 8 9 1. Raven’s Bluf (B) Large settlement on a rocky ridge Features: Strong winds; precarious rope bridge People: Jilan the Overseer (B) Vow: Banish the vengeful Haunt 3. Cairnhome Lonely fshing village Features: Rottng shipwrecks; stacked stones for each of the lost People: Thorsten the sea captain (B) Val the Raider (enemy) When you record the details of a community, include a note for any bonds you share. In the example below, (B) is used to signify a bond. The index cards can also be used to keep track of related quests. IRONSWORN 131 130 CHAPTER 4 | YOuR WORld NPCs IN THE IRONLANDS An NPC (non-player character/creature) is anyone who inhabits your version of the Ironlands other than your character and those portrayed by your fellow players. They can be a person, being or creature. You will roleplay your interactions with NPCs, and make moves when you attempt to influence them, aid them, gain their help, or act against them. This chapter includes a variety of sample NPCs, organized by category. • The Ironlanders are the humans who have settled these lands. • The Firstborn are beings who walked the Ironlands uncountable years before humans arrived. • Animals are common creatures. • Beasts are monstrous creatures of unusual size and cunning. • Horrors are supernatural beings. These NPCs are a starting place. Use what fits your version of the Ironlands, keeping in mind the choices you made when you defined the characteristics of your setting in the previous chapter. If your world is entirely human- centric, ignore any fantastical NPCs. If you want to boost the fantasy in your campaign, you can emphasize the unreal or monstrous. Use what you like. Discard what you don’t. Create what is missing. It’s your world. COMPONENTS OF AN NPC Because gameplay in Ironsworn is centered on the abilities and actions of your character, NPCs are primarily represented through your fiction rather than mechanics. They don’t have stats, assets, or tracks. Instead, the sample NPCs in this chapter include some broad details to help guide their actions and the threat they pose in combat. When you interact with an NPC, envision their personality and motivations. A brutish character leverages their strength, or attempts to bully and intimidate. A sly character acts through manipulation or trickery. A noble character behaves according to their sense of honor. An animal, depending on its disposition, may attack when threatened or may run away. A supernatural being may act with mindless malice and hate for the living, or may have more complex needs. When you are unsure of an NPC’s traits or next action, Ask the Oracle. Then, envision what they do and make moves to aid or oppose them as appropriate. CHAPTER 5 FOES AND ENCOUNTERS 133 IRONSWORN RANK NPCs have a single mechanical attribute, their rank. From this, their ability to resist and inflict harm (page 19) in combat is derived, as follows: Rank Type Progress Harm Troublesome Common enemies 3 progress per harm Inflicts 1 harm Dangerous Capable fighters and deadly creatures 2 progress per harm Inflicts 2 harm Formidable Exceptional fighters and mighty creatures 1 progress per harm Inflicts 3 harm Extreme Foes of overwhelming skill or power 2 ticks per harm Inflicts 4 harm Epic Legendary foes of mythic power 1 tick per harm Inflicts 5 harm When you engage a foe in combat, give them a standard progress track (10 boxes). When you Strike or Clash and inflict harm, mark progress for each point of harm based on the foe’s rank. For example, you mark 2 ticks for each point of harm inflicted on an extreme foe, and 2 progress (2 full boxes) for each point of harm against a dangerous foe. When you fail to defend against a foe’s attack and face physical harm, you make the Endure Harm move (page 91). As part of that move, you reduce your health track by the amount of harm your foe inflicts, per their rank. If appropriate to the NPC, they can also inflict stress (page 20) equal to their rank when you fail to resist an action which frightens, demoralizes, or rattles you. Use the End the Fight move (page 82), adding your progress against this foe, when you attempt to resolve the combat. To learn more about progress, see page 14. The ranks for the sample NPCs in this chapter represent a typical individual of that type. For unusually powerful NPCs, increase their rank by one (to a maximum of epic). For less powerful foes, decrease their rank by one (to a minimum of troublesome). You can also adjust the rank of a foe when circumstances give you significant narrative disadvantage or advantage before the fight. See page 208 for more on adjusting challenge ranks. FEATURES These are the typical characteristics of appearance and personality for an NPC. They are not universally true, especially within diverse societies such as Ironlanders and the firstborn, but can provide some common impressions as a starting point. DRIVES Drives reflect the motivations and instincts of an NPC. For creatures, these are relatively simple: Hunt, eat, defend territory. For intelligent beings, drives are the typical goals and beliefs of their society, but do not represent the complex range of motivations you will encounter. Drives are a starting place, giving you the rough outline of a typical NPC to be fleshed out (or contradicted) appropriate to their role in the fiction. NPCs who are prominent in your campaign will have more detail. Depending on their role in your story, their drives may support—or conflict with—your own goals. As you discover details about an important NPC, make note of it. Look for opportunities to introduce interesting and surprising backstories and motivations for these characters. TACTICS Tactics provide a reference for how an NPC might act in combat. These give you a sense of typical maneuvers, but do not represent the possibilities of a complex and dramatic combat scene. You should let NPC actions flow out of the fiction. What is the situation? What is their goal? What will add to the excitement and danger of this moment? Make it happen. When in doubt, Ask the Oracle. Your foes should do more than simply try to inflict harm. A fearsome roar or demoralizing boast might cause you to Endure Stress. Tactical maneuvers reduce your momentum. Fictional complications—the appearance of new foes, putting companions or allies at risk, or a realization that undermines your quest—will heighten the drama of the scene. QUEST STARTER All NPCs include a quest starter, which can serve as inspiration for one of your vows. YOUR TRUTH Some NPCs include a question for you to answer. This is an opportunity to customize the NPC to your vision of the Ironlands. You can do this as you define your world or discover through play. Truths may represent an absolute fact, or merely something the people of your world believe. 135 IRONSWORN CHAPTER 5 | FOES ANd ENCOuNTERS 134 NPC PACKS When you fight a group of troublesome or dangerous foes, you may combine them into a single progress track. This is called a pack. It’s more convenient than tracking progress for each individual foe, and the scene will move faster. When you group foes into a pack, increase their rank to represent their combined ability to inflict and resist harm. For a small pack (about 3 to 5), increase the rank by one. For a large pack (about 6 to 10) increase the rank by two. For example, a pack of 4 troublesome foes are treated as a single dangerous foe. If you are facing more than 10 troublesome or dangerous foes, you can group them into smaller packs and associated progress tracks. When you inflict harm on the pack, you can envision it as appropriate to the fiction. You might wound them, put one or more of them out of action, or drive some back. When you successfully End the Fight, you have defeated the last of them, or broken their fighting spirit. Formidable, extreme, and epic foes may not be grouped into a pack. Each must have its own progress track. JOINING FORCES WITH NPCs If your story leads you to cooperating with helper NPCs to overcome challenges, you need to consider how they impact the fiction and your moves. NPCs—unless they are a companion asset (page 39)—won’t give you mechanical bonuses on your moves. They also won’t make moves of their own. They are simply a part of your story, perhaps impacting the moves you make, the results of those moves, and the rank of your challenges. Gaining the aid of an important NPC might also allow you to Reach a Milestone (page 100). For example: • If you are charged with protecting NPCs, they might be placed in danger or suffer losses as a result of your failures on moves. • If you are fighting alongside NPCs, you can reduce the rank of your foes. For example, battling alone against a large pack of raiders might be an extreme challenge. If you are aided by a stalwart band of villagers, you could shift the enemies’ rank to formidable. • If you are being led by an experienced scout, you might choose to skip the Undertake a Journey move, or reduce the rank of the journey. • If an NPC leader agrees to support your quest by allowing passage through contested lands, you might Reach a Milestone and mark progress. As with any NPC, you can Ask the Oracle to see how a helper NPC responds, how they fare in a challenge, or what they do next. You can make moves to influence them, such as Compel. If you develop a strong relationship through your story, or if you Fulfill Your Vow in their service, you can choose to Forge a Bond. In short, make them characters, not numbers. Give them personalities. Give them quirks and motivations. Let them impact your story and your quests, for better or worse, but always keep the focus on your character and your allies. CREATING NPCs You should create NPCs that fit your version of the Ironlands, enhance your story, and enrich your character’s adventures. Use the sample NPCs as a starting place, or start from scratch. Because NPCs don’t have mechanical detail, it’s easy to bring them to life without advance preparation. If you face an NPC in combat, give them a rank. If you like, you can also make note of their drives and tactics. Otherwise, their motivations, abilities, and actions are entirely part of your fiction. They may ignore you, aid you, or oppose you. Make moves to resolve your intentions with them as appropriate. Springboard off those moves with new details and complications to flesh out these characters. For reoccurring NPCs, make note of what you learn of them over time. If you share a bond, mark it down. IRONSWORN 137 CHAPTER 5 | FOES ANd ENCOuNTERS 136 IRONLANDERS Ironlanders are the human inhabitants of these lands. Unless your story emphasizes adventures well outside of the settled regions, the majority of your interactions will be with fellow Ironlanders. This section covers a few broad categories of Ironlanders. They are not representative of the variety of people and cultures in these lands. When you are forced to fight an Ironlander and need to determine their rank, you can Ask the Oracle, or follow these guidelines: • A common citizen or brute is troublesome. • A trained warrior is dangerous. • A powerful or veteran warrior is formidable. BROKEN Rank: Troublesome (3 progress per harm; inflicts 1 harm) Features: • Crazed eyes • Painted skin • Feral screams • Scavenged clothing and weapons Drives: • Show my power • Share my pain Tactics: • Spring from hiding • Ferocious attacks Another people sailed to the Ironlands from the Old World long before our kin settled here. Something happened. Something changed them. Whether it was the long struggle in a harsh land, the ravages of war, or the corruption of some dark force, they left their humanity behind and became what we call the broken. Now, they exist only to kill, to destroy. We fear the broken for their savagery. But, more than this, we fear them as a dark portent of what we might one day become. Quest Starter: Years ago, an Ironlander child was taken by a broken tribe. Now they are seen living among them. What is your connection to this person? Can they be brought home, or are they forever lost? COMMON FOLK Rank: Troublesome (3 progress per harm; inflicts 1 harm) Traits: • Diverse looks • Weary and worried • Suspicious of strangers Drives: • Prepare for the winter • Protect family Tactics: • Desperate defense • Stand together Most of us in the Ironlands are common folk. We are farmers, laborers, crafters, sailors, and traders. When trouble comes, we know which way the pointy end goes, and we stand together to protect our homes and kin. Quest Starter: Two prominent families are at odds. What is the source of the conflict? What is your relationship to them? What danger threatens to destroy their community if they can’t put aside their petty squabble? HUNTER Rank: Dangerous (2 progress per harm; inflicts 2 harm) Traits: • Wearing hides and furs to ward away the cold • Steely gaze • At home in the woodlands Drives: • A clean kill • Survive the hunt Tactics: • Set traps • Keep to the shadows • Deadly shot Hunters face brutal weather, difficult terrain, dangerous animals, and worse. Many never return from their hunts. Others return, but are forever changed. Quest Starter: A hunter returns to her village, panic-stricken and pleading for help. The rest of her party is still out there. What happened to them? 139 IRONSWORN CHAPTER 5 | FOES ANd ENCOuNTERS 138 MYSTIC Rank: Dangerous (2 progress per harm; inflicts 2 harm) Features: • Knowing eyes • Tattooed skin Drives: • Respect the old ways • Seek the paths of power Tactics: • Foresee the intent of my enemies • Prepare rituals • Use trickery Some say you can tell a mystic by looking them in the eye. They walk in two worlds, and their eyes shimmer with that dark reflection of realms beyond our own. We call it the sight. Some hold that darkness in check. Others are consumed by it. Quest Starter: A mystic returns to their home after a years-long journey. They are changed. What new power or knowledge do now they wield? What do they seek to do with it? Why do you oppose them? RAIDER Rank: Dangerous (2 progress per harm; inflicts 2 harm) Features: • Geared for war • Battle fervor Drives: • What is theirs will be ours • Stand with my kin • Die a glorious death Tactics: • Intimidate • Shield wall • Burn it down Raiders survive by seizing what they need from others. Our grain. Our meat. Our animals. Our iron. They’ll take it all, and leave us facing the long winter with nothing to sustain us but prayers to indifferent gods. Quest Starter: You were raised as a raider, born to battle, but long ago left that life. Troubled by your past, you vow to wipe this powerful clan from the Ironlands. How can you defeat them? What will happen when you must face your former shield-kin? YOUR TRUTH A large raider clan is known and feared throughout the Ironlands. What is it called? Who leads it? WARRIOR Rank: Dangerous (2 progress per harm; inflicts 2 harm) Traits: • Battle-hardened • Scarred Drives: • The thrill of the fight • Protect those in my charge • Survive another day Tactics: • Maneuver for advantage • Find an opening Some Ironlanders, through strength of arms, set themselves apart from the common rabble. They are trained to fight, or simply born to it. For them, a sword, spear, or axe is as natural a tool as any hammer or spade. Quest Starter: A legendary warrior, now well past their prime, swears to face a daunting foe in one final battle. What help do they ask of you and why? Who is their enemy? YOUR TRUTH Warrior’s shields are often emblazoned with meaningful symbols. What are they? Family crests? Animal totems? Mystical sigils? Motifs honoring the nations of the Old World? If you carry a shield, what is painted on yours? 141 IRONSWORN CHAPTER 5 | FOES ANd ENCOuNTERS 140 FIRSTBORN The firstborn lived here long before the humans landed on these shores. The humans, in their arrogance, named this peninsula the Ironlands and called themselves Ironlanders—but the firstborn gave it names of their own in a time beyond the reach of memory. To determine the role of the firstborn in your setting, see page 128. ELF Rank: Dangerous (2 progress per harm; inflicts 2 harm) Features: • Large, luminous eyes seen through a wooden mask • Gray-green skin the texture of dry leaves • Sonorous voice • Wielding bow and spear Drives: • Protect the wilds • Drive out trespassers, or see them pay Tactics: • Strike from shadow • Force their surrender • Turn the forest against them Elves are strange beings of the forest, seldom seen beyond the ancient woods of the Deep Wilds. They are fiercely protective of their lands and suspicious of humans. Their scouts patrol the borderlands, riding the fearsome mounts we call gaunts (page 148). Others of their kind watch us from the shadow of the deep woods, spears and bow at the ready. Some say elven mystics can bind the animals and beasts of the forest to aid in the defense of the Wilds. A few warn that the elves are biding their time, readying the attack which will drive us from these lands. Quest Starter: The leader of an Ironlander community seeks an audience with the elves. For what purpose? Why are you compelled to help? YOUR TRUTH Elves conceal their faces behind ornate wooden masks. What do these masks signify? GIANT Rank: Extreme (2 ticks per harm; inflicts 4 harm) Features: • Dark hair and ruddy skin • Twice the size of a tall human, or more • Wearing layers of wool, hide, and furs • Stoic and observant Drives: • Survive the winter • Protect the herd Tactics: • Fight as a last resort • Sweeping strike • Make them flee Giants dwell in the Tempest Hills and Veiled Mountains. They live a nomadic life alone or in small family units, herding oxen, mountain goats, and sheep. In their own language they are called the Jokul. Many Ironlanders misinterpret their quiet nature for dullness, but giants are keenly intelligent and observant. They have a great respect for life, even for our kind, and use trickery and negotiation to avoid fights. When they are left without other options, an enraged giant is a devastating, relentless force. Quest Starter: A pair of giants are raiding human settlements, stealing supplies and livestock. With winter coming, the survival of those settlements is threatened. What is driving the giants down from the hills? YOUR TRUTH Every fifth spring, the giant clans meet for a gathering. There, the memory-keepers sing of a great giant hero, revered by all. Who is this hero? 143 IRONSWORN CHAPTER 5 | FOES ANd ENCOuNTERS 142 TROLL Rank: Formidable (1 progress per harm; inflicts 3 harm) Features: • Long limbs • Sunken, beady eyes • Translucent skin camouflaged to the environment • Keen sense of smell • Speaks in gibberish Drives: • Find pretty things • Keep it secret Tactics: • Be sneaky • Bite and claw • Run and hide Trolls mostly live in the Flooded Land, but it’s not unusual to encounter one in the Hinterlands or even in the southern reaches of the Havens. They are solitary creatures, wary of contact with Ironlanders but likely to attack if scared or provoked. They move with their back hunched, often skulking on all four gangly limbs. When they stand straight they are much taller than humans—nearly as tall as a giant. Their skin is a sickly pale gray, but they can camouflage themselves by changing it to match their environment. Trolls collect objects of all sorts, and particularly value Ironlander trinkets. They are tormented by the fear of others stealing their hoard, and are constantly seeking out new, better hiding places. The items are mostly junk to anyone but a troll, but occasionally an object of real value finds its way into the dregs. Quest Starter: The villagers tolerate the troll who lives nearby because its presence serves to dissuade a greater threat. They even donate items for its hoard, and put up with its occasional thievery. But now, the troll is missing. What is the looming threat the troll helped avert? PRIMORDIAL Rank: Extreme (2 ticks per harm; inflicts 4 harm) Features: • Personification of the natural world • Turbulent, changing visage • Vaguely human-like or animal-like form Drives: • Embody chaos • Cling to vestiges of power Tactics: • Control the elements • Destroy with primal rage The primordials, said to be the vestigial spirits of long-forgotten gods, are the most ancient of the firstborn. Each embodies some aspect of the natural world, bound in a crude mimicry of a human or large animal. A river primordial is a mass of rock, gravel, and flowing water. A forest primordial is formed of wood, earth, rocks, and plants. A mountain primordial is a lumbering being of glacier stone and ice. A fire primordial, depending on its mood, might take form as embers, ash, and smoke—or as a raging pyre. They range in size from the height of an Ironlander to half-again as tall as a giant. Rumors persist of primordials who dwell in the deepest parts of the Wilds, or high in the ranges of the Veiled Mountains, who are as tall as an ancient tree. Beyond, some suggest, in the Shattered Wastes, live primordials who tower into the clouds. Is the sound of distant thunder sometimes the footfalls of mountain-sized primordials who dwell beyond the edge of the known world? Primordials are solitary beings as unpredictable as the natural forces they personify. They might ignore you. They might lurk at a distance, as if observing you. Or, they might attack. They do not speak in any language we can understand. Some suggest they have no intelligence, and are merely a manifestation of the natural world, no different than a winter storm. How do you kill a primordial? Most scoff at the idea. You are just as likely to kill the rain or the sea. A mystic might tell you to use a weapon imbued with elemental power. Don’t trust them. If you see a primordial, keep your distance. Better yet, run. Quest Starter: In the dead of winter, a fire primordial is razing homes and burning a nearby wood. At night, orange flames light the sky. What can be done to stop this destruction? 145 IRONSWORN CHAPTER 5 | FOES ANd ENCOuNTERS 144 VAROU Rank: Dangerous (2 progress per harm; inflicts 2 harm) Features: • Yellow eyes shining in moonlight • Pointed ears and snout-like face Drives: • Take their land • Defend my kin • Keep the bloodcall at bay Tactics: • Strike at night • Leap into combat • Let loose the bloodcall The varou are humanoid beings who dwell within the Deep Wilds and in the woods of the Hinterlands. Their features are fierce and wolf-like. They are broad-shouldered and a head taller than the average Ironlander. Their long hair is ornately groomed and decorated with beads and other trinkets. The varou value territory above all things. They often war amongst themselves and against the elves to gain or defend holdings. They mark their claims by carving clan symbols into trees. Only the foolish ignore the warning of these border signs. Several of our settlements—built too close to varou territory— are now abandoned ruins bearing the mark of a victorious varou clan. Quest Starter: A varou clan has carved their mark into the trees surrounding an Ironlander community, claiming it as their territory. An attack is surely imminent. What will you do to prevent it? YOUR TRUTH A young varou receives their keth—a curved dagger—before undergoing a rite of passage. What must they do to take their place among the adults of the clan? ANIMALS Animals are the mundane creatures which dwell in the Ironlands. Some animals are native to these lands; others were also common in the Old World. Most wild animals are skittish and do not pose a threat to humans. Those creatures have no rank, and can be attacked or interacted with using appropriate moves. For example, Resupply (page 63) can represent hunting for deer or small game. A few notable exceptions—predators, aggressive creatures, and animals trained to fight—are noted here. BEAR Rank: Formidable (1 progress per harm; inflicts 3 harm) Features: • Fearsome teeth and claws • Thick hide Drives: • Find food • Defend cubs Tactics: • Roar • Pin down • Maul with savage force Most bears are not aggressive. They avoid Ironlanders and are unlikely to attack unless they see you as a threat. There are exceptions. The silver bears of the Veiled Mountains, which sometimes range as far south as the Tempest Hills, are territorial, powerful, and aggressive. Likewise, the ash bear, encountered in woodlands throughout the Ironlands, is known for its ferocity and cunning. If either catch your scent, they are likely to hunt you down and attack. Quest Starter: A group of hunters felled a large ash bear with several arrows. It tumbled into a river and was swept away. Unfortunately, the bear they thought dead is now stalking the group as they make their way back home. 147 IRONSWORN CHAPTER 5 | FOES ANd ENCOuNTERS 146 BOAR Rank: Dangerous (2 progress per harm; inflicts 2 harm) Features: • Wiry coat • Long tusks • Vicious Drives: • Forage • Protect territory • Defend sows Tactics: • Charge and gore • Circle and attack again In the Old World, wild boars were belligerent and dangerous animals. Here in the Ironlands? They are even bigger and meaner. They attack without warning or provocation. They will run you down, gore you, bite you, and circle around to do it all again. And again. And again. Quest Starter: A boar hunt ends in tragedy when an Ironlander is gored and grievously wounded. How do you know this person? What terrible truth do they reveal as they lay dying? GAUNT Rank: Dangerous (2 progress per harm; inflicts 2 harm) Features: • Horse-like creature with a lean, skeletal frame • Ghostly pale eyes • Black, scaled hide Drives: • Run like the wind Tactics: • Rear up • Charge • Trample A gaunt is a creature unique to the Ironlands. They maneuver across the rough, dense terrain of the Deep Wilds and Hinterlands with uncanny speed and grace. This makes them ideal as mounts for the elves (page 142), who breed and train them. A gaunt will not usually act aggressively without provocation, but they are as deadly as the fiercest warhorse under the command of a talented rider. Quest Starter: Villages in the Hinterlands have fallen prey to a large band of gaunt-riding elves. They attack with sudden and violent force, and are gone before any sort of defense can be mustered. Their leader, a warrior of unmatched skill, rides a distinctive white gaunt. What has driven these elves to strike out against the Ironlanders? YOUR TRUTH Some gaunts live in wild herds. They once roamed the wilds in countless numbers, but few now remain. What has happened to thin these herds so dramatically? MARSH RAT Rank: Troublesome (3 progress per harm; inflicts 1 harm) Features: • Beady eyes • Long tail Drives: • Eat everything • Breed Tactics: • Swarm and bite The marsh rat is a rodent of unusual size. They are all-too-common in the Flooded Lands or in wetlands within the Hinterlands and Deep Wilds. They eat almost anything, including carrion and waste. Our grain stores and pantries are an easy target for marsh rats, who dig tunnels or chew through walls to get at the food. They will also try to make a meal out of living prey— deer, cattle, or even an unlucky Ironlander. A pack of marsh rats can kill a horse and reduce it to bone in a matter of hours. Quest Starter: Marsh rats raided the stores of an isolated settlement. How will you ensure the Ironlanders have enough food to survive the coming winter? 149 IRONSWORN CHAPTER 5 | FOES ANd ENCOuNTERS 148 WOLF Rank: Dangerous (2 progress per harm; inflicts 2 harm) Features: • Keen senses Drives: • Fight rivals • Mark territory • Run with the pack Tactics: • Stalk • Pack rush • Drag to the ground The Ironlands are home to several breeds of wolves. Most are not aggressive and stay clear of settlements and travelers. Despite that, attacks against Ironlanders are not unknown. A harsh winter and insufficient prey can drive a pack to hunt livestock or even an unwary Ironlander. As night falls we hear their howls, and hope they are well fed. Quest Starter: You find the grisly remains of a pack of wolves. All are dead, even the cubs. What caused this? Why is it a harbinger of a greater danger? BEASTS Beasts are monstrous creatures of great size and power. They are natural beings—not supernatural entities—but were unknown in the Old World. To determine the role of beasts in your version of the Ironlands, see page 128. BASILISK Rank: Extreme (2 ticks per harm; inflicts 4 harm) Features: • Giant snake • Dull yellow-brown skin • Vibrant yellow eyes Drives: • Devour Tactics: • Lay in wait • Mesmerizing gaze • Sudden bite • Crush Basilisks dwell in the Flooded Lands, lurking in the murky waters of the swamps or within marshy thickets. There, they wait patiently for prey. They regularly feed on marsh rats or deer, but will eagerly make a meal out of a passing Ironlander. Quest Starter: The adventurer set out to slay a basilisk, only to become its next meal. Because the serpent digests its prey slowly, the remains of the adventurer are still undoubtedly within the beast—along with the heirloom sword he wielded. What is your relationship to this person? Why is recovering the sword so important to you? YOUR TRUTH Some piece of a basilisk anatomy is prized by the Ironlanders. What is it? How is it used? 150 CHAPTER 5 | FOES ANd ENCOuNTERS 151 IRONSWORN ELDER BEAST Rank: Extreme (2 ticks per harm; inflicts 4 harm) Features: • Twice the size of their common kin, or more Drives: • Dominate • Protect territory Tactics: • Intimidating display • Overwhelming attack Elder beasts—including wolves, bears, and boars—are huge, monstrous versions of their common kin. They are primarily solitary creatures, though elder wolves have been known to lead a pack of normal wolves. Some call them guardians, avatars of the land itself, and say they are as long-lived as the oldest trees. Quest Starter: An elder wolf, white as snow, appears to you in a dream. When you wake, the memory of its piercing gaze lingers. Is the vision a dark portent or a promise? Why are you compelled to seek this beast out? YOUR TRUTH What people of the Ironlands revere and protect the elder beasts? What group hunts them and why? HARROW SPIDER Rank: Dangerous (2 progress per harm; inflicts 2 harm) Features: • Massive fangs • Long legs and bloated body • Eight iridescent black eyes Drives: • Lurk • Feed Tactics: • Drop atop prey • Bite with pincers • Trap in webbing These gigantic creatures are a menace in woodlands throughout the Ironlands. Despite their size, they move through high branches with uncanny grace, dropping suddenly to grapple their prey and entomb them in webbing. Quest Starter: A brood of harrow spiders attacked a contingent of Ironlanders. The single survivor tells of the horrifying encounter and the monstrous brood mother—a harrow spider larger and stronger than a warhorse. What was this group’s mission? What important item are you sworn to recover from one of the victims? IRONSWORN 153 152 CHAPTER 5 | FOES ANd ENCOuNTERS LEVIATHAN Rank: Epic (1 tick per harm; inflicts 5 harm) Features: • Massive bulk • Flesh as tough as iron • Cold black eyes • Sinuous grace Drives: • Slumber in the depths • Destroy those who trespass Tactics: • Rise from the depths • Ram and swamp ships • Devour prey whole These massive sea beasts lurk in the darkness of the deepest fjords and in the abyssal depths beyond the Barrier Islands. They sometimes surface to hunt within shallower waters. They will indiscriminately destroy any Ironlander vessel which strays too close to their hunting grounds. Watchful sailors might catch sight of a leviathan circling their boat, studying them, in the moments before it attacks. Their dagger-shaped head is as tough and destructive as any battering ram, able to shatter a ship in a single blow. Quest Starter: A leviathan lurks off the coast, preying on fishing boats and trade ships. Among the dead is someone important to you. Who is it? You have vowed to send this beast back to the depths, but doing so will require a mythic weapon—The Abyssal Harpoon, an Old World artifact said to be carved from the bones of a long-dead sea god. Where is this weapon rumored to be held? YOUR TRUTH Some coastal people believe leviathans are a manifestation of an ancient spirit. What is it? MAMMOTH Rank: Extreme (2 ticks per harm; inflicts 4 harm) Features: • Woolly fur • Large head and curved tusks • Prehensile trunk Drives: • Migrate to fertile ground • Forage for food • Protect the young of the herd Tactics: • Form a protective circle • Charge • Trample • Gore These beasts resemble the elephants of the Old World’s southern realms, but are larger and covered in a coat of thick fur. They travel in herds among the Tempest Hills, migrating south with the winter and north with the spring. They are not aggressive creatures, but are fearless and will fight to the death to protect their young. A herd of mammoths is an amazing and humbling sight, but smart Ironlanders keep their distance and stay downwind. Quest Starter: A mammoth calf wanders alone into an Ironlander settlement. Why do you swear to reunite it with its herd? 155 IRONSWORN CHAPTER 5 | FOES ANd ENCOuNTERS 154 WYVERN Rank: Extreme (2 ticks per harm; inflicts 4 harm) Features: • Huge, bat-like wings • Rows of knife-sized teeth • Thick hide with a metallic sheen • Long tail Drives: • Watch for prey from high above • Feed Tactics: • Swoop down • Snap up prey • Fearsome roar • Bash with tail There are several breeds of wyverns in the Ironlands. To the west, tawny wyverns nest in the cliffs of the Barrier Islands and Ragged Coast, diving for fish in the surrounding waters. Inland, the verdant wyverns dwell in forested regions. The largest and most fearsome breed, the iron wyverns, hunt among the Tempest Hills and along the flanks of the Veiled Mountains. All wyverns have wolfish heads with wide jaws, thick bodies, and sinuous tails. They have short hind limbs and elongated forelimbs which extend along their wings. In flight, they are a terrifying but awe-inspiring creature. On the ground, they lumber heavily on all four limbs, their wings folded back, jaws agape, gaze fixed on their prey. They are the grim cruelty of the Ironlands given form. They are death. Quest Starter: Ancient cave paintings in the Tempest Hills show humanoids riding atop wyverns. Perhaps these beasts can be tamed. Why are you obsessed with this possibility? YOUR TRUTH Rumors persist of a wyvern graveyard where wyverns instinctively go when their death is near. Where is this supposedly located? In what way do Ironlanders make use of wyvern bones? HORRORS Horrors are supernatural entities. In the Old World, they were superstition and legend. Here, they are nightmares made real. The Ironlands is fertile ground for darkness and evil to take hold, spawning these undead beings of pure vengeance or mindless hate. Many horrors can be temporarily defeated through physical attacks, but cannot be killed. They are beyond death. To determine the role of horrors in your setting, see page 129. BONEWALKER Rank: Dangerous (2 progress per harm; inflicts 2 harm) Features: • Skeletal corpse • Yellowed bones • Tattered remains of clothing and armor Drives: • Destroy life Tactics: • Rush with unexpected speed • Attack with the weapons they bore in life • Grasp and claw Bonewalkers are human remains given unnatural life. The source of the dark energy animating them is a mystery. Some say it is the will of dark gods. Others say an ancient evil permeates this land and seeps into porous bones of the dead. Or, perhaps it is the work of corrupt mystics. Bonewalkers usually roam the location of their final resting place—a burial site, a cursed battlefield, or a settlement blighted by disease or violence. Nothing remains of their previous selves. They are soulless monsters driven only to destroy the living. Quest Starter: A horde of bonewalkers marches relentlessly towards the Havens. What dark force has gathered this army of the undead? How will you stop them? 157 IRONSWORN CHAPTER 5 | FOES ANd ENCOuNTERS 156 CHIMERA Rank: Extreme (2 ticks per harm; inflicts 4 harm) Features: • Shambling mass of dead creatures and offal • Rotting stench Drives: • Insatiable hunger Tactics: • Horrifying wail • Relentless assault • Claw, bite and rend A chimera is the corrupted form of dead animal flesh given horrible life. Its body is a collection of various creatures, fused together into a twisted, massive entity which knows only pain and hunger. When a dozen blood-tinged eyes focus on you, when its gibbering mouths open at once to scream, your only hope is a quick death. Quest Starter: Multiple chimera have spawned from the heart of a deep wood. What evil is at work there? FROSTBOUND Rank: Formidable (1 progress per harm; inflicts 3 harm) Features: • Mummified, desiccated flesh • Frozen blue eyes • A sorrowful, hollow scream Drives: • Absorb the warmth of the living Tactics: • Sense heat • Life-draining grasp Some who fall prey to the long winters or the wild storms of the northern regions are given a horrible new life as the frostbound. These animated corpses are cursed to forever seek out the warmth their death took from them. Quest Starter: A group of frostbound lurk along a mountain trail. This path is the only safe route to the lowlands from a mining village. YOUR TRUTH Can creatures other than Ironlanders become frostbound? If so, undeath gives them uncanny strength. Make them one rank higher than their living form. HAUNT Rank: Formidable (1 progress per harm; inflicts 3 harm) Features: • Subtle, unsettling manifestations • Appear as they did in life • Lay bare the ravages of death • Stench of the grave Drives: • Torment the living • Find rest Tactics: • Vanish and reappear • Horrifying visage • Unleash chaos Haunts are restless spirits bound to this world by a traumatic or unjust death. They may be tied to a location, an object, or even a person. A haunt who manifests as a physical being can be dispelled by overcoming them in a fight, but only temporarily. They will only be at peace when their death is avenged or resolved. Some say a haunt can be banished through a ritual, but few possess the knowledge. Quest Starter: You are plagued by a haunt. Who is it? What do they want of you? YOUR TRUTH When someone dies a violent death, or at the hand of another, they are often laid to rest using a specific, ceremonial rite. This, it is believed, prevents them from returning as a haunt. What is this ritual? What rare material is required? 159 IRONSWORN CHAPTER 5 | FOES ANd ENCOuNTERS 158 IRON REVENANT Rank: Extreme (2 ticks per harm; inflicts 4 harm) Features: • Empty, patchwork shell of armor and other hunks of metal • Wielding iron weapons • A low, reverberating voice Drives: • Fulfill the vow • Destroy any who stand in their way Tactics: • Steadfast attacks • Pull in iron with an unyielding, magnetic force Some vows are held so fiercely that they survive even after death. An iron revenant is an incorporeal force of furious resolve, the unfinished vow of an Ironsworn given horrible form as a construct of metal. Attacks may slow them down or temporarily break apart their armored form, but they have no flesh to pierce and cannot be killed. An iron revenant won’t stop until their vow is fulfilled. Quest Starter: Someone you knew has taken form as an iron revenant. Who is it? What is their vow? HOLLOW Rank: Extreme (2 ticks per harm; inflicts 4 harm) Features: • Vaguely humanoid shape formed of earth, plants, and insects • Empty black eyes behind an elven mask • Smells of wet soil and dead things Drives: • See justice done Tactics: • Bash with savage strength • Draw in a whirlwind of materials to reform and enlarge • Envelop and suffocate It is said that elves who die an unjust death or have cause to seek retribution can rise as a hollow. Their form is a rippling mass of dead leaves, plants, soil, carrion, and insects. They move with a nightmarish, shambling gait. Their face is the wooden mask they wore in life. Their voice is the rattle of the wind through dry leaves. As with haunts, they can be temporarily defeated but cannot be killed by physical means. They are a relentless force, bound to this world by a singular motivation—vengeance. Quest Starter: A hollow terrorizes an Ironlander village. What does it seek? What will you do to stop it? YOUR TRUTH How do elven communities view a risen hollow? Are they seen as spirits of righteous vengeance or as dangerous aberrations? IRONSWORN 161 CHAPTER 5 | FOES ANd ENCOuNTERS 160 SODDEN Rank: Formidable (1 progress per harm; inflicts 3 harm) Features: • Milky eyes • Mottled flesh Drives: • Drown the living Tactics: • Draw victims to the water • Grab and scratch with jagged claws • Chilling embrace • Drag into the depths A sodden is the restless spirit of someone who drowned or was put to rest in water. They can appear in seas, rivers, lakes, ponds, or marshes. Their loneliness and grief compels them to draw living victims into their watery lairs. A sodden is not confined to its resting place. In fact, some believe that surviving an encounter with a sodden leaves you vulnerable around any body of water until the spirit finishes its work. Quest Starter: Someone you know died and appears to you as a sodden. Who are they? Can anything be done to put them to rest? YOUR TRUTH Many Ironlanders habitually perform a quick ritual when near a body of water, believing it keeps any lurking sodden at bay. What do they do? Is there any truth to this custom? IRONSWORN 163 CHAPTER 5 | FOES ANd ENCOuNTERS 162 SEEKING INSPIRATION In Ironsworn, an oracle is anything which generates random results to help determine the outcome of a move, a detail in your world, an NPC action, or a narrative event. Among the choices provided in the Ask the Oracle move is “spark an idea” (page 108). You can use this option (instead of or in addition to the yes/no table) to answer open-ended questions or inspire new situations. Rolling a match on a move (page 9) can also trigger opportunities to introduce narrative complications and surprises through random prompts. This chapter includes a series of random prompts in the form of tables. You can use these oracle tables to answer questions about your world, drive the narrative, and inspire dramatic events and revelations. Some oracles are for specific, mundane questions to streamline play (“What is the healer’s name?”). Others provide more abstract results which you interpret based on the current situation (“What happens next?”). ORACLES IN SOLO AND CO-OP PLAY Ironsworn oracles don’t function as a GM simulator. Instead, they leverage the power of your creative interpretation. Ask your question, roll on a table, and consider the answer in the context of your current situation and story. What comes to mind first? Did you think of something which reinforces a dramatic narrative or takes things in an interesting and surprising direction? Does it feel right? If so, make it happen. If you follow your instincts while staying open to twists and turns, you will find your game offering many of the same narrative rewards as if you were playing with a GM. In fact, you’ll be surprised how often a seemingly random result seems to feed directly into your character’s story and the world you’ve established through play. This is the power of creative interpretation at work. You score a miss on your Undertake a Journey move, and roll “A new danger or foe is revealed” on the Pay the Price table (page 105). You’re not sure what this means in the context of your current journey, and decide to spark an idea to see what happens. You roll on the Action and Theme tables (page 174), and the oracle answers, “Bolster vengeance.” Playing off this prompt, you decide it would be interesting to bring back a particular enemy, one who holds a grudge against you. They’ve gathered allies and are tracking you on your journey. CHAPTER 6 ORACLES 165 IRONSWORN IRONLAND ORACLES HOW TO USE THE TABLES Ask your question and choose an appropriate oracle table. Roll your oracle dice (page 22) to generate a number from 1-100. Check your roll against the table. The oracle will reveal its answer. Consider the answer in the context of your question and the current situation. Is the result a good fit? Does it trigger a spark of inspiration? If the answer is difficult to interpret for your situation, you can check up or down one row from your original answer, or reverse the digits (37=73). If you’ve got your answer, you’re all set! Play to see what happens. If you want further detail, you can talk it out with other players or roll on another oracle table. If you’re having trouble, you can roll again, try a different table, or just fall back to your instincts and decide what happens next. ORACLES IN GUIDED PLAY GM’s can use oracles for support during play and to supplement their narrative decision-making. Mundane oracles, such as names (page 184), are helpful to quickly flesh out details. Interpretative oracles, such as the Action and Theme tables (page 174), can be used to spark new ideas. When the characters Sojourn at a small settlement deep in the Flooded Lands, they roll a match. Everyone is interested in using that match to drive a new quest. The GM rolls on the Settlement Trouble table (page 181). The oracle answers, “Production halts.” The GM interperts this result. “This settlement relies on a steady harvest of a rare medicinal plant found in the depths of the swamp”, she tells her players. “But, a huge basilisk they call ‘one-eye’ lurks there. A group of able hunters set out last week to kill the beast. They did not return.” You can also use oracles as a prompt for sharing control of the narrative with your players. Not sure what happens next? Not sure how to answer a character’s question? Roll on an appropriate table, or have a player make the roll, and talk it out with everyone at the table. IRONSWORN 167 166 CHAPTER 6 | ORAClES WHEN ANSWERS LEAD TO MORE QUESTIONS You aren’t limited to a single roll on a single oracle table when asking a question. If you like, you can let the result from one table inform your interpretation of the result on another. You can even refer back to the Ask the Oracle table (page 107) to clarify an answer with a yes/no question. However, use caution with this technique. Too many questions and too many rolls makes your session feel like an exercise in randomness. Lead with your instincts. Leverage the oracles to fill in the gaps. Keep it moving. You use the Character Goal oracle (page 182) to identify an NPC’s primary motivation. The answer is “Avenge a wrong.” You don’t have any immediate ideas on how this relates to this character, so you roll on the Theme table (page 175) for more detail. “Land”, the oracle answers. You decide the NPC’s home and farm was taken by a rival. This is the wrong she seeks to put right. ORACLE TABLES AND MATCHES Matches don’t have special significance when rolling on these oracle tables. They can be ignored. INTRO TO THE ORACLES This chapter includes a variety of oracle tables. Use them in whatever way best fits your preferences and the needs of your story, but here’s some basic recommendations. ORACLE 1: ACTION (PAGE 174) Use this table to inspire a discovery, event, character goal, or situation. A roll on this table can be combined with a Theme (see below) to provide an action and a subject. Then, interpret the result based on the context of the question and your current situation. ORACLE 2: THEME (PAGE 175) As with the Action oracle, this is an interpretative table which you can use to answer questions or generate new situations. Combined, the Action and Theme tables provide creative prompts suitable for most situations and questions. In fact, with some creative interpretations, it’s entirely possible to play with only these two tables. You are sworn to recover a stolen artifact which is sacred to a community. In your search for suspects, you make a Gather Information move as you question the village leader. You roll a strong hit, but where do the clues lead? You Ask the Oracle and, roll against the Action and Theme tables. “Leave mysticism,” the oracle responds. Interpreting this result, you decide the likely suspect is a traveling mystic who left shortly before the theft was discovered. ORACLE 3: REGION (PAGE 176) Use this oracle when you want to randomly select a region with the Ironlands. ORACLE 4: LOCATION (PAGE 176) Use this oracle when traveling to generate a point-of-interest or to answer a question about a place where someone or something can be found. Your roll may generate a place or geographical feature which doesn’t make sense in the context of your current location. If so, follow the guidelines on page 167 to generate a different result (look at adjacent rows or reverse the digits). Or, play off the original answer to introduce something unexpected. You ask, “Where was the traveling mystic bound?” The Location oracle answers, “River.” You decide she traveled south from the village aboard a merchant’s boat. IRONSWORN 169 CHAPTER 6 | ORAClES 168 ORACLE 5: COASTAL WATERS LOCATION (PAGE 176) Use this oracle to identify a point-of-interest or destination when you are traveling by ship or boat along the coast. ORACLE 6: LOCATION DESCRIPTION (PAGE 177) Use this oracle to add detail to the Location or Coastal Waters Location oracles, or by itself to generate a description of a location. Roll more than once for extra detail. You travel downriver on a hired boat. You want to add a bit of color to your journey, so you use the Location Description oracle for some detail. It answers, “Inaccessible.” You interpret this result to mean segments of the river are shallow, forcing the crew to portage the boat along the shore. This sounds like a perfect opportunity for an ambush... ORACLE 7: SETTLEMENT NAME (PAGE 178) Ask this oracle for a thematic name for an Ironlander settlement. Roll once for the category, and again to pick from the examples. Alternatively, just roll for the category and come up with a name that fits the theme. In either case, consider the meaning of the name and how it impacts this settlement’s surroundings, livelihood, culture, or history. This may, in turn, inspire narrative hooks and opportunities for new quests. ORACLE 8: QUICK SETTLEMENT NAME GENERATOR (PAGE 180) Use this oracle as a simpler alternative for settlement names. Roll once for the prefix, and once for the suffix. If the combination doesn’t quite work, look at adjacent rows or reverse the digits. Once you have your answer, envision what feature, person, or event inspired the name. ORACLE 9: SETTLEMENT TROUBLE (PAGE 181) Use this table to generate a narrative hook for a problem faced by a community. This oracle can help inspire a vow for your character or serve as a prompt for a trouble you encounter when you interact with a settlement. Use other oracles, as appropriate, to help flesh out the answer. You were attacked by raiders while portaging the boat around some shallows, and barely managed to fend off the attack. Now, you seek out healing, rest, and supplies at a nearby village. First, you generate a name for the settlement. You use the Ironlander Settlement Name oracle and roll “A historical event” as the category, and “Firstmeet” from the examples. You decide this village sits on the site of the first encounter between elves and humans. You roll a match on your Sojourn move, and opt to trigger a new narrative hook. You ask, “What’s the problem here?” and roll on the Settlement Trouble table. The oracle answers, “Debt comes due.” Perhaps the band of raiders you encountered along the river have also been making demands of Firstmeet to supply them with food. The raiders are due to return soon, but the villagers won’t survive the winter without the meager provisions they have left. You Swear an Iron Vow to help them. ORACLE 10: CHARACTER ROLE (PAGE 182) Use this oracle to define the background for a character, or to generate a random encounter. ORACLE 11: CHARACTER GOAL (PAGE 182) Use this oracle to define the primary motivation of an NPC or a faction. It can also be used to kick-off a personal quest for your own character. ORACLE 12: CHARACTER DESCRIPTOR (PAGE 183) Use this oracle to help flesh out a character’s personality or physical characteristics. Roll more than once to add additional detail. You can combine all three character oracles (10, 11 and 12), plus a roll on an appropriate name table, to build an outline of an NPC. 171 IRONSWORN CHAPTER 6 | ORAClES 170 ORACLE 13: IRONLANDER NAMES (PAGE 184) Use this oracle to quickly generate a name for an Ironlander character. Roll on either table. Surnames are not used in the Ironlands and names are often gender-neutral. If a name doesn’t fit a character, or you don’t like the sound of it, look up or down a row for your answer, or reverse the digits. You can also ignore this oracle and use your own preferred naming conventions or name generators for your Ironland characters. What do the villagers know of the raider chief? You roll on the character oracles to learn more about him. The Role oracle tells you his background is a “Leader.” The Character Goal oracle tells you his mission is to “Fulfill a duty.” Then, you ask what makes him distinctive by rolling on the Descriptor table, and the oracle answers, “Obsessed.” Putting these pieces together, you decide the bandit chief was once the leader of a settlement to the north. He and his allies were exiled following a coup. He is sworn to protect his followers and see them through their life as outcasts, but he is also obsessed with someday reclaiming his home. With a few rolls and a bit of interpretation, you’ve added a fair bit of texture and pathos to what might otherwise be a stock villain character. You roll for his name and the oracle tells you, “Khulan.” ORACLE 14: ELF NAMES (PAGE 186) Use this oracle to generate a name for an elf character. To learn more about elves in the Ironlands, see page 142. ORACLE 15: OTHER NAMES (PAGE 187) Use this oracle for other firstborn characters, including giants, varou, and trolls. ORACLE 16: COMBAT ACTION (PAGE 188) Use this oracle to help inspire an action for an NPC in combat. When you’re not sure what your foe does next, particularly when they have initiative, roll on this table and interpret the result as appropriate to your foe and the situation. You face off against Khulan, the leader of the raiding party. You charge at him, sword swinging. He easily parries the blow, and takes initiative. What does he do next? You roll on the Combat Action table. The oracle answers, “Provoke a reckless response.” Khulan laughs at you, slamming the haft of his axe against his shield. “C’mon!” he yells, goading you into a hasty attack. “You can do better than that.” You Face Danger to try to resist the taunt... ORACLE 17: MYSTIC BACKLASH (PAGE 189) Those who deal in magic may find themselves at the mercy of chaos. This oracle can supplement, or replace, the Pay the Price table (page 105) when resolving the outcome of a failed ritual or other negative interaction with mystical forces. Use this oracle in dramatic moments, or to introduce an unexpected outcome triggered by a match. ORACLE 18: MAJOR PLOT TWIST (PAGE 190) Use this oracle to introduce a narrative surprise or revelation. Most of these results have a negative implication, and can be used to resolve a match at a crucial moment in your story. In particular, this is an effective tool to leverage when you make a move with matched 10’s on the challenge dice. This oracle offers similar results to the Pay the Price table (page 105), but is more focused on dramatic events tied to your current quests. Khulan has been defeated, but you roll a miss with matched 10’s when you Fulfill Your Vow. Perhaps these raiders are part of a larger force? The village is still in danger, leaving your vow unfulfilled. To get some more detail and resolve the match, you check the Major Plot Twist oracle. The oracle responds, “Two seemingly unrelated situations are shown to be connected.” Based on that answer, you decide to connect this encounter to your original quest. The raider and his clan all bear branded scars in the shape of the stolen relic. What does it mean? Play to find out. ORACLE 19: CHALLENGE RANK (PAGE 190) Use this oracle when you want to randomly determine the challenge rank of a quest, journey, or fight. 173 IRONSWORN CHAPTER 6 | ORAClES 172 ORACLE 1: ACTION 1 Scheme 2 Clash 3 Weaken 4 Initiate 5 Create 6 Swear 7 Avenge 8 Guard 9 Defeat 10 Control 11 Break 12 Risk 13 Surrender 14 Inspect 15 Raid 16 Evade 17 Assault 18 Deflect 19 Threaten 20 Attack 21 Leave 22 Preserve 23 Manipulate 24 Remove 25 Eliminate 26 Withdraw 27 Abandon 28 Investigate 29 Hold 30 Focus 31 Uncover 32 Breach 33 Aid 34 Uphold 35 Falter 36 Suppress 37 Hunt 38 Share 39 Destroy 40 Avoid 41 Reject 42 Demand 43 Explore 44 Bolster 45 Seize 46 Mourn 47 Reveal 48 Gather 49 Defy 50 Transform 51 Persevere 52 Serve 53 Begin 54 Move 55 Coordinate 56 Resist 57 Await 58 Impress 59 Take 60 Oppose 61 Capture 62 Overwhelm 63 Challenge 64 Acquire 65 Protect 66 Finish 67 Strengthen 68 Restore 69 Advance 70 Command 71 Refuse 72 Find 73 Deliver 74 Hide 75 Fortify 76 Betray 77 Secure 78 Arrive 79 Affect 80 Change 81 Defend 82 Debate 83 Support 84 Follow 85 Construct 86 Locate 87 Endure 88 Release 89 Lose 90 Reduce 91 Escalate 92 Distract 93 Journey 94 Escort 95 Learn 96 Communicate 97 Depart 98 Search 99 Charge 00 Summon ORACLE 2: THEME 1 Risk 2 Ability 3 Price 4 Ally 5 Battle 6 Safety 7 Survival 8 Weapon 9 Wound 10 Shelter 11 Leader 12 Fear 13 Time 14 Duty 15 Secret 16 Innocence 17 Renown 18 Direction 19 Death 20 Honor 21 Labor 22 Solution 23 Tool 24 Balance 25 Love 26 Barrier 27 Creation 28 Decay 29 Trade 30 Bond 31 Hope 32 Superstition 33 Peace 34 Deception 35 History 36 World 37 Vow 38 Protection 39 Nature 40 Opinion 41 Burden 42 Vengeance 43 Opportunity 44 Faction 45 Danger 46 Corruption 47 Freedom 48 Debt 49 Hate 50 Possession 51 Stranger 52 Passage 53 Land 54 Creature 55 Disease 56 Advantage 57 Blood 58 Language 59 Rumor 60 Weakness 61 Greed 62 Family 63 Resource 64 Structure 65 Dream 66 Community 67 War 68 Portent 69 Prize 70 Destiny 71 Momentum 72 Power 73 Memory 74 Ruin 75 Mysticism 76 Rival 77 Problem 78 Idea 79 Revenge 80 Health 81 Fellowship 82 Enemy 83 Religion 84 Spirit 85 Fame 86 Desolation 87 Strength 88 Knowledge 89 Truth 90 Quest 91 Pride 92 Loss 93 Law 94 Path 95 Warning 96 Relationship 97 Wealth 98 Home 99 Strategy 00 Supply 175 IRONSWORN CHAPTER 6 | ORAClES 174 ORACLE 4: LOCATION 1 Hideout 2 Ruin 3 Mine 4 Waste 5 Mystical Site 6 Path 7 Outpost 8 Wall 9 Battlefield 10 Hovel 11 Spring 12 Lair 13 Fort 14 Bridge 15 Camp 16 Cairn/Grave 17-18 Caravan 19-20 Waterfall 21-22 Cave 23-24 Swamp 25-26 Fen 27-28 Ravine 29-30 Road 31-32 Tree 33-34 Pond 35-36 Fields 37-38 Marsh 39-40 Steading 41-42 Rapids 43-44 Pass 45-46 Trail 47-48 Glade 49-50 Plain 51-52 Ridge 53-54 Cliff 55-56 Grove 57-58 Village 59-60 Moor 61-62 Thicket 63-64 River Ford 65-66 Valley 67-68 Bay/Fjord 69-70 Foothills 71-72 Lake 73-75 River 76-79 Forest 80-83 Coast 84-88 Hill 89-93 Mountain 94-99 Woods 00 Anomaly ORACLE 6: LOCATION DESCRIPTOR 1-2 High 3-4 Remote 5-6 Exposed 7-8 Small 9-10 Broken 11-12 Diverse 13-14 Rough 15-16 Dark 17-18 Shadowy 19-20 Contested 21-22 Grim 23-24 Wild 25-26 Fertile 27-28 Blocked 29-30 Ancient 31-32 Perilous 33-34 Hidden 35-36 Occupied 37-38 Rich 39-40 Big 41-42 Savage 43-44 Defended 45-46 Withered 47-48 Mystical 49-50 Inaccessible 51-52 Protected 53-54 Abandoned 55-56 Wide 57-58 Foul 59-60 Dead 61-62 Ruined 63-64 Barren 65-66 Cold 67-68 Blighted 69-70 Low 71-72 Beautiful 73-74 Abundant 75-76 Lush 77-78 Flooded 79-80 Empty 81-82 Strange 83-84 Corrupted 85-86 Peaceful 87-88 Forgotten 89-90 Expansive 91-92 Settled 93-94 Dense 95-96 Civilized 97-98 Desolate 99-00 Isolated ORACLE 3: REGION 1-12 Barrier Islands 13-24 Ragged Coast 25-34 Deep Wilds 35-46 Flooded Lands 47-60 Havens 61-72 Hinterlands 73-84 Tempest Hills 85-94 Veiled Mountains 95-99 Shattered Wastes 00 Elsewhere ORACLE 5: COASTAL WATERS LOCATION 1 Fleet 2 Sargassum 3 Flotsam 4 Mystical Site 5 Lair 6-10 Wreck 11-15 Harbor 16-23 Ship 24-30 Rocks 31-38 Fjord 39-46 Estuary 47-54 Cove 55-62 Bay 63-70 Ice 71-85 Island 86-99 Open Water 00 Anomaly IRONSWORN 177 CHAPTER 6 | ORAClES 176 ORACLE 7: SETTLEMENT NAME 01-15 A feature of the landscape. Envision what it is. What makes it unusual or distinctive? Examples: 1-10 Highmount 51-60 Stoneford 11-20 Brackwater 61-70 Deepwater 21-30 Frostwood 71-80 Whitefall 31-40 Redcrest 81-90 Graycliff 41-50 Grimtree 91-00 Three Rivers 16-30 A manmade edifice. What is it? Why is it important to this settlement’s history? Examples: 1-10 Whitebridge 51-60 Timberwall 11-20 Lonefort 61-70 Stonetower 21-30 Highcairn 71-80 Thornhall 31-40 Redhall 81-90 Cinderhome 41-50 Darkwell 91-00 Fallowfield 31-45 A creature. Why have the people of this settlement chosen this creature as their totem? How is it represented in art or rituals? Examples: 1-10 Ravencliff 51-60 Boarwood 11-20 Bearmark 61-70 Foxhollow 21-30 Wolfcrag 71-80 Elderwatch 31-40 Eaglespire 81-90 Elkfield 41-50 Wyvern's Rest 91-00 Dragonshadow 46-60 A historical event. What happened here? What place or practice commemorates this event? Examples: 1-10 Swordbreak 51-60 Olgar's Stand 11-20 Fool's Fall 61-70 Lostwater 21-30 Firstmeet 71-80 Rojirra's Lament 31-40 Brokenhelm 81-90 Lastmarch 41-50 Mournhaunt 91-00 Rockfall 61-75 A word in an Old World language. What culture is represented by this word? What does it translate to? Examples: 1-10 Abon 51-60 Kazeera 11-20 Daveza 61-70 Khazu 21-30 Damula 71-80 Sova 31-40 Essus 81-90 Nabuma 41-50 Sina 91-00 Tiza 76-90 A season or environmental aspect. What influence does the weather have on this settlement? Examples: 1-10 Winterhome 51-60 Duskmoor 11-20 Windhaven 61-70 Frostcrag 21-30 Stormrest 71-80 Springbrook 31-40 Bleakfrost 81-90 Icebreak 41-50 Springtide 91-00 Summersong 91-100 Something Else.... Examples: 1-10 A trade good (Ironhome) 11-20 An Old World city (New Arkesh) 21-30 A founder or famous settler (Kei's Hall) 31-40 A god (Elisora) 41-50 A historical item (Blackhelm) 51-60 A firstborn race (Elfbrook) 61-70 An elvish word or name (Nessana) 71-80 A mythic belief or event (Ghostwalk) 81-90 A positive term (Hope) 91-00 A negative term (Forsaken) 179 IRONSWORN CHAPTER 6 | ORAClES 178 ORACLE 8: QUICK SETTLEMENT NAME GENERATOR Prefix Suffix 1-4 Bleak- -moor 5-8 Green- -ford 9-12 Wolf- -crag 13-16 Raven- -watch 17-20 Gray- -hope 21-24 Red- -wood 25-28 Axe- -ridge 29-32 Great- -stone 33-36 Wood- -haven 37-40 Low- -fall(s) 41-44 White- -river 45-48 Storm- -field 49-52 Black- -hill 53-56 Mourn- -bridge 57-60 New- -mark 61-64 Stone- -cairn 65-68 Grim- -land 69-72 Lost- -hall 73-76 High- -mount 77-80 Rock- -rock 81-84 Shield- -brook 85-88 Sword- -barrow 89-92 Frost- -stead 93-96 Thorn- -home 97-00 Long- -wick 1-2 Outsiders rejected 3-4 Dangerous discovery 5-6 Dreadful omens 7-8 Natural disaster 9-10 Old wounds reopened 11-12 Important object is lost 13-14 Someone is captured 15-16 Mysterious phenomenon 17-18 Revolt against a leader 19-20 Vengeful outcast 21-22 Rival settlement 23-24 Nature strikes back 25-26 Someone is missing 27-28 Production halts 29-30 Mysterious murders 31-32 Debt comes due 33-34 Unjust leadership 35-36 Disastrous accident 37-38 In league with the enemy 39-40 Raiders prey on the weak 41-42 Cursed past 43-44 An innocent is accused 45-46 Corrupted by dark magic 47-48 Isolated by brutal weather 49-50 Provisions are scarce 51-52 Sickness run amok 53-54 Allies become enemies 55-56 Attack is imminent 57-58 Lost caravan 59-60 Dark secret revealed 61-62 Urgent expedition 63-64 A leader falls 65-66 Families in conflict 67-68 Incompetent leadership 69-70 Reckless warmongering 71-72 Beast on the hunt 73-74 Betrayed from within 75-76 Broken truce 77-78 Wrathful haunt 79-80 Conflict with firstborn 81-82 Trade route blocked 83-84 In the crossfire 85-86 Stranger causes discord 87-88 Important event threatened 89-90 Dangerous tradition 91-00 Roll twice ORACLE 9: SETTLEMENT TROUBLE 181 IRONSWORN CHAPTER 6 | ORAClES 180 ORACLE 10: CHARACTER ROLE ORACLE 11: CHARACTER GOAL 1-2 Criminal 3-4 Healer 5-6 Bandit 7-9 Guide 10-12 Performer 13-15 Miner 16-18 Mercenary 19-21 Outcast 22-24 Vagrant 25-27 Forester 28-30 Traveler 31-33 Mystic 34-36 Priest 37-39 Sailor 40-42 Pilgrim 43-45 Thief 46-48 Adventurer 49-51 Forager 52-54 Leader 55-58 Guard 59-62 Artisan 63-66 Scout 67-70 Herder 71-74 Fisher 75-79 Warrior 80-84 Hunter 85-89 Raider 90-94 Trader 95-99 Farmer 00 Unusual role 1-3 Obtain an object 4-6 Make an agreement 7-9 Build a relationship 10-12 Undermine a relationship 13-15 Seek a truth 16-18 Pay a debt 19-21 Refute a falsehood 22-24 Harm a rival 25-27 Cure an ill 28-30 Find a person 31-33 Find a home 34-36 Seize power 37-39 Restore a relationship 40-42 Create an item 43-45 Travel to a place 46-48 Secure provisions 49-51 Rebel against power 52-54 Collect a debt 55-57 Protect a secret 58-60 Spread faith 61-63 Enrich themselves 64-66 Protect a person 67-69 Protect the status quo 70-72 Advance status 73-75 Defend a place 76-78 Avenge a wrong 79-81 Fulfill a duty 82-84 Gain knowledge 85-87 Prove worthiness 88-90 Find redemption 91-92 Escape from something 93-95 Resolve a dispute 96-00 Roll twice ORACLE 12: CHARACTER DESCRIPTOR 1 Stoic 2 Attractive 3 Passive 4 Aloof 5 Affectionate 6 Generous 7 Smug 8 Armed 9 Clever 10 Brave 11 Ugly 12 Sociable 13 Doomed 14 Connected 15 Bold 16 Jealous 17 Angry 18 Active 19 Suspicious 20 Hostile 21 Hardhearted 22 Successful 23 Talented 24 Experienced 25 Deceitful 26 Ambitious 27 Aggressive 28 Conceited 29 Proud 30 Stern 31 Dependent 32 Wary 33 Strong 34 Insightful 35 Dangerous 36 Quirky 37 Cheery 38 Disfigured 39 Intolerant 40 Skilled 41 Stingy 42 Timid 43 Insensitive 44 Wild 45 Bitter 46 Cunning 47 Remorseful 48 Kind 49 Charming 50 Oblivious 51 Critical 52 Cautious 53 Resourceful 54 Weary 55 Wounded 56 Anxious 57 Powerful 58 Athletic 59 Driven 60 Cruel 61 Quiet 62 Honest 63 Infamous 64 Dying 65 Reclusive 66 Artistic 67 Disabled 68 Confused 69 Manipulative 70 Relaxed 71 Stealthy 72 Confident 73 Weak 74 Friendly 75 Wise 76 Influential 77 Young 78 Adventurous 79 Oppressed 80 Vengeful 81 Cooperative 82 Armored 83 Apathetic 84 Determined 85 Loyal 86 Sick 87 Religious 88 Selfish 89 Old 90 Fervent 91 Violent 92 Agreeable 93 Hot-tempered 94 Stubborn 95 Incompetent 96 Greedy 97 Cowardly 98 Obsessed 99 Careless 00 Ironsworn 183 IRONSWORN CHAPTER 6 | ORAClES 182 ORACLE 13: IRONLANDER NAMES 1 Solana 2 Keelan 3 Cadigan 4 Sola 5 Kodroth 6 Kione 7 Katja 8 Tio 9 Artiga 10 Eos 11 Bastien 12 Elli 13 Maura 14 Haleema 15 Abella 16 Morter 17 Wulan 18 Mai 19 Farina 20 Pearce 21 Wynne 22 Haf 23 Aeddon 24 Khinara 25 Milla 26 Nakata 27 Kynan 28 Kiah 29 Jaggar 30 Beca 31 Ikram 32 Melia 33 Sidan 34 Deshi 35 Tessa 36 Sibila 37 Morien 38 Mona 39 Padma 40 Avella 41 Naila 42 Lio 43 Cera 44 Ithela 45 Zhan 46 Kaivan 47 Valeri 48 Hirsham 49 Pemba 50 Edda 51 Lestara 52 Lago 53 Elstan 54 Saskia 55 Kabeera 56 Caldas 57 Nisus 58 Serene 59 Chenda 60 Themon 61 Erin 62 Alban 63 Parcell 64 Jelma 65 Willa 66 Nadira 67 Gwen 68 Amara 69 Masias 70 Kanno 71 Razeena 72 Mira 73 Perella 74 Myrick 75 Qamar 76 Kormak 77 Zura 78 Zanita 79 Brynn 80 Tegan 81 Pendry 82 Quinn 83 Fanir 84 Glain 85 Emelyn 86 Kendi 87 Althus 88 Leela 89 Ishana 90 Flint 91 Delkash 92 Nia 93 Nan 94 Keeara 95 Katania 96 Morell 97 Temir 98 Bas 99 Sabine 00 Tallus 1 Segura 2 Gethin 3 Bataar 4 Basira 5 Joa 6 Glynn 7 Toran 8 Arasen 9 Kuron 10 Griff 11 Owena 12 Adda 13 Euros 14 Kova 15 Kara 16 Morgan 17 Nanda 18 Tamara 19 Asha 20 Delos 21 Torgan 22 Makari 23 Selva 24 Kimura 25 Rhian 26 Tristan 27 Siorra 28 Sayer 29 Cortina 30 Vesna 31 Kataka 32 Keyshia 33 Mila 34 Lili 35 Vigo 36 Sadia 37 Malik 38 Dag 39 Kuno 40 Reva 41 Kai 42 Kalina 43 Jihan 44 Hennion 45 Abram 46 Aida 47 Myrtle 48 Nekun 49 Menna 50 Tahir 51 Sarria 52 Nakura 53 Akiya 54 Talan 55 Mattick 56 Okoth 57 Khulan 58 Verena 59 Beltran 60 Del 61 Ranna 62 Alina 63 Muna 64 Mura 65 Torrens 66 Yuda 67 Nazmi 68 Ghalen 69 Sarda 70 Shona 71 Kalidas 72 Wena 73 Sendra 74 Kori 75 Setara 76 Lucia 77 Maya 78 Reema 79 Yorath 80 Rhoddri 81 Shekhar 82 Servan 83 Reese 84 Kenrick 85 Indirra 86 Giliana 87 Jebran 88 Kotama 89 Fara 90 Katrin 91 Namba 92 Lona 93 Taylah 94 Kato 95 Esra 96 Eleri 97 Irsia 98 Kayu 99 Bevan 00 Chandra 185 IRONSWORN CHAPTER 6 | ORAClES 184 ORACLE 14: ELF NAMES 1-2 Arsula 3-4 Naidita 5-6 Belesunna 7-8 Vidarna 9-10 Ninsunu 11-12 Balathu 13-14 Dorosi 15-16 Gezera 17-18 Zursan 19-20 Seleeku 21-22 Utamara 23-24 Nebakay 25-26 Dismashk 27-28 Mitunu 29-30 Atani 31-32 Kinzura 33-34 Sumula 35-36 Ukames 37-38 Ahmeshki 39-40 Ilsit 41-42 Mayatanay 43-44 Etana 45-46 Gamanna 47-48 Nessana 49-50 Uralar 51-52 Tishetu 53-54 Leucia 55-56 Sutahe 57-58 Dotani 59-60 Uktannu 61-62 Retenay 63-64 Kendalanu 65-66 Tahuta 67-68 Mattissa 69-70 Anatu 71-72 Aralu 73-74 Arakhi 75-76 Ibrahem 77-78 Sinosu 79-80 Jemshida 81-82 Visapni 83-84 Hullata 85-86 Sidura 87-88 Kerihu 89-90 Ereshki 91-92 Cybela 93-94 Anunna 95-96 Otani 97-98 Ditani 99-00 Faraza ORACLE 15: OTHER NAMES Giants Varou Trolls 1-4 Chony Vata Rattle 5-8 Banda Zora Scratch 9-12 Jochu Jasna Wallow 13-16 Kira Charna Groak 17-20 Khatir Tana Gimble 21-24 Chaidu Soveen Scar 25-28 Atan Radka Cratch 29-32 Buandu Zlata Creech 33-36 Javyn Leesla Shush 37-40 Khashin Byna Glush 41-44 Bayara Meeka Slar 45-48 Temura Iskra Gnash 49-52 Kidha Jarek Stoad 53-56 Kathos Darva Grig 57-60 Tanua Neda Bleat 61-64 Bashtu Keha Chortle 65-68 Jaran Zhivka Cluck 69-72 Othos Kvata Slith 73-76 Khutan Staysa Mongo 77-80 Otaan Evka Creak 81-84 Martu Vuksha Burble 85-88 Baku Muko Vrusk 89-92 Tuban Dreko Snuffle 93-96 Qudan Aleko Leech 97-00 Denua Vojan Herk 186 CHAPTER 6 | ORAClES 187 IRONSWORN ORACLE 17: MYSTIC BACKLASH 1-4 Your ritual has the opposite affect. 5-8 You are sapped of strength. 9-12 Your friend, ally, or companion is adversely affected. 13-16 You destroy an important object. 17-20 You inadvertently summon a horror. 21-24 You collapse, and drift into a troubled sleep. 25-28 You undergo a physical torment which leaves its mark upon you. 29-32 You hear ghostly voices whispering of dark portents. 33-36 You are lost in shadow, and find yourself in another place without memory of how you got there. 37-40 You alert someone or something to your presence. 41-44 You are not yourself, and act against a friend, ally, or companion. 45-48 You affect or damage your surroundings, causing a disturbance or potential harm. 49-52 You waste resources. 53-56 You suffer the loss of a sense for several hours. 57-60 You lose your connection to magic for a day or so, and cannot perform rituals. 61-64 Your ritual affects the target in an unexpected and problematic way. 65-68 Your ritual reveals a surprising and troubling truth. 69-72 You are tempted by dark powers. 73-76 You see a troubling vision of your future. 77-80 You can't perform this ritual again until you acquire an important component. 81-84 You develop a strange fear or compulsion. 85-88 Your ritual causes creatures to exhibit strange or aggressive behavior. 89-92 You are tormented by an apparition from your past. 93-96 You are wracked with sudden sickness. 97-00 Roll twice more on this table. Both results occur. If they are the same result, make it worse. ORACLE 16: COMBAT ACTION 1-3 Compel a surrender. 4-6 Coordinate with allies. 7-9 Gather reinforcements. 10-13 Seize something or someone. 14-17 Provoke a reckless response. 18-21 Intimidate or frighten. 22-25 Reveal a surprising truth. 26-29 Shift focus to someone or something else. 30-33 Destroy something, or render it useless. 34-39 Take a decisive action. 40-45 Reinforce defenses. 46-52 Ready an action. 53-60 Use the terrain to gain advantage. 61-68 Leverage the advantage of a weapon or ability. 69-78 Create an opportunity. 79-89 Attack with precision. 90-99 Attack with power. 00 Take a completely unexpected action. 188 CHAPTER 6 | ORAClES 189 IRONSWORN 1-5 It was all a diversion. 6-10 A dark secret is revealed. 11-15 A trap is sprung. 16-20 An assumption is revealed to be false. 21-25 A secret alliance is revealed. 26-30 Your actions benefit an enemy. 31-35 Someone returns unexpectedly. 36-40 A more dangerous foe is revealed. 41-45 You and an enemy share a common goal. 46-50 A true identity is revealed. 51-55 You are betrayed by someone who was trusted. 56-60 You are too late. 61-65 The true enemy is revealed. 66-70 The enemy gains new allies. 71-75 A new danger appears. 76-80 Someone or something goes missing. 81-85 The truth of a relationship is revealed. 86-90 Two seemingly unrelated situations are shown to be connected. 91-95 Unexpected powers or abilities are revealed. 96-00 Roll twice more on this table. Both results occur. If they are the same result, make it more dramatic. ORACLE 18: MAJOR PLOT TWIST MORE ORACLES Roleplaying games have a long tradition of using random generators as a play aid. If you’re an avid collector of RPG’s, you may wish to leverage oracles from other systems. You can also find a limitless supply of random generators and tables online—names, people, creatures, places, plot hooks, and much more. Physical randomizers can also be helpful. You can purchase dice with various icons that can be interpreted to resolve questions and trigger new situations. Or, you can play with tarot cards or rune stones. Whatever aids you use, don’t let randomness overwhelm your narrative. Your own story instincts are the most powerful tool in your gaming kit. CREATING YOUR OWN ORACLES You will find a blank worksheet at ironswornrpg.com to create your own oracle tables. You can make tables which better fit your preferences or support the tone of your game. You can also create specific tables for certain narrative situations. Heading out for a dangerous journey into the mountains? Create a table of things you might encounter. Then, roll on the table when you want to introduce an encounter or event. ORACLE 19: CHALLENGE RANK 1-20 Troublesome 21-55 Dangerous 56-80 Formidable 81-93 Extreme 94-00 Epic 191 IRONSWORN CHAPTER 6 | ORAClES 190 STARTING YOUR CAMPAIGN An Ironsworn campaign is a series of connected game sessions. You will explore your world and the life of your character as you swear vows and struggle to see them fulfilled. You will journey across the Ironlands, run afoul of troubles, fight fearsome foes, and form bonds with people and communities. Through it all, you make decisions as your character and explore what it means to be Ironsworn in a harsh land. To get started on your campaign, follow the steps described in this section. CREATE YOUR CHARACTER Refer to the character creation summary on page 47. Envision your character, considering their motivations, skills, background, appearance, personality, and connections to the world. Set your stats and pick your assets in whatever order you prefer. Give your character a name. If you are playing co-op or guided, talk over your character with the other players and establish your connections to each other. You can shorthand your ideas for now, and flesh them out in play. Feel free to intermix world creation and character creation. The choices you make about your setting may determine the options available to your character. Is magic unknown in this world? If so, you may want to ignore the ritual assets. You envision your character. Your family was part of a raider clan. You were born to battle, but left that life behind long ago. Now, you live as a farmer. Your sword, long unused, hangs above the mantle in your modest home. Your armor is stored in a chest at the foot of your bed. Only those closest to you are aware of your former life among the raiders. Others know you for your loyalty to the village and your stubborn determination to help see them through the unforgiving winters. In quiet moments, your dark mood betrays the shadows of your past. You set your stats. Your iron is 3, representing your strength, prowess in battle, and fierce resolve. Then, 2 for heart and wits, and 1 for edge and shadow. For your assets, you choose Shield-Bearer and Veteran. You’re not sure about your third asset, so you decide to pick it once you are further along in creating your world and starting situation. Finally, you give your character a name: Saskia CHAPTER 7 GAMEPLAY IN DEPTH 193 IRONSWORN CREATE YOUR WORLD If you are playing in the Ironlands or a similar setting, work through the ‘Your Truths’ exercise starting on page 122. Review the options and make selections. Keep an eye out for quest starters which trigger an idea for a background vow (page 195) or an inciting incident (page 196). Next, choose where your story begins. Have a look at the regions on page 112. Where are your characters located? Are they part of a community, or wandering the wilderness? Talk it out with other players and envision the setting. Mark the location on your map. You envision some basic characteristics of your home village. It is a small settlement along the southern fringes of the Havens. It is surrounded by fields and sits astride a wide river. You roll on the Settlement Name table (page 178), and the oracle answers, “Cinderhome.” You envision the burnt ruins of the former longhouse. It is a place haunted by a long-dead overseer who died in the fire. You mark Cinderhome on your map. This is where Saskia’s adventures begins. If you prefer, you can just spend a few moments defining some basic facts for your world. Jump in and discover the rest in play. If you are using your own setting or one drawn from another source (such as an RPG, book, or film), you can leverage the information on that setting to determine your character’s situation and the troubles you may encounter. COLLABORATING TO BUILD YOUR WORLD If you are playing a co-op or guided campaign, you should work through the initial process of worldbuilding with the other players. Depending on your preferences, you can spend a few minutes quickly roughing out the basics of your setting, or you can dive deep for an hour or two of collaborative creation. Talk it over with the other players to ensure you have the same expectations for your initial session. Even if you give this initial activity some focus, leave open questions and blank spaces to fill in through play. If you are the GM, you should facilitate discussion and contribute to the worldbuilding. Take cues from the players and make suggestions to help formulate potential quests and adversaries. MARK YOUR BACKGROUND BONDS Give yourself up to three bonds (page 36). These bonds may be to a community or an individual. You do not need to make the Forge a Bond move for these starting bonds. Mark a tick for each bond on your character sheet (1 tick per bond), and make note of them. If you are playing guided or co-op, you can use these starting bonds as your connection to other player characters. Otherwise, you may establish bonds with those characters though play. If you’d rather jump right into play, you can flesh out the details of your background bonds later. Consider these bonds held in reserve until you decide to bring them into your narrative. If you later introduce a background bond for a character or community, mark the bond. Then, envision how this bond was previously established and how this relationship impacts your story. You mark one bond for your home village. You also envision an NPC, the clan overseer, who is a good and loyal friend. She is one of the few who knows of your former life as a raider, but does not hold it against you. “We can remake ourselves,” she once told you. “Like a broken sword reforged.” You give her a name and mark the bond. You don’t have any ideas for your third bond, so you keep it in reserve. You can allocate it as you explore your starting situation. You decide the background bond with the overseer fulfills the requirement of the Banner-Sworn asset (“When you mark a bond with a leader or faction”). You take it as your third and final asset. WRITE YOUR BACKGROUND VOW When you create your character, you give yourself a background vow to represent a primary motivation or ultimate goal. This vow is part of your character’s backstory. It may be a vow sworn years ago, or one which is a reaction to some recent, major event. Write down this vow and give it a rank of extreme or epic. You don’t need to make the Swear an Iron Vow move for this quest. Fulfilling this vow will not be easy. In story-time, it might require months, years, or even decades to see this vow fulfilled or forsaken. You may even decide your background vow isn’t something you make significant progress on in your narrative. Instead, it just helps establish some roleplaying detail for your character and fleshes out your world. 195 IRONSWORN CHAPTER 7 | GAMEPlAY IN dEPTH 194 Your backstory involves your former life as a raider. Haunted by your past, you have sworn to see this raider clan defeated. However, there are complications. The clan is powerful, and you couldn’t possibly hope to defeat them without an army at your back. Also, the clan is led by your own mother. It’ll take a special sort of courage to face her again. You envision the clan’s name: “Red Moon.” Their shields are decorated with a blood-red circle. For now, this vow is a glowing ember, a promise not yet sparked to flame. You mark the vow as “Defeat the Red Moon clan”, giving it a rank of extreme. ENVISION YOUR INCITING INCIDENT An inciting incident is the problem which arrives at the beginning of a story, propelling the protagonist into action. Everything up to that point is backstory—the normal world to which your character has become accustomed. In Ironsworn, the inciting incident is the tipping point which forces you to undertake a life of perilous quests and adventure. To start your character’s story, envision an imminent threat or compelling need. You can use a quest starter from this book (see chapters 4 and 5), talk it out at the table, or Ask the Oracle (page 107). This problem dictates what drives your first session and sets your character’s story in motion. What makes a good inciting incident? • Make it personal. Why is this important to your character? Envision how this connects to your background and motivations. Also, consider how you can leverage story themes which are interesting to you as the player. • Make it a problem that won’t go away on its own. The threats or forces at the heart of this situation will see it through, even if you ignore them. • Give it a ticking clock. The problem won’t wait for you. If you don’t act or encounter delays, things will get worse. • Make it universal. If you are playing with allies, make this a shared vow— important to each of you. This creates an opportunity to work together. If you are playing solo, make it a threat which impacts other people you care about. • Up the stakes. Envision complications which make your inciting incident even more dire for you, your family, or your community. • Limit the scope. Unlike your background vow, this is a problem which you can (and must!) deal with now. In gameplay turns, you Swear an Iron Vow and mark it as a troublesome, dangerous, or formidable quest. If all goes well, it might be resolved in a session or two. If you don’t act, things will get worse. These suggestions can apply to any vow, but are especially relevant for an inciting incident. Even if the details are not clear to you, envision how the problem can lend itself to a rich narrative full of drama, conflict, and surprises. A mysterious sickness has struck Cinderhome’s overseer. The village healer brewed draughts, but none offered any relief. The priest prayed, but the gods did not listen. The mystic performed divinations, but the shadows did not divulge their secrets. The overseer, your friend, is fading. Without help, she will surely die. To add a bit more drama and stakes, the families in your community are now at each other’s throats as they start to position their preferred candidate to take up the iron circlet. If the overseer dies, open conflict may break out. The community will be weakened and may not survive the coming winter. You pile on the stakes until it feels like an imperative. You must take on this quest. IRONSWORN 197 CHAPTER 7 | GAMEPlAY IN dEPTH 196 SET THE SCENE You have two options for starting play: You can begin with the normal world, or in media res. THE NORMAL WORLD Envision a prologue involving your character which helps to flesh out who you are and how you interact with your world. If you have allies, this is an opportunity to roleplay your relationships and introduce your personality and backgrounds. Your inciting incident can then serve as an event or threat which you encounter in play during your first session. You want to spend a bit of time exploring your character and your world before you kick things off with your overseer’s sudden illness. Your village is celebrating the spring festival, and you are taking part in a boar hunting competition. You roleplay scenes and make moves as you interact with other hunters, track your quarry, and attempt to bring down a particularly large and vicious boar. When you return to the village, you learn that the overseer has fallen ill. If you are having trouble coming up with your initial quest, you can use the prologue to jump in and discover a dramatic situation through play. Ask questions about the characters, your world, and the current situation. Draw conclusions to those questions or Ask the Oracle. Look for opportunities in the fiction to trigger a vow. IN MEDIA RES In media res is a Latin term meaning “in the middle of things.” You start your story at a crucial point. Your inciting incident is happening now, or is something you are fully aware of and must react to. The raiders are attacking. The usurper claims the iron circlet. The marauding beast appears. You can begin with a tense, action-oriented scene as you encounter the problem. Or, you might frame a scene where you Swear an Iron Vow, letting the result of that move trigger what happens next. You envision a scene in the longhouse as you visit your stricken overseer. She lies in bed, her features as pale as death, her breathing ragged. There are others here: The village healer, the overseer’s wife, and a rival who feigns concern. Ignoring them, you stride forward. You draw your sword... SWEAR AN IRON VOW To set your quest in motion, as a response to the inciting incident, make this move (page 98). But first, start with the fiction. Envision the scene. Describe what you say and how you perform the ceremony. This is an important moment for your character. What was the result of your move? • Did you score a strong hit? Envision your first steps. Do you Undertake a Journey? Do you Compel someone into action? Play to see what happens next, and make moves as appropriate. • Did you score a weak hit? Your next steps are unclear. This may typically lead to new scenes and new moves. Perhaps you Gather Information (page 62) as you try to identify a path forward. • Did you score a miss? An unexpected danger or obstacle stands in your way. Envision what it is, or Ask the Oracle (page 107). Then, play to see what happens as you attempt to overcome this stumbling block. For an inciting incident, give your new vow a rank of troublesome, dangerous, or formidable. You envision the scene as you kneel before your overseer. You curl your hands tight around the iron blade of your sword—so tight that you open a cut in your palm. You pay the wound no mind. The blood fuels the promise. “I will see you healed,” you say. “I swear it.” You roll the dice. Because you have the Banner-Sworn asset and serve the overseer, you may reroll any dice. It’s a strong hit. A good omen. You write your vow on your character sheet and give it a rank of dangerous. Per the move outcome, “you are emboldened and it is clear what you must do next.” What do you know about this disease? What’s your likely path forward? Envision the answer, talk it out, or Ask the Oracle (page 107). SHARING YOUR VOW WITH ALLIES If you are playing with allies, only one of you will make the Swear an Iron Vow move. Other players can make the Aid your Ally move (page 76) as a way of representing their own commitment to this vow. If you share this quest with your allies, each of you write the vow and any progress is marked by all players. 199 IRONSWORN CHAPTER 7 | GAMEPlAY IN dEPTH 198 201 CHAPTER 7 | GAMEPlAY IN dEPTH NEXT STEPS Depending on the result of your Swear an Iron Vow move, your character may have a clear path forward, may have more questions than answers, or may need to overcome an immediate obstacle or threat before they can undertake their quest. You, as the player or GM, interpret what this result means. Not sure where to begin? Ask the Oracle. You’ve sworn your vow and scored a strong hit, which means the next steps—from your character’s perspective—are clear. As the player you don’t know where to begin. Are there any clues to the source of the sickness? You Ask the Oracle by rolling on the Action and Theme tables (page 174). The oracle answers, “Leave” and “Trade.” What does it mean? Your first instinct is to interpret this answer as having something to do with a trade caravan. Perhaps one left your village on the same day the overseer fell ill? There must be a connection. With your immediate goal in sight, you can roleplay your preparations and Undertake a Journey (page 65) to set off after the caravan. CREATING A QUEST OUTLINE If you find it helpful, you can envision and write down the main narrative steps in your quest. What journeys must you undertake? Which enemies will oppose you? What information must be found? Who do you need help from? Your outline should give you ideas for the scenes and challenges which can be part of your quest, with each major step an opportunity to make the Reach a Milestone move (page 100). However, you should consider it a sketchy, unreliable plan at best. It is like an ancient map with “here there be monsters” written in blank spaces. If you are a GM and have some ideas for challenges and events in the quest, make note of them. However, don’t get locked into a specific path which must be followed. Whether you are a GM or a player, leave yourself open to surprises, new ideas, input from others at your table, and the whims of fate. Be prepared to toss even the mostly loosely defined plan out the window. Put simply, play to see what happens. You consider the steps you’ll take to Fulfill Your Vow. You need to find the caravan, identify the cause of the illness, locate a cure, and return back to Cinderhome to heal the Overseer. You write the milestones down. In your outline, you include a note about a healer in the Tanglewood forest. You like the idea of a woodland adventure and a mysterious old herbalist who may want something in exchange for a cure. Your story might not lead in that direction, but it gives you an interesting potential narrative checkpoint. That’s four milestones, which is about right for a dangerous quest (two progress per milestone). But, these may change depending on where the story takes you. At the moment, much is unknown. Save the Overseer 1) Find the trade caravan 2) Discover what caused the sickness 3) Find a cure (get help fom the herbalist who lives deep in the Tanglewood ? ) 4) Return home and deliver the cure IRONSWORN 201 CHAPTER 7 | GAMEPlAY IN dEPTH 200 CAMPAIGN SETUP SUMMARY Create your character (page 193). Envision your character. Choose your name, set your stats, and select your assets. Refer to chapter 2 (page 31) for details. If you prefer, you can start by creating your world (below). Create your world (page 194). If you are playing in the Ironlands, refer to chapter 4 (page 111) and the ‘Your Truths’ exercise (page 122). Otherwise, establish the basic truths of your own world. Envision where your story will begin and mark it on your map. Create your background bonds (page 195). Mark up to three bonds to represent your connections to home, friends, family, or other loyalties. Make note of these bonds, and mark a tick for each. Write your background vow (page 195). Create a sworn quest as backstory for your character. Write down this vow and give it a rank of extreme or epic. You don’t need to make the Swear an Iron Vow move for this quest. Envision your inciting incident (page 196). Come up with the problem that drives your character into action. Set the Scene (page 198). Decide whether you want to start with a prologue (the normal world), or in the midst of the problem (in media res). Envision the scene and begin play. Swear an Iron Vow (page 199). Make the move and write down your vow. Give it a rank of troublesome, dangerous, or formidable. Take your next steps (page 200). Based on the outcome of your Swear an Iron Vow move, envision what you do or what happens next. If you like, you may outline the milestones of your adventure. Then, play to see what happens. THE MECHANICS AND THE FICTION Ironsworn is a game. As such, it uses various mechanics to resolve situations and challenges. You make moves and roll dice. Your character uses stats, tracks, and assets as a representation of their abilities and readiness. The outcome of a move may have a mechanical impact, such as increasing your momentum track or reducing your health track. Managing your resources and making decisions based on a desired mechanical result is part of the challenge and fun of the game. The fiction helps you define and understand your setting and your character. It guides your character’s background, personality, and motivations. It provides a framework for the situations you face, the world you inhabit, and the people and creatures you encounter. As you play, you take actions through the imagined perspective of your character. The fiction helps inform what happens next. The intersection of fiction and mechanics is what makes the roleplaying experience vibrant and compelling. Think of the mechanics as your needle and the fiction as your thread. Using them both, you will weave the tapestry of your Ironsworn story. LEADING AND FOLLOWING WITH THE FICTION Without story, the game is an exercise in rolling dice. Without mechanics, your story lacks choices, consequences and surprises. An ideal session of Ironsworn leverages both the mechanics and the fiction, but leads and follows with the fiction. What does that mean? Consider the fiction as the bookends to your moves. You start by picturing the situation. What is happening? What are you trying to do? How are you doing it? What opposes you? What complications might you face? If you are playing solo, envision it. If you are playing co-op, talk it out. If you are the GM, set the scene for your players and work with them to clarify any details. 1 2 3 4 5 6 7 8 203 IRONSWORN CHAPTER 7 | GAMEPlAY IN dEPTH 202 Does the fiction trigger a move? If so, make it. Roll the dice. Deal with the mechanical outcome within the context of the current situation. If one of your status tracks—health, spirit, supply, or momentum—is adjusted as a result of a move, envision how this looks in the fiction. Don’t just move the numbers around. Picture what it means for your character’s readiness and well-being. Then, translate the result of your move back to the fiction. How does the situation change? What happens next? FICTION Envision the situation and your intent. MECHANICS Make the move and resolve the outcome. FICTION Apply the outcome to the current situation. FINDING YOUR BALANCE The level of emphasis you give to the fiction varies by the situation and the desired pace of play. You can explore entire scenes—such as interactions with your allies and other characters—entirely through the fiction without engaging in moves. Other times, you may quickly gloss over the fiction to get on with things. That’s fine. Use the mechanics of moves to portray the inherent drama and uncertainty of character intent and obstacles, but always look for opportunities to add texture and vibrancy to your world through the fiction. You envision a quick scene as you return home and gather your gear. There’s no move triggered here. You pack your supplies and don your armor. The mail shirt is heavier than you remember, as if weighed down by dark memories. You stand at the door for a moment. Your hand rests on the hilt of your sword. “A blade never bloodied is a waste of iron,” your mother once told you. You remember her words now, and say a quick prayer that your sword will not be drawn. It has seen enough blood. Time is short. You must begin your quest. FICTIONAL FRAMING Ironsworn does not emphasize situational mechanics. Instead, the details are often abstracted within your moves and are reliant on fictional framing. Think of it like moving a chess piece. Is it a pawn or a queen? What square is it on? What other pieces are on the board? What is the state of the game? All of these considerations impact the move you make and what happens next. There are rules. You can’t simply decide to move a pawn three spaces or sweep the enemy pieces off the board. Gameplay within Ironsworn is much less constrained than in chess, but is still framed by the rules of your narrative reality. Your actions and the events in your story need to make sense for the characters, the setting, and the fiction you have established through play. Your character’s background, skills, beliefs, goals, and equipment all contribute to the actions you can take and how you envision those actions—even when those elements aren’t defined by a stat or asset. NPCs don’t have detailed mechanical attributes, but are portrayed as appropriate to the characteristics and intent you’ve established through play. Fictional framing is your polestar. It helps create a character, a world, and situations which feel authentic and consequential. How does fictional framing impact play? • It adds texture to your story. Adding detail enriches your narrative, creates opportunities for new challenges and quests, and helps you visualize your character and your world. • It determines the moves you cannot make. If you are not properly equipped or positioned to make a move, you can’t do it. Without a very strong incentive, you can’t Compel a hated enemy to help you. • It determines the moves you must make, or those you can avoid. If you are unarmed and want to Strike a spear-wielding foe, you should Face Danger or Secure an Advantage to get in close. If you need information from someone and already have their trust and cooperation, you won’t need to Compel them before you can Gather Information. • It guides the outcomes of your moves. Look to the fiction when you have a question about the outcome of a move, especially when you Pay the Price. Do you suffer a mechanical result such as harm? Do you face a new narrative complication? If in doubt, Ask the Oracle and apply the context of your fictional framing to interpret the answer. • It helps determine the rank of your challenges. The rank you give to your quests, journeys, and fights is influenced by the scope of the challenge within the fiction. 205 IRONSWORN CHAPTER 7 | GAMEPlAY IN dEPTH 204 For example, imagine you are caught within a snow storm while traveling. Winter in the Ironlands can be brutal. How does this storm and your character’s readiness impact your story? Establishing facts through your fiction, whether as an outcome of a move or simply as a narrative flourish, helps frame the challenges you face. If you encounter a harsh winter storm in your travels, the driving snow and biting wind adds evocative details to your journey. The narrative texture of your story. If you are exiled from a community, you can’t Sojourn there to seek shelter from the storm. The moves you cannot make. If you are caught in the storm without a heavy cloak and furs, you’ll need to Face Danger to withstand the brutal cold. The moves you must make (or can avoid). If you score a miss as you Face Danger to endure against the storm, you will likely suffer harm, stress, or a loss of supply. Or, perhaps you encounter a threat even greater than the storm. The outcome of your moves. The frostbound emerges from the blinding snow, its dead eyes flaring with a cold light. You grip your sword, your hands shaking and numb, and Enter the Fray. You decide the frostbound would be mystically empowered by the winter storm, so you set its rank one higher. This makes it an extreme foe. The rank of your challenges. In co-op and guided modes, you collaborate to create a shared understanding of the current situation. If something is unclear or at odds with the assumptions of another player, take a moment to talk it out until everyone has a clear picture of the situation. When playing solo, you are the arbiter of this fictional reality. Either way, find opportunities to increase the stakes and introduce dramatic new challenges and conflicts. Bend the fiction, but don’t break it. Push your characters. Subvert your expectations. You must set off in pursuit of the trade caravan, but traveling on foot doesn’t make sense within the established fiction. They have a lead of more than a day. Catching up with them requires a horse. The characteristics of a horse aren’t defined within the Ironsworn rules. We’re not concerned with how much a horse costs, its travel distance per day, how fast it can run, or how much it eats. The Horse companion would give Saskia a mechanical bonus in some situations, but you don’t have that asset as part of your character. The function of a horse, then, is to add narrative texture to your travels and influence the moves you can make and their outcome. For now, traveling on horseback gives you the fictional framing you need to Undertake a Journey in pursuit of the trade caravan. Does Saskia own a riding horse? You decide to Ask the Oracle, and give it 50/50 odds. “No,” the oracle answers. So, where do you go from here? It’s reasonable to assume the overseer’s wife would lend you a horse. This is part of the fictional framing you have established through your campaign setup and initial play. You are attempting to help the overseer, who is a friend. You have sworn an iron vow to do so. Borrowing a horse from her wife doesn’t sound like a situation which is uncertain or risky, and thus wouldn’t require a Compel move. You envision this horse, one of the overseer’s mares. It has a buckskin- colored hide and a black mane. You give it a name, Nakata, and write it down. To flesh out a bit of detail for this animal, you roll on the Character Descriptor table, and the oracle responds, “Wary.” You make note of that as well. This horse will be skittish. If you find yourself in a perilous situation, you may need to Face Danger to control it. A horse can also be injured or killed as part of the narrative outcome of a failed move. For now, you’ve got your horse. Time to go. 207 IRONSWORN CHAPTER 7 | GAMEPlAY IN dEPTH 206 REPRESENTING DIFFICULTY You might be familiar with roleplaying games that give various tasks a difficulty rating or modifier. The flexibility to make each toss of the dice contextual, to adjust the chance to succeed based on the situation, creates an experience which helps simulate your imagined reality. However, the Ironsworn rules do not utilize fine-grained mechanics for the difficulty of a particular challenge or the abilities a foe can bring to bear. Instead, the requirements to overcome challenges in your world are primarily represented through your fictional framing. FROM HELL’S HEART, I STAB AT THEE A leviathan is an ancient sea beast (page 154). It’s tough to kill because of its epic rank, and it inflicts epic harm, but it doesn’t have any other mechanical characteristics. If we look to the fiction of the leviathan’s, description, we see “flesh as tough as iron.” But, rolling a Strike against a leviathan is the same as against a common thug. In either case, it’s your action die, plus your stat and adds compared to the challenge dice. Your chances to score a strong hit, weak hit, or miss are the same. So how do you give the leviathan its due as a terrifying, seemingly invulnerable foe? You do it through the fiction. If you have sworn a vow to defeat a leviathan, are you armed with a suitable weapon? Punching it won’t work. Even a deadly weapon such as a spear would barely get its attention. Perhaps you undertook a quest to find the Abyssal Harpoon, an artifact from the Old World, carved from the bones of a long- dead sea god. This mythic weapon gives you the fictional framing you need to confront the monster, and finding it can count as a milestone on your vow to destroy this beast. Even with your weapon at the ready, can you overcome your fears as you stand on the prow of your boat, the water surging beneath you, the gaping maw of the beast just below the surface? Face Danger with +heart to find out. The outcome of your move will incorporate the leviathan’s devastating power. Did you score a miss? The beast smashes your boat to kindling. It tries to drag you into the depths. Want to Face Danger by swimming away? You can’t outswim a leviathan. You’ll have to try something else. Remember the concepts behind fictional framing. Your readiness and the nature of your challenge may force you to overcome greater dangers and make additional moves. Once you’ve rolled the dice, your fictional framing provides context for the outcome of those moves. ADJUSTING CHALLENGE RANKS When you Undertake a Journey, Enter the Fray, or Swear an Iron Vow, consider the fictional framing as you set the rank of the challenge. For example: • Does your voyage to the leviathan’s hunting ground take you over rough seas and near mist-shrouded rocks? That sounds like it’s worth notching up the rank when you Undertake a Journey. • Have you negotiated with a clan overseer to gain the aid of his fleet? When you Enter the Fray against the leviathan alongside these NPCs, you can reasonably reduce its rank by a step or two. This alliance might also allow you to Reach a Milestone and mark progress on your quest. The rank can reflect your desired pace of play. Adjust the fiction and set the rank as appropriate to the amount of focus you want to give this challenge in your story. But, don’t go easy on your character. Prevailing or failing against overwhelming odds is the stuff of great stories. Be epic. Or die trying. IRONSWORN 209 CHAPTER 7 | GAMEPlAY IN dEPTH 208 ZOOMING IN AND OUT As the writer, director, and editor of your story (or collaborating as such with others at your table), you have control over how you manage scenes within the visualized fictional space you create. Imagine you are in a desperate battle. Your opponent is one of the firstborn, a giant, wielding a brutal-looking axe. He’s an outcast of his own clan, and is warring against the Ironlanders. He’s nine feet tall. Scary as hell. You fight with a spear and shield. You Face Danger, ducking under a wild swing of the axe. A strong hit. You have initiative. Next, you Strike, lunging with the spear, and roll a weak hit. You slam the spear into the giant’s leg. That’s 2 harm. Mark the progress. Unfortunately, your foe has the initiative. What happens next? Imagine time frozen. Picture the scene. Morning mist hangs above the ground. The sun is low, casting long shadows. Specks of blood are suspended in the air. Your expression is a mix of determination and fear as your eyes focus on the point of the spear, embedded in the giant’s massive leg. He is reacting to the hit, head back, mouth agape. His massive axe is held high. This is a moment of high drama. Linger on it for a moment. Imagine what the giant does next. Does he attack with the axe? Does he kick at you? Does he try to grab your spear and snap it in half? Look to the fiction. If you’re unsure, or want to leave it open to fate, Ask the Oracle. Time moves again. The frantic battle continues. The giant acts. You react. Roll for it, and interpret the result. Remember: It’s fiction first, then the move, then back to the fiction as you resolve the outcome. If it’s interesting, supports your fictional framing, and compounds the tension, make it happen. Even in a situation where seconds count, such as combat, you can shift the focus and flow of time. A Strike might be a single, decisive blow. Or, it might represent a flurry of attacks and blocks leading to a pivotal moment. Don’t treat a fight as a series of discrete rounds. Mix it up. There’s even a special move for combat, Battle (page 84), which lets you zoom out and abstract an entire engagement in a single roll. Later, after you’ve defeated the giant, you continue on your quest. You’re making your way into the mountains. You roll to Undertake a Journey and score a weak hit. You imagine it as a montage. You are moving from dense forest into jagged hills. You rest only once, pausing to eat alongside the banks of a surging river. Your eyes are narrowed and your expression wearied as you scan the difficult terrain ahead. Time is compressed. An entire day passes. If your roll had failed, something went wrong. What happened? Find out, then slow down and zoom in if appropriate. This is the ebb and flow of play. Time is fluid. The moves help dictate this flow, but you also have control. If it’s interesting to you, if it impacts your story, focus on it. If not, abstract it. You set off on your quest. You envision looking back one last time at your village, muttering a prayer to the old gods to keep the overseer alive until you return. You make the Undertake a Journey move, giving your journey a rank of dangerous, and roll a strong hit. You mark progress, and take the option to preserve your supply. You zoom out to envision a good first day of travel. You head south along the trade road, which is little more than a muddy path meandering through the low hills. The weather is fair. You catch a nice fat rabbit for dinner. You Ask the Oracle for guidance on your first waypoint by rolling on the Location (page 176) and Location Descriptor (page 177) tables. The oracle answers, “Mystic site” and “Beautiful.” You interpret this answer as a set of standing stones the locals call ‘The Three Maidens’. Looking for a bit more detail, you roll on the Action and Theme tables. The oracle responds, “Communicate Dreams.” That night, as you sleep, three spectral women appear and speak to you urgently in a language you don’t understand. Do these spirits offer a blessing or a curse? You make note of this enigmatic vision. It could be an interesting narrative hook to explore later. You Undertake a Journey three more times, rolling hits and marking progress. You mostly stay zoomed out, picturing Saskia keeping a resolute pace in pursuit of the caravan. Then, you Make Camp, but score a miss. You envision a troubled and anxious night, plagued by bad dreams, and Endure Stress. On the next segment of your journey, you also score a miss. Per the move, you are “waylaid by a perilous event.” Your roll is a match, which means you have an opportunity to introduce a dramatic twist. It’s time to zoom in... 211 IRONSWORN CHAPTER 7 | GAMEPlAY IN dEPTH 210 REACHING MILESTONES Imagine your Ironsworn quest as a path of stones leading across the water. Each stone marks a major step forward—a milestone—triggering the Reach a Milestone move. You might plan some of your quest milestones in advance (page 200). Others will emerge naturally from the fiction. The outcome of your moves or creative prompts may send your quest in unexpected directions, leading to new milestones and perhaps even new vows. MANAGING YOUR QUESTS Sworn quests are the narrative engine of your Ironsworn adventures. When you start your campaign, your character has two vows: Your background vow (page 195), and a vow triggered by an inciting incident (page 196). Making progress in these quests requires you to face and surmount obstacles. You will undertake perilous journeys, uncover information, gain the support of NPCs, recover important items, and defeat powerful foes. Your character will struggle to overcome their own limitations and find their preconceptions and loyalties challenged. Putting these obstacles in your path isn’t just for dramatic purposes. Succeeding against these trials, finding your way forward, enables you to reach milestones and mark progress on your quests. In the fiction, an iron vow is a significant, deeply held promise. If a situation is not dramatic and relevant to your character’s goals and principles, it’s probably not worthy of a vow. It might be a milestone for a quest, or simply a narrative diversion as an opportunity for roleplaying or worldbuilding. If you want to take on an Ironsworn quest, but the problem in front of you doesn’t seem meaningful enough, punch it up. Give it context. Up the stakes. 212 CHAPTER 7 | GAMEPlAY IN dEPTH IRONSWORN 213 YOUR QUEST Each major step forward triggers the Reach a Milestone move. Swear an Iron Vow Fulfill Your Vow WHAT’S WORTHY OF A MILESTONE? The text of the Reach a Milestone move states: When you make significant progress in your quest by overcoming a critical obstacle, completing a perilous journey, solving a complex mystery, defeating a powerful threat, gaining critical support, or acquiring a crucial item, you may mark progress. The pace of your quest will be largely defined by what you decide is “significant progress.” A milestone should accomplish two things: • It should relate directly to your quest. A milestone should be meaningful to your character and your vow. An unrelated challenge which you deal with as you undertake your quest is probably not a milestone. • It should represent a turning point or major step forward in your quest. Achieving a milestone requires effort and sacrifice for your character. A minor discovery or easy success is probably not a milestone, especially for a higher ranked quest. Not every step you take is a milestone. MARKING PROGRESS Your vows utilize a standard progress track (page 14) to measure how far you have come in your quest. This progress track is a mechanical representation of the likelihood of being successful when you Fulfill Your Vow (page 101). More filled boxes means a better chance of a hit on that move. The progress track also shows how much story potential you have fulfilled in your quest. Higher ranked vows require more focus in your story and more effort and sacrifice for your character. When you Reach a Milestone (page 100), mark progress per the rank of your vow. • Troublesome quest: Mark 3 progress. • Dangerous quest: Mark 2 progress. • Formidable quest: Mark 1 progress. • Extreme quest: Mark 2 ticks. • Epic quest: Mark 1 tick. You’ve scored a miss for Saskia on Undertake a Journey, and the move outcome says you are “waylaid by a perilous event.” Plus, you’ve rolled a match, which gives you an opportunity to introduce an unexpected complication or twist. You Ask the Oracle for guidance, rolling on the Action and Theme tables (page 174). The oracle answers, “Surrender vow.” You consider the meaning of this response. “Surrender” makes you think of someone ambushing you and demanding your surrender. But what about “vow”? You currently have two vows: “Defeat the Red Moon Clan” and “Save the Overseer.” What if this is an opportunity to tie them together as a way to fulfill the match you’ve rolled? Perhaps you stumble across Blood Moon clan raiders, war-kin from your former life, and they have something to do with the plot against the overseeer. You set the scene. A band of raiders step out from the woods alongside the trail, blocking your path. They have spears and bows at the ready. You envision Saskia spotting their distinctive painted shields. Her breath catches in her throat. But, you have no interest in parlaying with these raiders. You step down from your horse. You walk toward them, hands raised. You Secure an Advantage by feigning compliance, putting them at ease, and roll a strong hit. The archers relax their aim. You Ask the Oracle: “Do any of them recognize me?” You were the clan leader’s daughter and were well known. You set the odds as likely. “No,” the oracle answers. Good. They are younger raiders. Inexperienced. Left here for some mundane task. Perhaps they are serving as some sort of rear guard to watch for anyone who might go after the trade caravan. An idea occurs to you. You want to weave together these seemingly unconnected narrative threads. You have eight progress marked on your journey. Perhaps catching up with the trade caravan doesn’t need to be your destination. What if the answers you need are right here? You make the Reach Your Destination move and score a strong hit. This perilous journey is at an end. You Reach a Milestone and mark progress. Back to the scene, you envision Saskia moving closer to the raiders, then drawing her sword in a flash. You Enter the Fray... 215 IRONSWORN CHAPTER 7 | GAMEPlAY IN dEPTH 214 UNDERTAKING NEW QUESTS In the midst of a quest, you will encounter situations which introduce opportunities for additional vows. These new vows may be related to existing quests, or they can spring from unconnected problems. SECONDARY QUESTS As you undertake a quest, you may make a promise or work to overcome an obstacle which is worthy of its own vow. Imagine this as a gap in your path, bridged by a set of milestones. This shorter path is your secondary quest. You will Swear an Iron Vow, give it a rank, and mark progress as you work to resolve this new vow. You won’t mark progress on your main quest until you Fulfill Your Vow on the secondary quest. When the two paths converge, when your secondary quest is complete, you can Reach a Milestone on your main quest and continue along your path. When is an obstacle its own quest instead of just a milestone? Look to the fiction. Is it a significant, self-contained challenge? Is it meaningful to your character? Does it create opportunities for new drama and conflict? If so, it’s probably worthy of a vow. You defeat the raiders, but it’s a hard-won victory. You are wounded and your shield was shattered. Luckily, you are able to interrogate one of the surviving raiders. You play out the scene as you Gather Information to learn how the Blood Moon clan is involved in the overseer’s illness. Through a hit on that move and some questions to the oracle, you discover the raiders are indeed at the heart of this problem. An assassin traveling with the trade caravan is poisoning the leaders of Ironlander villages. The resulting strife will weaken those villages and make them ripe for the picking. Come winter, the raiders will sweep across this region like a dark tide. You also learn the nature of the poison. It is extracted from a rare plant found only in the heart of the Deep Wilds. Your mother’s schemes have grown more elaborate since you last fought beside her. These discoveries are worth another milestone. You Reach a Milestone and mark progress. This gives you a total of four progress on your dangerous vow. What next? You look back at your quest outline and are reminded of your story prompt: “Get help from the herbalist who lives deep in the Tanglewood.” Seeking out a reclusive herbalist—who can hopefully provide an antidote for the poison—sounds like a good fit for the story. You decide to gloss over the expedition into the Tanglewood and forgo the Undertake a Journey move. You’ll just put the forest nearby for the purposes of your narrative. You’re familiar with this herbalist, you decide, because she occasionally visits your village to trade. You roleplay a scene as you arrive at her ramshackle hut and try to convince her to concoct an antidote for the poison. You envision her as a cantankerous, eccentric woman, unconcerned with your quest. You try to Compel her. Unfortunately, you score a miss. Not willing to let your narrative hit a dead end, you decide she will—per the move— “make a demand which costs you greatly” Being forced to commit to a secondary quest sounds about right. For good measure, you Pay the Price and suffer -2 momentum to reflect the lost time. “A nest of harrow spiders is scuttling about,” she says. “Kill the brood mother, and bring me her fangs. I’ll need them for the antidote anyway.” She hands you an iron coin. “Swear it, or be gone. Your choice.” You Swear an Iron Vow. There is work to be done... Swear an Iron Vow and begin your secondary quest. As you Fulfill Your Vow on your secondary quest, you can Reach a Milestone on the main quest. MAIN QUEST SECONDARY QUEST 217 IRONSWORN CHAPTER 7 | GAMEPlAY IN dEPTH 216 UNRELATED QUESTS You may encounter situations—unrelated to your current vows—which your character is driven to set right. This may happen organically through the fiction, via oracle prompts, or as introduced by your GM in guided play. If you ever find yourself without a vow, are having difficulty envisioning the next steps in a current quest, or you want to explore a new narrative, make something happen. Introduce a problem. You can use quest starters in this book, or Ask the Oracle and interpret the answer. Several moves explicitly provide opportunities to undertake new quests as part of their outcomes. For example, if you Sojourn and choose the option to take a quest, you can introduce a trouble which this community is facing. Or, when you Forge a Bond or Compel and roll a weak hit, the NPC demands something of you. If appropriate to the fiction, this demand may require a sworn vow. DELAYED QUESTS A quest may require you to gain something from an NPC. It might be information, an item, or aid of some other sort. However, as the outcome of a move or through the fiction, an NPC might have their own demands. They may even want you to Swear an Iron Vow as your promise to see it done. If you do so, and the NPC is satisfied with the promise itself (for now), you can continue on your current quest. You will deal with this new vow later. If the aid of the NPC is a significant step forward on your current quest, you should Reach a Milestone. Keep in mind that swearing an iron vow is a sacred promise. NPCs, particularly powerful ones, will hold you to it. Ignoring it means you Forsake Your Vow, which should have dramatic implications within your narrative. You’ve made an enemy, or ruined your reputation. How will others take your vows seriously in the future? How will you? You Swear an Iron Vow as a commitment to undertake a new quest, allowing you to Reach a Milestone on your current quest. DELAYED QUEST CURRENT QUEST Fulfill or Forsake Your Vow to resolve your current quest. Now you can devote your attention to your delayed quest. Swear an Iron Vow QUEST A QUEST B Fulfill or Forsake Your Vow 219 IRONSWORN CHAPTER 7 | GAMEPlAY IN dEPTH 218 FULFILLING YOUR VOW The fiction driving your quest and the mechanical progress represented by your progress track converges in the decisive moment when you believe your quest is at an end. This is when you make the Fulfill Your Vow move (page 101). Managing your mechanical progress and the fiction to reach this moment requires a bit of stagecraft. It’s the end of the third act. Your actors need to be in position. Your sets and props need to be in place. The lights come up for the final scene... Progress tracks can help you set the pace. If your progress track is filling up well ahead of your story, slow down the pace and focus on key objectives and turning points as milestones. If you find your story moving to a resolution well ahead of your progress track, envision some complications or twists which alter your path and create new opportunities for milestones. However, keep in mind it’s not necessary to fill your vow’s progress track before you Fulfill Your Vow. Has the fiction led you to a moment when your quest seems complete, but your progress track is not even half full? Go with it. A weak hit or miss on the Fulfill Your Vow move can create interesting stories and reveal opportunities for new vows. Playing as Saskia, you have killed the harrow spiders at the behest of the herbalist. You Fulfill Your Vow for the “Kill the Brood Mother” quest. This also allows you to Reach a Milestone on your “Save the Overseer” quest as the herbalist concocts an antidote. You Undertake a Journey back to Cinderhome. Since this is a return trip, and you don’t want to give it much story focus, you set it as merely troublesome. You are waylaid by a tense encounter with a protective ash bear and her cub, but eventually Reach Your Destination. This final journey also serves as a milestone on your quest. You now have eight boxes marked on your progress track. You envision the scene as you rush to the overseer’s bedside. She is as pale as death, her breathing so shallow it can barely be detected. Are you too late? Was this all for nothing? You make the Fulfill Your Vow move to find out. You roll the challenge dice. It’s a strong hit. You envision the overseer slowly improving. The color returns to her face. After a time, she wakes. Your vow is fulfilled. You earn 2 experience for the dangerous quest, and 1 bonus experience because of your Banner-Sworn asset. INTERSECTING QUESTS If you have undertaken two related quests, you may encounter a situation where a milestone allows you to mark progress on both vows at once. However, this should be a rare event. The two quests are not overlapping paths, with every step a milestone for each. Instead, imagine these paths intersecting at key moments. A significant success or step forward might allow you to Reach a Milestone for both quests. QUEST A QUEST B 221 IRONSWORN CHAPTER 7 | GAMEPlAY IN dEPTH 220 Some more examples of connecting assets to your story and vows: • You Swear an Iron Vow to guard a trading caravan. The trader promises you a fine set of armor in payment. When you Fulfill Your Vow, you take your reward and are Ironclad. • You find an abandoned village in your travels and discover a forgotten, malnourished Hound. You nurse it back to health and it becomes a loyal companion. • Each night at camp, you spar with your ally. When you Advance, you upgrade your Skirmisher asset. • You travel far in your quest, through deep woodland and over high hills, and become a Wayfinder. • After you Face Death, you return to the world to find a Raven perched in a branch above you. It looks at you with knowing eyes. • You witness a priest perform a miracle, and become a Devotant. • You paint your family’s emblem on your shield, singing the songs of your ancestors, and add a new Shield-Bearer ability. • You defeat a powerful warrior in ritual combat, and word spreads of your skill as a Duelist. • You have reoccurring dreams of flying high above the Ironlands, seeing the world through the sharp eyes of your hawk companion. These dreams grant you the insight to upgrade your Totem ritual. • You swear to recover your family’s ancestral sword from a notorious raider. When you do, you are Blade-Bound. • You were maimed in battle, but choose to persevere as one of the Battle- Scarred. • You have witnessed death and brought it upon others. You have stood at the edge of the shadow lands and seen what lies beyond. This dark knowledge allows you to perform the Communion ritual. • You swear loyalty to an ambitious overseer, and become Banner-Sworn. • You vow to become a master of the mystic arts, and undertake a quest to train under an elder mystic. When you complete your training, you are a Ritualist. Envisioning how your new abilities connect to your sworn quests and experiences gives them additional significance and context. They will be a reminder of the paths taken and not taken, the challenges overcome, and the bonds formed. FORGING NEW BONDS As you pursue your quests, the relationships you form and the hardships you endure with other characters can be given fictional and mechanical significance through the Forge a Bond move (page 74). A new bond can be a natural outcome of a successful quest. When you successfully Fulfill Your Vow in service to a person or community, you may reroll any dice if you Forge a Bond with them. You envision the overseer’s wife cutting a braid from her hair and giving it to Saskia, a token of appreciation and respect. You kneel, and apologize that you have nothing to give but your continued service to Cinderhome and the overseer. You make the Forge a Bond move, and roll a miss. Luckily, your successful quest lets you reroll any dice. You roll again, score a strong hit, and mark the bond on your character sheet. ADVANCING YOUR CHARACTER When you successfully Fulfill Your Vow, you earn experience points. This experience is spent to purchase or upgrade assets through the Advance move (page 103). When you focus on your skills, receive training, find inspiration, earn a reward, or gain a companion, you may spend 3 experience to add a new asset, or 2 experience to upgrade an asset. You can spend your experience points when they are earned, or save them up for future use. Either way, you should look to the fiction to give context and justification for your new abilities. You can guide your story toward an asset you would like to purchase or upgrade, or let your selection of assets flow naturally from your character’s goals and the situations you encounter. Assets can even serve as the focus of a new vow, giving you a tangible objective or reward for undertaking a quest. If you Swear an Iron Vow to become a skilled Swordmaster, you can make progress in that quest by seeking out training, demonstrating your prowess, and commissioning the crafting of a fine blade. When you Fulfill Your Vow and spend experience on the Swordmaster asset, it will be a satisfying and rewarding resolution of your quest. 223 IRONSWORN CHAPTER 7 | GAMEPlAY IN dEPTH 222 You earned 3 experience on your quest to save the overseer, enough to purchase a new asset. You Advance, and buy a Horse companion. You envision the overseer and her wife giving you Nakata, the horse who saw you through your perilous journeys. Nakata will serve you well. You would like to go back to your simple life as a farmer, but the raider’s plot must be stopped. It’s time to face your past. QUEST FLOW CHART 224 CHAPTER 7 | GAMEPlAY IN dEPTH When you’re ready, Advance to spend your experience on new and upgraded assets. Envision your next steps and the challenges you face. Play to see what happens. Forsake Your Vow Swear an Iron Vow You face a crucial challenge related to your quest. Do you overcome it? Is your vow ready to be fulfilled? Will this quest continue? NO NO YES NO Reach a Milestone and mark progress. Fulfill Your Vow and mark experience. YES YES 225 IRONSWORN PRINCIPLES These principles are your guideposts for managing your Ironsworn sessions. Much of this is redundant to the best practices discussed elsewhere in this rulebook. They are collected here to summarize core techniques, but you can adjust to your liking. It’s your game. Start here, and find the path that leads you to awesome stories. GENERAL PRINCIPLES SWEAR IRON VOWS, AND SEE THEM FULFILLED OR FORSAKEN Your sworn vows are the narrative framework of your Ironsworn stories. You will introduce an urgent problem or personal quest, Swear an Iron Vow to set things right, and play to see what happens. As you pursue your quest, you may encounter situations which take your vow in surprising directions or inspire new vows. PORTRAY A HEROIC CHARACTER IN A HARSH LAND The default tone of Ironsworn is heroic but grounded. Your character is exceptional, but you aren’t a superhero or mythic figure. Add depth to your character by portraying them as a complete and imperfect person. You are flesh and blood. You will fail. You will get hurt. You will make mistakes. You will lose faith. You will act against your better instincts. Make decisions through the flawed perspective of this character. You will also paint your world in shades of gray. The weather is hostile. Terrors lurk in dark nights and deep forests. Too often, Ironlanders fight and scheme amongst themselves instead of standing together against greater threats. But, there is beauty here. There is love and kinship. The people persevere. Most of all, there is hope. The act of swearing a vow is an expression of that hope. Seeing it through—no matter the cost—is what makes you a hero. BEGIN AND END WITH THE FICTION Set every scene and action within the fiction. What is happening? What are you doing? What does it look like? If a move is triggered, make it. Then, look to the fiction to resolve the move and decide what happens next. Keep things moving forward, bookending the mechanics of your moves with the fiction. Ironsworn rules, moves, and assets often use the term “envision.” This word is your reminder to visualize the scene or the action. Don’t rush through your moves with a focus on the mechanical outcomes. Let your story breathe. Go beyond the surface details. Ask questions (or Ask the Oracle), and build on the answers. When playing with others, describing your character’s intent and actions is part of the conversation you share at your table. When playing solo, take the time to imagine the scene and take note of important details. To learn more about the fiction and fictional framing, see page 205. GROUP PLAY FORGE A STORY THROUGH CONVERSATION When you begin your campaign, your characters are actors on an empty stage. At first, everything is hidden in shadow. Gradually, the stage is assembled. The lights come up, showing texture and details. Your characters reveal themselves through action and dialogue. Other characters—some important, some unimportant—are introduced. Elements that seemed little more than stage dressing become a focus of the story. Because roleplaying doesn’t have the luxury of lights, sets, props, and actors, you use the conversation at the table to build your story and your world. The deeper the conversation, the more you reveal of what is happening onstage, the more opportunities you will find to take your story in interesting new directions. Ask questions of each other to help create a coherent, shared picture of what is happening in the fiction. Deepen your setting and your characters by adding evocative details. You’ll be surprised how often an offhand suggestion can snowball into exciting story possibilities. When something is uncertain, you can Ask the Oracle and work together to interpret the answer. When playing with a GM, they are your oracle. SHARE THE SPOTLIGHT Be a generous, collaborative player. Within scenes, work to keep each character visible and each player engaged. Remember to use the Aid your Ally move to interact with the moves other players are making. Use the conversation to give everyone input into the narrative. For your broader campaign, don’t let one character’s vow drive your story through every session. Mix it up. Give each character opportunities to explore their own motivations and quests, and find ways to give everyone a personal stake in your sworn vows. 227 IRONSWORN CHAPTER 7 | GAMEPlAY IN dEPTH 226 SOLO PLAY CHRONICLE YOUR ADVENTURES When you play Ironsworn with other players, the shared conversation helps create a story that lives beyond the game table. As a solo player, your character and your world exist only for you. This can make your story feel a bit fleeting and unimportant. To help ground your session, keep a record at whatever level of detail you prefer. This can be a few bullet points in a text file, a journal filled with sketches and notes, or even a detailed play report you share on a forum or blog. There’s no wrong answer here. Use whatever approach works for you and is an enjoyable aspect of your play. Creating a record also makes it easier to pick up where you left off when you return to the Ironlands. ASK THE ORACLE, BUT TRUST YOUR INSTINCTS Oracles are a valuable tool for solo play, but don’t let them replace your own storytelling instincts. If it’s dramatic, fits the fiction, and pushes your story forward, make it happen. Use oracles when you don’t have an immediate answer to a question, or when triggered by a match. The Pay the Price random table (page 105), in particular, isn’t something you should roll on for every failure. Note the first option in this move: “Make the most obvious negative outcome happen.” Let the result of your failed moves flow from the fiction. Make the occasional oracle roll for added uncertainty and surprise. LET IT ALL FALL APART As a solo player, you have control over the challenges you face and the outcomes of your actions. Don’t let this control keep you from missing out on dramatic opportunities. A great story requires adversity. Failure makes success meaningful. When in doubt, err on the side of the dramatic, even (and especially) when it turns your character’s life upside down or takes your story in an unplanned direction. When you fail in a critical moment, make it hurt. Consider ways to represent this failure beyond shifting the value of one of your tracks. Take away something you cherish. Find yourself betrayed by someone you trusted. See your plans crumble. Narrative cost is a powerful storytelling tool. PLAYING AS THE GM DELIVER ANSWERS, OR TURN QUESTIONS BACK TO THE PLAYERS If you are the GM, the players will look to you to answer questions about the world and help determine the outcome of moves. When they do, you can answer their question, keeping in mind the fictional framing you’ve established through play. If you see a chance to surprise or delight your players, take it. You should also look for opportunities to facilitate conversations at your table. Encourage your players to add details and ground every move in the fiction. Answer a question by asking questions. Work to create a shared world and narrative which everyone has stake in. If a conversation hits a dead end or drags on, take the question back, deliver an answer (or Ask the Oracle), and move on. FACILITATE, DON’T IMPOSE You are the guide for your players as they explore the world and the story of their characters. You set the scenes and portray the creatures and characters they encounter. When the narrative hits a lull, you make something happen. But, you are a guide with a vague map and an unreliable compass. Let the players choose their path. Moderate the conversation without dominating it. For campaign play, you facilitate character creation and worldbuilding to create the framework for your shared story. For a one-shot session (page 231), you can come prepared with a quest outline (page 200) to make the most of the limited time available. No matter what the format of your session, don’t resist when everything goes completely and gloriously off-course. EMBRACE CHAOS Don’t overprepare for your session. Feel free to come to the table with absolutely nothing planned. The character-driven quests help you and your players build a story together. Anything that is not a player character or move has very little mechanical detail, and can be introduced on the fly. Letting go of your plans leaves you open to the unexpected. Cheer for surprising successes. Seize the story possibilities of dramatic failures. Listen to the players and let their suggestions inspire you. You can also leverage the oracles for answers and inspiration. Ask a yes/ no question through the Ask the Oracle move (page 107), or interpret an response from the oracle tables (page 167). You can even collaborate with your players to interpret an oracle’s answer. 229 IRONSWORN CHAPTER 7 | GAMEPlAY IN dEPTH 228 GAMEPLAY OPTIONS NUMBER OF PLAYERS Ironsworn is intended primary for small group play. One to four players (plus a GM in guided play) is about right. The examples in this book primarily default to solo play, but the rules are the same for more players and guided play. For combat scenes with three or more player characters, consider a couple of factors: • Don’t rely on initiative to manage the spotlight. Even if a player is on a roll with strong hits, jump to someone else and keep it moving around the table. Use transitions from player to player at key moments as a way to heighten the drama and allow others to react to what just happened or is about to happen. • Since every character can inflict harm and mark progress on a shared progress track, enemies will be easier to take down. To offset this, increase the rank or number of your foes. You can divide multiple foes among the characters instead of grouping those foes into packs. ADJUSTING THE IMPACT OF MATCHES More players tend to add more rolls to your session. This creates more matches, which can be challenging to interpret or start to feel routine. If you want to make matches feel more unusual and special, use this option: Resolve the impact of a match only when your challenge dice come up as an even number (2, 4, 6, 8, or 10). ONE-SHOT PLAY If you want to run a single, self-contained session of Ironsworn, here’s what to do. This process is a simplification of the campaign setup on page 202. Introduce the world. If you are the GM or are facilitating the session, briefly describe the setting. You can play in the Ironlands (page 111), or introduce your own setting. Don’t worry about the details. You can flesh it out in play. Create characters. Each player creates their character by setting stats and picking assets. Give your character a name, and consider some basic aspects of their look and personality. You can ignore background vows and bonds. Work together to decide how your characters are connected. Introduce the inciting incident. If you are the GM or facilitator, you can come prepared with an inciting incident (page 196) and quest outline (page 200). Otherwise, you can work together to envision a story problem (or Ask the Oracle). You might consider introducing the inciting incident as part of character creation to help determine the relationship between the characters. Set the scene. Decide where your adventure starts, and begin play in media res (page 198). Swear an Iron Vow. Give your quest a rank of troublesome (for a session of an hour or two) or dangerous (for a session of three to four hours). To give your story a satisfying conclusion, your target for the session is to resolve the quest and see the vow fulfilled or forsaken. Adjust the pace of your milestones and the detail of your scenes as appropriate for the time you have available. Focus on what is interesting, and zoom out or abstract what is unimportant. Use the Battle move to quickly resolve combat with secondary NPCs, saving detailed combat for climactic fights. 1 2 3 4 5 230 CHAPTER 7 | GAMEPlAY IN dEPTH 231 IRONSWORN OPPOSING AN ALLY An ally is a character controlled by another player. Ironsworn moves are not intended to provoke or reinforce conflict between allies. Instead, the focus is on the drama and challenges of perilous quests in a harsh world. You and your allies will stand together against the forces which would see your vows unfulfilled. You are working towards shared (or at least complementary) goals. That said, situations within the fiction may put you and an ally at odds. Your characters are not perfect. They may try to act rashly in a tense situation. They might stubbornly cling to a self-defeating approach or point of view. They might pursue their own vows at the cost of their relationships. Making non- optimal choices as your character, creating more trouble for yourself, is part of dramatic storytelling. CONFLICT WITHOUT MOVES Disagreements between characters can often be handled through roleplaying without engaging in moves. Talk it out, as your characters. Take care to not let this fictional conflict carry over into the real world. If things get heated or uncomfortable, take a break. Discuss your approaches out-of-character, agree on next steps, and step back into the world to resolve the situation. CONFLICT USING MOVES If you are taking an action in opposition to an ally and want to resolve this conflict through a move, you can use this process: • You both describe what you are doing to act against or resist your ally, and Face Danger (page 60) using an appropriate stat. • If at least one of you scores a hit, determine who gains control of the outcome by comparing your level of success (strong hit > weak hit > miss). If you both have the same level of success, use your action score (you action die + stat + any adds) as a tie-breaker. If you are still tied, envision how your actions lead to a complete stalemate. • Whoever gains control of the outcome decides which of the two moves should be resolved. The result of the other move is ignored. • If neither of you scored a hit, resolve the miss for both moves. Each of you must Pay the Price. The opposed Face Danger move provides a simple, fast mechanic for resolving conflicts between player characters. You can use a single exchange to decide the outcome of a quick action or an entire scene. Use this process sparingly, and be considerate of not taking away control of another player’s character. Work together to interpret the outcome of the scene, with each player describing their character’s intent and reaction. Having helped repel a raider attack, Tayla and Ash are attending a feast in the village longhouse. They sit across the table from each other, surrounded by drunken Ironlanders. Neither of them is feeling particularly celebratory. A man named Themon stands to make a toast. Ash and Tayla suspect he conspired with the raiders, but have little evidence. They grit their teeth as Themon raises his drink and praises the defenders of the village. Ash’s eyes narrow, and his expression grows hard as iron. “I can’t take any more of his lies. I’ll Draw the Circle and deal with this bastard.” “No,” Tayla says. “It’s not the right time. Themon has too many friends here. We need proof.” Ash is not convinced. “You see my hand going to my sword. Do you want to try to stop me?” “I want to try to calm you down,” Tayla says. “I’ll put my hand on your shoulder and see if I can talk some sense into you. Roll for it? I’ll Face Danger with heart.” “Let’s do it. I’ll roll iron as I try to shove your hand away. I want to stand up and challenge this guy.” They both make the move and roll the dice. Ash rolls a weak hit. Tayla rolls a strong hit, which gives her control of the outcome. She chooses to let her move stand. She is successful and takes +1 momentum. “I’ll take that strong hit,” Tayla says. “I’ve got my hand on your shoulder. I look you straight in the eyes and shake my head. I tell you that we’ll have our chance.” “My hand drifts away from my blade. I’ll let it be. For now.” 233 IRONSWORN CHAPTER 7 | GAMEPlAY IN dEPTH 232 SCENE CHALLENGES A scene challenge is an optional approach you can use to resolve an extended challenge against an obstacle or NPCs. Examples of scene challenges include a chase on horseback, an archery contest, a formal debate before a council of elders, and leading an army into battle. SETTING UP YOUR SCENE CHALLENGE First, envision your goal for the scene and decide the rank of your challenge using the standard rank system: Troublesome, dangerous, formidable, extreme, or epic. A typical challenge is dangerous. Make it formidable if you are at a disadvantage, or troublesome if you have clear advantage. An extreme challenge is very tough to overcome, and an epic challenge is nearly hopeless. Next, create a standard progress track with 10 boxes. When you mark progress, you fill in a standard number of boxes or ticks based on the rank of your challenge (page 14). Then, create a separate track with only 4 boxes. This is your countdown track. When you mark the countdown track, you completely fill in a single box. MAKING MOVES Envision your action, and Face Danger or Secure an Advantage using whatever stat is most appropriate to the situation and your approach. If you Face Danger: • On a strong hit, you are successful. Mark progress per the rank of your challenge. • On a weak hit, you are successful and mark progress. But, you also encounter a minor complication or delay. Envision what happens, and mark a countdown box to represent this setback. • On a miss, you fail, or encounter a dramatic turn of events. Mark a countdown box and Pay the Price. If you Secure an Advantage: • On a strong hit or weak hit, apply the outcome as per the move. • On a miss, mark a countdown box and Pay the Price. RESOLVING THE SCENE CHALLENGE Continue to make moves, each time envisioning your approach, until either your countdown track is full (all 4 boxes are marked), or you decide you’re ready to resolve the scene. In either case, roll the challenge dice and compare to your progress track. As with standard progress moves, you may not burn momentum on this roll, and you are not affected by negative momentum. • On a strong hit, you achieve your goal unconditionally. • On a weak hit, you succeed, but not without cost. You must Pay the Price. Make this a minor cost relative to the scope of the scene. • On a miss, you fail, or your progress is undermined by a dramatic and costly turn of events. Pay the Price. Make it hurt. WORKING TOGETHER WITH ALLIES Guided by the fiction, you can take turns making moves to give everyone a chance to participate in the challenge. Any allies involved in the scene can make the Face Danger or Secure an Advantage move. When they do, resolve the outcome of their move and mark progress and countdown boxes as appropriate. Any player can also make the Aid Your Ally move to contribute to a move another character is about to make. LET SLIP THE DOGS OF WAR If you are leading a large force of NPCs into battle, you can use a scene challenge to resolve the outcome. First, consider the makeup of the units on the field and give the challenge a rank. • If you have a clear advantage, make it a troublesome challenge. • If the forces are evenly matched and positioned, make it a dangerous challenge. • If you are facing a superior force or are badly positioned, make it a formidable challenge. • If you are facing overwhelming odds, make it an extreme or epic challenge. Then, envision your approach as you lead your warband into battle. Face Danger or Secure an Advantage as appropriate, choosing a stat which represents the current situation and your tactics. Resolve the outcome of each move and mark the progress track and countdown track as normal. During the battle, you can zoom in and resolve a fight against an important NPC or pack using combat moves. If you defeat this foe, mark progress on your scene progress track. If you lose the fight, mark a countdown box. 235 IRONSWORN CHAPTER 7 | GAMEPlAY IN dEPTH 234 SEMI-RANDOM CAMPAIGN SETUP To give fate a heavier hand in your character and starting situation, do the following: Roll on the following table, and assign the +3 value to the result. Then, distribute the remaining stats (+2, +2, +1, +1) as you like. 1-20 You are nimble, fast, and precise: Edge 21-40 You are willful, courageous, and sociable: Heart 41-60 You are strong, forceful, and imposing: Iron 61-80 You cunning, deceptive, and sneaky: Shadow 81-00 You are smart, knowledgeable, and resourceful: Wits Gather the asset cards and organize them into decks by type (companion, path, combat talent, and ritual). Exclude any cards that don’t fit your vision for the setting (such as rituals if you aren’t including magic). Shuffle the individual decks and put them face down. Choose a card from any deck. Don’t look at it. Pass the draw to the next player. Continue taking turns drawing a single asset from any deck until you have five in your hand. Reveal your cards and choose two of them to discard. The remaining three cards are your character’s assets. Ask the Oracle: “What is my background vow?” Then, spark an idea using the Character Goal oracle (page 182). Interpret the result, or roll on additional oracle tables to clarify as you like. Mark your background vow and give it a rank of extreme or epic. Ask the Oracle: “Who do I share a bond with?” Then, roll once on the Character Role oracle (page 182) and twice on the Character Descriptor oracle (page 183). Envision this NPC, give them a name, and mark a bond. You may do this for your two remaining starting bonds, or come up with other bonds from scratch. Together with the other players, Ask the Oracle: “What is our inciting incident?” Then, roll on the Settlement Trouble oracle (page 181). Interpret this answer to define your starting situation. HACKING IRONSWORN PLAYING IN OTHER WORLDS If you want to play in a different setting—but one that is similar to the Ironlands in tone—you can jump right in. Ironsworn characters, moves, and assets can make the transition to similar gritty fantasy or historical settings with very few changes, if any. When you create your character, you can omit any assets which aren’t a good fit for your setting. For example, rituals might be left out or limited if there is no magic in your world. Ironsworn works best when portraying driven heroes undertaking perilous quests. Vows, milestones, and progress tracks are core to the game, and should not be left behind when you explore other settings and genres. If iron vows and sworn quests don’t fit your world, you can change how they are represented in the fiction. A solemn promise can take many forms. HIGH-MAGIC SETTINGS A bigger shift in tone may require more work. If you play in a setting where mystic forces are more powerful, you’ll need to consider how to handle magic for your character. The easiest option is to simply create a character without magic capabilities and depict the magic of the setting and NPCs through the fiction. Your story gains the potential advantage of showing your mundane character standing against overwhelming supernatural forces. For magic-wielding characters, ritual assets can be envisioned with overt magical effects in high-magic settings. For example, instead of simply wearing an animal pelt using the Bind ritual, you can actually shape-change into the creature. The mechanical outcomes can stay the same, but the fictional framing changes dramatically. Rituals might also be envisioned to require less time to prepare or perform, functioning more like the quick-fire spells of heroic fantasy roleplaying games. If your setting or character concept don’t work within the confines of existing assets, you have some options to consider on the next page. 1 2 3 4 5 6 7 237 IRONSWORN CHAPTER 7 | GAMEPlAY IN dEPTH 236 EXPLORING OTHER GENRES Ironsworn characters and moves are intentionally only lightly themed for the default setting and tone, and they work just fine across a variety of heroic fiction genres. Undertake a Journey can be envisioned as faster-than- light travel aboard a spaceship, or as nitrous-fueled journeys on the ruined highways of a post-apocalyptic wasteland. Assets are designed to reflect Ironsworn’s default world, and require more work to ignore, transition or replace for dramatically different settings and genres. Some options follow. TWEAKING ASSETS PLAYING WITHOUT ASSETS Playing without assets limits the options for your character, but simplifies things if you prefer less mechanical detail. It also makes it much easier to quickly reskin Ironsworn for other settings or genres. If you do play without assets, you should give your character additional depth through roleplaying and description. Envision your character’s background and skills to help define the fictional framing of your actions. For anything other than a very short campaign or one-shot, you need an alternate reward when you spend experience. Here’s a suggestion: When playing without assets, you may spend 6 experience to increase a single stat by +1. No stat can exceed +4. USING ROLES INSTEAD OF ASSETS If you aren’t using assets but want to add a bit more detail to your character, you can use a simplified representation of assets called a role. Here’s how it works: • Name a role for your character based on their expertise or background. In the Ironlands or a similar setting, you might be a leader, scout, mystic, or healer. If you are hacking Ironsworn for a different setting or genre, use roles which fit the world. If you chose a combat-oriented role, make it narrow enough that it isn’t usable for every potential action in a fight. • Your role gives you the fictional framing to act using that role in your story. If you are a scout, you are skilled at finding your way in the wilds and observing the enemy from hiding. If you are a mystic, you can perform rituals. If you are a leader, you can command others. You make moves as normal, but the fictional framing might give you permission to make or avoid specific moves, and affect how you envision your actions. • If you like, give your role greater story potential and specificity with an evocative label. You are not just a priest, you are a Wayward Disciple of the Forgotten One. You are not just a hunter, you are a Sharp-Eyed Hunter of the Hinterlands. • When you make a move (not a progress move) and envision how your role contributes to this action, choose one before rolling: Add +2, or add +1 and take +1 momentum on a hit. • For every 6 experience points, you may buy an additional role. Name it, and write it down. Bonuses from multiple roles may not be combined for a single move. If your roles overlap for a particular action, envision which role provides the most influence over your intent and outcome. RESKINNING ASSETS Because many of the assets represent the typical tropes of heroic characters, they can often be reimagined for different settings and genres with minimal changes. Use the existing assets as a starting place, and adjust the labels and specific abilities to better fit your imagined world. • Are you a 17th century pirate who is a crack shot with your musket? Rename Archer to Marksman, and change the condition to “If you wield a musket...” • Are you playing a cyborg in a future dystopia? Rename Archer to Gunner, and change the condition to “If you wield a cybernetic blaster...” Then, swap out the last ability with something that better fits the theme. COMBAT TALENT ARCHER If you wield a bow....  When you Secure an Advantage +wits by taking a moment to aim, envision where you intend to land your shot. Then, add +1 and take +1 momentum on a hit. { Once per fight, when you Strike or Clash, you may take extra shots and suffer -1 supply. When you do, reroll any dice. On a hit, inflict +2 harm and take +1 momentum. { When you Resupply by hunting, add +1 and take +1 momentum on a hit. 239 IRONSWORN CHAPTER 7 | GAMEPlAY IN dEPTH 238 EXTENDED EXAMPLE OF PLAY This example demonstrates the use of moves, oracles, and storytelling within a typical session of Ironsworn. This is a solo session, but the basic gameplay concepts are applicable to guided and co-op play. It includes commentary as I make decisions about my character’s moves, interpret oracles, and resolve events and actions within the fiction of the scene. KUNO TAKES THE STAGE Kuno is a scout. She’s most comfortable by herself, stalking the untracked wilderness well beyond the settled lands. At this moment, however, she’s leading a group of Ironlanders who have fled their own village in the wake of a raider attack. They are bound for a settlement called Mournwood to the north, on the borders of the Hinterlands. There, they hope to find help and shelter. Kuno has sworn a vow to see them safely to their new home. IRONSWORN SUPPLY HEALTH SPIRIT +5 +4 +3 +2 +1 0 +5 +4 +3 +2 +1 0 MOMENTUM STATUS +5 +4 +3 +2 +1 0 CHARACTER   EXPERIENCE IRON SHADOW WITS HEART EDGE MAX +10 +9 +8 +7 +6 +5 +4 +3 +2 +1 0 -1 -2 -3 -4 -5 -6 RESET CONDITIONS  WOUNDED  SHAKEN  UNPREPARED  ENCUMBERED BANES  MAIMED  CORRUPTED BURDENS  CURSED  TORMENTED DEBILITIES  TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC VOWS  TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC  TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC  TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC  TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC BONDS Kuno 10 2 3 2 2 1 1 Avenge my brother / / Find a new home for the refugees / / / / / / / / / / / / / / / / / / / / / / / / / CREATING ASSETS AND ABILITIES If you want to create new assets or update an existing asset to better fit your theme, look to the existing abilities as your model. Assets provide several types of mechanical benefits, including: • They grant a moderate benefit, such as “add +1 and take +1 momentum on a hit”, for a relatively common action you expect to perform a few times each session. • They grant a strong benefit, such as “reroll any dice”, for less common actions or abilities which have a limit (“one time only”). You can also grant strong benefits for abilities which require setup moves or strict fictional framing. For example, to use the Slayer’s “reroll any dice” ability, you must first kill a formidable beast. • They give you an option to exchange one resource for another, such as “suffer -1 momentum and inflict +1 harm on a hit.” • They provide the fictional framing to make a move in unusual circumstances. For example, you can use the Communion ritual to Gather Information from the dead. • They allow you to use a different stat instead of the one normally required by a move. You will find various permutations of these rewards across the default assets, along with many other less common abilities and self-contained moves which are specific to an asset. One technique you can use when creating a new asset is to mix-and-match abilities from other assets. Whatever you want to portray in the fiction can probably be cobbled together, with some mild tweaking, from abilities which already exist. A final word: Ironsworn is not particularly concerned with strict mechanical balance between assets. You aren’t going to break anything by experimenting. If it adds to your fun, it’s working. Of course, the easiest way to play Ironsworn in different worlds is to let someone else do the work. Visit ironswornrpg.com for updates on official expansions and community-created content. 241 IRONSWORN CHAPTER 7 | GAMEPlAY IN dEPTH 240 A JOURNEY INTERRUPTED Suddenly, Kuno hears frantic screams from up ahead. She spurs her horse on, and rides to the top of a low hill. Before her is a terrifying scene. A wyvern is pawing at an overturned wagon. A horse lies dead beside it. The screams are coming from beneath the wagon, where a woman and a young girl are cowering. The wyvern has a muscled body three times the size of a horse, covered in a leathery iron-gray hide. Its claws rend along the side of the wagon. So, what now? The first order of business is to sort out whether my traveling companions will be of any help. I haven’t established much detail for this group of refugees, so I’ll leave it to chance. “Are there any able warriors with them?” I ask. I give it a 50/50 chance and roll on the yes/no table. The oracle answers, “Yes.” But can I manage to put them to use? A wyvern is a horrific foe, and not something this group has dealt with before. The first step is to order them to join me in this fight. “To me!” Kuno yells, summoning the mounted warriors to her side. The men and women ride up, but stop short as they catch sight of the fearsome beast. Their eyes go wide, and they mutter quick prayers. Their horses neigh and stomp their hooves in distress. “Courage,” Kuno says. “These people need our help.” I make the Compel move (page 69) to resolve what happens when I rally these warriors to aid me. We’ll roll with heart for this action. Per the move, “If you charm, pacify, barter, or convince: Roll +heart.” + 2 + 0 = + 2 + 0 = HEART 5 7 ADDS 3 5 A strong hit and a lucky break. A wyvern is normally an extreme foe. With the help from the Ironlanders, I’ll rule that I can knock it down to a formidable challenge. Still not an easy fight, but there’s hope. Plus, Compel gives me +1 momentum on a strong hit. I started the scene with my momentum track at +2, so it’s now at +3. I envision Kuno riding ahead of the pack of refugees, keeping her eyes on the thick woods along their path. She has a Horse companion, Etana, to aid her on the journey. She ignores the nervous chatter of the refugees behind her. These are dangerous lands, and she’ll remain wary until this band is safely within the walls of Mournwood. Once they’ve arrived, her vow will be fulfilled and she’ll be free of them. She gives Etana an encouraging click of the tongue, and picks up her pace. I make the Undertake a Journey move (page 65) for this segment of travel. Leveraging my companion’s Swift ability gives me a +1 add. + 1 + 1 = + 1 + 1 = WITS 3 5 ADDS 5 7 That’s a miss. The outcome for Undertake a Journey tells me: “you are waylaid by a perilous event.” I don’t have anything in mind, so let’s see what the oracles have to say. I roll on the Action/Theme tables (page 174). “Reveal creature,” the oracle says. After a moment’s thought, I decide it would be exciting to encounter something truly frightening and wild out here. A wyvern comes to mind. Kuno has never fought one, but she’s heard stories and is eager to test her mettle against one of the fearsome beasts. However, I want to do a bit more than just bring a wyvern onto stage. I want to ramp up the stakes and drive Kuno into action. I envision what happens. COMPANION HORSE Name: You and your horse ride as one. { Swift: When you Face Danger +edge using your horse’s speed and grace, or when you Undertake a Journey, add +1. { Fearless: When you Enter the Fray or Secure an Advantage +heart by charging into combat, add +1 and take +1 momentum on a hit. { Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit. 0 +1 +2 +3 +4 +5 Etana 243 IRONSWORN CHAPTER 7 | GAMEPlAY IN dEPTH 242 INTO THE FIGHT I’ll make the Enter the Fray move (page 78) as Kuno rides toward the wyvern. Since the beast is focused on its prey, and hasn’t taken note of Kuno, we’ll be using shadow for this roll. Per the move, “If you are moving into position against an unaware foe, or striking without warning: Roll +shadow.” + 1 + 0 = + 1 + 0 = SHADOW 3 4 ADDS 3 6 That’s a weak hit. According to Enter the Fray, I must choose between taking initiative or +2 momentum. I choose initiative, which means I’ll put the focus on Kuno taking proactive actions as I wade into the fight. I’ll use the initiative to Secure an Advantage (page 61). I envision this as an opportunity to leverage Kuno’s fierce determination and her bond with the horse as they charge into battle together. My companion’s Fearless ability will also help me here. Per the asset, “When you Enter the Fray or Secure an Advantage with +heart by charging into combat, add +1 and take +1 momentum on a hit.” + 2 + 1 = + 2 + 1 = HEART 4 7 ADDS 4 0 The weak hit on Secure an Advantage gives me +1 momentum, and another +1 for the Fearless bonus. My momentum is now +5. But, things turn against me. I envision this as the wyvern spotting us and moving to attack. Kuno’s horse, heedless of the danger, charges toward the beast. Kuno leans low and draws her sword. She is vaguely aware of the others following behind, but her attention is focused on her target. If she can just manage to strike the wyvern before it’s aware of them… But the wyvern catches their scent and fixes its gaze on them. It roars, a crown of horns flaring on its thick, wolfish head. No longer concerned with the trapped Ironlanders, it clambers over the top of the wagon and moves fast to meet their charge. Its wings flex as it lunges. I think a moment about my options here. Kuno, despite her courage, would be unnerved by the sight of this beast leaping towards them. Also, her first concern is the safety of her horse. I could Clash (page 80), but I want to play it a bit safe this early in the fight. If I Clash and score only a weak hit, I’d have to suffer the full harm or some other dramatic result. Face Danger (page 60), on the other hand, gives me only a minor cost on a weak hit. Also, my companion has the Swift ability, which allows me to make that move with a bonus. Per the asset, “When you Face Danger with +edge using your horse’s speed and grace, or when you Undertake a Journey, add +1.” I won’t be able to inflict harm in the exchange, but hopefully I’ll build some more momentum and get back initiative. I’ll envision this as Kuno and Etana trying to evade the wyvern’s attack. + 3 + 1 = + 3 + 1 = EDGE 2 6 ADDS 7 7 It’s a miss. The Face Danger result tells me, “On a miss, you fail, or your progress is undermined by a dramatic and costly turn of events. Pay the Price.” I have also rolled a match on the challenge dice, which indicates something unexpected (page 9). I’ll use some oracles to help resolve the match. First, I roll on the Pay the Price table. The answer is, “It is stressful.” No surprise there. Facing off against a wyvern is stressful. I want more to go on. I’ll roll on the Combat Action oracle (page 188) to see what the wyvern does as part of this outcome. The oracle responds, “Shift focus to someone or something else.” This is an opportunity to bring the other warriors into the scene. They won’t provide further mechanical benefit, but I should include their actions in the fiction. In this case, they’ll also help me depict the wyvern as a fearsome, deadly foe. Weaving together the move outcome and the oracles, I envision what happens next. The wyvern leaps. Kuno shouts a word of encouragement to her horse and pulls the reins hard to the right. The wyvern lands, jaws snapping, but Etana deftly avoids the bite as they circle to one side. 245 IRONSWORN CHAPTER 7 | GAMEPlAY IN dEPTH 244 Kuno rides away from the wyvern, readying another charge. An arrow, then another, lance into the side of the beast as mounted archers take up the fight. Other warriors, armed with spear and shield, move forward to harass it. As sudden as a lighting strike, the wyvern lunges at one of the fighters, bites down with a horrible crunch, and lifts him off his horse. Then, it whips its head around, opens its mouth, and sends the lifeless body flying. The mauled corpse lands in the dirt near the wagon with a splash of blood. The girl hiding beneath the wagon screams at the sight of the body. The wyvern, as if remembering its original intent, turns suddenly and clambers toward her. The mother, shakily, eases out from cover and raises a small knife in their defense. That gives me what I need to resolve the original “It is stressful” outcome of the Face Danger move. I Endure Stress (page 95) and suffer -2 spirit as a result of seeing the warrior killed. Per the move, I “roll +heart or +spirit, whichever is higher.” Since my heart is 2 and my spirit track is now at +3, I’ll roll with spirit. + 3 + 0 = + 3 + 0 = SPIRIT 5 8 ADDS 2 4 That’s a strong hit, which means I can take back initiative. I choose the Endure Stress option to “embrace the darkness”, and take +1 momentum (now +6). Kuno is determined to wreak vengeance upon this beast. She also wants to stop the wyvern from getting at the girl and her brave mother, so I’ll leverage my initiative to Secure an Advantage with another charge. + 2 + 1 = + 2 + 1 = HEART 1 4 ADDS 1 7 The weak hit is bad enough, but I’ve also rolled a 1 on the action die while leveraging one of my companion’s abilities. That means I need to involve my horse in the move’s outcome (page 43). The good news is I’ve gained another bit of momentum (up to +7). I envision what happens next. Kuno urges her horse back into a charge. She screams, partly out of determination, partly to get the wyvern’s attention away from the woman and girl. The beast turns to look at her, amber eyes narrowing. Its whip-like tail lashes out... I’m framing this as a danger to my horse companion. Etana is quick and agile, so we’ll try to dodge the wyvern’s attack. I’ll Face Danger to see what happens. As before, I’ll leverage my companion’s Swift ability to gain a +1 add. + 3 + 1 = + 3 + 1 = EDGE 6 10 ADDS 9 4 A strong hit, which means I’ve overcome the danger, take +1 momentum (now +8), and have initiative again. The wyvern’s tail lashes along the ground like a scythe. Kuno pulls up hard on the reins, and Etana jumps over the tail as quick and graceful as a cat. I envision Kuno raising her sword and readying an attack. This seems like the right time to Strike (page 79). + 2 + 0 = + 2 + 0 = IRON 5 7 ADDS 5 2 The strong hit with Strike allows me to inflict +1 harm. I mark 3 harm on the wyvern’s progress track. For a formidable foe, that’s 3 progress. Leveraging the momentum of the charge, Kuno swings her sword as they pass by the beast’s neck. The blade digs deep, leaving a crimson gash in its wake. Kuno lets loose a fierce laugh. She’s bloodied it. Despite the stories, it can be killed. She draws back her sword, pulling on the reins with her other hand, bringing Etana around for another attack. 247 IRONSWORN CHAPTER 7 | GAMEPlAY IN dEPTH 246 I roll to Strike again, hoping to build on my success and add more progress against this foe. + 2 + 0 = + 2 + 0 = IRON 2 4 ADDS 7 9 That’s a miss. I could burn my +8 momentum to cancel one challenge die and shift the result to a weak hit, but I’d prefer to save it for a more dramatic opportunity. Now I must Pay the Price (page 105). Suffering direct harm for me or my horse is an obvious choice, but I’m interested in leaving it to fate. I roll on the Pay the Price table to see what happens. The answer is, “You are separated from something or someone.” I interpret this as an attack which separates me from Etana. Kuno readies another slash, but too late. The wyvern’s massive head slams into her and Etana, sending them both sprawling. Kuno hits the ground hard. For a moment, blackness fills her vision. It seems reasonable to also apply harm to this outcome. I’ll split the wyvern’s 3 harm between myself and my horse—2 for me, 1 for Etana. This requires suffer moves for both of us. First, I make the Endure Harm move (page 91), subtracting 2 from my health track. Per the move, I “roll +health or +iron, whichever is higher.” My health track is at +2, and my iron is 2, so it’s a wash. + 2 + 0 = + 2 + 0 = IRON 3 5 ADDS 3 0 That’s a weak hit. Kuno suffers her harm and presses on. Kuno stands. Pain flares through her ribs. She pushes the pain aside, concerned only with her horse. Now to check on how Etana has fared. I make the Companion Endure Harm move (page 94). First, I lower her health track by 1. Then, per the move, I “roll +heart or +your companion’s health, whichever is higher.” Etana’s health track is at +3 and my heart is 2, so we’ll roll + her health. + 3 + 0 = + 3 + 0 = HEALTH 2 5 ADDS 4 7 Another weak hit. Etana is still in the fight, but Kuno wants her out of harm’s way. I’ll handle that in the fiction. Etana gets to her feet, shaken but okay. “Go!” Kuno yells at her, then scrambles to pick up her sword. Beside it lay the shield of the fallen warrior. She grabs that as well, and turns back to the Wyvern. The Ironlanders stab at the beast ineffectually with their spears, distracting it for a moment but not wounding it. Another arrow flies, landing true in the thing’s snout. Paying this fresh wound no mind, the wyvern refocuses its attention on Kuno. It lumbers forward, wings bent in a bat-like crawl. Kuno’s instinct is to dodge, hoping to get in a better position to attack. I’ll Face Danger with +edge instead of clashing. This uses my favored stat, improving my chances. + 3 + 0 = + 3 + 0 = EDGE 5 8 ADDS 7 6 That’s a strong hit and another +1 momentum (+9 total). Kuno waits for the beast, then leaps aside at the last moment. The wyvern’s teeth clamp down on the space she stood only a moment before. Its great head spins around, powerful jaws opening for another bite... 249 IRONSWORN CHAPTER 7 | GAMEPlAY IN dEPTH 248 Next, Kuno will Strike. + 2 + 0 = + 2 + 0 = IRON 3 5 ADDS 7 8 The great beast heaves a strangled sigh and collapses with an earth-shaking thud. Kuno sinks to one knee. She watches as the life fades from the wyvern’s eyes. She feels a moment of pity for it, and rests her bloodied hand on its snout. “Go easily into the shadow lands,” she whispers. AFTERMATH The defeat of the wyvern, while notable, isn’t relevant to my current quest and doesn’t seem worthy of a milestone. However, it has introduced an opportunity for a new narrative hook. Who is this woman and her child? Why are they here? I envision the scene. Kuno wrests her sword from the beasts mouth, and surveys the cost of the battle. One of their band lies dead. The other warriors gather spent arrows and spears. None appear hurt. She moves to the wagon, hobbling a bit as pain flares through her ribs. The mother is standing there, knife raised in a trembling hand. She is looking past Kuno, at the wyvern. “Are either of them obviously injured?” I Ask the Oracle, and set the odds as unlikely. “No,” the oracle answers. “Be easy,” Kuno says to the woman. “This beast is dead.” The mother blinks. Then, she gives Kuno and the others a quick, sharp glance. Kuno imagines her wondering, “Have I leapt from the frying pan into the fire?” “We mean you no harm,” Kuno says, “but these are dangerous lands. Where is your home?” I don’t have the answer to that question, so it’s an opportunity to Ask the Oracle. This time, I decide to leverage the Settlement Trouble oracle (page 181). It’s primarily intended for introducing a problem within a community, but works here as a way of establishing what has driven this woman and her child so far into the wilds. I roll, and the oracle tells me, “Roll twice.” I do so, and am told, “Someone is captured” and “Dangerous tradition.” Looking for a bit more detail, I also roll on the Action oracle (page 174). It tells me, “Hunt.” A miss. With my +9 momentum, this is a perfect opportunity to burn momentum (page 12). I do so, and cancel both challenge dice, elevating the outcome to a strong hit. I’ll also leverage my Swordmaster ability, which lets me inflict +2 harm when burning momentum on a Strike or Clash. That’s an impressive amount of harm on this attack.: +2 for the sword, +1 for the strong hit, and +2 for Swordmaster, giving me 5 harm total. This takes the wyvern to 8 filled progress. Kuno springs forward, stabbing with all her might through the roof of the beast’s mouth. The sword bites deep into the soft flesh. Warm blood spills over her arms. This feels like the proper resolution of this battle. Time to End the Fight (page 82). I tally my progress (8), roll the challenge dice, and compare. PROGRESS 8 7 3 It’s a strong hit. This battle is done. COMBAT TALENT SWORDMASTER If you wield a sword...  When you Strike or Clash and burn momentum to improve your result, inflict +2 harm. { When you Clash and score a strong hit, you may add +1 if you immediately follow with a Strike. { When you Swear an Iron Vow by kneeling and grasping your sword’s blade, add +1 and take +1 momentum on a hit. If you let the edge draw blood from your hands, Endure Harm (1 harm) in exchange for an additional +1 momentum on a hit. 251 IRONSWORN CHAPTER 7 | GAMEPlAY IN dEPTH 250 “Who is captured”, I Ask the Oracle. “Another child?” I give it a 50/50 chance. “Yes,” the Oracle responds. Some Ironlanders cling to superstition and dark rites as protection against these harsh lands. What if this woman’s child was taken as part of such a ceremony? I envision how these prompts come together, and how they might connect to my current quest. The woman kneels, and coaxes her child out from under the wagon. She gives the girl a hug and a few soft words. Then, she turns back to Kuno. “We live in a steading south of here,” she says. “Sova.” Kuno shrugs. She hasn’t heard of it. “They raided our home. Took my boy. Took the other men.” “Who?” “His name is Kenrick,” the woman says. She curses in an Old World tongue and spits on the ground. “It’s him that’s making them do it. He’s gone mad.” “Making them do what?” “They call it the hunt.” Tears well in the woman’s eyes, but she brushes them away with the back of her hand. Her expression hardens with determination. “They’ll kill my boy. I’ve got to stop them.” “Who is Kenrick?” Kuno asks. “The overseer of Mournwood.” Kuno sighs. Out of the frying pan and into the fire, indeed. “We are bound for Mournwood,” Kuno says. Snow begins to fall. It’s the first snow of winter, a portent of the grim, cold months ahead. Kuno brings her hand to the iron ring which hangs from a silver chain around her neck. The metal thrums with expectant energy. Such is the life of the Ironsworn. IRONSWORN 253 CHAPTER 7 | GAMEPlAY IN dEPTH 252 INDEX A Abilities 42 Action Die 8 Action Roll 8–10, 49 Advance 103, 222–224 Adventure Moves 60–68 Aid Your Ally 76–77 In Combat 88 Allies 25 Aid Your Ally 76–77 Allies and Journeys 66 Allies and Supply 34, 64 Bonds and Allies 75–76 Initiative and Allies 53 Opposing an Ally 232–233 Sharing Progress Tracks 18 Sharing Vows 99, 101, 199 Animals 147–150 Armor 52. See also Equipment Ask the Oracle 23, 107–109 In Combat 89 Assets 39–44 Abilities 42 Acquiring 41 Asset Cards 44 Companions 39 Failing an Asset Move 44 Martial Talents 40 Paths 40 Rituals 41 Tweaking 238–240 B Background Bonds 36, 195 Background Vow 35, 195–196 Banes 38 Barrier Islands 113 Basilisk 151 Battle 84–85 Bear 147 Beasts 128–129, 151–156 Boar 148 Bonds 24, 36 Background Bonds 195 Forge a Bond 74–76, 222 Marking Progress 15–16 Test Your Bond 75–76 Bonewalker 157 Broken 124, 138 Burdens 38 Burning Momentum 12 C Camp 64 Campaigns 193–202 Challenge Dice 8 Challenge Ranks 14–15 Adjusting 209 NPC Ranks 134 Rank Oracle 190 Travel 111 Character 4–5, 31–47, 193 Character Sheet 5 Chimera 158 Clash 80 Combat Moves 78–89 Initiative 53–55 Combat Talents 40 Common Folk 139 Companion Endure Harm 94 Companions 25, 39 Companion Endure Harm 94 Using Abilities 43 Compel 69–70 In Combat 88 Conditions 37 Co-Op (Cooperative Play) 1 Principles 227 Using Oracles 165 Corrupted 38, 95–96 Cursed 38, 93 d Damage. See Harm Death 93 Debilities 5, 36–38 Deep Wilds 115 Dice 2 Action Roll 8–10 Oracle Roll 22 Progress Roll 18 Difficulty 208–209 Draw the Circle 73 Drives 135 Duels 73 E Edge 33 Elder Beast 152 Elf 128, 142 Names 186 Encumbered 37 End the Fight 82–83 Endure Harm 19, 33, 91–92 Endure Stress 20, 34, 95–96 Enter the Fray 78–79 Epilogue 77 Equipment 25, 45, 52 Experience 5, 44–45 Advance 103 Fulfill Your Vow 101–102 F Face a Setback 13, 97 Face Danger 60 In Combat 85–86 Face Death 93 Face Desolation 96 Fate Moves 104–109 Fiction 2, 203–207 Fictional Framing 205–207 Firstborn 128, 142–146 Flooded Lands 116 Foes 133–163 Forge a Bond 74–75, 222. See also Bonds Forsake Your Vow 102 Frostbound 158 Fulfill Your Vow 101–102, 221 G Gamemaster. See GM Gather Information 62 Gaunt 142, 148–149 Gear. See Equipment Giant 128, 143 Names 187 GM 1. See also Guided Play Principles 229 Rolling Dice 10 Group Moves 51 256 255 Group Play 227. See also Co-Op (Cooperative Play); See also Guided Play Guided Play 1 Principles 229 Using Oracles 23, 109, 166 H Hacking Ironsworn 237–240 Harm 19, 57–58, 58 Companion Endure Harm 94 Endure Harm 91–92 NPC Ranks 134 Harrow Spider 153 Haunt 159 Havens 117 Heal 63 Health 33, 91–92 Heart 33 Hinterlands 118 Hit 9, 49, 57 Hollow 160 Horrors 129, 157–163 Hunter 139 I Inciting Incident 35, 46, 196–198 Inflicting Harm 19, 57 Initiative 53–55 In Media Res 198 Iron 33 Ironlanders 138–141 Ironlands 2–3, 111–131, 194 Iron Revenant 161 Iron Vows. See Vows Items. See Equipment J Journey. See Undertake a Journey l Leviathan 154 Losing Momentum 11–12 M Magic. See Mysticism Maimed 38, 91–92 Make Camp 64 Mammoth 155 Mapping 130–131 Marking Progress 15–16 Marsh Rat 149 Matches 9–10, 109 Adjusting the Impact 231 Max Momentum 14 Mechanics 2, 203–204 Milestones 15–16, 100, 213–215 Minimum Momentum 13, 97 Miss 9, 49, 57 Momentum 5, 11–14, 35 Burning 12 Face a Setback 97 Gaining 11 Losing 11–12 Max 14 Minimum 13 Resetting 13 Suffering Negative 13 Mounts 67. See also Companions Moves 6–7, 49–109 Best Practices 50–51 Equipment and Moves 52 Glossary 56–58 Outcomes 49 Progress Moves 17–18, 51 Mystic 140 Mysticism 127 Backlash Oracle 189 Rituals 41 N Name 33 Negative Momentum 13 Non-Player Characters. See NPCs Normal World 198 NPCs 24–25, 133–163 Creating 137 Help From 136 Ranks 134 Number of Players 1, 230–231 O Old World 2, 123 One-Shots 231 Oracle Rolls 22 Oracles 22–24, 164–191 Creating 191 Fate Moves 104–109 Out of Supply 97 P Packs 78–79, 136 Paths 40 Pay the Price 57, 105–107 In Combat 89 Primordial 144 Princess Bride References 81, 149 Principles 226–229 Progress. See Progress Tracks Progress Moves 17–18, 51 End the Fight 82–83 Fulfill Your Vow 101–102 Reach Your Destination 68 Write Your Epilogue 77 Progress Rolls 18 Progress Score 18 Progress Tracks 14–18 Q Quest Moves 98–103 Quests 4, 212–225 Flow Chart 225 Moves 98–99 Outline 200–201 R Ragged Coast 114 Raider 140–141 Ranks. See Challenge Ranks Rat. See Marsh Rat Reach a Milestone 100, 213–215 Reach Your Destination 68 Regions 112–121 Relationship Moves 69–77 Religion 127–128 Reroll 58 Resetting Momentum 13 Reskinning. See Hacking Ironsworn Resupply 63–64 Rituals 41 Failed Rituals 44 Roles 238–239 258 257 S Scene Challenges 234–235 Secure an Advantage 61 In Combat 87–88 Setback 97 Setting 2–3. See also Ironlands Shadow 33 Shaken 37, 95–96 Shattered Wastes 121 Sodden 162 Sojourn 71–72 Solo Play 1 Extended Example 241–252 Principles 228 Using Oracles 165 Spirit 34, 95–96 Stats 5, 33 Stress 20 Endure Stress 95–96 NPC Ranks 134 Strike 79 Strong Hit 9, 49, 57 Suffer 58 Suffer Moves 90–97 In Combat 89 Supply 34, 63–64, 97 Out of Supply 97 Resupply 63 Swear an Iron Vow 98–99. See also Vows T Tactics 135 Take 59 Tempest Hills 119 Test Your Bond 75–76 Tormented 38, 96 Transport 67 Travel 65–69, 111 Reach Your Destination 68 Undertake a Journey 65–67 Troll 145 Names 187 Truths 122–129 Turn the Tide 81 u Undertake a Journey 65–67, 111 Unprepared 37, 97 v Varou 146 Names 187 Veiled Mountains 120 Vows 4, 35, 199–201, 221 Background Vow 195–196 Quest Moves 98–103 W Warrior 141 Waypoints 66 Weak Hit 9, 49, 57 Weapons 19, 52, 57. See also Equipment Wits 33 Wolf 150 World Building 110–131, 194 Other Worlds 237–238 Wounded 37, 91–92 Write Your Epilogue 77 Wyvern 156 Z Zooming In and Out 210–211 259
textdata/thevault/Ironsworn (PbtA)/Ironsworn - Rulebook-Spreads.pdf
1 2 Credits Design, Writing, and Layout: Anne Gregersen Editing (Introduction): Adam Hancock Cover Graphic & Design: Anne Gregersen Playtesters: Anne Gregersen, Dries ‘Zephyr’ Hermans, Jesper Frandsen, Louis Flindt Rask, Oskar Sandkvist, & Sindre Urvold Interior Art: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2020 by Anne Gregersen and published under the Community Content Agreement for Dungeon Masters Guild. Also by Anne Gregersen 3 How To Use This Book? Killing Humanoid Enemies 5 Harvesting Checks 5 Harvest Time 6 Time of Death 6 Types of Loot 6 Bestiary Angels 8 Battleforce Angel 8 Firemane Angel 8 Deathpact Angel 8 Archon of the Triumvirate 9 Arclight Phoenix 9 Conclave Dryad 9 Demons 10 Cackler 10 Master of Cruelties 10 Sire of Insanity 10 Devkarin Lich 10 Felidar 11 Giants 11 Bloodfray Giant 11 Guardian Giant 11 Orzhov Giant 11 Sunder Shaman 11 Horrors 12 Flying Horror 12 Shadow Horror 12 Skittering Horror 12 Indentured Spirit 12 Izzet Weirds 12 Blistercoil Weird 12 Fluxcharger 12 Galvanice Weird 12 Krasis 13 Category 1 Krasis 13 Category 2 Krasis 13 Category 3 Krasis 14 Kraul 14 Kraul Warrior 14 Kraul Death Priest 14 Nightveil Specter 14 Gloamwing 14 Nivix Cyclops 15 Simic Hybrids 15 Hybrid Brute 15 Hybrid Flier 15 Hybrid Poisoner 15 Hybrid Shocker 15 Hybrid Spy 15 Skyjek Roc 15 Skyswimmer 15 Thrulls 15 Servitor Thrull 15 Winged Thrull 16 Undercity Medusa 16 Vampires 16 Blood Drinker Vampire 16 Mind Drinker Vampire 16 Wurm 17 Table of Contents 4 NPCs by Guild Soldier 18 Azorius NPCs 18 Isperia 18 Lawmage 18 Precognitive Mage 18 Boros NPCs 18 Aurelia 18 Firefist 19 Frontline Medic 19 Reckoner 19 Dimir NPCs 19 Lazav 19 Mind Mage 19 Thought Spy 19 Golgari NPCs 19 Jarad Vod Savo 19 Golgari Shaman 20 Gruul NPCs 20 Borborygmos 20 Anarch 20 Druid of the Old Ways 20 Rubblebelt Stalker 20 Izzet NPCs 20 Niv-Mizzet 20 Cosmotronic Blastseeker 21 Counterflux Blastseeker 21 Flux Blastseeker 21 Galvanic Blastseeker 21 Scorchbringer Guard 21 Orzhov NPCs 21 Obzedat Ghost 21 Rakdos NPCs 22 Rakdos 22 Blood Witch 22 Rakdos Lampooner 22 Rakdos Performer 22 Selesnya NPCs 22 Trostani 22 Horncaller 22 Simic NPCs 23 Zegana 23 Biomancer 23 5 How To Use This Book? The work is half the reward, but what if you want the whole reward? After braving the dangers of an acid-spewing dragon or the petrifying gaze of a snake-headed medusa, it is reasonable that the adventurers who survived the monster’s onslaught might claim some sort of prize. This document supplies a list of items and loot that traveling adventurers might find on the monsters they encounter and slay on their fantastical journeys. What follows in this section are some light mechanics for harvesting dead creatures. There are different types of loot that can be found on a monster, not all of which are necessarily useful for a group of travelling adventures. The supplied loot tied to each monster are simply suggestions that can be changed by the DM to fit the circumstances of the campaign they are running. The loot found within this document has been designed with the rules below in mind for two reasons. First, this prevents characters immediately picking something up from a monster and using it seconds later. Second, this document assumes that there is a body left to harvest once the creature has been killed. This should be considered when the adventurers are fighting demons and devils, which are likely to leave no corpse as they respawn on their home plane after being killed on the Material Plane. Killing Humanoid Enemies Many humanoid enemies exist within the worlds of Dungeons & Dragons. Some of the more popular include goblins and orcs. Opposing their wicked ways have set brave adventurers on the path to becoming legends of the realm. When killing a humanoid enemy, the adventurers are entitled to any loot the humanoid may carry on their person. Weapons, armor, and other sparse items are listed below the humanoid’s name, as with every other monster. However, harvesting body parts, such as hide and flesh, from humanoid creatures is not something this document covers because we don’t encourage adventurers to tear into the bodies of people. Harvesting Checks There are a few ways to harvest the monsters found in the worlds of Dungeons & Dragons, and doing so can impact the nature of the game being played. What follows are some suggestions as to how the characters might be able to harvest a recently deceased creature. Ability Check When a character attempts to harvest a creature, they must first succeed on a specific ability check to successfully harvest the components from it. The nature of the ability check depends on the monster’s type. The following table should be seen as a suggestion for splitting up the checks and can be changed to better fit the nature of the game at hand. Type of Ability Check Creature Type Ability Check Beast, dragon, giant, monstrosity, plant Nature Humanoid Survival Celestial, fiend, undead Religion Aberration, construct, elemental, fey, ooze Arcana The DC of the check is determined by the CR of the creature being harvested, but the harvesting check DC cannot be lower than 10 and cannot be higher than 30. If a character succeeds on the ability check, they are able to harvest all available loot on the monster. If they fail the check, the character is only able to harvest half of the items. Harvesting Check DC = 10 + monster CR (not lower than 10 and not higher than 30) If the character fails the check by 5 or more, a mishap occurs during the harvesting process. This could be anything from piercing a gland of acid to an environmental accident, such as a rock slide covering the creature. Regardless of the nature of the mishap, all loot is lost. Remember that two characters can help one another harvest a creature. This means that one of them gains advantage on their roll, thereby increasing their chances of successfully looting the monster. 6 Tool Check Without the necessary tools, the characters might be unable to fully harvest the monster in question. The set of tools needed, if any, to harvest the creature is up to the DM and can vary from monster to monster. Weapons and armor can simply be picked up from the ground, while organs and hide need more finesse to obtain. Alternatively, the DM can introduce the idea of harvester’s tools, a type of artisan’s tools that are required when harvesting certain resources from a creature, such as hide and organs. The harvester’s tools come in a leather satchel that can be rolled out for easy use while in the field. The tool set includes a bonesaw, a thinly bladed knife, a whetstone, a scraper, and a mincing blade. The price for a set of harvester’s tools is 30 gp. Harvest Time The size of the creature being harvested can heavily impact how long it takes to completely loot the monster. If the adventurers are unwilling to harvest for the entire duration, or they are somehow interrupted, they only get a portion of the loot. The amount of loot they get in such a situation varies and is decided by the DM. Time Spend Harvesting Monster Size Time to Fully Harvest Tiny Less than ½ hour Small ½ hour Medium 1 hour Large 2 hours Huge 4 hours Gargantuan 8+ hours Time of Death The amount of loot available on a creature can vary depending on time since death. If the characters just killed it, all the loot is available to them if they wish to harvest the creature. This is not the case if they stumble upon a carcass that has been rotting away in the wild for several weeks. The DM should estimate the amount of loot left on a monster if the party stumbles upon a dead creature. In most cases, it is impossible to harvest food from creatures entering a state of decay. There are exceptions to this, such as a character using the spell purify food and water on the carcass, which might cleanse the flesh enough that rations can be harvested. Types of Loot Some creatures are able to use armor and weapons, but they don’t always take the best care of them. If an item has the broken descriptor, the item was damaged prior to fighting or during the fight in which the creature died. A broken item does not function until it has been repaired by an artisan or by a creature with proficiency in the required set of tools. To repair the item, the characters must pay half of the cost of the item. For instance, a broken glaive with an initial cost of 20 gp would cost 10 gp to repair. Other items, such as blood or other liquids, are harvested in vials. This means that, unless a character has some sort of container to gather the item, they cannot harvest it from the creature. A single vial holds four ounces of liquid. If items like dust or ash can be harvested, these also need to be stored in some sort of container if the characters wish to bring it with them. Some creatures, like beasts and monstrosities, might yield rations. This refers to harvesting meat from the creature that can be eaten as a day’s ration. Whether or not this meat needs to be cooked before it is edible and how long it lasts before it turns rancid is determined by the DM. Most meat starts to go bad after 1-2 days, if not cooked or cured. Certain creatures have items that can be used as an additional material component for spellcasters. The use of these components must be declared before any saving throws or attack rolls are made because of the spell in question. When the item is used in this way, it is consumed in the process of casting the spell and cannot be reused. 7 The same is the case for items that need to be consumed by a character. As an action, these items are eaten or drunk to gain their benefits and cannot be reused. To consume these items, they first need to be treated using a specific tool set. The consumable can be turned into a potion using alchemist’s supplies, cooked using cook’s utensils, or distilled into a type of alcohol using brewer’s supplies. Creating one consumable takes an hour and the DC for creating the finished consumable is equal to 5 + monster CR (not lower than 10 and not higher than 30). Consuming the item before it has been treated results in the character having to make a DC 15 Constitution saving throw. If they fail, the character spends their next turn incapacitated as they start throwing up. Whether they succeed or fail, they gain no benefit from consuming the item. Some things, such as teeth and hide, need to be crafted before they can be used. To craft an item from harvested monster parts, the materials need to be taken to an artisan who knows how to craft magic items. Items that can be crafted have a cost in gold pieces attached to them. This cost represents the purchasing of additional materials needed for the crafting process and also the the hired artisan’s time working on the item. The amount of time it would take the trained artisan to craft the item is also noted. If an item has been crafted in this way, it is considered magical for the purpose of overcoming resistances and immunities. The cost and designated time allotted to these items should be seen as a suggestions and can be changed to fit the nature of the game being played. An exception to this is when a character is using monster loot to make ammunition, such as arrows and crossbow bolts. When making ammunition, the character only needs to have proficiency in the weapon the ammunition is for to successfully make the item. It takes 10 minutes to make one piece of ammunition. 8 _____________________________ BESTIARY _____________________________ an additional 1d8 radiant damage on a hit. The greatsword deals an additional 1d8 radiant damage if the targeted creature is a fiend or undead. • 1d3 Vials of Angel Blood. When consumed, this functions as a potion of greater healing. • 1d8 Vials of Fire Essence. This liquid glows in the dark, shedding bright light in a 10-foot radius and dim light for an additional 10 feet if not covered. As an action, the essence can be applied to a weapon made of metal and imbue it with magical fire. For one minute, when the weapon hits a target it deals an additional 1d6 fire damage. The essence then evaporates. Deathpact Angel • 2d8 Corrupt Feathers. Two feathers can be used as fletching on an arrow or a crossbow bolt. Ranged attacks that use ammunition made from these feathers deal an additional 1d8 necrotic damage on a hit. After the ammunition has been fired, it loses this property. • 1 Deathpact Scythe. The scythe functions as a martial melee weapon that deals 2d4 slashing damage on a hit and has the reach property. Requires attunement by a creature with an evil alignment. This is a magical scythe which deals an additional 1d8 necrotic damage on a hit. • 1 Divine Tongue. When consumed, you gain the benefits of the tongues spell for eight hours. • 1d4 Vials of Corrupted Angel Blood. When consumed, this functions as a potion of poison. Angels Battleforce Angel • 1 Broken Plate Armor (size Medium). • 1d8 Celestial Feathers. Two feathers can be used as fletching on an arrow or a crossbow bolt. Ranged attacks that use ammunition made from these feathers deal an additional 1d8 radiant damage on a hit. After the ammunition has been fired, it loses this property. • 1 Divine Tongue. When consumed, you gain the benefits of the tongues spell for eight hours. • 1 Holy Longsword. Requires attunement by a creature with a good alignment. This is a magical longsword which deals an additional 1d8 radiant damage on a hit. The greatsword deals an additional 1d8 radiant damage if the targeted creature is a fiend or undead. • 1 Vial of Angel Blood. When consumed, this functions as a potion of greater healing. Firemane Angel • 1 Broken Plate Armor (size Medium). • 1d10 Celestial Feathers. Two feathers can be used as fletching on an arrow or a crossbow bolt. Ranged attacks that use ammunition made from these feathers deal an additional 1d8 radiant damage on a hit. After the ammunition has been fired, it loses this property. • 1 Divine Tongue. When consumed, you gain the benefits of the tongues spell for eight hours. • 1 Holy Longsword. Requires attunement by a creature with a good alignment. This is a magical longsword which deals 9 Archon of the Triumvirate • 1 Broken Plate Armor (size Medium). • 1d2 Eyes of the Archon. As an action, you can crush the eye and force each creature that can see you within 120 feet to make a DC 18 Wisdom saving throw. On a failed save, the creature drops any weapons it is holding, ends its concentration on any spells or other effects, and becomes charmed by you for one minute. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. • 1 Hammer of Justice. This hammer functions as a martial melee weapon that deals 2d6 bludgeoning damage on a hit. Requires attunement by a creature with a good alignment. This is a magical hammer which deals an additional 1d8 force damage on a hit. • 1d12 Locks of Archon Hair. Can be used as an additional material component when casting the calm emotions, command, and compelled duel spells. When used in this way, you do not expend a spell slot when you cast the spell. • 2d8 Vials of Archon Blood. When consumed, you can target a creature you can see within 120 feet of you. When you do, you can determine which laws that creature has broken in the last 24 hours. Arclight Phoenix • 3d12 Vials of Lightning Essence. This essence crackles and glows in the dark, shedding bright light in a 10-foot radius and dim light for an additional 10 feet if not covered. Can be used as an additional material component when casting spells that deal lightning damage. When used in this way, you deal an additional 1d8 lightning damage when you cast the spell. • 1 Arclight Phoenix Egg. The egg is Tiny, warm, and has a mizzium shell. The egg contains the embryo of a new arclight phoenix. It hatches when it is in the area of a spell that deals lightning damage, or if a creature touches the egg and expends spell slots whose combined levels equal 13 or more. When it hatches, the egg releases a new arclight phoenix that appears in the egg’s space. Conclave Dryad • 3d6 Arrows. • 1 Broken Longbow. • 1 Conclave Dryad Heart. Can be used as an additional material component when casting spells that attempt to charm a creature. When used in this way, the targeted creature has disadvantage on the saving throw against being charmed. • 4d8 Dryad Leaves. When consumed, you regain 1d4 hit points. • 1 Dryad Tongue. When consumed, you can communicate with beasts and plants as if you shared a language for one hour. • 1d6 Ounces of Fey Dust. As an action, you can blow this ounce of dust into the face of a creature standing within 5 feet of you. The creature must succeed on a DC 10 Wisdom saving throw or become confused as with the confusion spell until the end of their next turn. • 1 Vine Staff. This functions as a martial melee weapon that deals 2d6 bludgeoning damage on a hit. This staff has 3 charges and it regains 1d2 charges each day at dawn. When you hit a creature with this staff, you can expend a charge and force the creature to make a DC 17 Dexterity saving throw. On a failed save, the creature becomes restrained by twisting vines for one minute. A creature restrained in this way can use an action to make a DC 17 Strength (Athletics) or Dexterity (Acrobatics) check, ending the effect on itself on a success. 10 Demons Cackler • 1 Broken Spiked Chain. This weapon, when repaired, functions as a simple melee weapon that deals 1d6 slashing damage on a hit. It costs 15 gp to repair the weapon. • 1d4 Vials of Demon Ichor. When consumed, you gain resistance to poison damage for one hour. Master of Cruelties • 1 Broken Plate Armor (size Large). • 1 Broken Greatspear of Cruelties. This weapon, when repaired, functions as a martial melee weapon that deals 2d6 piercing damage plus 1d8 psychic damage on a hit. The greatspear has a throwing range of 20/60. It costs 200 gp to repair the weapon. • 1d4 Master of Cruelties Horns. Two horns can be crafted into a helm (1500 gp, 30 days). Requires attunement. While you are wearing the helm, you can use an action to activate or deactivate an aura of blood lust. When any other creature than you starts its turn within 20 feet of you, that creature must succeed on a DC 15 Wisdom saving throw, or it must immediately take the Attack action, making one melee attack against a random creature within range, throwing its weapon if necessary. • If four horns are used to make this helm, the cost goes up by 500 gp and it takes another 10 days to craft. In addition, whenever a creature within 30 feet of you dies, you gain 10 temporary hit points and you have advantage on the next attack roll, ability check, or saving throw you make before the end of your next turn. The aura of blood lust does not need to be active for this to take effect. • 1d8 Vials of Demon Ichor. When consumed, you gain resistance to poison damage for one hour. Sire of Insanity • 1d4 Sire of Insanity Horns. Two horns can be crafted into a helm (1500 gp, 30 days). Requires attunement. While you are wearing the helm, you can use an action to activate or deactivate an aura of mind erosion. When any other creature than you starts its turn within 20 feet of you, that creature must succeed on a DC 16 Wisdom saving throw. On a successful save, the creature is immune to this aura for the next 24 hours. On a failed save, the creature has disadvantage on Wisdom and Charisma checks and Wisdom and Charisma saves for one minute. • 1d4 Sire of Sanity Claws. Can be crafted into a dagger (400 gp, 14 days). This weapon deals an additional 1d8 psychic damage on a hit. • 2d6 Vials of Demon Ichor. When consumed, you gain resistance to poison damage for one hour. Devkarin Lich • 4d10 Lich Bones. Can be used as an additional material component when casting spells that deal necrotic damage. When used in this way, you deal an additional 1d6 necrotic damage when you cast the spell. • 1d2 Lich Eyes. Can be crafted into a wand of fear (DMG p. 210) (2000 gp, 30 days). • 1d2 Lich Hands. Requires attunement. Can be used as an arcane focus. You know the ray of frost cantrip, but only when you are holding onto the hand. Intelligence is your spellcasting ability for the cantrip. • 1 Necromancer’s Robe. Requires attunement by a spellcaster. You have resistance to poison damage and you cannot be frightened as long as you are wearing this robe. In addition, any allied undead creatures within 300 feet of you 11 and any undead creatures under your control have advantage on saving throws against any effect that turns undead. • 1 Spellbook. It has in it the following spells: animate dead, cloudkill, counterspell, Evard’s black tentacles, Melf’s acid arrow, plane shift. Felidar • 1d2 Felidar Canines. Can be sold for 25 gp. • 1 Felidar Hide. Can be crafted into a set of light armor (1500 gp, 30 days). This set of armor has a +1 to armor class and has three charges. You can expend one charge and give yourself truesight out to a range of 60 feet for one minute. All expended charges recharge each day at dawn. • 2d6 Tufts of Felidar Fur. Can be used as an additional component when casting find familiar. When a familiar is summoned with this spell using the fur as an additional component, the familiar doesn’t disappear the first time it hits 0 hit points and instead drops to 1 hit point. To gain this benefit after it has been used, the find familiar spell must be cast again and another tuft of fur be expended in the spellcasting process. Giants Bloodfray Giant • 1 Bloodfray Giant Heart. Can be crafted into a potion of hill giant strength (DMG p. 187) (100 gp, 2 days) • 1d2 Giant’s Eyes. When consumed, you become proficient in the Wisdom (Perception) skill for one minute. • 1d10 Giant’s Toes. Can be sold for 4 gold pieces per toe. Guardian Giant • 1d2 Giant’s Eyes. When consumed, you become proficient in the Wisdom (Perception) skill for one minute. • 1d10 Giant’s Toes. Can be sold for 4 gold pieces per toe. • 1 Guardian Giant Heart. Can be crafted into a potion of frost giant strength (DMG p. 187) (1000 gp, 30 days) • 1d6 Vials of Guardian Giant Blood. When consumed, you can’t be surprised for the next 8 hours. Orzhov Giant • 1d2 Giant’s Eyes. When consumed, you become proficient in the Wisdom (Perception) skill for one minute. • 1d10 Giant’s Toes. Can be sold for 4 gold pieces per toe. • 1 Orzhov Giant Heart. Can be crafted into a potion of hill giant strength (DMG p. 187) (100 gp, 2 days) • 1d6 Vials of Orzhov Giant Blood. When consumed, you have darkvision out to a range of 60 feet for one hour. Sunder Shaman • 1d2 Giant’s Eyes. When consumed, you become proficient in the Wisdom (Perception) skill for one minute. • 1d10 Giant’s Toes. Can be sold for 4 gold pieces per toe. • 1 Sunder Shaman Heart. Can be crafted into a potion of frost giant strength (DMG p. 187) (1000 gp, 30 days) • 2d6 Vials of Sunder Shaman Blood. When consumed, you can choose to become reckless. At the start of your turn, you can gain advantage on all melee weapon attack rolls you make during that turn, but attack rolls against you have advantage until the start of your next turn. This effect lasts for 10 minutes. 12 Horrors Flying Horror • 1d2 Flying Horror Claws. Can be crafted into a dagger (300 gp, 12 days). This weapon deals an additional 1d6 psychic damage on a hit. • 1 Set of Flying Horror Vocal Cords. Once per day, you can blow into these vocal cords as an action and sound out a frightening screech. Each creature within 30 feet of you that can hear the screech must succeed on a DC 13 Wisdom saving throw or be frightened of you for one minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Shadow Horror • 1d2 Shadow Horror Claws. Can be crafted into a dagger (300 gp, 12 days). The first time a creature is hit with this weapon, it must succeed on a DC 14 Wisdom saving throw or be frightened of you until the end of its next turn. • 3d6 Vials of Shadow Flux. As an action, you can throw this vial up to 30 feet away where it will shatter in a vapor of darkness. The area within a 15 foot radius of where the vial landed becomes pitch black, as if affected by the darkness spell. When consumed, you have advantage on Dexterity (Stealth) checks made while in dim light or darkness. Skittering Horror • 1 Skittering Horror Hide. Can be crafted into a set of light armor (300 gp, 12 days). While wearing this armor, you have proficiency with the Stealth skill. Two sets of armor can be crafted from this hide. • 2d6 Skittering Horror Teeth. One tooth can be used as the tip on an arrow or a crossbow bolt. Ranged attacks that use ammunition made from these teeth deal an additional 1d6 damage. After the ammunition has been fired, it loses this property. Indentured Spirit • 1d4 Ounces of Phantom Dust. As an action, you can blow this dust into the face of a creature standing within 5 feet of you. The creature must succeed on a DC 13 Wisdom saving throw or be frightened of you for one minute for one minute on a failed save. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. • 1d4 Vials of Ectoplasm. When consumed, you can see into the Ethereal Plane for one hour. Izzet Weirds Blistercoil Weird • 2d4 Vials of Boiling Blistercoil Essence. As an action, you can throw this vial up to 30 feet away where it will shatter in a blast of steaming energy. Any creatures standing within a 5-foot radius of where the vial landed catches fire. The creature takes 1d10 fire damage immediately after the vial shatters, and until someone uses an action to douse the fire, the burning creature takes 1d10 fire damage at the start of each of its turns. Fluxcharger • 2d6 Vials of Lightning Essence. This essence crackles and glows in the dark, shedding bright light in a 10-foot radius and dim light for an additional 10 feet if not covered. Can be used as an additional material component when casting spells that deal lightning damage. When used in this way, you deal an additional 1d8 lightning damage when you cast the spell. Galvanice Weird • 1d6 Galvanice Weird Shards. Can be used as an additional material component when casting spells that deal cold or lightning damage. When used in this way, you deal an additional 1d4 cold damage and 1d4 lightning damage when you cast the spell. 13 Krasis Category 1 Krasis • 1 Krasis Gullet. When consumed, you become amphibious for one hour. • Major Adaptations Loot. Depending on the adaptations affixed to the krasis, it has different loot options. See the list below for loot appropriate to your specific krasis. 1. Acidic Skin. 1d2 vials of acid. 2. Armored Hide. 1 Krasis Shell/Scale. Can be crafted into a shield (750 gp, 40 days). This functions as a +1 shield. 3. Bioluminescent Markings. 1d4 Vials of Arcane Ink. One vial can be used to inscribe 3 spells into a wizard’s spellbook, at no cost. 4. Flight. No additional loot. 5. Grabber. No additional loot. 6. Hypnotic Display. 1d2 Category 1 Krasis Eyes. As an action, you can crush an eye and cast the spell hypnotic pattern, concentrating on it as if you cast the spell. The DC for the spell when cast in this way is 12). 7. Venomous Sting. 1d2 Vials of Basic Poison. 8. Regeneration. 1d4 Vials of Category 1 Krasis Blood. When consumed, you regain 2 hit points at the end of each of your turns for the next minute. Category 2 Krasis • 1 Krasis Gullet. When consumed, you become amphibious for one hour. • Major Adaptations Loot. Depending on the adaptations affixed to the krasis, it has different loot options. See the list below for loot appropriate to your specific krasis. 1. Acidic Skin. 1d4 vials of acid. 2. Armored Hide. 1 Krasis Shell/Scale. Can be crafted into a shield (750 gp, 40 days). This functions as a +1 shield. 3. Bioluminescent Markings. 1d6 Vials of Arcane Ink. One vial can be used to inscribe 3 spells into a wizard’s spellbook, at no cost. 4. Flight. No additional loot. 5. Grabber. No additional loot. 6. Hypnotic Display. 1d2 Category 2 Krasis Eyes. As an action, you can crush an eye and cast the spell hypnotic pattern, concentrating on it as if you cast the spell. The DC for the spell when cast in this way is 14). 7. Venomous Sting. 1d4 Vials of Basic Poison. 8. Regeneration. 1d4 Vials of Category 2 Krasis Blood. When consumed, you regain 4 hit points at the end of each of your turns for the next minute. 14 Category 3 Krasis • 1 Krasis Gullet. When consumed, you become amphibious for one hour. • Major Adaptations Loot. Depending on the adaptations affixed to the krasis, it has different loot options. See the list below for loot appropriate to your specific krasis. 1. Acidic Skin. 1d6 vials of acid. 2. Armored Hide. 1 Krasis Shell/Scale. Can be crafted into a shield (750 gp, 40 days). This functions as a +1 shield. 3. Bioluminescent Markings. 1d8 Vials of Arcane Ink. One vial can be used to inscribe 3 spells into a wizard’s spellbook, at no cost. 4. Flight. No additional loot. 5. Grabber. No additional loot. 6. Hypnotic Display. 1d2 Category 3 Krasis Eyes. As an action, you can crush an eye and cast the spell hypnotic pattern, concentrating on it as if you cast the spell. The DC for the spell when cast in this way is 17). 7. Venomous Sting. 1d6 Vials of Basic Poison. 8. Regeneration. 1d4 Vials of Category 3 Krasis Blood. When consumed, you regain 8 hit points at the end of each of your turns for the next minute. Kraul Kraul Warrior • 1d4 Spears. Kraul Death Priest • 1 Broken Quarterstaff. Nightveil Specter • 1 Broken Scythe. This weapon, when repaired, functions as a martial melee weapon that deals 2d6 slashing damage plus 1d8 psychic damage on a hit. The scythe has the reach property. It costs 250 gp to repair the weapon. • 1 Nightveil Specter Skull. Can be crafted into a helm (1000 gp, 14 days). Requires attunement. This helm has 3 charges. As an action, you can touch one incapacitated creature and choose 1 hour from among the past 24. Unless the creature succeeds on a DC 15 Intelligence saving throw, the creature loses all memory of that hour. The creature regains the memory only if you die within the next 24 hours or the helm is destroyed within the next 24 hours. • 3d6 Ounces of Phantom Dust. As an action, you can blow this dust into the face of a creature standing within 5 feet of you. The creature must succeed on a DC 13 Wisdom saving throw or be frightened of you for one minute for one minute on a failed save. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Gloamwing • 1 Gloamwing Hide. Can be crafted into a set of light armor (2000 gp, 60 days). While wearing this armor, you have resistance to necrotic damage. • 2d6 Gloamwing Teeth. One tooth can be used as the tip on an arrow or a crossbow bolt. Ranged attacks that use ammunition made from these teeth deal an additional 1d8 damage. After the ammunition has been fired, it loses this property. • 1d2 Gloamwing Wings. One wing can be crafted into a saddle for a mount (2000 gp, 60 days). When the saddle is on a mount, you form a bonded link with it. If you aren’t mounted, you can use a bonus action to magically teleport onto your mounts, provided you are within 500 feet of each other. When you teleport in this way, you appear astride your 15 mount along with any equipment you are wearing or carrying. However, if you are reduced to 0 hit points, your mount is destroyed (but not the saddle). Nivix Cyclops • 1d10 Giant’s Toes. Can be sold for 4 gold pieces per toe. • 1 Nivix Cyclops Eye. Can be crafted into a driftglobe (DMG p. 166) (200 gp, 14 days). • 1d6 Vials of Nivix Cyclops Blood. When consumed, you are revitalized when magic is used near you for 10 minutes. Immediately after a creature casts a spell of 1st level or higher within 120 feet of you, you can use a reaction to move up to your speed without provoking opportunity attacks. You can then make one melee attack against a target of your choice. Simic Hybrids Hybrid Brute • 1d4 Javelins. • 1d4 Vials of Acid. Hybrid Flier • 1 Vial of Acid. • 1 Vial of Basic Poison. Hybrid Poisoner • 1d4 Vials of Basic Poison. Hybrid Shocker • 1d2 Vials of Lightning Essence. Can be used as an additional material component when casting spells that deal lightning damage. When used in this way, you deal an additional 1d10 lightning damage when you cast the spell. Hybrid Spy • 1 Broken Shortsword. Skyjek Roc • 2d6 Rations. • 2d6 Skyjek Roc Feathers. Two feathers can be used as fletching on an arrow or a crossbow bolt. Ranged attacks that use ammunition made from these feathers have an increased range of 20 feet. After the ammunition has been fired, it loses these properties. Skyswimmer • 1d4 Half-Digested Corpses. Corpses of previous meals can be found in the skyswimmer’s stomach. Only half the maximum amount of loot can be found on these corpses if checked. There is a 40% chance the corpse is a griffin, 30% chance it’s a skyjek roc, 20% chance it’s a hippogriff, and 10% chance it’s a wyvern. • 10d6 Rations. • 1 Skyswimmer Hide. Can be crafted into leather armor (10 gp, 2 days) or studded leather armor (45 gp, 3 days). Three sets of armor can be crafted from this hide. • 4d6 Small Skyswimmer Teeth. One tooth can be used as the tip on an arrow or a crossbow bolt. Ranged attacks that use ammunition made from these teeth deal an additional 1d8 damage. After the ammunition has been fired, it loses this property. Thrulls Servitor Thrull • 1 Thrull Defensive Spring. If kept on your person, the spring activates in response to you being hit by an attack, giving the attacker disadvantage on the attack roll. This doesn’t cost you a reaction, but the spring breaks immediately after it has been activated. 16 Winged Thrull • 1d2 Thrull Defensive Springs. If kept on your person, the spring activates in response to you being hit by an attack, giving the attacker disadvantage on the attack roll. This doesn’t cost you a reaction, but the spring breaks immediately after it has been activated. Undercity Medusa • 1 Medusa Head. When a creature that can see the medusa head’s eyes starts its turn within 30 feet of the head, it must make a DC 14 Constitution saving throw. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or similar magic. • A creature that isn’t surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can’t see the head until the start of its next turn, when it can avert its eyes again. If it looks at the head in the meantime, it must immediately make the save. The head has this effect for 2d6 days after being harvested, after which it turns into a non-magical decaying head. • 1d6 Rations. • 1d6 Vials of Medusa Blood. If poured on a Medium or smaller creature that has been petrified by being turned to stone, they are cured of the petrified condition. Vampires Blood Drinker Vampire • 1 Broken Rapier. • 1d2 Vampire Fangs. One fang can be used as the tip on an arrow or a crossbow bolt. Ranged attacks that use ammunition made from these teeth deal an additional 3d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. After the ammunition has been fired, it loses these properties. • 1d10 Vampire Teeth. One tooth can be used as the tip on an arrow or a crossbow bolt. Ranged attacks that use ammunition made from these teeth deal an additional 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. After the ammunition has been fired, it loses these properties. Mind Drinker Vampire • 1d2 Vampire Fangs. One fang can be used as the tip on an arrow or a crossbow bolt. Ranged attacks that use ammunition made from these teeth deal an additional 3d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. After the ammunition has been fired, it loses these properties. • 1d10 Vampire Teeth. One tooth can be used as the tip on an arrow or a crossbow bolt. Ranged attacks that use ammunition made from these teeth deal an additional 1d6 necrotic damage. The 17 target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. After the ammunition has been fired, it loses these properties. • 1d6 Vials of Shadow Flux. As an action, you can throw this vial up to 30 feet away where it will shatter in a vapor of darkness. The area within a 15 foot radius of where the vial landed becomes pitch black, as if affected by the darkness spell. When consumed, you have advantage on Dexterity (Stealth) checks made while in dim light or darkness. Wurm • 4d6 Rations. • 4d6 Small Wurm Teeth. One tooth can be used as the tip on an arrow or a crossbow bolt. Ranged attacks that use ammunition made from these teeth deal an additional 1d8 damage. After the ammunition has been fired, it loses this property. • 1d4 Wurm Fangs. Can be crafted into a shortsword (10 gp, 2 days) or long sword (15 gp, 3 days). • 1 Wurm Hide. Can be crafted into leather armor (10 gp, 2 days) or studded leather armor (45 gp, 3 days). Two sets of armor can be crafted from this hide. 18 _____________________________ NPCS BY GUILD _____________________________ Requires attunement. While wearing this cloak, you have resistance to psychic damage. • 4d6 Vials of Sphinx Blood. When consumed, you gain resistance to psychic damage for one hour. Lawmage • 1 Broken Breastplate. • 1 Broken Quarterstaff. • 1 Spellbook. It has in it the following spells: arcane lock, expeditious retreat, shield, slow. Precognitive Mage • 1 Broken Quarterstaff. Boros NPCs Aurelia • 1 Divine Tongue. When consumed, you gain the benefits of the tongues spell for eight hours. • 3d8 Celestial Feathers. Two feathers can be used as fletching on an arrow or a crossbow bolt. Ranged attacks that use ammunition made from these feathers deal an additional 1d8 radiant damage on a hit. After the ammunition has been fired, it loses this property. • 1 Helm of Aurelia. Requires attunement. While wearing this helm, you are unyielding. When you are subjected to an effect that would move you, knock you prone, or both, you can use your reaction to neither moved nor knocked prone. • 1d2 Holy Longswords. Requires attunement by a creature with a good alignment. This is a magical longsword, Soldier • 1 Broken Chain Mail. • 1 Broken Longsword. • 1 Broken Shield. Azorius NPCs Isperia • 1d2 Eyes of Isperia. When consumed, you gain truesight out to a range of 30 feet for one hour. • 5d6 Feathers of Isperia. Two feathers can be used as fletching on an arrow or a crossbow bolt. Ranged attacks that use ammunition made from these feathers are considered magical. They also deal an additional 1d6 damage if the target is hostile towards you. After the ammunition has been fired, it loses these properties. • 1 Hide of Isperia. Can be crafted into a set of light armor (2000 gp, 30 days). Requires attunement. While wearing this armor, you have advantage on saving throws against being charmed or frightened. In addition, you are immune to any effect that would sense your emotions or read your thoughts, as well as any divination spell that you don’t want to be affecting you. Three sets of armor can be crafted from this hide. • 10d6 Rations. • 3d8 Tufts of Isperia Fur. Two tufts can be crafted into a bag of holding (DMG, p. 153) (200 gp, 14 days). Four tufts can be crafted into a cloak (500 gp, 21 gp). 19 which deals an additional 1d8 radiant damage on a hit. The greatsword deals an additional 1d8 radiant damage if the targeted creature is a fiend or undead. • 4d6 Vials of Angel Blood. When consumed, this functions as a potion of greater healing. Firefist • 1 Broken Greatsword. • 1 Broken Plate Armor. Frontline Medic • 1 Broken Plate Armor. • 1 Broken Shield. • 1 Healer’s Kit. • 1d4 Spears. Reckoner • 1 Broken Longsword. • 1 Broken Plate Armor. • 1 Spellbook. It has in it the following spells: blur, shield, witch bolt. Dimir NPCs Lazav • 1d2 Psychic Blades. Requires attunement. This is a magical shortsword, which deals an additional 1d6 psychic damage on a hit. • 1d6 Rations. • 3d4 Tufts of Lazav’s Hair. Four tufts can be crafted into a cloak (1000 gp, 15 days). Requires attunement. While wearing this cloak, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. • Alternatively, two tufts can be crafted into a set of shoelaces (500 gp, 9 days). Requires attunement. While wearing a set of boots equipped with these shoelaces, no attack roll has advantage against you unless you are incapacitated. • 3d6 Vials of Shapeshifter Blood. Can be used as an additional material component when casting spells that physically alter a creature’s body. When used in this way, the duration of the spell is extended by 10 minutes. Mind Mage • 1d4 Daggers. Thought Spy • 1 Broken Leather Armor. • 1 Broken Rapier. • 1d2 Daggers. Golgari NPCs Jarad Vod Savo • 1 Necromancer’s Robe. Requires attunement by a spellcaster. You have resistance to poison damage and you cannot be frightened as long as you are wearing this robe. In addition, any allied undead creatures within 300 feet of you and any undead creatures under your control have advantage on saving throws against any effect that turns undead. • 1 Spellbook. It has in it the following spells: entangle, finger of death, giant insect, ray of enfeeblement, spider climb, vampiric touch. • 1 Staff of Svogthir. Functions as a martial melee weapon that deals 2d4 bludgeoning damage on a hit. It also deals an additional 1d6 poison and 1d6 necrotic damage on a hit. • 1d6 Vials of Fermented Blood of Jarad. When consumed, you regain 1d10 hit points at the end of each of your turns for the next minute. • 3d6 Vials of Spores. As an action, you can throw this vial up to 30 feet away where it shatters in a cloud of spores. 20 The area within a 5-foot radius of where the vial landed becomes filled with spores. Each creature in the area takes 2d10 poison damage. Golgari Shaman • 1 Broken Hide Armor (size Medium). • 1 Broken Quarterstaff. Gruul NPCs Borborygmos • 1d10 Giant’s Toes. Can be sold for 4 gold pieces per toe. • 1 Heart of Borborygmos. Can be crafted into a potion of cloud giant strength (DMG p. 187) (10000 gp, 150 days) • 1 Tribal Amulet. There is a 10% chance that the amulet is an amulet of health (DMG, p. 150), 30% chance that the amulet is an amulet of proof against detection and location (DMG, p. 150), and a 60% chance that it is a non-magical tribal amulet. • 3d6 Vials of Borborygmos’s Blood. When consumed, your Strength score goes up by 2 to a maximum of 24 for one hour. This effect does not stack. Anarch • 1 Broken Hide Armor. • 1 Broken Spiked Club. This weapon, when repaired, functions as a martial melee weapon that deals 1d8 piercing damage on a hit, or 1d10 piercing damage if wielded with both hands. It costs 20 gold pieces to repair the weapon. Druid of the Old Ways • 1 Broken Hide Armor. • 1 Broken Quarterstaff. Rubblebelt Stalker • 1d2 Broken Shortswords. Izzet NPCs Niv-Mizzet • 2d6 Claws of Niv-Mizzet. Can be crafted into a dagger (150 gp, 9 days). On a hit, you deal an additional 1d6 fire damage with this weapon. • 1d2 Fangs of Niv-Mizzet. Can be crafted into a shortsword (150 gp, 9 days). On a hit, you deal an additional 1d6 fire damage with this weapon. • 1 Fire Gland of Niv-Mizzet. As an action, you can throw this gland up to 30 feet away where it will burst in a fiery explosion. Each creature within 10 feet of where the gland landed must succeed on a DC 25 Dexterity saving throw, taking 26d6 fire damage on a failed save, or half as much damage on a successful one. The gland is fragile and will burst 3d6 hours after being harvested, regardless of if it was thrown or not. • 1 Hide of Niv-Mizzet. Can be crafted into a set of light armor (2000 gp, 60 days). While wearing this armor, you have resistance to fire damage. Three sets of armor can be crafted from this hide. • 2d12 Scales of Niv-Mizzet. If you have 20 scales, you can craft them into scale mail armor (2000 gp, 60 days). While wearing this armor, you have resistance to fire damage. • 2d12 Teeth of Niv-Mizzet. One tooth can be used as the tip on an arrow or a crossbow bolt. Ranged attacks that use ammunition made from these teeth deal an additional 1d6 fire damage on a hit. After the ammunition has been fired, it loses this property. • 3d6 Vials of Niv-Mizzet’s Blood. Can be used as an additional material component when casting spells that deal 21 damage. When used in this way, you change the spell’s damage to cold, fire, force, lightning, or thunder. • 1d2 Wings of Niv-Mizzet. One wing can be crafted into a resistant cloak (1000 gp, 30 days). Requires attunement. When worn, you have resistance to fire damage. • 10d6 Rations. Cosmotronic Blastseeker • 1 Broken Chain Shirt Armor. • 1 Broken Warhammer. Counterflux Blastseeker • 1 Broken Rapier. • 1 Vial of Dark Counterflux Essence. you can throw this vial at up to 30 feet away where it shatters in an electric crackle. Until the end of your next turn, the area is surrounded by a 15-foot-radius invisible sphere centered on where the vial landed. Creatures in the sphere have disadvantage on saving throws against spells and other magical effects. • 1 Vial of Light Counterflux Essence. you can throw this vial at up to 30 feet away where it shatters in an electric crackle. Until the end of your next turn, the area is surrounded by a 15-foot-radius invisible sphere centered on where the vial landed. Creatures in the sphere have advantage on saving throws against spells and other magical effects. Flux Blastseeker • 1 Broken Quarterstaff. • 1d4 Vials of Fluxbending Essence. You can throw this vial at a creature up to 40 feet away, treating the vial like an improvised weapon. On a hit, you teleport, swapping places with the creature. Galvanic Blastseeker • 1d4 Spears. Scorchbringer Guard • 1 Broken Breastplate Armor. • 1 Broken Light Hammer. • 1 Scorchbringer. This weapon has 3 charges. As an action, you can activate the weapon and spout a stream of flame in a line that is 30 feet long and 5 feet wide. Each creature in the line must make a DC 12 Dexterity saving throw, taking 2d6 fire damage on a failed save or half as much damage on a successful one. The weapon regains all expended charges each day at dawn. Orzhov NPCs Obzedat Ghost • 1 Spirit Cloth. Can be crafted into a bag of holding (DMG p. 153) (200 gp, 14 days). • 1d10 Ounces of Phantom Dust. As an action, you can blow this dust into the face of a creature standing within 5 feet of you. The creature must succeed on a DC 13 Wisdom saving throw or be frightened of you for one minute for one minute on a failed save. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. • 2d4 Vials of Ectoplasm. When consumed, you can see into the Ethereal Plane for one hour. 22 Rakdos NPCs Rakdos • 1 Set of Bracers of Rakdos. Requires attunement by a creature with an evil alignment. These bracers have 3 charges. When you hit a creature with an unarmed strike, you can expend a charge and force the creature to make a DC 25 Constitution saving throw or be poisoned for one minute. While poisoned in this way, the creature can’t maintain concentration on a spell or any other effect that requires concentration. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The bracers regain all expended charges each day at dawn. • 1 Chain of Rakdos. Requires attunement. While wearing this chain, every weapon you wield is considered magical. • 1 Hide of Rakdos. Can be crafted into a set of light armor (3000 gp, 70 days). Requires attunement. This armor grants resistance to fire and necrotic damage. Two sets of armor can be crafted from this hide. • 2d10 Teeth of Rakdos. One tooth can be used as the tip on an arrow or a crossbow bolt. Ranged attacks that use ammunition made from these teeth deal an additional 1d10 damage. After the ammunition has been fired, it loses this property. • 3d6 Vials of Rakdos’s Mind Fluid. When consumed, you can cast the spell hellish rebuke once within the next minute. Charisma is your spellcasting ability for this spell. • 4d6 Vials of Demon Ichor. When consumed, you gain resistance to poison damage for one hour. Blood Witch • 1 Broken Longsword. • 1 Broken Shortsword. Rakdos Lampooner • 1 Broken Club. • 1 Broken Leather Armor. Rakdos Performer • 1 Broken Barbed Pole (High-Wire Acrobat). This weapon, when repaired, functions as a martial melee weapon that deals 1d8 piercing damage on a hit. Your jump distance also becomes 20 feet, if you’re using the barbed pole for assistance. It costs 20 gold pieces to repair the weapon. • 1d4 Daggers (Blade Juggler). • 1d2 Potions of Fire Breathing (Fire Eater). Selesnya NPCs Trostani • 6d8 Dryad Leaves. When consumed, you regain 1d4 hit points. • 1d3 Tongues of Trostani. When consumed, you can communicate with beasts and plants as if you shared a language for one hour. • 2d6 Ounces of Fey Dust. As an action, you can blow this ounce of dust into the face of a creature standing within 5 feet of you. The creature must succeed on a DC 10 Wisdom saving throw or become confused as with the confusion spell until the end of their next turn. • 2d6 Roots of Trostani. As an action, you can crush a root and cast bless without expending a spellslot or using material components. When cast in this way, you maintain concentration on the spell as if you cast it yourself. • 3d6 Sprouts of Trostani. When consumed, you gain 20 temporary hit points. Horncaller • 1 Broken Hide Armor. • 1 Broken Quarterstaff. 23 Simic NPCs Zegana • 1 Prime Speaker’s Trident. Requires attunement. This functions as a magic trident that deals 2d6 piercing damage on a hit. It also has 5 charges. On a hit, you can expend a charge and make the trident emit a thunderous boom. Each creature in a 15-foot cube originating from the prongs of the trident must make a DC 18 Constitution saving throw. On a failed save, the creature takes 2d8 thunder damage and is pushed 10 feet away from you. If the creature is underwater, the damage is increased to 3d8. On a successful save, the creature takes half as much damage and isn’t pushed. The trident regains all expended charges each day at dawn. Biomancer • 1 Broken Scimitar. • 1 Broken Splint Armor.
textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Monster Loot - D&D5e - Anne Gregersen/Monster Loot - Guildmasters Guide to Ravnica.pdf
Edges & Flaws Absent-Minded [-1] – tend to forget things and ummm…other stuff. Addiction [-1 to –3] – addicted to anything from alcohol to drugs to beetles. Animal Bonding [1] – animals feel a natural empathy with you. Ambidexterity [2] – Equal proficiency with hands and feet. Reduces penalty for double weapons by 1. Blackmailed [-1 to –3] – someone holds the keys to your skeleton closet. Bio-Rejection [-3] – Body is very sensitive to invasive implants and surgery. 10% higher Essence cost, and –1 to resist rolls. Cat-Like Balance [1] – Grace and poise add +2 bonuses to balancing and falls. Construct [+Rating] – Owner of a constructed synthetic intelligence, which can act on your behalf in the Cryptosphere Computer Illiterate [-2] – Penalty of –2 to all interactions involving computers. Contacts/Spies [1 to 5] – you’ve got informants and friends all over the place. Adds to legwork rolls for a specific Culture. Dependent [-1] – a person you love/hate is dependent on you, and you must take care of them. Double-Jointed [1] – Easier to escape bonds and manacles, as well as martial art locks and holds. Exceptional Attribute [2] – A single attribute can be raised to 8. Fatal Illness [-4] – Character has a fatal illness and may die at any moment (luck roll) Faulty Biomech [-3] – some of your biomechanical implants were Made in Burma… Forged Identity [Rating minus 2] – a complete set of registry records and background info. Forgettable [2] – You blend into the crowds quite well, and are difficult to track down. Grease Monkey [3] – machines and vehicles just looove your callused hands. +1 diagnose & repair. High Pain Threshold [3] – The penalty for wounds is reduced by one. Home Ground [2] – Provides a +1 bonus to many rolls made on home territory. Illiterate [-2] – Cannot read or write. Influence [1 to 5] – you have connections and are owed favours by people in power. License to practise Medicine [3], Law [2], Arrest [3], Operate Large Vehicles [1], Diplomatic Immunity [8] Light Sleeper [1] – A bonus of +2 on alertness rolls when asleep. MacGuyver [4] – excellent at jury-rigging gadgets from trivial objects. Nine Lives [5] – tend to survive hailstorms of bullets and large, spectacular explosions. +2 to dodge out of way. Obese [-1] – Character is fat, and suffers the usual social stigma, though attributes are not affected. Permits [1 to 5] – you’ve somehow managed to get permits for all your milspec gear. Quick Healer [1] – Rate of healing is slightly increased. Registry Tap [6] – you have a secret tunnel into the global citizen registry. Can pull dossiers on people. SOTA Carrier [5] – you were the test subject for experimental biomech systems. Can start with alpha gear. Speech Impediment [-1] – social interactions are penalized by –1. Weirdness Magnet [-1] – strange stuff happens around you…and to you. Roll on Strange Shit table every session. Well-Endowed [1] – let’s just say you have big… feet. +1 Seduction. Delusion, Compulsion, Hatred, Obsession, Intolerance [-1 to –3] Common: speech, sunlight, crowds, clothing, cars, insects Uncommon: weather type (storm, wind), animal type (dogs, cats), swearing, total darkness Rare: cat hissing, profuse bleeding, trapped in confined space, viral attack COMBAT SPECIALS Both Guns Blazing [2] – reduces the penalty for dual-gun use. Bloodbath [3] – goons get cut down like wheat. Bulletproof [5] – easier to dodge bullets when flying through the air. Lightning Reload [1] – can reload clips really fast. Eagle Eye [2] – reduces the penalty for aimed shots. Signature Weapon [1] – a specific weapon gives you a bonus of +1 to strike. Bag Full O’ Guns [4] – easier for you to transport weapons through security checkpoints. Improvised Weapon [2] – pick up anything as a weapon at Skill 1.
textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Rules - Edges by Krypter.pdf
A 5E compatible supplement featuring amazing creatures from Nerdarchy’s Chimes of Discordia campaign setting Written by: Ted Adams, Nathan Riggins Editing: Doug Vehovec Layout: Doug Vehovec Cover Art: Nelson Vieira Interior Art: Neftalie N. Ramos and Nelson Vieira Credits Product identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trade- marks, proper names (characters, place names, new deities, etc.), dialogue, plots, story elements, loca- tions, characters, artwork, sidebars, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.) Open Game Content: Except for material designated as Product Identity (see above), the content in this Nerdarchy game product is Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Copyright © 2017 Nerdarchy LLC www.nerdarchy.com T Riding above the rest Whether you are flying high on an exotic abi- zder or crashing through the forest astride a wargantuan, these mounts are fierce. This guide takes you through the five species that were created to be mounts or monsters to add to your game. But we did not stop there. We added new trade goods and training rules for each of these wondrous creatures so that you can add them, if you so choose, directly into your world(s). It is up to you which ones you like, or love, and feel are needed. Mounts and trade goods Mount Cost (gp) Abizder 1,500 Abizder silk (per yard) 15 Dranther 500 Dranther scales 25 Gantuan 250 Gantuan fur (per yard) 8 Kangoram 500 Kangoram meat (per pound) 10 Kangoram plates 10 Kangoram trophy head 10 Wargantuan 1,000 Water strider oil (per pint) 1 Training fantastical mounts Each of these fantastical mounts requires its own training regimen, style, and time. That is only to be expected when one wishes to ride creatures that resemble spider-bats, gargantuan bugs, wingless dragons, and woolly monsters. In any case an exotic saddle crafted for the proper size and number of legs is required to use these mounts, unless you are brave enough to go bareback. Abizder hether the creation of chaos magic run amok, the result of arcane experi- mentation, or the abizder is some invasive species from another realm one can only guess. Now they can be found skulking in the night al- most anywhere. The abizder is a strange amalgamation of bat, spider, and lizard that ranges in size from that of a small lizard to a large crocodile as the creature matures. Its head is like that of a gecko with eight eyes, a sin- uous lizard body that rests atop eight spindly legs, and from its back sprouts leathery bat-like wings. At Home in Most Places. Abizders are most com- monly found in a temperate to tropical climes both above and below ground, making their lairs on ceilings, tree canopies, or in dark, web-filled caverns. Such lairs are often festooned with web cocoons holding past victims that will become future meals. Ambush Predators. The abizder can drop from above on wing or web, lay elaborate webs to trap unwary, or spring from dark places. Most prey nev- er see them until they’ve already been ensnared or bitten by their venomous jaws. Master Artisans. Abizders can be encountered as groups of hatchlings referred to as an abizder cloud, as solitary hunters when young or adult, or as a mated pair that creates fantastic, elabo- rate webs very few spiders could ever manage to match. The abizder’s ability to fly allows it to make larger and more intricate webs than any spider. W Trade Good: A yard of silk made from spun abi- zder silk fetches 15 gold pieces. Abizder webbing is prized for making silk. Some daring merchants will mount expeditions to the dark places where abizders dwell in hopes of bringing this exotic material back to civilization to sell among the aristocracy for exhorbitant sums. In rare cases, abizders have been captured for the harvesting of their webbing. Such a venture cost many a handler’s life. Trade goods and usage Medium monstrosity, unaligned Armor Class 14 (natural armor) Hit Points 22 (4d8 + 4) Speed 30 ft., climb 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 12 (+1) 2 (-4) 14 (+2) 4 (-3) Skills Perception +4, Stealth +7 Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14 Languages — Challenge 1 (200 XP) Spider Climb. The abizder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the abizder knows the exact location of any creature in contact with the same web. Web Walker. The abizder ignores movement restric- tions caused by webbing. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage and the target must make a DC 11 Constitution saving throw, tak- ing 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Young abizder Large monstrosity, unaligned Armor Class 15 (natural armor) Hit Points 52 (7d10 + 14) Speed 30 ft., climb 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 19 (+4) 15 (+2) 14 (+2) 2 (-4) 14 (+2) 4 (-3) Skills Perception +4, Stealth +6 Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14 Languages — Challenge 2 (450 XP) Spider Climb. The abizder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the abizder knows the exact location of any creature in contact with the same web. Web Walker. The abizder ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing dam- age and the target must make a DC 12 Consti- tution saving throw, taking 10 (2d10) poison damage on a failed save, or half as much dam- age on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Web (Recharge 5–6). Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or small- er creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 13 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed. The webbing has AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage. Adult abizder Abizders look as alien as creatures get and they have the social skills to match. Without some type of magical control the adults are extremely hard to handle. That is why you are better off finding an abizder nest and snatching a few eggs to raise as hatchlings. Fed properly with birds, insects, and rodents they will be young abizders within a few months and adults within the year. Abizders are found in dark places. While mainly they live in dark caves and below the ground that is not the only place they can be located. Thick canopies deep within the forest where the sun has a hard time piercing the forest are likely plac- es for an abizder colony to claim its home. Wher- ever you find them you are sure to find copious amounts of their dense silk webbing as a clear sign of their lair. While this offers no hampering to them it does for the traveler who can just as easily get caught in their web as a fly would in Abizder abductions a regular spider web. Offering food will only get you an abi- zder’s trust but there’s more to training a good mount than trust. Each step in the training must be completed in succession in order to make a wild abizder a useful mount or to take a newly hatched creature and begin to properly tame it. If you seek to just jump on a ride you will suffer disadvantage on all future checks with that particular mount until you do something to curry its favor. (This favor is entirely up to the Game Master’s whim.) 1. Introduce yourself 2. Convince abizder you are not food 3. Offer food 4. While distracted, place saddle 5. Mount the creature (if this is not done before food is consumed go back to step 3. If no longer hungry pro- ceed). Animal Handling (Wisdom) Task DC (untrained) DC (trained) Fly or climb 15 10 Spin Silk 20 15 Protect another 20 15 Flee (in combat) 15 10 Flee (out of combat) 12 8 Steps to training an abizder Dranter raceful reptilian quadrupeds with prom- inent horned heads more fitting on a dragon dranthers have long, lean bodies like a great hunting cat, lower to the ground than a horse but slightly longer. Their scale pattern and coloration have bred away from their true dra- conic ancestors ending in a mottled green sheen to their scales, each with its own markings and shadings as a horse or cat would have. They do not possess wings though their claws are like those of other draconic creatures. If found young they are easy to tame, but if found as adults in the wilds it is almost impossible to train a dran- ther to be a mount or service animal. Dranthers are a marvelous creature held in high esteem by dragonborn. These mighty creatures are mounts truly worthy of their draconic might. They are reared from birth to be mounts of war, for war- riors. The best of the breed are then strengthened and trained with the best possible food, trainers, and possibly magical reagents to make elite dran- thers which are even bigger and stronger than regular dranthers. A mount to match its rider. The dranther is the preferred domesticated mount of the dragonborn. Elite dranthers bred for war are known to exist but are typically found in possession of those in the nobility. Elite dranther possess the same abilities as a standard dranther except for the differences noted in the stat block. G Trade Good: The black market is always looking for new trade goods and scales that looks like they came from a green dragon can fetch a good price. To the right buyer, a seller with no scruples could try to sell the scales from a dranther as dragon scales. A large size dranther’s scales typically fetch 25 gp. In killing said creature some scales will obviously be damaged or unusable for certain purposes, this cost takes that into account. Trade goods and usage What respect means to dranthers While not pack animals, dranthers respect strength and power. If you don’t have it, you don’t really exist as a thing to them at worst. At best you are treated as a youngling, something to slap out of the way when you get annoying. If you want to train a dranther you need your first impression to signal strength. Don’t come on too strong, because the dranther will surmise you don’t know how to gauge your own strength. But strong enough that it sees itself as losing any contest with you. With the dranther’s attitude about strength in mind you can see how it is important to start train- ing while they are young. That way even a youth of your people can show the cub who is the boss and they will begin to assume that most human- oids in your culture can push them around. But grab an elder or an adult from the wild and you are going to be fighting it off and on for months. That is, if you want to be the one who directs where the pair of you go from then on. Dranthers also need a place to recline. They enjoy ledges, trees, rooftops, and other places above the heads of everyone else. If they can’t loom over others they can start to get agitated and may decide to see if you are as strong as they remember. Dranthers have a dragon’s pride and must be treated as such. It needs to be seen as a equal. Many such creatures are presented to knights as a sign of their prestige. But to a dranther, the crowd is gathered and they are the focus of the attention so clearly they are being honored and the one to ride them is being given an honor. Treat a dranther with respect and nobility and it will do so to you. Fail to do so and you might find your leg on the dranther’s dinner plate. Dranther Large beast, unaligned Armor Class 15 (natural armor) Hit Points 38 (5d10 + 10) Speed 40 ft. STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 8 (-1) Skills Perception +3, Stealth +6 Damage Resistances poison Senses darkvision 60 ft., passive Perception 13 Languages — Challenge 2 (450 XP) Keen Smell. The dranther has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If a dranther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the dranther can make one bite attack against it as a bonus action. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. A creature that is damaged must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Steps to training a dranther Animal Handling (Wisdom) Task DC (untrained) DC (trained) Use breath weapon 12 8 Protect another 15 10 Flee (in combat) 20 15 Flee (out of combat) 16 12 Elder Dranther Just as dragons, the dranthers’ ancestors, gain in intellect, cunning, and strength as they age so does a dranther improve as the gain in years. Eventually they are considered an elder of their kind. Elite Dranther Large beast, unaligned Armor Class 16 (natural armor) Hit Points 60 (7d10 + 20) STR DEX CON INT WIS CHA 19 (+4) 15 (+2) 16 (+3) 8 (-1) 14 (+2) 10 (+0) Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing dam- age. A creature that is damaged must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing dam- age. Elder Dranther Huge beast, unaligned Armor Class 17 (natural armor) Hit Points 85 (10d10 + 30) Speed 40 ft. STR DEX CON INT WIS CHA 21 (+5) 15 (+2) 16 (+3) 8 (-1) 14 (+2) 10 (+0) Skills Perception +4, Stealth +6 Damage Resistances poison Senses darkvision 60 ft., passive Perception 14 Languages — Challenge 3 (900 XP) Keen Smell. The elder dranther has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If an elder dranther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength sav- ing throw or be knocked prone. If the target is prone, the elder dranther can make one bite attack against it as a bonus action. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. A creature that is damaged must make a DC 13 Constitution saving throw, taking 10 (3d6) poi- son damage on a failed save, or half as much damage on a successful one. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6+ 4) slashing damage. Gantuan here is a place in the cool pine forests where a large furry beast dwells. Ponderous and strong, these six-legged creatures munch on twigs, needles, mushrooms and tubers in a constant quest to fuel their shaggy bulk. They are massive, with six tree trunk thick legs ending in round stubby feet with tough retract- able claws. Using their short, prehensile nose trunks to root out food, they dig furrows in the earth and expose the fungus and tubers they enjoy. Grinding teeth and mighty jaw strength crushes everything into a mash that they slowly ingest. Their digestive systems absorb almost ev- erything from what they consume making care for them much easier. Once domesticated and well fed these happy eaters make great pack animals for their size, strength, and temperament. They can easily carry a whole ton of cargo and pull multiple wagons with little effort. Stubborn but easily swayed. A gantuan is always interested in its next meal, even when it is still chewing its last. Left to its own desires it would simply lumber around munching on food all day. If you want it to do anything but that you need to move its food to where you want work done. Make sure you bring plenty of food to persuade it. Gantuan handlers make sure there is always food around before asking the creature to do anything. There is a saying that the only time a gantuan is not eating is when it is sleeping but some have been known to master even that feat. If you offer food to a gantuan, any Wisdom (Ani- mal Handling) checks made to coax the creature into doing a task are made with advantage. T Trade goods and usage The gantuans are used as pack animals and are mild in temperament unless trained to be violent. They can be trained to do most things within their capacity if they are consistently trained with food and given plenty of food as a reward. Because they eat vegetation that no humanoid will eat if given a choice, gantuans are popular choices as mounts and beasts of burden since they are not competing with other domesticat- ed animals for food on a farm or on the road to war. A gantuan’s thick fur is prized by those travel- ing into cold climates. Gantuans grow up feeling at ease eating. Not eating occasionally while nervous or right when they wake up. But eating all the time, even while dozing off. Part of training a gantuan is keeping it at ease with a good supply of food. Twigs, small branches, mushrooms, berries, and leafy Way to a gantuan’s heart Animal Handling (Wisdom) Task DC (untrained) DC (trained) Stop eating 20 13 Stampeding charge 15 10 Protect another 15 10 Flee (in combat) 15 10 Flee (out of combat) 15 10 Steps to training a gantuan shrubs are a good start to a gantuan larder. If the food isn’t available, be prepared for the gantuan to leave its pen to find some — with disastrous consequences if they have to leave the pen by force. Aside from taking this precaution, gantuans are docile once they get used to you giving them food. Wild ones know how big they are and will use their bulk to get what they want, even if it is from inside a house or stable. If there is a smashable object keeping them from tasty food they will smash it until they are trained not to do so. Domesticated gantuans may have grown up playing with humanoids and left to graze in nearby forests and plains. Gantuans Huge beast, unaligned Armor Class 14 (natural armor) Hit Points 76 (8d12 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 22 (+6) 9 (-1) 17 (+3) 3 (-4) 11 (+0) 6 (-2) Senses passive Perception 10 Languages — Challenge 4 (1,100 XP) Actions Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage. Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 6) bludgeoning damage. ‘G Wargantuans While normally content to leave those alone who let the gantuan eat, some can be coaxed into terrible violence when condi- tioned and trained. Wargantuans Huge beast, unaligned Armor Class 16 (Armor) Hit Points 120 (12d12 + 48) Speed 30 ft. STR DEX CON INT WIS CHA 24 (+7) 9 (-1) 19 (+4) 3(-4) 11 (+0) 6 (-2) Senses passive Perception 10 Languages — Challenge 5 (1,100 XP) Stampeding Charge. If the gantuan moves at least 20 feet straight toward a target then hits it with a stomp attack on the same turn, the target takes an addi- tional 17 (2d10 +7) bludgeoning damage. If the target is a creature it must make a DC 15 Dexterity saving throw or be knocked prone. Creatures that pass take half damage and are not prone. Actions Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 7) piercing damage. Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (2d10 + 7) bludgeoning damage. he kangoram is a spirited mount. It is taller than it is long since it rests sitting back on its tail. This bipedal creature stands upright, reaching heights between 9 and 11 feet tall. Strong legs like a kangaroo sit below it, even mimicking their gait. A kangoram’s arms are not as powerful as their legs, though their strength belies the look of their limbs. These small arms are used for eating and sometimes combat. Thick skulls which produce a hardened skull cap and curling horns to either side of its head show how much these creatures use their head for combat. These horns are durable and strong. They are able to withstand the massive impact of the creatures’ charging headbutts. Plates made of the same bone-like structure trail down from the crea- tures skull to the tip of its strong tail, almost like an armored spine. A thick tail protrudes from a kango- ram’s back, which helps in balance during its loping hops, but when confronted with an enemy or a rival to its mate they rear back using their tail to hold them up and deliver a powerful kick or lock feet with the creature and use its powerful body to bring their head to bear as a powerful weapon. Kangoram T Kangoram meat is considered a tasty delicacy in some areas considering how hard they are to hunt. A kangoram head mounted on a plaque makes a nice trophy and some exotic game hunters prize having one of these on their wall, willing to pay a premium to acquire one, even if they did not kill the beast themselves. The bony plates along a kangoram’s back are also valued for their strength, and skilled crafts- people can utilize the material to create a vari- ety of implements. Trade goods and usage Kangorams have the temperament of wild stallions and a kick just as hard. The kangorams focus is forward. The druids have said that when talking to these creatures this holds true for all of them. In order to break them or train them you need to have them disoriented. It takes dedication and the willingness to either be faster than the creature or be willing to take the bruises that come along with it. The smart method when training a kangoram is to harness the horns and force the creature into circles until it is dizzy enough to mount or follow instruc- tions. You then are able to take it into other direc- tions, always turning when it tries to gain control. The foolhardy jump on and get taken for a ride. Stubbornness and knowing that trick of breaking their charge is the key to victory. And of course time. Grab kangorams by the horns Animal Handling (Wisdom) Task DC (untrained) DC (trained) Walk in a circle 18 12 Attack 12 8 Protect another 18 12 Flee (in combat) 20 15 Flee (out of combat) 15 10 Steps to training a kangoram Kangoram Large beast, unaligned Armor Class 14 (Natural Armor) Hit Points 42 (5d12 + 10) Speed 60 ft. STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 14 (+2) 4 (-3) 12 (+1) 10 (+0) Skills Perception +3, Athletics +6 Senses Passive Perception 13 Languages — Challenge 2 (450 XP) Charge. If the kangoram moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Actions Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Kick. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 12 (2d8 + 4) blud- geoning damage. Water Strider long flat-bodied beetle with spindly legs ending in multidigit claws splayed out wide, the water strider always looks shiny and variegated like lacquered wood. This polished shine is due to their unique oily secre- tions that wick from their abdomen down to their legs. These insects are a vivid green and blue. They occasionally blend in with the water surface like their much smaller cousin. Roughly 4 to 5 feet long and narrow body makes these 6 legged insect a great mount for those living near water and of a smaller stature. They regularly coat their body by bringing their legs up to rub against the rest of their body resulting in a lus- trous shell for which they are well known. A marvelous waterwalker. The water strider makes an excellent mount for those who live around water or must frequently cross it. Its oily body and legs interact with the water in strange ways. As the oil that coats the water strider’s body comes in contact with the water it allows A Trade goods and usage the beetle to step upon the water as if it were sand or mud. By walking quickly the beetle can stay above the surface of the water. Diving bubble. If that is not enough this bizarre creature can rub his legs across its face and then blow a bubble out of the oil and take it and its rider underwater giving enough air for one hour and shallow submarine work. The creatures can safely go to a depth of 20 feet. Water striders are a favored mount of small races who live on or near water. They are great mounts for fishermen as it is a great asset to have a boat that can take you underwater if you drop your fishing pole. When training a water strider, like any mount you need to know the tricks and have the tools of the trade. With these creatures it is just repetition, repeti- tion, repetition. A water strider senses vibrations with its body, from its horns down to its legs. A water strid- er has no care if a rider grasps its horns — it almost natural. But if you yank on the horns it will be very displeased and you will wind up in the drink. (I hope you can swim.) Light touches on the horns allow you to direct the mount in the direction of your choice. The closer you move to the head the faster you want the mount to go. So close to the head on The oil from water striders can be collected and used to help waterproof materials like papers, cloth, and wood . Repeat after me the back part of the horns, facing the rider, would be a sprint. If you reach around and tap the front of the crea- tures horns you want it to go backwards. Each of these commands needs to be done with both hands. If you use only one hand it will turn in that direction. Water Strider Medium beast (insect), unaligned Armor Class 13 (Natural Armor) Hit Points 22 (4d6 + 8) Speed 30 ft., water walking 30 feet STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 14 (+2) 4 (-3) 11 (+0) 6 (-2) Skills Perception +4, Stealth +4 Senses darkvision 60 ft., passive Percep- tion 14 Challenge 1/2 (100 XP) Camouflage. In its natural surroundings the water strider may be mistaken for dead tree. The water strider has advantage on Dexterity (Stealth) checks to hide in watery areas or forests. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Steps to training a water strider Animal Handling (Wisdom) Task DC (untrained) DC (trained) Walk on water 12 8 Dive — with bubble 15 10 Retrieve sunken object 20 12 Protect another 15 10 Flee (in combat) 15 10 Flee (out of combat) 12 8 OPEN GAME License Version 1.0a The following text is the property of Wizards of the Coast, LLC. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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19 In Vino Gigantus ©2019 Frog God Games. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden. Frog God Games and the Frog God Games logo is a trademark of Frog God Games. All characters, names, places, items, art and text herein are copyrighted by Frog God Games, Inc. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. 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CEO Bill Webb Creative Director Matthew J. Finch Production Director Charles A. Wright Chief of Operations Zach Glazar Special Projects Director Jim Wampler Customer Relations Mike Badolato FROG GOD GAMES IS Frog God Games Adventures Worth Winning ISBN: 978-1-62283-651-2 Author James M. Spahn Producer Bill Webb Project Manager Zach Glazar Editor Jeff Harkness S&W Conversion Jeff Harkness Fantasy Grounds Conversion Michael Potter Substantial Editor G. Scott Swift Art Director Casey W. Christofferson Layout and Graphic Design Charles A. Wright Cover Design Jim Wampler Front Cover Art Joshua Stewart Interior Art Lloyd Metcalf, Terry Pavlet, Artem Shukaev, Joshua Stewart Cartography Robert Altbauer 2 Frog God Games In Vino Gigantus ........................................................... p. 3 Part One: An Unexpected Audience ..............................p. 4 Part Two: The Wine Cellar ....................................... p. 5 Part Three: Wine Before Its Time ....................................p. 12 Appendices ...................................................................p. 12 Player Map .................................................................. p. 15 Legal Appendix .............................................................p. 16 Table of Contents 3 In Vino Gigantus In Vino Gigantus is a short Swords & Wizardry adventure for 4–6 characters between levels 1–3. It takes place in the magnificent floating castle of a foppish storm giant sorcerer named Lord Clovis Tempestas IV. Adventure Background In ages past, Stormridge Sanctum was the familial estate of the Tempestas Clan of storm giants. Floating across the sky on a massive field of clouds, it seemed that the bounty of four winds knew no bounds. That was before the arrival of the dragons. They came in the night under a blood red moon, and Lord Clovis Tempestas II, a grand sorcerer, would not lower himself to parlay with what he called “winged snakes.” His pride would be the downfall of his bloodline, his people, and his beloved Stormridge Sanctum. Great storms of fire and lightning tore across the sky on and off for years and by the time the Tempestas Clan had defeated their foes, the only thing that survived was the Sanctum itself, Clovis II’s grandson, and a handful of servants and the beloved family dog Donner. This didn’t stop the spoiled young Clovis IV from believing he could live on as the pampered scion of a noble bloodline. He now lives with a handful of lingering servants in the grandiose Stormridge Sanctum in complete decadence. He forces enchanted harps to play for his pleasure, he sculpts gaudy statues, and he drinks wine — lots and lots of wine. Clovis IV’s love of wine and the slow degeneration of his castle have driven him to finally take action. His wine cellar has become fouled and flooded, and this will not stand. Though he is not as skilled a magic-user as his ancestors, he knows a few tricks. Like any good nobleman, he has decided to hire peasants to solve his problems. By weaving an ancient spell of summoning and binding, he draws an unwitting party of adventurers into his great sky castle to take care of his dirty work. Whether they want to or not is of little concern to the foppish Clovis. After all, who would deny the honor that comes in serving the magnificent Tempestas Clan? Adventure Summary Suddenly summoned into the great sky castle of Stormridge Sanctum by the magical incantations of Clovis Tempestas IV, the characters are tasked by the foppish storm giant with finding the source of the infestation plaguing his wine cellar and purging it before he loses any more of his precious libations. With them quite literally clutched in the palm of such a powerful creature, it is a deal they cannot refuse. Under the watchful eye of Clovis IV’s steward, Wamp the ogre mage, they are given a fine meal before being banished to the lower storage of Stormridge Sanctum. After being sent down into the flooded cellar, they must contend with environmental hazards in a domain built for a creature ten times their size. During their dangerous investigation, they discover that a second adventuring party is also struggling to survive in this monster-infested basement, though their purposes and even their presence is unknown to Clovis. The truth is that Clovis simply forgot they were even down there In Vino Gigantus By James M. Spahn 4 Frog God Games after he hired them several weeks ago. The characters’ investigation eventually leads them to discover that it is Clovis’ beloved thunder terrier Donner that is inadvertently responsible for flooding the basement. The terrier has been missing for a few days, and is currently trapped in the webbing of a nest of giant spiders in the basement. Beginning the Adventure This adventure begins at any point when the Referee wants to spring it on the players. The characters could be idly passing the evening at an inn between adventures or they might be in the middle of pitched combat. Clovis IV casts a family summoning spell regardless of their circumstances and draws the characters from their current location to Stormridge Sanctum. In fact, the characters appear in the very palm of his hand! Part One: An Unexpected Audience As mentioned in the summary, the characters find themselves suddenly and unexpectedly summoned into the clutches of Clovis Tempetas IV and held prisoner in his ancestral home, Stormridge Sanctum. The Referee is encouraged to read or paraphrase the text below to begin the adventure: The distinct crackle of powerful arcane energies surrounds you and your companions, distracting you from the task at hand. Magical energy leaps between members of your party in wide, azure arcs until it is as though you are at the very heart of a lightning storm. A buzz rings through your body, and your hair stands up on end before a sudden white flash leaves you blinded and disoriented for a few seconds. A sudden sense of what can be described only as otherness comes over you as your senses gradually return. The ground beneath your feet is firm, but soft, and as your vision clears you discover that you and your allies are standing, quite literally, in the palm of a fifty-foot-tall giant! As grandiose as only a giant can be, the man clutching you and your companions has well-kept teal hair streaming down his back, blazing sapphire eyes, and flawless azure skin. His fingers, wrists, neck, and head are adorned with perfectly polished gold jewelry sized to his stature — each piece worth a king’s ransom. A long flowing white toga hangs to his ankles. A booming, jovial laugh very nearly blows you from your precipice as his entire body shakes with mirth, and the wind of his wine-soaked breath reminds you of the strongest summer storms you’ve ever seen. “Hahahaha! Not what I expected, but I am glad to see my incantation worked from such a distance! Greetings, little masters! I am Lord Clovis Tempestas IV and welcome to my humble home, Stormridge Sanctum! The noble house Tempestas has summoned you here for a purpose most befitting your stature and skill. Pray tell, won’t you sup with me while I recount my plight to you?” Without waiting for a response, Clovis kneels and releases you from his grasp, setting you gingerly upon the massive stone floor of his seemingly endless hall. He claps his hands and it is as if thunder itself rings from within the hall. A moment later, a cadre of ogres enters the room from a door far to the east, bearing a long wooden table, matching chairs, and the trappings of a feast like you have heard of only in songs and story. Clovis’ servants, a dozen remarkably hygienic and well-dressed ogres, set a fine table filled with fowl, bread, fruit, and the finest wine. The table is set with solid gold dinnerware of the highest quality. After the ogres set the table, they take positions near the table and follow Clovis’ bidding. This primarily consists of filling his requests that more wine and food be brought around at the slightest sign that these provisions may be running low. The storm giant nobleman is eager for the characters to eat at his table and remains jovial unless they refuse his hospitality. He insists they eat and accept his hospitality. If they adamantly refuse, he tells them that those who refuse his generosity will be forced to accept his servants’ justice. He motions to the ogres and the massive swords at their belts. The instant the characters partake of the meal, his demeanor returns to that of an exuberant host. Clovis informs the characters that something foul has taken hold of his beloved wine cellar in the bowels of his estate. If they root out this trouble and save what remains of his beloved wine collection, he promises to reward them handsomely. While he could handle this task himself, he believes members of the Tempestas Household are beneath such menial tasks. At this point, roll a few d20s behind a screen and ignore the results. Clovis informs the characters that since they have eaten at his table, they are now magically bound to his service. This is, of course, a complete fabrication, but don’t tell the players that. Let them assume the worst. If the characters continue to refuse Clovis’ service, he tells them that they are not worthy of death at the hands of even his servants and has them escorted from Stormridge Sanctum. How they return to the ground hundreds of miles below is beyond his concern as it is beyond the borders of his domain. Once the characters accept Clovis’ “offer” to assist him, he informs them that he will pay them each 500gp for their service as well as provide them with 3 potions of healing to aid in their task. After the meal, he pays them each 100gp as a down payment as proof of good faith, and merrily orders the ogres to lead the party to the cellar door. But not before reminding them, “Oh, mind the dog. Donner can be a bit feisty …” Fighting Clovis and His Servants If the characters are foolish enough to fight Clovis, it’s a suicidal endeavor. Clovis first orders his ogre guards to kill the characters and engages in combat only if attacked directly. If at any point during the battle the characters withdraw, Clovis repeats his offer, though this time he provides no rewards or potions. Clovis has the statistics of a storm giant and is accompanied by 6 ogres armed with two-handed swords, along with Wamp, his ogre magi chief servant. Lord Clovis Tempestas II, Storm Giant: HD 15+5; HP 71; AC 1[18]; Atk scepter (mace) (6d6); Move 15; Save 3; AL N; CL/XP 16/3200; Special: control weather (as spell), throw boulders (7d6 damage). (Monstrosities 201) Wamp, Ogre Mage: HD 5+4; HP 33; AC 4[15]; Atk spear (1d12); Move 12 (fly 18); Save 12; AL C; CL/XP 7/600; Special: cold blast (60ft range, 8d6 damage, save for half), regenerate (1hp/round), spell-like abilities. (Monstrosities 359) Spell-like abilities: 1/day—charm person, darkness 15ft radius, fly, invisibility, polymorph self, sleep. Equipment: spear. Ogres (6): HD 4+1; HP 29, 27, 26x2, 23, 20; AC 5[14]; Atk two-handed sword (1d10+1); Move 9; Save 13; AL C; CL/XP 4/120; Special: none. (Monstrosities 356) Equipment: two-handed sword. 5 In Vino Gigantus Part Two: The Wine Cellar After enjoying Clovis’ hospitality, his 6 ogre servants lead the characters to the lower levels of Stormridge Sanctum. Once the characters are inside, the ogres lock and magically seal the door. They are left to explore the depths of Stormridge Sanctum and find out just what has been destroying the precious wine of Lord Tempestas. The door cannot be opened or destroyed via mundane means from within the wine cellar. The walls of the wine cellar are 10ft thick and made of carved stone. The ceiling rises to a height of 60ft, clearly sized to gigantic proportions. Doors are made of solid wood, 8ft thick, and of remarkable craftsmanship. They open easily for a being with a giant’s strength, but the characters might have a more difficult time. Have them make Open Doors checks based on their strength score to push them open. Oddly enough, if the door is locked, thieves or those skilled in the arts of larceny have an easier time picking the massive mechanisms, provided they can climb 20ft up and find a way to secure themselves while attempting to do so. Reaching one of the keyholes in this fashion requires the use of appropriate climbing gear or a successful Climb Walls check. Once in position, picking the lock requires an Open Locks check, albeit with a +20% bonus due to the comparatively large nature of the mechanisms. Alternatively, small characters such as gnomes can actually squeeze through these massive keyholes if they roll equal to or below their dexterity score on 1d20, though they still need to find a way down once they reach the other side. Unless otherwise stated in a location’s description, there is no illumination. The characters need to rely on torches, lanterns, or magical sources of light in most cases. Random Encounters Clovis’ basement is filled with all manner of nasty creatures that have taken up residence since he all but abandoned the wine cellar. For every hour that the characters spend investigating the dungeon, the Referee should roll 1d10. On a roll of 1, pick from the chart below or roll randomly to determine what creature is encountered. In the encounters below, if a 10 is rolled, no monster is encountered. Instead, the characters hear the shrill, yet booming and thunderous bark of a dog echo through the wine cellar as if coming from some distant location. Wandering Monsters 1d10 Result 1 2d6 giant centipedes (small, non-lethal) 2 2d4 giant rats 3 2d4 giant frogs (small) 4 1d10 giant leeches (freshwater, 1HD) 5 1d6 sorcery leeches 6 1d6 tunnel prawns 7 Yellow mold 8 Ogre 9 1d3+1 feral undead cats 10 Strange, thundering bark Feral Undead Cats (1d3+1): HD 1d4 hp; AC 8[11]; Atk 2 claws (1hp); Move 12; Save 18; AL C; CL/XP B/10; Special: paralyzing scratch (after first 3 hits). (Monstrosities 57) 6 Frog God Games Giant Centipedes (small, non-lethal) (2d6): HD 1d2hp; AC 9[10]; Atk bite (0 + poison); Move 13; Save 18; AL N; CL/XP B/10; Special: non-lethal poison bite (+4 save, helpless for 1d4 rounds, bitten limb useless for 2d4 days). (Monstrosities 63) Giant Frogs (small) (2d4): HD 1; AC 7[12]; Atk bite (1d3); Move 3 (or 150ft leap); Save 17; AL N; CL/XP 1/15; Special: leap (150ft). (Monstrosities 179) Giant Freshwater Leeches (1HD) (1d10): HD 1; AC 9[10]; Atk bite (1d4 + sucks blood); Move 3; Save 17; AL N; CL/XP 2/30; Special: sucks blood (1hp/round). (Monstrosities 289) Giant Rats (3) (2d4): HD 1d4hp; HP 3, 2, 1; AC 7[12]; Atk bite (1d3); Move 12; Save 18; AL N; CL/XP A/5; Special: 5% are diseased, surprise (1–4 on 1d6). (Monstrosities 384) Ogre: HD 4+1; AC 5[14]; Atk club (1d10+1); Move 9; Save 13; AL C; CL/XP 4/120; Special: none. (Monstrosities 356) Sorcery Leeches (1d6): HD 1 hp; AC 9[10]; Atk negligible (0); Move 1; Save 18; AL N; CL/XP 1/15; Special: arcane siphoning (1 level of spells per 3 rounds attached). (Monstrosities 442) Tunnel Prawns (1d6): HD 1; AC 4[15]; Atk 2 pincers (1d2); Move 6 (climb 6); Save 17; AL N; CL/XP: 1/15; Special: climbing. (Monstrosities 491). Yellow Mold: HD n/a; AC n/a; Atk 1d6 damage + spore cloud; Move 0; Save n/a; AL N; CL/XP 3/60; Special: killed by fire, poisonous spore cloud (10ft diameter, save or die). (Monstrosities 336) Area 1-1: The Stairwell With a heavy thud, the door to the wine cellar slams closed behind you. The massive lock turns behind you and suddenly the only exit from Lord Clovis’ wine cellar thrums with a pulse of magical energy and glows with a faint blue light. In the thin illumination, you see the giant- sized stone stairwell descending into the depths of the cellar. The path down is massive, dropping five feet per massive stone step. The faint trickle of water can be heard below, as if a stream or tiny waterfall was spilling into a basin somewhere in the dark. The door back into Clovis’ castle is warded and cannot be opened unless the characters have access to a knock spell, in which case they find the ogre mage Wamp and 6 ogres waiting for them. Alternate ways back to the ground floor could be attempted if characters in the stove pipe area of the dungeon (Areas 2–1, 2–2, and 2–3) somehow dig upward through 10ft of solid rock. Attempts to climb up to the keyhole and pick the lock result in the offending thief suffering a nasty jolt (1d6 points of damage) that throws them 20ft to the hard stone below unless they make a successful saving throw. This fall inflicts an additional 2d6 points of damage. Descending the steps is easy enough, though their size can present minor problems for smaller character who may need to hang from the edge of each step and drop down. The circular staircase winds a full 90 degrees before emptying into the wine cellar (Area 1–3). Halfway down, a large chamber can be seen off to one side, its door hanging open. This leads to the sideboard (Area 1–2). Area 1-2: The Sideboard The door to this chamber hangs open, revealing a large sideboard. The surface of a massive wooden table towers thirty feet above you along the far wall, with a pair of stools half as high set against it. From your low vantage point you can see a few beer barrels and cupboards sitting atop the table, though smaller items sitting on the table’s surface can’t be viewed from your current vantage point. The pungent odor of cheese fills the room, mixing with the scent of stagnant water rising from below. Nothing of interest is on the floor, but characters who take the time to climb up onto the table (whether by using the nearby stools or employing a rope and grappling hook) can reach the table’s surface. Against the back wall are two corked barrels and a small pantry whose door hangs slightly ajar. If the characters are not quiet in their exploration of this room, they alert 3 very aggressive giant rats nibbling on some very old and very moldy cheese rotting in the cupboard. Unless the characters are particularly alert, these rats surprise the party on a roll of 1–4 on 1d6. The two barrels in the room rest on their side and can be opened by removing a cork set into the top of each one. Removing one of these giant- sized corks requires a character to roll below his or her strength score on 1d20. The barrels immediately gush countless gallons of old, foul beer across half of the table. Any characters caught in the flood must make a saving throw or lose their footing and be swept onto the stone floor below, suffering 3d6 points of damage from the fall. A merciful Referee might allow characters a last-ditch saving throw to save themselves by grabbing the edge of the table before they are swept over. Removing a cork automatically disturbs the rats lurking in the cupboard, who immediately move to attack. Inside the cupboard is a very large wheel of moldy cheese that smells terrible. Eating the cheese causes an explosive gastrointestinal reaction within 1d6 minutes, causing the character to suffer a –1 penalty on all attack rolls for the next three hours. The cupboard is not without its valuables, however. On the upper shelf of the cupboard are a few pieces of giant-sized silverware, most of it tarnished due to age. However, one particularly fine giant-sized steak knife functions as a +1 two-handed sword. Giant Rats (3): HD 1d4hp; HP 3, 2, 1; AC 7[12]; Atk bite (1d3); Move 12; Save 18; AL N; CL/XP A/5; Special: 5% are diseased, surprise (1–4 on 1d6). (Monstrosities 384) Area 1–3: The Wine Cellar You and your companions reach the bottom of the stairwell to find a massive chamber that is undoubtedly Clovis’ primary wine cellar. The far wall is covered by a latticework wooden wine rack that may have once housed massive bottles of wine and spirits. Now, only a handful of bottles remain, and water pours from within the shadows of these nooks onto the cellar’s floor, creating a massive pool of brackish, gray water rising to a height of almost three feet pooled at the bottom of the last step. The ceiling of the chamber rises far beyond your meager sources of light and the smell of this moldy pool spilling from the crisscrossing wine rack on the far wall assaults your nostrils. At first glance, this room appears to be the source of Lord Clovis’ flooding problems, but characters need to undertake a detailed investigation of the chamber to discover the truth. The floor-to-ceiling wine rack set into the wall opposite the chamber’s entryway contains a meager four bottles of wine, though the shattered remains of several broken bottles are mixed into the mire flooding the floor. Water pours from several of the storage slots, waterfalling onto the floor. 7 In Vino Gigantus The water flooding this chamber rises to nearly 3ft, making movement difficult. Human and elf characters are reduced to half movement while wading through it, while dwarves and halflings are reduced to one-quarter movement. In addition, equipment such as scrolls, maps, ink, or torches can easily become saturated and rendered useless if it is not somehow protected from becoming soaked. Characters trying to root through the gray water run the risk of cutting themselves on shards of broken glass hidden in the muck. Characters blindly pawing through the water have a 25% chance of cutting themselves for 1d2 points of damage. A character runs the same risk of damage for every three rounds spent wading through the water. Climbing the latticework that once stored the collection of giant-sized wine bottles would normally be easy, but since everything in the chamber is soaking wet, the characters must take extra precautions if they attempt an ascent. The latticework is a grid four slots wide by ten slots high. Each slot is 5 square feet and is set against the stone wall. Thieves attempting to Climb Walls suffer a –10% penalty due to the slick wood. Also, if more than 300 pounds is put on any ropes used to explore the wine rack, there is a 1-in-6 chance each round that the rope slips or the wood splinters. The source of the flooding seems to be coming from a thin separation along the wall behind the latticework, near where the wall meets the ceiling. The water runs from the opening down the back wall and pours out onto the floor at several locations. The separation is too small for the characters to squeeze into. The uppermost wine bottle is false and can be pulled to reveal a secret door on the wall. Characters who climb up to it and investigate find a rod running from the bottom of the wine bottle into the back wall. Attempting to remove the wine bottle requires an effort of great strength on the part of the characters, such as tying a rope around its neck and having several members pull. Attempts to push on the bottom from within the slot at its bottom requires a strength check with a –4 penalty. If the bottle is moved, a secret door in the southern wall opens, leading to Clovis’ secret larder. The pooled water immediately floods into the dinnerware storage room (Area 1–4). Any character still standing in the water must make a saving throw or be swept along in the current. Halflings and dwarves suffer a –2 penalty due to their smaller size. Area 1–4: Dinnerware Storage Like the wine cellar, the floor of this room is flooded with the same murky, disgusting water. A large china cabinet rests against the wall opposite the newly revealed secret entrance into this room. It towers almost fifty feet in height and is made of dark hardwood. A pair of large doors are set into the top half of it. Crystalline glass set into these doors reveals stacks of golden inlaid dishes, crystalline goblets, and etched silver flatware resting on the shelves inside. A pair of human- sized statues of knights, cast in pewter, flank the dinnerware. A giant-sized heavy wooden door bound in iron is on the eastern wall. The dishware stored in the massive china cabinet is Lord Clovis’ finest tableware and is sized appropriately. While the bottom of the cabinet is warped from moisture, the rest of the structure (and the dishes within) appear to have survived in good condition. Like the wine cellar (Area 1–3), the characters need to wade through muck and water. The doors to the china cabinet can be opened easily enough if the characters climb up to them. However, if the characters disturb any of Clovis’ best dinnerware, 2 man-sized pewter knights (which serve as salt and pepper shakers) animate and attack the intruders, attempting to slay them or shove them out of the cabinet and into the water below. Each of the pewter knights attempts to use its stored spice as a weapon. Once the pewter knights are defeated, the characters can take the dinnerware. It is easily worth thousands of gold pieces, though given that the goblets are 8ft tall and the plates are the size of a tapestry, such an endeavor may prove nigh impossible. If the dinnerware were somehow recovered intact, it would be worth well over 5000gp. Pewter Knight (Salt): HD 2; AC 3[16]; Atk slam (1d8); Move 9; Save 16; AL N; CL/XP 3/60; Special: spice (open wounds sting, –2 to-hit penalty for 1d6 rounds, save avoids). (see Appendix 1: New Monsters) Pewter Knight (Pepper): HD 2; AC 3[16]; Atk slam (1d8); Move 9; Save 16; AL N; CL/XP 3/60; Special: spice (save or sneezing fit for 1d6 rounds, movement halved, no spellcasting, save avoids). (see Appendix 1: New Monsters) Area 1-5: Main Hall A gargantuan stone hall runs into darkness across all directions, well beyond the illumination of your torches and lanterns. The chamber is flooded, almost to the knees of any humans or elves and is even more difficult for those of smaller stature. The sound of running water can be heard far in the distance, buried in the dark to the east. The main hall of Clovis’ wine cellar is flooded like the rest of the rooms, though it is not filled with dangerous broken glass or other hazards. Human and elf characters are reduced to half movement, while dwarves and halflings are reduced to one-quarter movement (as in Area 1–3), and all characters need to be mindful to keep certain objects dry. The doors leading to various locations in the cellar are difficult to open, requiring an Open Doors check because of the resistance created by standing water throughout the dungeon. The chamber itself is over 150 feet in length and is 30 feet wide. It can take some time to cross, and the Referee should keep this in mind when checking for wandering monsters. 8 Frog God Games Area 1–6: Cold Storage The door to this room cannot be opened, even with a successful Open Doors check. The water flooding into the cold storage chamber has frozen, creating a layer of ice that presses against the door. The ice must be broken before the characters can enter the room. Breaking the ice can be done by spending 1d6x10 minutes hacking away at the frozen mess with a large axe or blunt weapon to knock the door free from its frozen binding. However, the noise doubles the chances of a wandering monster noticing. The door to this room is closed (but not locked or trapped), and the only telltale sign of the problematic ice is that the water surrounding the door is bone-chillingly cold. Characters take 1d3 points of damage every 10 minutes while standing on the ice due to the magical cold (save avoids). Smaller characters such as halflings or dwarves can attempt to climb the door and slip in through the keyhole to enter the chamber, though they are still unable to open the door from inside until they deal with the ice. Though dry, a bone-chilling cold that is undoubtedly magical in nature permeates this chamber. A hard, blue light radiates from the walls of the room, providing a surprising level of illumination. A thick sheet of ice covers the floor, and several large, wicked-looking hooks hang from chains far above your head. The chamber narrows along its western side, turning into a long hall. Against the southern portion of this chamber is a frosted wooden table beneath a pegboard where hooks, giant-sized meat cleavers, and massive butcher knives hang — some with massive hunks of flesh still hanging from their blades. This area was used to prepare stored meat and other perishables for Lord Clovis, though it has not been used for a very long time. A massive cookbook, still open and encased in ice, rests on the table — though it is not visible from the floor. Only when characters climb up onto the surface of the long table along the southwestern wall do they see the book. The book is open to a page that contains the spells purify food and drink and protection from cold (see Appendix 2: New Magic Items and Spells). The page can be torn out of the book and used, but it must first be chipped free of the surrounding ice. Using flame to melt the ice has a 75% chance of damaging the page. An additional complication is that the book is near the pegboard containing the meat-carving tools that are still soiled by rotted meat. If any character with a torch stands within 20ft of these, the heat thaws 3 sorcery leeches slumbering in the foul meat in 1d6 rounds. The sorcery leeches move toward the nearest magic-user to begin feeding off the character’s magical energy. The door leading into the basement kitchen (Area 1–7) can be opened with an Open Doors check. It is not locked or trapped. Sorcery Leeches (3): HD 1 hp; HP 1x3; AC 9[10]; Atk negligible (0); Move 1; Save 18; AL N; CL/XP 1/15; Special: arcane siphoning (1 level of spells per 3 rounds attached). (Monstrosities 442) Area 1–7: Basement Kitchen Cabinets, cupboards, and pantries cover the walls of this room, while the center of the chamber is dominated by a massive wooden table surrounded by giant stools. It is flooded with more than 2ft of gray, brackish water, and the darkness that normally fills the long halls of Clovis’ cellars is broken by a faint orange light coming from atop the table far above your head. Primarily used for food preparation and storage, this is the kitchen of Clovis’ castle. The characters arrive to find that the room has been repurposed, however. A company of adventurers is taking refuge on the tabletop, hiding from a giant weasel that has driven them to such desperate measures. The weasel once made its nest in one of the room’s pantries before initially being driven away by Clovis’ dog, the thunder terrier Donner. The weasel returned soon after, only to stumble upon these adventurers, whom it promptly attacked. Roll 1d6 when the characters enter the room; on a 1–4 they do not notice the weasel concealed by the shadows and water. The weasel ambushes them at the first opportunity, obsessed with defending its home. The adventurers hiding on the table are not particularly heroic and remain concealed during the battle unless victory seems imminent for the characters. If such is the case, they attack from their elevated position using ranged weapons. Casthor, the leader of the adventuring company, calls down to the characters once the giant weasel is defeated. Casthor’s companions are wary, however, keeping their weapons at the ready. Only three remain, and the corpse of a fourth member floats in the southeastern corner of the room, gnawed by the weasel. Casthor, Ernesto, and Emilia are willing to aid the characters, but are primarily concerned with self-preservation. Their primary interests lie in escaping the estate with their lives intact. They won’t actively betray the party, but they aren’t afraid to do whatever is necessary to ensure their own survival. The characters can enlist their aid in return for an equal share of any treasure discovered and an equal cut of Clovis’ promised payment. The tables in this room are surprisingly clean, though the pantries and cupboards are filled with giant-sized pots, pans, and other cooking implements. If the characters take their time and spend at least an hour rooting through these cabinets, they discover that the cook left behind a small (for a giant) pouch buried behind some dishes on one of the shelves. It contains 134gp, 54sp, and three small rubies each worth 50gp. The body of the dead cleric (Liam, according to his still-living compatriots) is carrying or wearing the following gear: a set of chainmail armor, a metal shield, a mace, a small silver holy symbol of Mithras, as well as a waterlogged backpack containing a small prayer book, a waterskin, three torches, a tinderbox, a bedroll and a money pouch containing 14gp. Liam’s allies lay claim to these items unless the characters threaten violence. Finally, the weasel has a small nest half submerged in the mire. Composed primarily of cloth rags, straw, and mud, the characters have a 30% chance of discovering a silver ring with a tiny row of diamonds set into the band (a ring of protection +1). Casthor the Bold, Male Human Warrior (Ftr2): HD 2; HP 11; AC 5[14]; Atk longsword (1d8) or dagger (1d4); Move 12; Save 13; AL N; CL/XP 2/30; Special: multiple attacks (2) vs. creatures with 1 or fewer HD, +1 to hit and damage strength bonus. (see Appendix 3: NPCs) Equipment: chainmail, longsword, 2 daggers. Ernesto Quickfist, Human Male (Mnk2): HD 1; HP 5; AC 8[11]; Atk unarmed strike (1d6); Move 13; Save 14; AL L; CL/XP: 2/30; Special: +1 damage with weapons, alertness, deflect missiles, thieving skills. (see Appendix 3: NPCs) Thieving Skills: Climb 86%, Tasks/Traps 20%, Hear 3 in 6, Hide 15%, Silent 25%, Locks 15%. Emilia Female Half-Elf (MU1): HD 1; HP 4; AC 9[10]; Atk staff (1d6); Save 15; AL N; CL/XP: 1/15; Special: +2 save vs. spells, wands and staffs, darkvision (60ft), spells (1). (see Appendix 3: NPCs) Spells: 1st—detect magic. Equipment: staff. Giant Weasel: HD 3+3; HP 20; AC 6[13]; Atk bite (2d6 + blood drain); Move 15; Save 14; AL N; CL/XP: 4/120; Special: blood drain (automatic 2d6 damage per round). (Monstrosities 506) 9 In Vino Gigantus Area 1-8: Stove Stacks of soaking firewood rise from the gray murk covering the floor of this chamber and a thin layer of soot seems to cover everything, even the surface of the water. Dominating the eastern half of the chamber is a huge cast- iron stove with an equally large metal stovepipe rising from its apex and disappearing into the highest points of the far wall. A gentle but constant stream of water dribbles from the stove’s open hatch. At first glance, no threats or dangers are apparent in this room. However, appearances are deceiving. A grey ooze floats through the water, almost invisible in the muck. It slithers toward the characters, surprising them on a roll of 1–5 on 1d6. Casthor, Ernesto, Emilia, and the now-dead Liam previously encountered the grey ooze and warn the players of its presence if they have joined the party, thus negating its increased chance of surprise. Taking the time to extensively explore the stack of soaked firewood (at least 10 minutes) reveals a finely-crafted, giant-sized hatchet that functions as a +1 battle axe in the hands of a human-sized wielder. The stove is large enough that a human-sized character can easily walk inside. Water runs down the stovepipe to pool in the thick ash inside the stove. Extensive exploration of the stove reveals a grate beneath the layer of caked, soaking ash. The grate can be lifted to reveal the ash can below (Area 1–8B), and a thick, wet fog inside the upper portion of the stove pipe (Area 1–8A). Grey Ooze: HD 3; HP 12; AC 8[11]; Atk strike (2d6); Move 1; Save 14; AL N; CL/XP: 5/240; Special: acid (destroy metal, save avoids), immunities (spells, heat, cold, blunt weapons). (Monstrosities 229) Area 1-8A: Stove Pipe A dense, wet fog pools in the upper half of the stove pipe before condensing into water that runs down the edges of the stove pipe. The pipe is wide enough for a single human- sized creature to climb up to its top. A cool breeze can be felt coming down from the fog-wrapped darkness. Thieves can make their way up the stove pipe with a successful Climb Walls check, while others can secure their ascent by making use of a rope and hook. Unfortunately, hiding in the fog far above is a giant spider that waits to ambush any creature daring to disturb its lair. Unless characters take appropriate precautions, it automatically surprises them and drops down on the first party member ascending the stove pipe, attacking with a +4 bonus during its initial attack. If its attack is successful, it latches onto its target, which must make a saving throw each round or plummet down the pipe, taking 1d6 points of damage per 10ft fallen (either 20ft down the entire pipe for 2d6 points of damage, or until the character hits another climbing character). Giant Spider (1ft diameter): HD 1+1; HP 6; AC 8[11]; Atk bite (1 hp + lethal poison); Move 9; Save 17; AL N; CL/XP: 3/60; Special: poison (+2 save or die). (Monstrosities 451) Area 1-8B: Ash Can After pulling away the wet muck of caked ash and lifting the grate in the bottom of the stove, you see an ash can as large as a closet set into the bottom of the stove. It is easily five square feet and easily twice as deep. It is half filled with a mixture of dry ash and clumps of wet ash, with scorched iron sides from decades of flaming cooking fires. Hopping down into the ash kicks up a cloud of dust, causing characters to cough loudly for 1d6 rounds unless they make a saving throw and covers them in a thick layer of gray soot whether they succeed or fail. Pawing through this mess takes a long time (1d4 x 10 minutes), but for every 10 minutes spent searching, the characters have a 1-in-6 chance of discovering any one of the following valuables: a scorched +1 iron shield previously used as a serving dish, a large fire opal (worth 350gp), or a pristine golden ring of fire resistance. Area 1-9: Cook’s Lounge Two cots sized for creatures three or four times the size of a human sit against the western wall of this flooded room. They are little more than wooden frames with long sheets of cloth stretched over them, though you cannot see over their edges because of their height. A desk of equal scale with a matching stool runs against the northern wall, but whatever contents rest atop it are beyond your vantage from the ground. Finally, and disgustingly, a huge ceramic chamber pot floats through the morass of water that fills the room to a height of almost three feet. A large arch without a door leads into a long eastern chamber. This room once served as the quarters of a pair of Clovis’ cooks. They abandoned the chamber because of the flooding. Since their departure, it has filled up with refuse and filth. Offal and bodily waste float about in the muck, and the scent of excrement fills the room. Examining one of the cots reveals a depression in its center, as if something is sitting in the center of it, well above the waterline. This is the long-corrupted corpse of the ogre cook’s pet: Patches, now a feral undead cat. It takes no notice of the characters unless they make excessive noise or if something disturbs it, at which point it attempts to ambush them from its vantage point. Sleeping on the desk are another 2 feral undead cats; if they hear the party, they yowl loudly and attack. 10 Frog God Games Characters examining the desk closely discover that the top drawer is locked. If this lock is picked, characters can recover the ogre’s personal hoard of 245gp in a large sack, a set of bracers of defense AC 6[13] that the giant once wore as matching rings and, buried in the far corner of the drawer, a normal-sized silver ring set with a cat’s eye gem: a ring of feline friendship (see Appendix 2: New Magic Items and Spells). Feral Undead Cats (3): HD 1d4 hp; AC 8[11]; Atk 2 claws (1hp); Move 12; Save 18; AL C; CL/XP B/10; Special: paralyzing scratch (after first 3 hits). (Monstrosities 57) Area 1-10: Dry Storage Bloated grains, oats, threshed wheat, and corn saturated by the flooding fill the surface of this chamber, pouring out from an alcove to the east. The normally brackish water takes on an almost viscous quality, and trudging through the mess takes time and strength from you and your companions. The room reeks of fouled beer and mold. This room contains no visible threats, other than wading through the disgusting paste of saturated grains and other dry goods — until the characters cross into the threshold along the western side of the room into the giant-sized closet where barrels are stored. The archway leading into this closet is flanked on the southern side by a 5ft patch of brown mold. Because the chamber is saturated with a paste of oats and grains, this mold is likely to go unnoticed. The only hint of its presence is a mysterious growing cold as the characters draw nearer to the brown mold. The barrel closet itself is filled with four massive casks that store long- rotted grain. As characters draw near to the chamber, they see a light coming from atop the barrel in the northeastern corner. The soft glow of torchlight rises from the top of the thirty- foot-tall barrel in the northeastern corner of the room. A narrow-faced human with sharp eyes peers down at you and your companions. He holds a torch in one hand, a short sword in the other, and wears a suit of boiled leather armor. His greasy black hair is pulled into a tight ponytail. “Hail,” he calls in an almost reluctant greeting. The stranger politely, but obviously fearfully, introduces himself as Franach. He asks the characters for their help, telling them that Clovis hired him to deal with the flooding in the wine cellar but he became trapped. He is eager to join the party and gladly aids them, offering his services to their cause. Franach is actually a wererat. Though evil, he is not a fool. More than anything, he wants to survive. He serves the party loyally until he can escape Clovis’ wine cellar. Once he earns their trust, he secretly turns into a rat each night while the party sleeps and bites the character he judges to be the most powerful in hopes of infecting him with lycanthropy and drawing them into his service. Franach and the adventurers in the basement kitchen (Area 1-7) have not encountered each other before. Brown Mold: HD n/a; AC n/a; Atk none; Move 0; Save n/a; AL N; CL/XP 4/120; Special: drains heat (2d8 damage per round, no save). (Monstrosities 335) Franach the Wererat Thief: HD 3; HP 18; AC 8[11]; Atk bite (1d3) or short sword (1d6); Move 12; Save 14; AL C; CL/XP: 5/240; Special: +1 or better magic or silver weapons to hit, +2 save bonus vs. traps and magical devices, backstab (x2), control rats, lycanthropy, thieving skills. (Monstrosities 307) Thieving Skills: Climb 87%, Tasks/Traps 25%, Hear 4 in 6, Hide 20%, Silent 30%, Locks 20%. Area 1-11: Nest Rising from the gray water filling the hall is a hedge of straw, half-rotted cloth, and other detritus. It stands six feet high and is almost as wide. Even from this distance you can see several sets of beady red eyes gazing at you and your companions from the darkness. This collection of garbage from around the cellar was constructed by the many giant rats that call this wall of trash home. They defend it fiercely, as they are cornered with few places to flee. If the characters approach, and most certainly if they disturb the nest, the rats swarm them. Fortunately, if the characters slay the rats and investigate the nest, they find a plethora of riches — though it takes almost an hour of pawing through a pile of garbage riddled with rat droppings. These riches include a bag of 11 small jewels (each worth 5gp), 32gp in loose coins, a watertight scroll case (containing a scroll of protection from poison, a scroll of phantasmal force, and a scroll of cure serious wounds), as well as a wand of detection (magic), and a single boot of elvenkind (for the left foot). Giant Rats (12): HD 1d4hp; HP 4x3, 3x3, 2x3, 1x3; AC 7[12]; Atk bite (1d3); Move 12; Save 18; AL N; CL/XP A/5; Special: 5% are diseased, surprise (1–4 on 1d6). (Monstrosities 384) 11 In Vino Gigantus Area 2-1: Stove Exhaust Reaching the top of the stove pipe, you see the exhaust is wide enough and tall enough for you and your companions to stand — but just barely. The pipe is almost eight feet wide and equally tall, though walking through a rounded cast-iron tunnel can be difficult at times. The noise of your movement echoes and reverberates down the long, narrow chamber. A steady stream of water, only ankle deep and remarkably clean, runs down the length of this hall and cloud-like fog pools above it to the knee. A cool breeze blows from the north with surprising strength. Though no monsters await the characters as they make their way down the passage, a hollow metallic echo accompanies every step or movement they make as they travel in the bowels of the wine cellar. Attempts to Move Silently suffer a –10% penalty while in Areas 2-1, 2-2, and 2-3. In addition, it is all but impossible to ambush or surprise foes. As the characters make their way down the stove exhaust, the booming, shrill bark of a dog shakes the very hall. This bark occurs once every 1d6+1 rounds that the characters linger here. Because the sound bounces through the chamber at a deafening level, all characters must make a saving throw or be deafened for 1d6 turns. Deaf characters cannot communicate verbally and deaf spellcasters have a 20% chance to fail when casting a spell, causing the attempted spell to fizzle and fade from their memory. Area 2-2: Pipe Break The passage turns sharply to the east, where the far end of the stove pipe is torn open. Thick, white clouds of vapor pour into the chamber and quickly condense to form the steady stream of water in which you now stand. The tear in the pipe and the stone wall behind it is wide enough to serve as a door for a human. A powerful wind blows through the hole. For a brief instant, the clouds part to reveal endless blue skies beyond. The stove pipe turns south just before the rend and continues its path in a southerly direction. Pushing through the thick fogbank is a disgusting thing, as several spiders have planted their egg sacs in this moist area. In addition, characters daring to peer through the hole over the edge see that the very cloud upon which Clovis’ estate floats has been torn and is slowly pouring into the basement and turning to water; this is the source of the flooding. Unfortunately, discovering this puts the characters precariously close to the edge and at risk of falling to the ground thousands of feet below. Anyone moving close enough to the edge to look over must roll below their dexterity on 3d6. If the check fails, the character begins slipping and sliding toward the edge. Characters have one final chance to make a saving throw to avoid going over the edge and falling to their death. Stumbling blindly into the fog also risks bursting the spider egg sacs and releasing 2 nearly mature giant spiders that attack immediately. Those who bravely attempt to get close to the edge discover that the hole looks as if it was torn open from the inside by some kind of tenacious beast attempting to claw its way to freedom. In truth, it was Clovis’ thunder terrier Donner who inadvertently caused this potentially cataclysmic damage to the castle by clawing at the pipe. His efforts tore open the hole, allowing the cloud outside to continually flow in and change into water. Unless the characters are particularly clever, repairing the damage is beyond their ability. Fortunately, once Clovis is told of this damage, he can order his servants to make the necessary repairs. Noisy characters automatically cause Donner to bark (as described in Area 2-1) in a whimpering cry for aid from his precarious position trapped in the spiders’ nest (Area 2-3). Giant Spiders (1ft diameter) (2): HD 1+1; HP 6; AC 8[11]; Atk bite (1 hp + lethal poison); Move 9; Save 17; AL N; CL/XP: 3/60; Special: poison (+2 save or die). (Monstrosities 451) Area 2-3: Spiders’ Nest The stove pipe comes to a sudden end, opening into a natural gap in the castle’s stone foundation. The chamber is easily thirty feet wide and forty feet long, though its roof is barely ten feet high. The thick, sticky webbing of giant spiders covers half of the chamber. Tangled in these vine-like tendrils is a teal-furred terrier of gigantic proportions with lightning blue eyes. The massive beast is hopelessly caught. It sees you and lets out a deafening bark, its mouth crackling with lightning. In addition to its pleading gaze, five sets of arachnid eyes turn your way as a cluster of giant spiders move toward you and your companions, each arachnid intent on punishing you for disturbing their feast. The spiders long ago took up residence in the hollow of the castle foundation. When Clovis’ wandering pet Donner the thunder terrier wriggled his way up the stove pipe to escape being trapped in the wine cellar, he became tangled in their webbing. The 5 spiders fight to the death, backed into the corner of their own lair and fighting to defend their meal. Characters moving into or through Squares 2, 5, 6, 7, 9, 11, or 12 must make a saving throw or become tangled in a manner similar to a web spell. Donner is webbed in this fashion on Square 5. Because of the moisture and fog in the room, these webs cannot be destroyed using fire. Fortunately, the webbing in a single square can be cut away by doing 10 points of damage using a slashing weapon such as a sword or axe. Unfortunately, Donner is panicking and barks every round during the battle. Each time he barks, the unstable foundation has a 50% chance of crumbling and sending a 10ft-by-10ft section of the floor upon which the battle occurs tumbling into the blue sky below. The Referee can roll 1d12 and consult the map to determine which section falls away or simply have them fall away in sequence. Any character standing in a square where the floor falls away must make a saving throw to jump clear or plummet to a painful, messy death thousands of feet below. Characters standing in any of the webbed areas can choose to intentionally tangle themselves in the web. Doing so grants them a +4 bonus to their save, though they are also automatically caught in the web. Being so close to the barking thunder terrier is also deafening, meaning all characters must make a saving throw or be deafened for 1d6 turns as described in the stove exhaust room (Area 2-1). Once the spiders are defeated, the characters must find a way to calm Donner. Rangers and druids can do this automatically, while other characters must roll below their charisma on 4d6. If any character is wearing the ring of feline friendship (from Area 1-9), Donner is automatically hostile and likely to attack. Depending on the condition of the floor and how the battle went, the characters may have a difficult time freeing and retrieving the thunder terrier. Once freed, the poor canine makes every effort to flee back down the stove pipe toward the stairwell (Area 1-1). Upon hearing Donner’s familiar bark, Clovis’ ogre mage servant Wamp releases the wards on the door, freeing the dog and the characters. Giant Spiders (4ft diameter) (5): HD 2+2; HP 13, 12, 11, 8, 7; AC 6[13]; Atk bite (1d6 + lethal poison); Move 18; Save 16; AL N; CL/XP 5/240; Special: lethal poison (save or die), surprise (5-in-6 chance). (Monstrosities 451) Thunder Terrier: HD 4; AC 5[14]; Atk bite (2d4); Move 12; Save 13; AL N; CL/XP 5/240; Special: deafening bark (deafened for 1d6 turns, save avoids). (see Appendix 1: New Monsters) 12 Frog God Games Part Three: Wine Before Its Time With Donner recovered (or possibly slain), the characters return to Clovis with the discovery that his beloved dog is the source of the flooded wine cellar. The Lord of House Tempestas immediately orders Wamp to send several of his servants to deal with the problem and offers the characters their promised reward of 500gp. In gratitude, he also offers to send them back to where he found them using his magical abilities. He has no interest in the treasure the characters recovered, dismissing it with a wave of his hand as “mere trinkets that he will allow them to keep.” If Donner was slain and Clovis learns of this, he is overcome with sorrow and barely contains his tears. In fact, over the next few weeks the characters hear of small, freakishly powerful thunderstorms breaking out in the region — an extension of his sadness pouring forth from Stormridge Sanctum onto the ground below. If the characters return his beloved Donner to him uninjured, Clovis is overjoyed. He provides the characters with their promised reward and agrees to drop them off anywhere they choose — though the Referee should use this as an opportunity to allow the characters to avoid a long overland journey or to transport the campaign to new or previously unexplored region. In the unlikely event that the characters refuse Clovis’ money and fawn over what an honor it has been to serve him, the storm giant offers them a unique reward. This reward is offered only if Donner is alive. He provides them with a thunder terrier pup. Training and rearing the animal is no easy task and requires constant efforts on the part of the characters. After one year, the pup grows into an adult thunder terrier. Whether the characters ever encounter Clovis, Wamp, Donner, or any of the other denizens of Stormridge Sanctum is up the Referee. Casthor, Ernesto, and Emilia go their own way once the adventure ends, though the characters may earn potential allies to use in the future. Franach, on the other hand, attempts to stay with the party under the guise of an ally and attempts to slowly turn the characters into wererats in his service. As suddenly as they arrived in Stormridge Sanctum, the characters find themselves returned to the Lost Lands (or whatever game world the Referee chooses). Appendix 1: New Monsters Below are new monsters encountered during this adventure. Pewter Knight Hit Dice: 2Armor Class: 3[16] Attacks: slam (1d8) Saving Throw: 16 Special: spice Move: 9 Alignment: Neutrality Number Encountered: 1d4 Challenge Level/XP: 3/60 Pewter knights are a curious form of animated object most often used by intelligent giants and dragons. Most often they take the guise of huge spice shakers carved of pewter into the images of knights and warriors. When disturbed or touched without a command word being spoken, they attack with their massive pewter blades in a devastating slam attack. As they often serve as containers for various seasonings and spices, pewter knights can make a special attack to create a unique effect. The Referee should roll 1d4 to determine which spice is housed within an individual pewter knight and its effect: 1d4 Spice Effect 1 salt If the target has any open wounds, those wounds begin to sting in a sharp, distracting pain that causes the victim to suffer a –2 to-hit penalty for the next 1d6 rounds. 2 pepper The target must make a saving throw or become overwhelmed by a fit of sneezing for 1d6 rounds. During this time, the target cannot cast spells and movement is halved. 3 sugar Crystalline sugar gives the character a sweet smell noticeable to anyone within 120ft. For 1 hour, the characters cannot surprise targets, wandering monsters are more likely to notice them (double the normal chance), and any attempts to Hide in Shadows suffer a –15% penalty. 4 cinnamon Targets inhale a massive cloud of dry cinnamon and begin coughing uncontrollably for 1d3 rounds unless they make a successful saving throw. While coughing, they cannot move, attack, or cast spells. Pewter Knight: HD 2; AC 3[16]; Atk slam (1d8); Move 9; Save 16; AL N; CL/XP 3/60; Special: spice (see description). 13 In Vino Gigantus Thunder Terrier Hit Dice: 4Armor Class: 5[14] Attacks: bite (2d4) Saving Throw: 13 Special: deafening bark Move: 12 Alignment: Neutrality Number Encountered: 1 Challenge Level/XP: 5/240 Thunder terriers are extraordinarily rare, found most often in the company of storm giants and cloud giants who raise them as pets. Though similar to Yorkshire, Scottish, or West Highland terriers, the coloring of their fur ranges from sky blue to an almost sparkling teal. Like the smaller breed for which they are named, thunder terriers are natural ratters with a disposition to be excitable and gregarious. When excited or scared, thunder terriers often let out a deafening bark that can be heard from almost a mile off. Anyone near a thunder terrier when it barks must make a saving throw or be deafened for 1d6 turns. Deaf characters cannot communicate verbally, and deaf spellcasters have a 20% chance to fail while casting a spell. The attempted spell fizzles and fades from the spelllcasters’ memory. Thunder terrier pups can be reared and trained like any other dog, though the cost for feeding them is enormous and the likelihood of collateral damage is quite high. Thunder Terrier: HD 4; AC 5[14]; Atk bite (2d4); Move 12; Save 13; AL N; CL/XP 5/240; Special: deafening bark (deafened for 1d6 turns, save avoids). Appendix 2: Magic Items and Spells Below are details of the new magic items and spell found in this adventure. Greater Ring Ring of Feline Friendship This delicate silver ring is set with a pair of cat’s-eye gems. Any time the wearer of the ring of feline friendship comes within 120ft of a mundane or magical cat (regardless of size), that cat must make a saving throw or immediately come under the wearer’s control (as charm monster) for the next 1d6 hours. If the cat is within 120ft of the wearer after this duration, it must make a new saving throw or the effects continue. In addition, a magic-user wearing the ring summons various cats as determined by the Referee when casting any monster summoning spell. This could include tigers, hellcats, torthri, or even a sea cat where appropriate. Cats affected by the ring of feline friendship can range from common house cats to tigers, or from undead feral cats (even though they are normally immune to charm affects) to weretigers. Unfortunately, all canines within 120ft of the wearer of the ring of feline friendship regard the wearer with distrust or even open hostility. This includes mundane dogs, wolves, werewolves, blink dogs, and even gnolls. Hell hounds have a particularly acute hostility to the wearer. 14 Frog God Games New Spell Protection from cold Spell Level: Druid, 3rd Level Range: Touch Duration: 3 turns + 1 turn/level Protection from cold may be cast on another character or NPC, but it confers a great deal more protection when it is woven personally around the caster. When used to protect another creature, the spell’s ward grants complete immunity to normal cold damage such as that from icy weather or snowstorms and reduces damage from magical-based cold attacks by half. When used to protect the caster, the spell grants complete immunity to one exposure to magical cold, after which it functions normally. Appendix 3: NPCs Casthor the Bold Casthor is big, bold, and blonde. He has an easy way about him and his smile is infectious. He is the leader of his small band of adventurers and takes his duties very seriously. He is pragmatic and often uses his charms to put potential employers at ease before negotiating for the best deal possible for himself and his companions. He typically wears a set of chainmail armor and carries a longsword and two daggers. Casthor the Bold, Male Human Warrior (Ftr2): HD 2; HP 11; AC 5[14]; Atk longsword (1d8) or dagger (1d4); Move 12; Save 13; AL N; CL/XP 2/30; Special: multiple attacks (2) vs. creatures with 1 or fewer HD, +1 to hit and damage strength bonus. Equipment: chainmail, longsword, 2 daggers. Ernesto Quickfist Ernesto is tall and wiry, with long salt-and-pepper hair pulled into a loose ponytail. He wears loose, tattered pants, worn leather boots, and no shirt. He carries no weapons. Despite his training and discipline, Ernesto has little time for idle chitchat or diplomacy and is quick to address a confrontation head-on. He is a man of his word and believes in serving those he cares about to the utmost of his ability. Ernesto Quickfist, Human Male (Mnk2): HD 1; HP 5; AC 8[11]; Atk unarmed strike (1d6); Move 13; Save 14; AL L; CL/ XP: 2/30; Special: +1 damage with weapons, alertness, deflect missiles, thieving skills. Thieving Skills: Climb 86%, Tasks/Traps 20%, Hear 3 in 6, Hide 15%, Silent 25%, Locks 15%. Emilia the Unkempt Emilia is a bug-eyed, one-eared half-elf who dresses more like a vagrant than a wizard. Her bedraggled clothing is stained and worn, and the staff upon which he leans is little more than a piece of driftwood. She speaks in short bursts that seem more akin to streams of consciousness than actual sentences. Despite her apparent madness, she is keenly observant and quick to sniff out a deception. She carries a quarterstaff, a dagger, and her spellbook. Emilia, Female Half-Elf (MU1): HD 1; HP 4; AC 9[10]; Atk staff (1d6); Save 15; AL N; CL/XP: 1/15; Special: +2 save vs. spells, wands and staffs, darkvision (60ft), spells (1). Spells:1st—detect magic. Equipment: staff. 15 In Vino Gigantus 16 Frog God Games Designation of Product Identity: The following items are hereby designated as Product Identity as provided in section 1(e) of the Open Game License: Any and all material or content that could be claimed as Product Identity pursuant to section 1(e), below, is hereby claimed as product identity, including but not limited to: 1. The name “Frog God Games” as well as all logos and identifying marks of Frog God Games, LLC, including but not limited to the Frog God logo and the phrase “Adventures worth winning,” as well as the trade dress of Frog God Games products; 2. 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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jon- athan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch Swords & Wizardry Complete Rules, Copyright 2010, Matthew J. Finch Swords & Wizardry Monstrosities, Copyright 2013, Matthew J. Finch The Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Green. Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Publishing, LLC; Authors: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. In Vino Gigantus © 2019, Frog God Games, LLC; Author: James M. Spahn 18 Frog God Games
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This adventure opportunity is a free addition to Frandor’s Keep, a setting for use with Kenzer and Company’s HackMaster Basic fantasy roleplaying game. If you enjoy the material presented here, there are 144 pages of comparable fun waiting for you in the full product. GM’s Background GM’s Background The winding switchback trail leading to Falcon’s Eye Tower is broken up by two relatively flat clearings – one about 1¾ miles up the trail (at 6200’ elevation) and the second nearly another mile further up the trail (at 6500’). The lower clearing encompasses approximately 1¼ acres while the upper one occupies about three and a half acres. The two clearings are substantively different in appearance. The lower and smaller one is bisected by the trail and relative- ly free of bushes and dense undergrowth. Such is not the case with the upper clearing. The trail skirts its northern edge while the balance is choked with briars. A couple of months ago, a group of soldiers hacked through the thicket in a vain search for ‘lost dwarven silver’ (this being the rumor du jour propagated by some scurrilous wag at the Broken Hilt Tavern). While they understandably came up empty-handed, they did make a remarkable discovery. At the far southeastern edge of the rocky shelf there was a 10-foot-tall unhewn stone erected in a naturally formed notch. More eeri- ly, a collection of antlers, hooves, teeth and other presumed ani- mal parts were scattered around its base. This shrine became a local curiosity attracting many to the site. Strange markings, purportedly Orkin religious script, were observed on the stone’s surface. Word of the site soon reached Keep Prefect Ganitak and the incensed commander ordered his personal retinue to level the spot. This they did by toppling the stone over the cliff edge and hurling the gruesome artifacts after it. Guards assigned to Falcon’s Eye Tower were flogged and pilloried for dereliction of duty in permitting this abomi- nation to escape unnoticed for so long. Chastened by their punishment, the Falcon’s Eye Tower crew has been more vigilant of late. To their great consternation, they discovered that a replacement obelisk was erected at the shrine site – now secured in place by large wooden stakes around its base. Subsequent reconnoitering of the site revealed that the pagan offerings – for certainly this is what the bones must be – were also present and in greater abundance every time they visited. Only the guards of Falcon’s Eye tower know the current state of the site. Fearing more severe punishment, they took it upon themselves to apprehend whoever was utilizing the site for these unholy rituals. Alas, several all-night vigils failed to dis- cover the idolaters. Getting the Players Involved The following rumors may be added to the Area Information table found on page 24 of Frandor’s Keep. 21. There’s an old silver mine in the cliffs on the south side of the Tanara River not too far off the path that leads up to Falcon’s Eye Tower. Dwarves used to mine it but they abandoned it when it began to get played out. Too much work getting what little remained they said. An enterprising young feller with a strong back might find himself a bit a loot though if ’n he was willin’ to scratch around a bit. (False; Dasas Zhenshi [the proprietor of Dasas’ Goods detailed in area M10 on page 65 of Frandor’s Keep] peri- odically scatters around a few trade coins to the local drunks to keep this rumor (and other variants) alive in hopes of selling mining tools to rubes foolish enough to believe it.) 22. A demon totem in our own back yard! Don’t that just beat all. The Prefect had a hissy fit when he heard about that. Had the entire crew of Falcon’s Eye Tower flogged for lettin’ it sit there right under their noses. Good thing he had it torn down – who knows what kind of evil something like that might attract… we got enough problems with these goblin scum. (True) These rumors may goad the players into exploring the trail to Falcon’s Eye Tower and the clearings along said path. Alternatively, they may wish to travel to Falcon’s Eye Tower itself to interview the soldiers there. 1 2 If they choose the latter course, they will be greeted with stone-faced grimaces from the guards on duty. These troopers do their best to dissuade the explorers from rummaging around the site, even threatening to arrest them for trespassing. However, use of Diplomacy or Art of Seduction skills (an Average check in either case) will compel the sergeant [Relemir Tesipo] to pursue a different tactic – especially if the PCs relate the rumors they’ve heard and seem intent on inves- tigating the site. Under these circumstances, he takes the players into his con- fidence and reveals the true nature of the site (that is, what the soldiers believe to be true). He also states that guardsmen have camped at the site on three separate occasions encountering neither hide nor hair of evil cultists. If the players were to dis- cover who is responsible for the shrine and its apparent upkeep, he would appreciate the effort. Of primary importance though is for the PCs to keep quiet about anything they discover and report back to him personal- ly. He lets slip that the guardsmen have already been punished by the Keep Prefect and that Ganitek is unaware that the obelisk has been restored. Were he to find out the true situa- tion, heads would roll. While he won’t offer a cash reward, he hints at some alternative remuneration implying that having soldiers as trusted confederates might prove to be a valuable asset. If this offer is insufficient, he will agree to any terms that can be reached. However, he will scheme to undermine the players. See Aftermath for further details. Additional details that may be learned through this discus- sion include the following: a) On each occasion, four troopers kept watch on the site and they maintained a campfire. b) No unusual tracks have ever been found on the path up to Falcon’s Eye Tower. c) There is writing on the obelisk but in an unknown script. If the players decide to go it on their own, a shift change occurs at Falcon’s Eye Tower a day after they set out. The out- going patrol searches the upper clearing on their way back to Frandor’s Keep. If they encounter foreigners (e.g. the players) near the site, they will presume that they are the ‘evil cultists’ and attempt to apprehend or kill them. The Fast Talking skill may prove very useful in preventing an escalation of violence and permit the PCs time to provide a plausible excuse for 3 being there. If they are quick-witted enough, they may be able to take the soldiers into their confidence (with similar results as detailed above). Sergeant Relemir Tesipo: N Baparan human fighter 1; HP 28; Init +4; Spd 9 (8); Rch 31⁄2’; Atk +1; Dmg 2d8p+1 (longsword); Def +4; DR 3; ToP 9/ 6; Hon 9; Quirk: Paranoid; Notable Skills: language (Baparan 71), observation (12), resist persuasion (12); Gear: longsword, medium shield, studded leather armor, 2d3 sp, 3d4 cp 4 Men-at-Arms: N Baparan human; HP 26; Init +5; Spd 8 (7); Rch 2’; Atk 0; Dmg 2d6p (short sword); Def +3 (medium shield); DR 3; ToP 8/ 6; Notable Skills: language (Baparan 71), observation (10); Gear: short sword, med. shield, studded leather armor, 1d3 sp, 2d4 cp The Enemy In truth, the shrine was erected by an Orkin shaman and his apprentices as part of a ritual calling upon the Creator of Strife for a day of reckoning and eventual defeat of the humans encroaching on Hell’s Throat. These are high aspirations for the diminutive band of orcs but they are true believers and fanatical in their devotion to the Discordant One. Their unholy days, which they dutifully observe, are periods of foul weather. Ironically, this has served better than any stealth on their part to aid them in remaining undiscovered for they visit the shine only on miserable stormy nights – precise- ly the type of weather that discourages the castle’s soldiery from camping out and ambushing them. Orc Shaman (67 EP): CE orc cleric 1; HP 30; Init 3; Spd 13; Reach 4’; Atk +3; Dmg 2d8p+1; Def +2 (medium shield); DR 3; ToP 12/6; Size M; Move 10 ft./s; Spell: (1) Moderate Emotion: Cause Fear; Notable Skills: survival (40), literacy [Orkin] (31), observation (12); Gear: orkin body armor, medium human-made shield, flail, 5 pounds of rock salt (81⁄2 sp value), 12 sp, Potion of Orcish Steadfastness, traveler’s outfitting bundle, ink (1 oz), quill, note- book* 3 Orc Minions (34 EP each): HP 29, 27, 25; Init 5; Spd 9; Rch 3’; Atk +3; Dmg 2d8p+2; Def -4; DR 3; ToP 12, 11, 10/6; Size M; Move 10 ft./s; Notable Skills/Proficiencies: laborer, observation (7); Gear: orkin body armor, orkin scimitar, pilgrim’s outfitting bundle *This notebook is filled with rambling orkin script detailing the sacrilige wrought by the accursed humans building a fortress on an orkin burial ground. Feel free to reveal as much of the history of Frandor’s Keep from Chapter Two as you wish should an enterpris- ing character translate the book. (For those not literate in Orkin, translation services are offered by the Adept Scribes located in Frandor’s Keep and detailed in entry M2). Exploring the Upper Clearing This three and one-half acre flat area was cleared some years ago in an attempt to create an additional food plot for the Keep’s residents. It proved highly susceptible to flash flooding and was abandoned after a couple of seasons. Since then it has lain fallow and become overgrown with thorny bushes. If players enter the thicket, they will be able to make out several paths through the brush as indicated on the map. Several of these paths end in dead ends necessitating either backtracking or a slow and laborious effort of hacking through the dense undergrowth with swords (the latter weapon the only suitable stand-in for a machete). At the far end of the clearing overlooking the valley below stands a rough unhewn stone. Closer examination reveals script carved into the stone. Should any of the players be literate in orkin, it reads, “Sometimes misfortune has nothing to do with chance.” An Easy Divine Lore check will reveal that this is a shrine to the Creator of Strife while a Difficult Observation check of the offerings will identify some of the bones as human (the remains of a lost traveler captured by the orcs and sacrificed a month ago). Tracking checks easily reveal that a number of booted man-sized creatures have tromped around the site but they are too old to follow away from the site. Confronting the Minions If the players lay an ambush in order to waylay anyone coming to visit the site, they will spend a fruitless day and night encamped in the clearing. The following day soldiers from Falcon’s Eye Tower will reconnoiter the clearing possibly confronting the PCs as ‘evil cultists’. Note that the men-at- arms will not make any attempt at stealth and can be detected some ways off by an observant group (though it will necessitate an Average listening check to overhear their conversation in the Baparan dialect – a sure clue that they are not humanoid raiders). Should the players attempt to hide, make a contested check versus the soldiers’ observation skills. Later that afternoon, dark storm clouds blow over the Krond Heights portending a storm. That evening, a severe thunderstorm hits the region. If players are camping out, describe in detail just how dreadful it is to be out in the wilderness completely soaked and chilled to the bone. To heighten tensions, a lightning bolt strikes a tall tree a mere 100 yards away, causing it to collapse. In the midst of this storm, the orkin minions emerge to worship at their shrine. They approach cautiously knowing that the abominable human scum have taken to violating their unholy shrine. Should they encounter interlopers, they attack with maddening fury seeking to cleanse the site of this desecration and perhaps to take a living captive to sacrifice. If the players abandon their stakeout due to the inclement weather, they will not encounter the orkin worshippers. However, later investigation of the site will (with a Trivial observation check) reveals additional bones arrayed as sacrifices and a myriad of fresh tracks covering the site. These tracks exit the clearing to the south and a novice tracker can ascertain that this group comprised four individuals. Unfortunately, following the tracks requires a Very Difficult skill check due to the hours of hard rain obscuring the orcs’ trail. If the orcs’ tracks are found and the creatures pursued, what will follow is an aimless chase down the Padiras river valley. These orcs are nomads with no lair. Players may alternatively choose to lie in wait and not reveal themselves to the orcs when they appear opting rather to track them to their lair. Tracking the orcs in the rainstorm requires a Difficult tracking check with success resulting in an identical- ly fruitless chase through the valley. The orcs will return to the site during the next storm (a new storm front will appear in d8+2 days). This is the next oppor- tunity the PCs have to confront the orc cultists. If they are not dealt with at this point, the shaman will begin to attract fol- lowers at the rate of d4-2 per month (with statistics identical to the current orc minions). The emboldened band will also inaugurate the practice of capturing individuals from the immediate region for their monthly sacrifice. Roll a d6 to determine this individual’s identity: 1-2 is a random traveler, 3- 5 is a named resident of Quarrytown (see Chapter Five of Frandor’s Keep) and 6 indicates a named resident of the Keep itself. Obviously the orcs aren’t going to boldly march into the fortress and kidnap this individual, rather he (or she) is waylaid sometime during the month and kept prisioner until sacrificed to the Creator of Strife. The Keep’s military garrison won’t take notice until such time as its residents begin disappearing. Aftermath Should the players kill the Orkin shaman and his minions, they put an end to this little coven and have solved the mystery of the shrine. There are a number of alternative conclusions to the story based upon player actions. After trekking through the thicket, you discover a ten-foot high rough block of stone wedged into a natural depression and secured with large wooden stakes. All about it lie scattered antlers, hooves and bones. 4 5 Scenario One: If the characters made a gentleman’s arrange- ment with the soldiers of Falcon’s Eye Tower, the troops will completely cleanse the site. They insist that the PCs take no bounty heads (though anything else is theirs by right of com- bat). They proceed to pull down the obelisk, bury the orc corpses and scatter the grisly offerings. None will ever speak of the incident. These soldiers will be indebted to the PCs and subsequent- ly use their influence within Frandor’s Keep to make life a lit- tle bit easier for the characters. This will essentially give them the benefit of the doubt when dealing with the Keep’s common soldiery and preclude the suspicion normally given to freelance mercenaries. Party fighters may even be invited to join the Secret Society of the Black Fists (see description on page 68 of Frandor’s Keep). Scenario Two: If the players drive a hard bargain with Relemir taking advantage of his precarious position or if they insist on taking heads or ears to cash in with Kip the Bounty Master (see area M9a in Chapter Seven of Frandor’s Keep), he will honor the terms of their arrangement and offer to buy any trophies directly. However, he insists that any cash reward will have to be issued from a slush fund he has squirreled away back at Falcon’s Eye Tower. While escorting the players to the tower, he sends his troopers back to the Keep to falsely report that the guardsmen of Falcon’s Eye Tower killed the orcs responsible for erecting the evil shrine. When the players return to Frandor’s Keep, a huge public gathering is held in which Prefect Ganitek lauds praise on the brave soldiers of Falcon’s Eye Tower. These soldiers are treated as heroes and treated to free drinks and hearty congratulations from everyone they encounter. Players who feel slighted and try to contradict the tale will not be believed whatever evidence they present. Scenario Three: Should the players bypass the Falcon’s Eye Tower crew and wish to exercise their bragging rights first hand, word soon reaches Prefect Ganitak. He summons the PCs for a full debriefing and expresses his appreciation for their initiative in ridding the valley of this menace. He then invites them to a ceremony to be held two days hence to publicly herald their accomplishment. The ceremony is only a pretense. Its true purpose is to punish the guards of Falcon’s Eye Tower for continued sloth and incompetence and to serve as a warning to the rest of the garrison. When the characters arrive at the ceremony held on Frandor’s Field in the middle of the upper bailey, nearly all of the keep’s soldiers are arrayed in rank and file before the Lynx rotunda. The PCs are ushered up to the rotunda where the Prefect will give some them some perfunctory praise and then presents them with 30 silver coins. Following that, the guards- men of Falcon’s Eye Tower are marched in bound in chains. Ganitek then lets loose a tirade about the virtues of honor and duty and how these men have failed to honor their oath. One man, Sergeant Relemir Tesipo, is then led forward and stripped of his rank before being before being beheaded. The remain- ing Falcon’s Eye troops are then marched off to the pillory. The player characters responsible for bringing this shame upon the soldiery will subsequently marked for every kind of harassment possible short of open attack. Complaining to the Prefect will elicit nothing more than a brusque “I’ll look into it” as he has no interest whatsoever in the matter. CREDITS Author/Illustrator: Steve Johansson Editor: David S. Kenzer © Copyright 2010 Kenzer and Company. All rights reserved. HackMaster is a registered trademark of Kenzer and Company. www.kenzerco.com Adventure Synopsis Treasure Yield: K Potion of Orcish Steadfastness K human-made medium shield (15 sp resale value) K flail (71⁄2 sp resale value) K 5 pounds of salt (81⁄2 sp value) K ink and quill (51⁄4 cp) K 12 sp K bounty on orc heads (4 sp) K Reward from Prefect Ganitek (30 sp) Experience Yield: K Discovering which deity the Orcs are worshipping (15 EP) K Figuring out that the Orcs only appear on stormy nights (10 EP) K Learning the identity of the worshippers at the mysterious shrine (20 EP) K Killing Orc cultists (169 EP) K Destroying the coven before it can grow in size and influence (15 EP) K Discovering details of Frandor’s Keep’s history by translating the shaman’s notebook (60 EP) K Forming trusted alliance with Falcon’s Eye Tower crew (50 EP) Join our discussion forums to learn more about HackMaster and to find additional free stuff.
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Rended Press Stock Number 03   Harnly’s Hole A DIY One-shot Adventure for Swords & Wizardry WhiteBox and other BX/Original Edition-type Games recommended for 4–5 low-level characters (zero to first level) with at least 1 cleric in the party (pre-generated characters included) by Matthew W. Schmeer ©2013 Harnly’s Hole 2 Harnly’s Hole A DIY One-shot Adventure for Swords & Wizardry WhiteBox and other BX/Original Edition-type Games recommended for 4–5 low-level characters (zero to first level) with at least 1 cleric in the party (pre-generated characters included) originally written for Sword & Wizardry Appreciation Day 2013 updated and expanded February, 2014 by Matthew W. Schmeer http://rendedpress.blogspot.com This scenario was created using only the monsters found in the Sword & Wizardry WhiteBox rule set. My preferred version of these rules is the no-longer-available 2nd printing by Brave Halfling Publishing, although you should have no problem running it with the freely available 3rd printing PDF from the Swords & Wizardry website. Monster stat blocks are as found in the 2nd print and differ slightly from those found on d20swrd.com. Referees should have little difficulty adapting this scenario to any old school inspired version of the original fantasy role playing game. Why do I prefer Swords & Wizardry WhiteBox? Because it makes for gritty, dangerous dungeon crawls at low-level where the spectre of death is ever-present. This scenario makes for a good introduction to old school gaming play style or as a one-shot convention module, as there is much risk and slight reward in the way of treasure (but there are treasures!) for 0 or 1st level characters. It is also designed to have 2 of the player characters join the game after their discovery; the DM may opt to run these as NPCs. The boxes beneath monster entries are for keeping track of that particular monster’s hit points during play. Harnly’s Hole 3 Background Fort Harnly wasn’t much of a fort. It wasn’t anything more than just a glorified one-room guardhouse in the middle of nowhere. In fact, it was so far away from the Baron Walthamthorp’s stronghold that he tended to forget about it and eventually stopped posting guards to the fort. After many years, Fort Harnly fell into disrepair and nearly faded into memory. Of the guards who served at the frontier post, only Harnson Groot is still alive. Now a one-legged sergeant and pole-arms trainer in the Baron’s mercenary force, he regales green recruits with stories of encounters with the bugbears, goblins, kobolds, and gnolls who roamed the hills at the Barony’s edge. Privately, what he recalls most vividly is wasting away the hours on cool, pleasant evenings swimming in the pond behind the fort. He remembers those years fondly (as those who are up in years are wont to do), so much so that he requested and was given permission from the Baron to retire to the run-down fort and start a farm when he resigns his commission at the Baron’s mandated 40 years of service limit. The Baron has even agreed to let Harnson send a few recruits out on a training exercise/scouting mission to begin preparing the area for Harnson’s return. Harnson has charged three recruits to venture to Fort Harnly. After some thought, the Baron also asked the Keep’s priest if there was an acolyte His Grace could spare to accompany his men. Father Noaventure agreed to this request and sent along one of his slightly more worldly clerics. The party set out on mules from the Baron’s keep two weeks ago and has just arrived at Fort Harnly. Along the way they recruited a few villagers as torchbearers, porters, and men-at-arms (see hirelings list). A shipment of building supplies and a relief party led by Harnson left a week after the party’s departure. The recruits’ mission is to secure the area, clean up the fort, and investigate any strange goings-on in preparation of the fort’s renewal. The party (4–5 PCs plus up to 4 hirelings) has arrived at the fort, and now must deal with what it finds. Wandering Monsters Wandering Monsters (1d6; above ground) (1d6; below ground) 1. 1d4 Gnolls 1. Giant Spider 2. 1d4 Human Bandits 2. Small Giant Centipede 3. 1d4 Goblins 3. Ghoul 4. 1d4 Kobolds 4. Gnoll 5. 1d4 Bugbears 5. Lemure Demon 6. Owlbear 6. 2 Giant Rats Harnly’s Hole 4 Map Map made with Dave’s Mapper. Harnly’s Hole 5 Map Key Note: Roll 1d4 to determine the party’s starting point. On a 1 or 2, start in Area 3 to the right of the pit. On a 3 or 4, start in Area 1 to the left of the tree. 1. A dryad inhabits this tree. A naked dwarf is tied to the tree and the dryad plans to feed on his life force soon. The dwarf, Virlek Gyndulfson (see pre-gen list, below), has been seduced with a Charm spell by the dryad and somehow tied himself securely to the tree. His equipment is in good working order and piled tidily a few steps from the tree. A heavy iron chain dangles into the depths of the pit, the end a few feet above a small cairn of rock on an outcropping below. This was the pond old Harnson remembers, although it has collapsed and there is no trace of a water source. The pit does not appear to be natural, nor does it appear to be the handiwork of any known race. Dryad: HP 9; AC 9 [10]; Atk 1 wooden dagger (1d4); Move 12; Save 16; HDE/XP 3/60; Special: Charm person (-2 save). ooooooooo 2. This one-room guardhouse has fallen to ruin; 2 ragged looking gnolls have taken shelter for the night. The gnolls are heavily injured but fight to the death if provoked. They are exhausted and terror- plagued and rave nonsensically about a “horror below the earth” but not mention any specifics. If treated well, the gnolls explain they are the last survivors of an expedition that breached the column in Area 4 to explore the depths below. Bandits ambushed them as they came scrambling out of the pit in Area 1 while some unknown enemy “breathing fire” chased them to the surface. 2 Gnolls: HP 4, 5; AC 5 [14]; Atk 1 bite (2d4) or weapon (1d10); Move 9; Save 16; HDE/XP 2/30; Special: None. ooooo oooooo 3. This pit is filled with the recently dead bodies of 3 gnolls and 7 human bandits. The gnolls appear to have put up a ferocious fight despite severe burn wounds that appear several days old. Also tied up and knocked unconscious beneath one of the dead bandits is Raafan Autuk, a 1st level Magic User (see pre-gen list). He’s the seventh son of a seventh son; his father is a rich merchant specializing in rare pipeweed who bought his son’s way into the magic academy. Raafan was being held for ransom, having been ambushed on his way home for a visit. He’ll come around after some strong drink is poured down his gullet. Between all the dead bodies, there’s 27cp, 34sp, and 73gp. There are several swords of various lengths, clubs, bows, and daggers scattered about, but nothing really worth taking. Harnly’s Hole 6 4. The broken column is an entrance to the largest cavern in the complex. The column appears to be of gnomish design and is engraved with ancient gnomish script and warnings that have been scratched out beyond decipherability. A Read Magic spell reveals various inscriptions (most of them gnomish graffiti). One message stands out from the rest: “Beware the One Who Sleeps Below!” The tunnel to Area 12 is empty, but the ground is worn smooth of dust and debris—except around the column, where the remains of the broken column are scattered. 5. These stairs do not appear to have been carved by any earthly hand, and have been carved from the bottom up. The gentle slope ends in a twisting stone staircase that also isn’t of any known design. There is a 30% chance that the spiral staircase contains 1d4+1 giant rats. A faint howling, screeching sound can be heard from the depths below. The sounds get louder near Area 6, but then become inaudible further down. 1d4+1 Giant Rats: HP 4, 4, 3, 4, 3; AC 7 [12]; Atk 1 bite (1d3); Move 12; Save 18; HDE/XP 1/10; Special: 5% are diseased. oooo oooo ooo oooo ooo 6. Two dead gnolls lay at the entrance to this room, their bodies burnt and horribly disfigured. They carry a total of 6gp, 2 cudgels, and 1 spear. Further in, a giant slug’s bulk blocks the way to Area 11. It attacks if disturbed. It is always disturbed. Inside the slug are the digested remains of 2 gnolls and 75gp worth of coins in various denominations. As the party ventures closer to Area 11, the howling & screeching sounds heard in Area 5 get louder. Giant Slug: HP 16; AC 8 [11]; Atk 1 bite (1d12) or acid; Move 6; Save 3; HDE/XP 13/2,300; Special: Spit acid (2d6). oooooooooooooooo 7. A dead gnoll blocks the entryway here. His trappings and hide patterns indicate he was someone of rank. There are 3cp, 12sp, and 6gp in a pouch at his waist. A heavy, wicked-looking cutlass (treat as +1 longsword) lies close to his outstretched hand. Also in this room are twelve brittle, inanimate gnome skeletons. Among the bones are 2 emeralds worth 68gp total. Hidden in a hollow shinbone is a scroll of Protection from Chaos. 8. At the bottom of the stairs, blocking entrance to the room, is a Hell Hound carcass with a dead gnoll gripped in its jaws. Pieces of a broken sword and a splintered cudgel scatter the floor, as do 150cp and 75sp, making the floor near the entrance treacherous (20% chance someone falls while moving through this area). Harnly’s Hole 7 Two more Hell Hounds are anxiously pacing around the room. The Hell Hounds attack on sight. 2 Hell Hounds: HP 11, 10 ; AC 4 [15]; Atk 1 bite (1d6); Move 12; Save 13; HDE/XP 5/240; Special: Breathe fire (8 hp). ooooooooooo oooooooooo 8a. A narrow stone staircase spirals up to Area 8b. The door to Area 9 is locked and warded; Dispel Magic has no effect. It can only be opened with the right magical key. The door and lock are covered with a thick layer of yellow mold. Yellow Mold: HD n/a; AC n/a; Atk 1d6 damage + spore cloud; Move 0; Save n/a; HDE/XP 3/60; Special: Poisonous spore cloud, killed by fire. 8b. This is evidently a storage room, stuffed with rusted weaponry, miscellaneous gears, spotted sheets of waxy grey thin metal, slow leaking & near empty vinegar barrels, rotted portraiture, and other such items. Everything is covered in a fine layer of non-toxic yellow dust. Dangling from the corner of a picture frame at the back of the room is an iron key ring with the special keys to the doors in Areas 8a & 10. The keys glow with a faint purple aura under a Detect Magic spell. Inside one of the vinegar barrels is the ancient, desiccated corpse of a dead halfling. He has a cleric’s Ring of Spell Storing in his pocket and an Amulet against Scrying on a normal chain around his neck. A +1 short sword is in a finely engraved sheath at his side. He also has 52gp in various coinage in his trouser pockets. 9. The smell of sulfur is strong in this stone staircase, despite a gentle wind flowing from above. A continual stream of shadows march downward as well, two abreast. They don’t attack unless attacked and step aside to let the party pass if unprovoked. The shadows keep coming, pair after pair after pair. (DM Note: use the same HP for each pair during combat). The end of the staircase is impossible to find; it just keeps going down. PCs attempting to go down off the map find themselves walking downward for an eternity. If they are off the map and turn around to go up, they instantly find themselves between the doors to Area 8a and Area 10. The top of the stairs dead-ends in rock, and yet the shadows emerge from the rock and march down nonetheless. The door to Area 10 is locked & warded and requires a special magical key to open. 2 Shadows: HP 8, 12; AC 7 [12]; Atk 1 touch (1d4 + strength drain); Move 12; Save 16; HDE/XP 4/130; Special: Drain 1 point STR with hit, hit only by magic weapons. oooooooo oooooo Harnly’s Hole 8 10. The bodies of three dead gnolls lay in a gnarled heap, blocking entrance to the room. A congregation of 1d8 lemure demons and 1d6 ghouls are screeching and dancing and feeding on the bodies of another 2 dead gnolls. There is another gnoll, barely alive, gnashing and howling in agony as he is being eaten alive. The demons and ghouls attack on sight. The sides of the cavern walls are slick and wet, and appear to be sweating. This is actually a grey ooze. At the end of this area, the floor gives way to an endless pit. PCs falling into the pit fall into darkness forever and ever without end. The smell of sulfur wafts strongly up from the hole. Any PC within 5 feet of the pit must Save vs. Poison or suffer a –1 to all melee attacks due to severe nausea. In a niche above the pit is a small, jewel encrusted bronze statue of a demon laughing in its sleep. The idol is worth 1,000gp. Removing the statue summons another 1d8 lemure demons out of the pit (same stat block as first group). 1d8 Lemure Demons: HP 7, 6, 7, 8, 9, 10, 9, 10 ; AC 7 [12]; Atk 1 claw (1d3); Move 3; Save 14; HDE/XP 4/120; Special: Regenerate (1hp/round). ooooooo oooooo ooooooo oooooooo ooooooooo oooooooooo ooooooooo oooooooooo 1d6 Ghouls: HP 9, 12, 5, 7, 11, 7; AC 6 [13]; Atk 2 claws (1d3), 1 bite (1d4); Move 9; Save 16; HDE/XP 3/60; Special: Immunities, paralyzing touch. ooooooooo oooooooooooo ooooo ooooooo ooooooooooo ooooooo Grey Ooze: HP 9; AC 8 [11]; Atk 1 strike (2d6); Move 1; Save 14; HDE/XP 5/240; Special: Acid, immune to spells, heat, cold, and blunt weapons. oooooooooo Gnoll: HP 1; AC 5 [14]; Atk 1 bite (2d4) or weapon (1d10); Move 9; Save 16; HDE/XP 2/30; Special: None. o 11. This bridge of rope and wood plank looks hastily built, but it is in good condition. Still, there’s a 5% chance a board gives way and the PC falls down to Area 10. The ceiling above the bridge contains 2 giant spiders. They attack if the light carried by the party is brighter than 3 torches. Harnly’s Hole 9 Walking across the bridge stirs up the demons and ghouls in Area 10. Their screeches and howls echo through the caverns. On the other side of the bridge is a pit trap tainted with poisoned barbs. The trap can hold the weight equivalent of a normally encumbered human in chainmail; anything heavier and the floor gives way. Falling in the trap causes 1d6 damage from the fall, plus Save vs. Poison or take 1d6 poison damage as well. Additionally, PCs take 1hp impaling damage per round until they can escape the pit. There’s also a black pudding skulking beneath the spikes of the trap. It does not attack but digests any PC fully impaled or dead in the trap. Under the black pudding is about 2,162gp in various coinage. It’s possible to break through the thin wall at the end of this area into the stairway in Area 12. The smell of sulfur is strong throughout this part of the complex. 2 Giant Spiders: HP 7, 9; AC 6[13]; Atk 1 bite (1d6 + poison); Move 18; Save 16; HDE/XP 5/240; Special: lethal poison, 5 in 6 chance to surprise prey. ooooooo ooooooooo Black Pudding: HP 22; AC 6 [13]; Atk 1 attack (3d8); Move 6; Save 5; HDE/XP 11/1,700; Special: Acidic surface, immune to cold, divides when hit with lightning. oooooooooooooooooooooo 12. The small tunnel of Area 4 opens into a tremendously large cavern that glitters with iridescent rock. The floor here is smooth and devoid of rock and debris and slopes gently downward. This area is the nest of a purple worm and her 3 new hatchlings. They can be encountered anywhere in Area 12, including the stairway, but they won’t enter Area 13 or the stairways going to Area 13. The hatchlings prefer to group on the outcrop above the stairway. The pit on this rocky outcrop appears to be filled with a sickly-looking pool of water. It is actually a grey ooze. Purple Worm: HP 37, 7, 5, 5; AC 6 [13]; Atk 1 bite (2d6), 1 sting (1d6 + poison); Move 9; Save 3; HDE/XP 17/3,500; Special: Poison sting, swallow whole. (Note: no XP for defeating hatchlings.) ooooooooooooooooooooooooooooooooooooo ooooooo ooooo ooooo Grey Ooze: HP 9; AC 8 [11]; Atk 1 strike (2d6); Move 1; Save 14; HDE/XP 5/240; Special: Acid, immune to spells, heat, cold, and blunt weapons. ooooooooo Harnly’s Hole 10 13. PCs entering Area 13 find themselves walking on the ceiling and be filled with a sense of impending doom. Rest here is possible, but spellcasters have only a 75% chance of properly preparing their spells. The room itself is empty, and the stairs carved in the floor and ceiling of the stairway do not appear to have been carved by any known craftsmanship. The bottom step is removable stonework and reveals a secret crawl way to Area 14. 14. Two Hell Hounds are napping on either side of a trap door to a rickety spiral staircase that leads to Area 15. Everything in this area, including the Hell Hounds and trapdoor, is covered with a thick layer of normal grey dust. The Hell Hounds awaken if the trap door is touched. In a niche at the back of the cave is a wooden chest with a poison needle-trapped lock (Save vs. Poison or take –2 damage). Inside the chest are 2 Potions of Extra Healing, a silver dagger, a demi- human sized War Hammer +1 vs. Ghouls, and a Whip +1 vs. Demons. 2 Hell Hounds: HP 13, 13; AC 4 [15]; Atk 1 bite (1d6); Move 12; Save 13; HDE/XP 5/240; Special: Breathe fire (8hp). ooooooooooooo ooooooooooooo 15. The jale-colored column holding up a small crumbling outcrop beneath the stairway is not of human or demi-human design; engraved with ragged, barely legible letters in ancient gnomish is the message “today our realm ends here.” It’s possible to tunnel through the rock pile to reach Area 16 with a few rounds of heavy digging. The floor of this area, from the column to the short staircase, is littered with the bones of many gnomes. If the bones are dishonorably disturbed (kicked, picked-up, pushed out of the way, etc.), they assemble into 47 animated gnome skeletons and attack. They can be gently walked on without triggering this effect. At the top of the short stairway is a small statue of the Jale God carved from a hunk of nearly weightless, jale-colored, obsidian-like rock that is not of this world. The statue is surrounded with hundreds of bones from various humanoid races: bugbears, goblins, hobgoblins, kobolds, orcs—even an owlbear or two. Scattered among the bones are various coins worth 400gp. The statue is worth 1,500gp. However, the PC who removes the statue from its altar must Save vs. Spell or suffer the effect of a Quest spell. The Jale God sends the victim on a quest to carry his image to a shrine located in another realm. This quest can be averted with a Remove Curse spell cast by a cleric of at least 10th level. If this is done, however, the Jale God manifests and attempts to gamble for the victim’s soul. Harnly’s Hole 11 Anyone who makes a successful save upon picking up the statue finds they can never be rid of it. Every time the statue is sold or given away, it reappears in the PC’s possession again soon after. This cycle can be stopped by placing the statue in a shrine dedicated to any of the petty gods in the Jale God’s retinue. 47 Gnome Skeletons: HP 1 each; AC 8 [11]; Atk 1 strike (1d6); Move 12; Save 17; HDE/XP 1/15; Special: Immune to sleep and charm spells. ooooooooooooooooooooooooooooooooooooooooooooooo 16. After tunneling through Area 15, the PCs find themselves facing another support column. This column made of ulfire-colored stone is similar in design to the column in Area 15, but is smooth and unblemished despite the message that seems to be carved in its surface: “The Sleeper Who Sleeps Sleeps Below.” A rusty iron chain dangles down to a ledge where 2 small giant centipedes rest on a clutch of 1d20 eggs. The eggs are worth 5gp apiece to the right collector. The ledge abuts what appears to be an endless pit. It is not. Anyone or anything falling in tumbles roughly 60 feet and lands on the back of a Baalrog Demon who’s been sleeping for a thousand years. He immediately wakes up if something falls on him. If the Baalrog is awakened, he can be put back to sleep by placing the demon idol from Area 10 in the centipede nest and singing “Hush Little Baby” as the PCs make their escape. 2 Giant Centipedes (small): HP: 2, 2; AC 9 [10]; Atk 1 bite (0 + poison); Move 13; Save 18; HDE/XP 1/15; Special poison bite (+4 save or die) oo oo Baalrog Demon: HP 36; AC 2 [17]; Atk 1 sword or whip (1d6); Move 6 (Fly 15); Save 5; HDE/XP 10/1,400; Special: Magic Resistance (75%), surrounded by flame (3d6), magic weapon required to hit, unaffected by spells from casters lower than 6th level. oooooooooooooooooooooooooooooooooooo THUS ENDS THE MAP KEY Harnly’s Hole 12 PRE-GENERATED CHARACTERS (Pre-gens tweaked from Ramanan Sivaranjan’s LLB Character Generator) & HIRELINGS (Courtesy of Greg Gillespie’s Meatshield Generator) Harnly’s Hole 13 Arquen Fordhart 1st Level Female Fighter Alignment: Neutral HP: 7 AC: 3 [16] STR: 11 INT: 10 WIS: 6 DEX: 9 CON: 9 CHA: 12 Saving Throw: 14 (+2 vs. death or poison) Weapons: Two-Handed Sword (1d6+1), 3 Daggers (1d6-1) Armor: Plate mail Equipment: 6 Torches, backpack, waterskin, 1 week Iron Rations, 50 ft Rope, 2 flasks oil, 9gp Languages: Common, Alignment XP: 1,901 Optional Appearance: Young, Scrawny Harnly’s Hole 14 Filk Laroosh 1st Level Male Fighter Alignment: Lawful HP: 6 AC: 3 [16] STR: 12 INT: 7 WIS: 10 DEX: 10 CON: 15 (+1) CHA: 11 Saving Throw: 14 (+2 vs. death or poison) Weapons: Flail (1d6), Dagger (1d6-1), Short bow (1d6-1) Armor: Plate mail, helm Equipment: Quiver of 20 arrows, 6 torches, backpack, waterskin, 1 week Iron Rations, 50 ft rope, small sack, 10gp Languages: Common, Alignment XP: 1,628 Optional Appearance: Young, Spit-and-Polished Harnly’s Hole 15 Kelkek Pigsherd 1st Level Male Fighter Alignment: Neutral HP: 8 AC: 5 [14] STR: 15 INT: 8 WIS: 13 DEX: 9 CON: 17 (+1) CHA: 10 Saving Throw: 14 (+2 vs. death or poison) Weapons: Spear (1d6), Light Crossbow (1d6-1) Armor: Chainmail Equipment: Case with 30 quarrels, 6 torches, backpack, waterskin, 1 week Iron Rations, 50 ft rope, 11gp. Languages: Common, Alignment XP: 1,752 Optional Appearance: Drab Clothing, Tall Harnly’s Hole 16 Hernvixen Clavershell 2nd Level Female Cleric Alignment: Lawful HP: 7 AC: 4 [15] STR: 8 INT: 11 (+1) WIS: 13 DEX: 10 CON: 16 (+1) CHA: 9 Saving Throw: 15 (+2 vs. poison or paralysis) Weapons: War Hammer (1d6) Armor: Chainmail, Shield Equipment: 6 torches, backpack, waterskin, waterskin of holy water, 1 week Iron Rations, 10 ft Pole, Holy Symbol, Scroll of Cure Light Wounds, 4gp Languages: Common, Alignment, Halfling XP: 2,501 Optional Appearance: Drab Clothing, Pretty Turn Undead Skeleton Zombie Wight Wraith Ghoul 7 10 13 15 17 Spells Prepared Level 1: Light Harnly’s Hole 17 Virlek Gyndulfson 1st Level Male Dwarf Alignment: Lawful HP: 7 AC: 2 [17] STR: 10 INT: 17 (+7) WIS: 13 DEX: 5 (-1) CON: 12 CHA: 15 (+1) Saving Throw: 14 (+4 vs. magic; +1 vs. death and poison) Weapons: Long Sword (1d6), Dagger (1d6-1) Armor: Plate mail, shield Equipment: 6 torches, backpack, waterskin, 1 week Iron Rations, 10 ft pole, 4gp Languages: Common, Alignment, Gargoyle, Halfling, Human Dialect, Kobold, Lizard Man, XP: 1,727 Optional Appearance: Mature, Fancy Clothing Harnly’s Hole 18 Raafan Autuk 1st Level Male Magic-User Alignment: Neutral HP: 6 AC: 9 [10] STR: 12 INT: 17 (+7) WIS: 5 DEX: 12 CON: 8 CHA: 11 Saving Throw: 15 (+2 vs. Spells) Weapons: Dagger (1d6-1) Armor: None Equipment: Lantern, 4 flasks oil, backpack, waterskin, 1 week Iron Rations, 50 ft silk rope, 77gp. Languages: Common, Alignment, Gnoll, Gnome, Human Dialect, Kobold. XP: 2,198 Optional Appearance: Youthful, Elaborate Attire Spellbook Contents Level 1: Read Magic, Light, Sleep, Detect Magic Spells Prepared Level 1: Read Magic Harnly’s Hole 19 HIRELINGS Pick up to 4; consider all Neutral aligned Name: Peltik Ratcatcher 0-level male porter HP: 3 AC: 0 [19] Weapon: Dagger (1d6-1) Armor: None Background: Peasant Possessions & Knowledge: A large bar of soap Notable Features: None Suggested rate of pay: 5sp/day Name: Bargarda Counts 0-level female porter HP: 3 AC: 0 [19] Weapon: Dagger (1d6-1), Club (1d6) Armor: None Background: Escaped convict Possessions & Knowledge: Makes a mean stew Notable Features: Wears hair in pigtails. Suggested rate of pay: 5sp/day Name: Marton Martinson 0-level male torchbearer HP: 3 AC: 0 [19] Weapon: Dagger (1d6-1) Armor: None Background: Only survivor of a goblin massacre Possessions & Knowledge: Speaks goblin Notable Features: Large scar on back of skull Suggested rate of pay: 5sp/day Harnly’s Hole 20 Name: Dardic Faversham 0-level female torchbearer HP: 3 AC: 0 [19] Weapon: Club (1d6) Armor: None Background: Miller’s daughter Possessions & Knowledge: Set basic traps Notable Features: Emaciated Suggested rate of pay: 5sp/day Name: Kilstad Killstab 0-level male man-at-arms HP: 3 AC: 0 [19] Weapon: Dagger (1d6-1), Hand-axe (1d6) Armor: None Background: TPK survivor Possessions & Knowledge: Eidetic memory Notable Features: Tattoo of bird on left hand Suggested rate of pay: 1gp/day Name: Relix Yunk 0-level female man-at-arms HP: 3 AC: 0 [19] Weapon: Spear (1d6) Armor: None Background: Deserter Possessions & Knowledge: Sock full of marbles Notable Features: Honest to a fault Suggested rate of pay: 1gp/day Harnly’s Hole 21 EXPERIENCE TOTAL approx. 14,355 TREASURE TOTAL approx. 5,355gp MAGIC ITEMS AVAILABLE +1 Short Sword 2 Potions of Extra Healing Amulet Against Scrying Ring of Spell Storing (Cleric) Scroll of Protection from Chaos Silver Dagger War Hammer +1 vs. Ghouls Whip +1 vs. Demons Harnly’s Hole 22 OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). 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COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch Swords & Wizardry WhiteBox Rules by Marv Breig, copyright 2008-2011 Matthew J. Finch Character Clip Art & Color Customizing Studio Copyright 2002, Elmore Productions, Inc.; Authors Larry Elmore and Ken Whitman, Art and illustrations by Larry Elmore. Design & Layout copyright © 2014, Rended Press & Matthew W. Schmeer. Cover image based upon “Limestone_Hole.jpg” by Hamedog. Placed in the public domain by its creator and found via Wikipedia Commons. This document utilizes free resources provided by the OSR gaming community. Most notable are Dave’s Mapper, Ramanan Sivaranjan’s LLB Character Generator, Greg Gillespie’s Meatshield Generator, and the Public Domain Silhouettes found at Telecanter’s Receeding Rules. This document uses Source Sans Pro, an open source OpenType font designed by Adobe, Inc., and is used here under the terms of the SIL Open Font License. Thanks for taking a look at this scenario. I hope you enjoy it; let me know what you think: mwschmeer AT gmail DOT com.
textdata/thevault/Swords & Wizardry Light/Swords & Wizardry White Box-Based/SW White Box Adventures & Settings/Harnly's Hole (WhtBx).pdf
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ragingswan.com/screenpdfs.com      WILDERNESS DRESSING: SWAMPS A Pathfinder Roleplaying Game GM’S RESOURCE supplement by Creighton Broadhurst    Tired of glossing over the details of your PCs’ overland journey (except for the inevitable, violent random encounters)? Want to add in  minor features of interest to their journeys? Want to make their journeys seem more “real”?    Then Wilderness Dressing is for you! Each instalment in the line focuses on a different type of wilderness and gives the harried GM the  tools to bring such features to life with interesting and cool noteworthy features.     This instalment of Wildernesses Dressing presents loads of great features to add to the swamps in your campaign. Designed to be used  both during preparation or actual play, Wilderness Dressing: Swamps is an invaluable addition to any GM's armoury!           C R E D I T S C R E D I T S Product Identity: All trademarks, registered trademarks, proper names (characters, deities, artefacts, places and so on), dialogue,  plots, storylines, language, incidents, locations, characters, artwork and trade dress are product identity as defined in the Open  Game License version 1.0a, Section 1(e) and are not Open Content.    Open Content: Except material designated as Product Identity, the contents of So What’s It Called, Anyway? are Open Game  Content as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated  as Open Game Content may be reproduced in any form without written permission. The moral right of Creighton Broadhurst to be  identified as the author of this work has been asserted in accordance with the Copyright Designs and Patents Act 1988. ©Raging  Swan Press 2012.    Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying  Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game  Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.    Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See  http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not  guarantee compatibility, and does not endorse this product.     To learn more about Raging Swan Press, visit ragingswan.com. To learn more about the Open Game License, visit wizards.com/d20.     Published by Raging Swan Press  1   st printing, month 2012 Product Identity: All trademarks, registered trademarks, proper names (characters, deities, artefacts, places and so on), dialogue,  plots, storylines, language, incidents, locations, characters, artwork and trade dress are product identity as defined in the Open  Game License version 1.0a, Section 1(e) and are not Open Content.    Open Content: Except material designated as Product Identity, the contents of Wilderness Dressing: Swamps are Open Game  Content as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated  as Open Game Content may be reproduced in any form without written permission. The moral right of Creighton Broadhurst to be  identified as the author of this work has been asserted in accordance with the Copyright Designs and Patents Act 1988. ©Raging  Swan Press 2013.    Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying  Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game  Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.    Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See  http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not  guarantee compatibility, and does not endorse this product.     To learn more about Raging Swan Press, visit ragingswan.com. To learn more about the Open Game License, visit wizards.com/d20.     Published by Raging Swan Press  1st printing, April 2013  Design: Creighton Broadhurst  Additional Design: Creighton Broadhurst  Development: Creighton Broadhurst  Editing: Aaron T. Huss  Cover Design: Creighton Broadhurst  Layout: Creighton Broadhurst  Interior Art: Maciej Zagorski (The Forge Studios).  Thank  you  for  purchasing  Wilderness  Dressing:  Swamps;  we  hope you enjoy it and that you check out our other fine print and  PDF products.   C O N T A C T U S Email us at [email protected].  E R R A T A We  like  to  think  Wilderness  Dressing:  Swamps  is  completely  error  free,  but  we  are  realists.  So  in  that  spirit,  we  shall  post  errata three months after release on ragingswan.com. We aren’t  going  to  be  correcting  typos  and  spelling  errors,  but  we  will  correct any game mechanic or balance issues that come to light.   A B O U T T H E D E S I G N E R Creighton lives in Torquay, England where, apparently, the palm  trees  are  plastic  and  the  weather  is  warm.  He  shares  a  ramshackle  old  mansion  with  his  two  children  (“Genghis”  and  “Khan”) and his patient wife. Famed for his unending love affair  with booze and pizza he is an enduring GREYHAWK fan.    An  Ennie  Award  winning  designer  (Madness  At  Gardmore  Abbey)  Creighton  has  worked  with  Expeditious  Retreat  Press,  Paizo and Wizards of the Coast. He believes in the Open Gaming  License and is dedicated to making his games as fun and easy to  enjoy as possible for all participants. Reducing or removing entry  barriers,  simplifying  pre‐game  prep  and  easing  the  GM's  workload are the key underpinning principles of the products he  now  releases  through  Raging  Swan  Press.  You  can  read  his  thoughts on game design at raging‐swan.livejournal.com.  2    C O N T E N T S Credits .......................................................................................... 2  Contact Us ................................................................................... 2  Errata ........................................................................................... 2  About the Designer ...................................................................... 2  Contents ...................................................................................... 3  Foreword ..................................................................................... 3  W I L D E R N E S S D R E S S I N G : S W A M P S Minor Events ................................................................................ 4  Swamp Dressing ........................................................................... 6  Random Swamp Encounters ........................................................ 8  Swamp Features .......................................................................... 9  F O R E W O R D I wasn’t going to write this supplement, but a friend asked me to  run  an  adventure  at  his  convention  and  the  adventure  he  wanted me to run was set in a marsh. This, to me, seemed like  an excellent excuse to dust off my designer hat and get cracking!  I  knew  surprisingly  little  about  marshes  and  swamps  before  starting this project so I hit the internet – as I like to add realism  into my supplements wherever I can – and you have the results  in your hands (or on your computer screen).    I’m a big fan of realism in my fantasy gaming. I know that  given  the  game  I  play  features  elves,  orcs  and  dragons  this  is  somewhat of an oxymoron, but I think that having a campaign  built on a believable, realistic foundation is only strengthened by  the inclusion of real world details. I like my campaign to make  sense,  after  all,  and  I’ve  found  in  the  past  that  strange  or  obviously  odd  details  can  really  jar  the  players’  suspension  of  disbelief.  That’s  why  I  love  this  kind  of  supplement  –  it  often  contains a lot of design invisible to the players. By that I mean  that it includes details and features the players instinctively  accept when described by the GM. For me, it’s cool little  details like this that really bring a locale to life.     This  strategy,  however,  must be  carefully  followed  –  going  too far into the world of realism can actually stymie game play  as the GM spends too much time obsessing over small details  that  have  no  real  relevance  to  the  game  at  hand.  I  hope  you  agree  that  Wilderness  Dressing:  Swamps  errs  on  the  side  of  caution in this regard.     I hope you find this instalment of Wilderness Dressing useful.  It would be great to hear how you’ve used it in your game – drop  me a line at [email protected].  3    M I N O R E V E N T S The PCs’ travels should not be boring affairs wherein either they  encounter  no  one  of  note  or  end  up  fighting  everyone  they  meet. Use this table to generate minor encounters of interest or  use  it  as  inspiration  for  (or  possibly  the  prelude  to)  a  larger  encounter.   D%    1  A single bird cries aloud as it flies overhead.  2  A faint, bobbing light begins to glow from deeper  into the swamp.  3  Mosquitoes and other insects swarm about the  party.  4  The buzzing of flies fills the air.  5  The party come across a wild pig stuck in a patch  of quicksand. The pig is partially submerged and  exhausted from its struggles.  6  A  sudden  wind  sighs  through  the  surrounding  reeds and thick grasses.   7  A sparrowhawk flies overhead before diving into  a  nearby  thicket.  It  emerges  moments  later  clutching a mouse in its claws.  8  A  small,  non‐venomous  snake  slithers  through  the grass by the trail.   9  A lizardfolk warrior lies hidden in a deep pool. As  the  PCs  approach,  it  submerges  and  waits  for  them to pass.  10  Several  dead  fish  float  upon  the  surface  of  a  wide pool.   11  A small flock of wading birds stand in a shallow  pool and watch the PCs as they pass.  12  Several  frogs  hop  along  a  muddy  bank  leading  down to a small stream.  13  A viper basks on a fallen tree.   14  A  deer  suddenly  emerges  from  a  stand  of  tall  grass. It bounds away, if attacked.  15  A  small  stream  flows  through  the  mire.  At  one  point, beavers have dammed the stream creating  a shallow, wide pool.   16  A dragonfly buzzes past the PCs.   17  Several butterflies flutter through the air. As the  PCs approach, they settle on a nearby fallen tree.  18  An  owl  has  taken  up  residence  in  a  large  tree  atop  a  low  hummock.  By  night,  he  hunts  the  surrounding area.  19  A flock of birds weave and dart overhead.  20  Lily pads float upon a deep pool; a small frog sits  atop one such pad.  21  A sudden splash from a nearby deep pool splits  the air and large ripples spread ominously on the  pool’s surface.  22  The load croaking of several frogs fills the air.  23  When  the  party  camp  for  the  night,  they  discover that all have been attacked by leaches.  (Every character suffers 1 damage).  24  A single loud splash shatters the silence.  25  Smoke from an unattended campfire rises from a  distant hillock.  26  Several  wading  birds  regard  the  PCs  from  a  shallow pool.  27  A single, large frog hops across the path.   28  A  magic  mouth  cast  on  a  stone  activates  and  croaks “go back” in Draconic.  29  Thick  black  smoke  marks  the  location  of  a  sullenly burning hut.  30  The water’s surface is disturbed as if something  large is swimming just below the surface.  31  The  wind  blows  sodden  leaves  into  the  party’s  faces.  32  The  wind  blows  the  stench  of  decay  over  the  party.  33  A single large black scale (from a black dragon)  lies on the trail.  34  A bush looks like a shambling mound (but isn’t).  A  DC  16  Knowledge  (nature)  reveals  its  true  identity (as a bush).   35  The buzzing of insects fills the air.  36  A  spike  is  embedded  in  the  mud.  A  DC  15  Knowledge  (arcana)  identifies  it  as  a  manticore  spike.  37  A  loud  (but  distant)  tiger’s  roar  shatters  the  silence.  38  A  hallucinatory  terrain  renders  a  deep  pool  to  appear  as  a  high  hummock.  Unwary  characters  tumble into the pool.  39  The rotting head of a basilisk (DC 15 Knowledge  [arcana] identifies) hangs from a tree.  40  A  severed  snake  head  lies  tangled  atop  thick  reeds.  A  DC  17 Knowledge  (nature)  identifies  it  as coming from a medusa.  41  A  globe  of  total  darkness  covers  an  area  of  marsh. A DC 23 Knowledge (arcana) identifies it  as a deeper darkness spell.  42  The PCs hear distant singing.  43  A  mass  of  ants  cover  the  trail.  There  are  not  enough to form a swarm.  44  The characters hear distant laughing.  45  The  distant  crack  of  breaking  wood  is  followed  by a loud splash.  46  A sudden loud chorus of frog croaks shatters the  silence.  47  Leaches  attach  themselves  to  one  or  more  characters. Unless removed, the leaches drain 1  hp an hour from their victim.  48  Hard  rain  deluges  the  characters.  After  1d6  hours, the trail begins to flood.  49  A  distant  splash  is  followed  by  a  short  scream  that is suddenly cut off. Ominous silence follows.  50  The  air  goes  totally  still;  there  is  absolutely  no  wind.  4    51  The mournful sound of a single flute pierces the  silence.  52  A  fly  swarm  buzzes  about  the  decomposing  corpse  of  a  crocodile  that  has  suffered  horrendous bite wounds to its head.  53  The cackling of a sinister crone echoes across the  waters of a nearby pool.  54  Without  warning  the  straps  of  one  of  the  PCs’  backpack splits.   55  Midges and gnats beset the party.   56  A  long  stream  of  bubbles  suddenly  mar  the  surface of a pool close to the trail.   57  Schools of small fish dart about the depths of a  pool, easily visible from the trail.  58  The  PCs  spy  a  hunched,  cloaked  figure  moving  quickly away from them.  59  A crude coracle floats by; the body of a lizardfolk  warrior laid out in state lies within.  60  Although no wind stirs the air a patch of nearby  rushes sways ominously.  61  The sounds of marsh life – the buzzing of marsh  insects,  the  croaking  of  frogs  and  so  on  –  abruptly cease.  62  A large bird sings at the party as they pass.   63  A large butterfly lands on a character’s nose.  64  The howling of an injured dog shatters the quiet.  65  A light drizzle begins to fall and doesn’t stop until  around midnight.  66  Clouds part to reveal the moon has risen early to  hang over the marsh with pregnant menace.  67  A  thick  mist  hovers  over  a  low‐lying  area  of  marsh. Strange sounds emanate, from within.  68  A  high  hillock  seems  to  be  a  perfect  campsite.  However, the ground is riddled with ants and if  the  party  camp  on  the  hillock  their  clothes  become infested.  69  The smoke of a smouldering campfire drifts lazily  into the sky.  70  Several birds suddenly take flight from a nearby  tree  and  fly  away  while  crying  out  in  alarm  at  some unseen (by the party) danger.  71  One of the party steps into a deep patch of sticky  mud. The PC loses his shoe unless he makes a DC  15 Reflex save.  72  The  trail  is  bound  by  a  steep  bank,  which  collapses  when  the  party  passes  by.  Two  PCs  must make a DC 15 Reflex save or slide into the  pool below.  73  The PCs spy a distant manticore flying over the  marsh. It does not see them.  74  A  sudden  cold  wind  whips  up  the  water  of  the  nearby pools.  75  Clouds  block  out  the  sun  and  the  temperature  suddenly drops.  76  The  smell  of  smoke  borne  upon  the  breeze  reaches the PCs.  77  A  marsh  bird  transfixed  by  a  slender  arrow  suddenly falls at the party’s feet.   78  The roots of a tree stump hide a nest of swamp  snakes. The snakes are harmless.   79  The distant boom of thunder rolls over the party,  but the sky does not look stormy.   80  Heavy  cloud  cover  brings  dusk  several  hours  early,  possibly  catching  the  party  without  a  campsite.  81  A  large  pile  of  steaming  excrement  sits  on  the  trail. The (large) creature that created it may yet  lurk nearby.   82  A  javelin  arcs  out  of  a  nearby  thicket  of  reeds  and just misses the rearmost party member.  83  A half‐sunken coracle lies in the water near the  trail.  84  The  party  discover  a  section  of  causeway  and  make good time for the remainder of the day.  85  The PCs are bitten by insects infected with filth  fever (DC 12 Fortitude negates).  86  The sky is completely clear of clouds and the day  slowly becomes unbearably hot.  87  A drifting, empty coracle floats nearby the trail.  88  The ground gives way at the party’s feet falling  into a fetid, muddy cavern.  89  A  faint,  luminescent  fogs  rises  from  a  nearby  pool.  90  One of the party’s pack animals falls and breaks a  leg.  91  A marsh viper bites a pack animal. Panicked, the  creature flees into the marsh.  92  Strong wind and heavy rain combine to make the  day’s travel a truly miserable experience.  93  A fallen tree blocks the trail. Characters climbing  over it dislodge it and fall flat on their face in the  mud (DC 15 Reflex negates).  94  The  waters  of  a  deep  pool  seem  to  glow  from  within.   95  With a splash, a spear lands in a nearby pool.  96  The acrid stench of acid reaches the PCs.   97  A slender spear lies upon the mud about 20 ft.  away. The area is actually riddled with quicksand  (page  9)  which  may  entrap  those  seeking  to  recover the spear.  98  The PCs blunder into an area of quicksand (page  9).  99  The party stumbles into an area rank with marsh  gases  and  are  sickened  for  1d3  hours  (DC  12  Fortitude negates).  100  Many leaches attach themselves to one or more  characters. Until removed, the leaches drain 3 hp  an hour from their victim.      5    S W A M P D R E S S I N G The swamp through which the PCs travel should not be devoid  of  interesting,  minor  features.  Use  this  table  to  generate  such  features as desired, possibly using them to add detail to a party’s  campsite or break up an otherwise uninteresting day’s travel.  D%    1  The mire smells particularly odious here.  2  A fallen (and now rotten) tree lies on its side in  the  swamp.  Small  (harmless)  snakes  dwell  among its roots.  3  A low bank of thick, cloying mud emerges from  the mire. Animal tracks mar its surface.  4  The  dirty  water  hides  a  deep  pool.  Characters  must  make  a  DC  20  Reflex  save  or  step  into  it  (and likely be briefly submerged!)  5  A  partially  collapsed,  abandoned  hovel  squats  atop a small hillock.  6  A faint mist (that does not affect vision) hovers  above the waters of a deep bog.  7  The sound of splashing emanates from behind a  thick tangle of reeds and tall grasses.  8  As the PCs pass a tree, a sodden, rotten branch  gives way and falls (+3 ranged attack, 1 damage).   9  A hummock of dry land rises above the swamp’s  waters; several small trees grow atop it.   10  An  area  of  deep  bog  surrounds  a  large  pool  of  brackish water. Many small fish swim therein.  11  A  narrow,  raised  trail  cuts  through  the  swamp  for about a half‐mile.   12  The  trail  drops  into  a  deep  pool  without  any  warning.  13  Drag marks cut across the trail – a DC 9 Survival  check  reveals  a  large  slithering  or  crawling  creature passed this way several days ago.   14  The  rotting,  severed  head  of  a  lizardfolk  lies  partially obscured in high grass.  15  A  small  hummock  is  surrounded  by  light  vegetation. A built, but unused, campfire stands  atop the hummock.  16  A  huge  tree  rises  from  the  mire.  A  DC  15  Perception check reveals a hunter’s blind hidden  in its branches.   17  The  bleached,  mouldering  bones  of  some  long  dead animal lie partially buried in the mire.  18  The trail passes through a thick growth of reeds,  in a sodden, low‐lying area.  19  A  single  huge  footprint  from  an  evidently  massive clawed creature mars a muddy bank.   20  The  branches  of  several  large  trees  hang  down  over  the  trail  forming  a  curtain  of  sorts  and  obscuring sight of what lies beyond.  21  A  partially  uncovered  pit  trap  blocks  the  path.  Within, wooden spikes have impaled the rotting  body of a boggard.  22  The  PCs  discover  the  skeletonised  remains  of a  manticore  poking  above  the  fetid  waters  of  a  deep pool.  23  An  expanse  of  4  ft.  high  tall  grass  stretches  several  hundred  feet.  Several  sluggish  streams  flow through the area.   24  An area of thick, viscous sludge slows travel and  coats travellers in mud.  25  A  hedgerow  of  tall,  thick  grass  hides  a  deep,  sluggish river. Unwary travellers pushing through  the hedgerow must make a DC 20 Reflex save or  fall in.   26  A  jagged  tree  stump  hides  within  a  tangle  of  reeds.  Unwary  characters  must  make  a  DC  15  Reflex  save  or  fall  and  twist  their  ankle.  The  injury reduces the character’s speed by half for  1d3 days or until magic is used to heal at least 1  hp of damage.  27  The  rotting  remains  of  a  rudimentary  wooden  bridge stretch across a deep water channel.  28  An  overgrown  stretch  of  causeway  crosses  an  area of deep bog.  29  A  rotten  tree  serves  as  the  home  for  a  large  colony of ants.  30  Two  abandoned  wooden  cabins  stand  atop  a  long,  low  hillock.  A  DC  15  Perception  check  reveals  bloodstains  and  suchlike  hinting  the  residents may have met a horrible end.  31  The  jumbled  bones  of  some  ancient  skirmish  poke from a muddy bank. Digging into the bank  reveals nothing more of interest.  32  An unoccupied raft of crude manufacture floats  down a deep water course.  33  A high conical mound emerges from the mire. A  DC  15  Knowledge  (engineering)  or  Knowledge  (nature) check reveals it is not natural.  34  An area of deep, sucking mud triples movement  costs.  35  A  deceptively  shallow  pool  contains  3  ft.  of  sludge  and  slime  on  its  bottom.  Characters  stepping into the pool get a rude surprise.  36  A rotting boat is drawn up on a muddy bank.   37  A large willow tree grows out of the centre of a  wide, deep pool.  38  Clawed  footprints  (of  lizardfolk  [DC  12  Survival  identifies]) are clearly visible in the mud.  39  A blackened, lightning blasted tree dominates a  high, steep‐sided hillock.  40  Dense  reeds  hide  the  entrance  to  a  half‐mud‐ filled cavern.  41  A skull decorated with bird feathers hangs from a  tree  branch.  A  DC  15  knowledge  (local)  check  reveals this to be a Deep Mire tribal marker.  42  A  crude,  reed‐wreathed  burial  mound  stands  next to the trail.  6    43  A  few  stones,  half  sunken  into  the  mire,  are  suggestive of an ancient stone wall.  44  A cluster of several hillocks bound a deep, fetid  pool.  45  The  tracks  of  many  birds  mar  a  long,  low  glistening bank of mud.  46  A barely visible half‐rotten lizardfolk corpse lies  at the bottom of a deep pool of muddy water.  47  A clear pool near the path is filled with wriggling  leaches.  48  Dried vomit covers a mossy stone.   49  The trail passes under the branches of a weeping  willow.  50  Steep  banks  of  mud  surround  an  obviously  artificial pool. Many fat fish swim within.  51  A  game  trail  intersects  the  path.  It  leads  to  a  swampy mire.  52  A broken, rotting spear lies on the path.   53  Four spears thrust into the mud are each topped  by a decomposing head.  54  The  tracks  of  a  gigantic  dire  crocodile  (DC  19  Knowledge [nature] identifies) cross the trail.  55  Gently jangling wind chimes hang from a tree’s  branches.  56  A  tangled  mass  of  roots  and  reeds  hides  a  rotting, empty backpack.  57  A  sprawling  abandoned  campsite  covers  a  hillock.   58  A small wagon lies half sunken in the mire.  59  The  mutilated  body  of  a  beaver  hangs  from  a  tree.  60  The partially inscribed Draconic rune for danger  has been carved into a tree’s trunk.  61  A nearby tree has been partially destroyed by a  gigantic blast of acid.  62  A  large  pool  of stagnant  water stands  near  the  trail.  63  The intricate, very lifelike statue of a man – arms  out stretched – blocks the trail.  64  Booted  footsteps  suddenly  start  on  the  trail.  They continue for 30 ft. before disappearing.  65  A  sunken  wall  yet  emerges  from  the  murk.  A  large hole has been dug at its base.  66  A  half  flooded  pit  blocks  the  trail.  Spikes  are  visible rising above the muddy water within.  67  A  half  built  wooden  shack  stands  upon  a  small  hillock surrounded by deep water.  68  A  huge  lily  pad  floats  at  the  centre  of  a  wide  pool.  69  A willow tree grows in the centre of the trail. The  trail around either side is very narrow  70  A  DC  20  Perception  check  reveals  a  handful  of  silver coins stamped into the trail’s mud.  71  A  spear  with  a  sign  in  Draconic  reading  “Go  Back” blocks the trail.  72  Shallow pools of particularly fetid, muddy water  bound the trail.  73  Tall rushes surround a pool of surprisingly pure  water.  74  A jumbled mass of bones and rotting equipment  mark the site of an ancient battle.  75  A body lies face down in the muck.   76  Bloodstains cover the trail and lead into a nearby  pool.  77  A  sinkhole  pierces  the  ground.  It  leads  to  a  muddy, sunken cavern.  78  A steep‐sided hillock rises out of the swamp. Its  zenith  provides  an  excellent  vantage  point  for  spying out the surrounding area.  79  A  rusting  steel  shield  –  it’s  straps  rotten  and  useless – lies partially hidden by reeds.  80  A  bale  of  wood  –  tied  together  with  sodden  string – lies discarded by a pool.   81  A nearby tree’s trunk has been half cut through  and consequently the tree stands lopsidedly.   82  The  trail  leads  down  into  a  flooded  section  of  marsh.  83  The  party  discovers  an  obviously  unnatural  hill;  its sides are of banked earth protected by large  boulders.   84  The  mud  beneath  the  party’s  feet  oozes  black  liquid when trod upon.   85  A partially hollowed out log lies near a wide pool.  86  Drifting patches of vegetation gently float about  a large pool.  87  A stand of ancient, moss‐wreathed willow trees  dominate a long, low hillock.   88  A  crude  wooden  bridge  crosses  a  sluggish  stream.  89  Pretty  wildflowers  cover  a  stretch  of  dry  land   near the trail.   90  A  large  tree  has  fallen  across  the  trail.  The  characters must either clamber over it or detour  into the surrounding fetid water.  91  A great mass of mushrooms grow in the shadow  of a steep bank.   92  Greenish algae cover the water of a nearby pool.  93  The trail passes under the outstretched branches  of several trees.  94  A crude face has been carved into the trunk of a  large tree dominating a nearby hillock.   95  At  night,  the  algae  in  a  pool  near  the  party’s  camp are revealed to be phosphorous.  96  An empty water flask is half buried in the mud.  97  Several  thick  wooden  poles  have  been  set  into  the mud in a rough circle (why is unknown).   98  The  crumbling  ruins  of  a  sunken  watchtower  dominate a low ridge of stone and hard‐packed  earth.  99  The reeds near the path are crushed and broken  as if something huge moved through the area.  100  Blazing sunlight suddenly breaks out from behind  a cloud, briefly dazzling the party.    7    R A N D O M S W A M P E N C O U N T E R S D12  EL  CREATURES*  NOTES 1  2  Stirges (3)  These stirges dwell in the trunk of a rotten, partially fallen tree. The tree  is  a  local  landmark  for  swamp  travellers  and  the  stirges  delight  in  attacking anyone passing by.  2  3  Mosquito swarm (1; Bestiary 2)  Buzzing through the swamp, this mosquito swarm searches for prey.  3  4  Elder Giant Frogs2 (2)  The frogs have learnt that animals stop near this pool to drink and so  they lurk nearby waiting to strike. Once a frog has swallowed its prey it  retreats across the pool to digest its meal.   4  5  Jirovex (green hag)  The PCs encounter a cloaked woman searching for herbs in the swamp.  The woman’s face is covered by a cowl and she is surly and aggressive.  In  reality,  she  is  Jirovex  (a  green  hag  protected  by  a  disguise  self)  searching  for  poisonous  herbs  to  use  against  a  rival  hag.  She  has  no  argument with the PCs and does not attack then unless they attack her  first. She is an implacable enemy.   5  6  Crocodile2 (2) and crocodile3 (1)  Screams from the deep marsh reach the PCs’ ears. If they investigate,  they discover an upside down coracle floating in a wide lake. The water  is churning wildly and PCs making a DC 20 Perception check catch sight  of  a  huge  scaled  reptile  in  the  water.  (The  owner  of  the  boat  has  recently fallen prey to three crocodiles, who are now fighting over their  prey’s broken and torn body).   6  6  Gigantic assassin vine3 (1) and leach  swarm (1)  A gigantic assassin vine lurks near the trail. Tangled in its clutches is a  rotten lizardfolk corpse upon which feed a leach swarm. The assassin  vine  attacks  anything  on  the  trail  and  any  creature  dragged  into  the  water suffers the attentions of the leach swarm.  7  6  Lizardfolk (3), elder lizardfolk2 (2)  This hunting band from the Feathered Spear tribe lurks in the swamp  searching  for  a  crocodile  that  has  eaten  several  of  their  tribe.  Two  skilled warriors – T’pel and H‐riss – lead the group. The lizardfolk are  wary at first but grateful for any help the PCs can provide.  8  7  Ancient will‐o’‐wisp2  This ancient and evil will‐o’‐wisp takes great delight in stalking its prey  for days at a time. It attacks at night and heals its wounds by feeding on  their fear (or the fear of other creatures it slays in the swamp during the  day). It launches its final assault when the PCs are busy with some other  fearsome swamp predator.  9  8  Giant Slug (1)  The PCs encounter several huge slug trails leading through the swamp.  Eventually,  they  come  across  a  giant  slug  feeding  on  the  partially  digested  corpses  of  two  boggards.  The  slug  does  not  attack  them,  unless the party attack it.  10  9  Witchfire (1; Bestiary 2)  A lizardfolk, cloaked in sickly green flames, rushes into the party’s camp  one night and begs for aid. A few moments later, the witchfire attacks.  It is merciless in its assault and if driven off, returns the next night.  11  11  Young catoblepas (1; Bestiary 2)  Separated from its herd, this catoblepas has wandered the swamp for  days.  The  party  first  become  aware  of  the  beast  when  they  hear  screams coming from deeper into the swamp. If the party investigate,  they witness the beast savaging a small lizardfolk settlement.  12  16  Nerophalax (ancient female black  dragon)  The PCs discover the rent and acid‐drenched corpse of a dire crocodile  amid  a  huge  swath  of  mud  torn  by  many  huge,  clawed  tracks.  Nerophalax recently killed the crocodile when it ventured too close to  her lair. The clawed tracks lead to a nearby stagnant lake (within which  can be found a sunken passageway leading to her lair).  *Unless noted, the creatures encountered use the standard statistics found in the Bestiary.  1: A creature with the young creature template (+2 on all Dex‐based rolls, ‐2 on all other rolls, ‐2 hp/HD).  2: A creature with the advanced creature template (+2 on all rolls [including damage] and special ability DCs; +4 to AC and CMD; +2  hp/HD).  3: A creature with the giant creature template (+2 on all rolls based on Str and Con, ‐1 on all rolls based on Dex; hp 28).      8    9  M A R S H F E A T U R E S Marshes have many terrain features that can make encounters  and battles within them exciting and interesting. Many of these  features offer canny combatants distinct advantages in battle.    The water in a deep bog provides cover (+4 AC, +2 Reflex) for  Medium  or  larger  creatures.  Smaller  creatures  gain  improved  cover (+8 AC, +4 Reflex). Medium or larger creatures can crouch  as  a  move  action  to  gain  improved  cover.  Creatures  with  this  improved cover take a –10 penalty on attacks against creatures  that  aren't  underwater.  Deep  bogs  increase  the  DC  of  Stealth  checks by 2 and tumbling is impossible within.  S T E A L T H A N D D E T E C T I O N Detection Range: The maximum range at which a character can  make a Perception check varies dependant on the terrain type:  P A T H S & T R A I L S � Marsh: 6d6 x 10 feet.  � Swamp: 2d8 x 10 feet.  Narrow trails often wend their way through a swamp.    Causeway: A causeway is a steeply‐sloped raised path built  to provide a way through the swamp. The causeway is built from  a pile of stone, each roughly a foot in diameter, overgrown with  coarse  marsh‐grass.  The  top  of the  causeway  is  10  feet  above  the surrounding marsh, 10 feet wide and allows free movement.   B O G S Bogs are the main terrain feature of swamps.    Bogs  (Shallow):  Squares  of  shallow  bog  have  mud  or  standing water about 1 ft. deep.    It costs 2 squares of movement to move into a square with a  shallow  bog;  the  DC  of  Acrobatics  checks  in  such  a  square  increases by 2. Bogs increase the DC of Stealth checks by 2.    Climbing  or  descending  the  causeway  does  not  require  a  Climb check, but is considered difficult terrain (it costs 2 squares  of movement to enter each square). Creatures at the top of the  causeway  gain  the  benefit  of  higher  ground  (+1  on  melee  attacks) against creatures on the causeway’s slopes.     Bogs (Deep): A square that is part of a deep bog has roughly  4 feet of standing water.     It costs Medium or larger creatures 4 squares of movement  to enter a square with a deep bog, or it can swim (DC 10 Swim  check). Small or smaller creatures must swim.     Trail: Trails in a marsh often twist and turn to avoid boggy  areas. On the trail, movement is without penalty.  U N D E R G R O W T H Q U I C K S A N D One  of  the  most  dangerous  of lurking  perils  in  a  marsh,  such  areas often entrap careless travellers.    Size: A typical patch of quicksand is 20 feet in diameter; the  momentum of a charging or running character carries him 1d2 ×  5 feet into the quicksand.    Spotting  Quicksand:  A  character  approaching  a  patch  of  quicksand at a normal pace making a DC 8 Survival check spots  the  danger,  but  charging  or  running  characters  don't  have  a  chance to detect a hidden patch before blundering into it.   The  bushes,  reeds  and  tall  grasses  of  a  swamp  can  provide  concealment and cover from enemies.    Hedge (Narrow): Narrow hedges are raised tangles of stone,  soil and thorny bushes.     It costs 3 squares of movement to cross a narrow hedge and  it provides cover (+4 AC, +2 Reflex).    Hedge (Wide): Wide hedges are 5 ft. tall and  fill an entire  square.     It  takes  4  squares  of  movement  to  move  through  such  a  square, but creatures making a DC 10 Climb check reduce this  cost by 2. Wide hedges provide total cover.     Effects of Quicksand: Characters in quicksand must make a  DC 10 Swim check every round to simply tread water in place,  or a DC 15 Swim check to move 5 feet in whatever direction is  desired.  A  trapped  character  failing  this  check  by  5  or  more  sinks below the surface and must hold his breath or begin to  drown.  Characters  below  the  surface  may  swim  back  to  the  surface with a Swim check (DC 15, +1 per consecutive round of  being under the surface).    Undergrowth (Light): Vines, reeds and tall grass covers much  of the ground.    It costs two squares of movement to enter such squares and  such  undergrowth  increases  the  DC  of  Acrobatics  and  Stealth  checks by 2.     Undergrowth  (Heavy):  Dense  thorn  bushes  and  other  tangled growths make movement difficult.     It costs 4 squares of movement to enter such a square. It is  impossible  to  run  or  charge  through  heavy  undergrowth.  Characters  in  heavy  undergrowth  gain  concealment  (30%  miss  chance) and a +5 circumstance bonus on Stealth checks.    Rescue:  A  rescuer  must  reach  the  victim  with  a  branch,  spear  haft,  rope  or  similar  tool  and  make  a  DC  15  Strength  check  to  pull  the  victim.  The  victim  must  then  make  a  DC  10  Strength check to hold on. If both checks succeed, the victim is  pulled 5 feet closer to safety. If the victim fails to hold on, he  must make a DC 15 Swim check to stay above the surface.   Y O U M A Y A L S O E N J O Y     O P E N G A M E L I C E N S E V E R S I O N 1 . 0 A The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of  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Tw t, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.    Pathfinder  Roleplaying  Game.  ©2008,  2009,  Paizo  Publishing,  LLC;  Author:  Jaso B ahn.    Pathf material by Jonathan Tweet, Monte Cook and Sip Williams.    The Book of Experimental Might. ©2008, Malhavoc Pr   Tomb of Horrors. ©2002, Necromancer Games, Inc.; Authors: Scott Greene, wi P rson,  Erica  Balsley,  Kevin  Baase,  Casey  Christofferson,  Lance  Hawvermale,  Travis  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content by TSR.    Bestiary 2. ©2010, Paizo Publishing, LLC; Author: Jason Bulmahn.    Wilderness Dressing: Swamps. ©Raging Swan Press 2013; Author:  10    TITLE Tired  of  glossing  over  the  details  of  your  PCs’  overland  journey  (except  for  the  inevitable,  violent  random  encounters)? Want to add in minor features of interest to their journeys? Want to make their journeys seem more  “real”?    Then Wilderness Dressing is for you! Each instalment in the line focuses on a different type of wilderness and gives  the harried GM the tools to bring such features to life with interesting and cool noteworthy features.     This instalment of Wildernesses Dressing presents loads of great features to add to the swamps in your campaign.  Designed to be used both during preparation or actual play, Wilderness Dressing: Swamps is an invaluable addition  to any GM's armoury!      Visit us at ragingswan.com to learn more. 
textdata/thevault/Pathfinder/1st Edition/3rd Party/Raging Swan Press/Wilderness Dressing - Swamps.pdf
It’s Never That Simple Page 1 VERInt4-01 It's Never That Simple A One-Round D&D LIVING GREYHAWK® Verbobonc Introductory Regional Adventure Version 2 by Besheer Mohamed Editorial support by Brad Ruby Verbobonc City seems an excellent place to purchase new supplies and find companions before striking off in search of adventure. Yet with the harvest just finished the city is packed full and finding a room is harder than you imagined possible. Well, with the rash of thefts you've heard about, perhaps that's just as well. Wherever you sleep you should keep one eye open. A Verbobonc Regional Introductory Scenario for 1st-level characters only. It’s Never That Simple Page 2 This is an RPGA® Network scenario for the Dungeons & Dragons® game. A four-hour time block has been allocated for each round of this scenario, but the actual playing time will be closer to three and a half hours. The rest of the time is spent in preparation before game play, and scoring after the game. The following guidelines are here to help you with both the preparation and voting segment of the game. Read this page carefully so that you know and can communicate to your players the special aspects of playing an RPGA scenario. Preparation First you should print this scenario. This scenario was created to support double- sided printing, but printing it single sided will work as well. There is enough room along the inside margin to bind the adventure, if you desire. Read this entire adventure at least once before you run your game. Be sure to familiarize yourself with any special rules, spells, or equipment presented in the adventure. It may help to highlight particularly important passages. When you run an RPGA D&D adventure we assume that you have access to the following books: the Player’s Handbook, the Dungeon Master’s Guide, and the Monster Manual. We also assume that you have a set of dice (at least one d4, d6, d8, d10, d12, and d20), some scrap paper, a pencil, an RPGA scoring packet, and your sense of fun. It is also a good idea to have a way to track movement during combat. This can be as simple as a pad of graph paper and a pencil, as handy as a vinyl grid map and chits, or as elaborate as resin dungeon walls and miniatures. Instruct the players to prepare their characters now. Once you are ready to play, it is handy to instruct each player to place a nametag in front of him or her. The tag should have the player’s name at the bottom, and the character’s name, race, and gender at the top. This makes it easier for the players (and the DM) to keep track of who is playing which character. The players are free to use the game rules to learn about equipment and weapons their characters are carrying. That said, you as the DM can bar the use of even core rulebooks during certain times of play. For example, the players are not free to consult the Dungeon Master’s Guide when confronted with a trap or hazard, or the Monster Manual when confronted with a monster. Some of the text in this scenario is written so that you may present it as written to the players, while other text is for your eyes only. Text for the players will be in gray boxes. It’s strongly recommended that you paraphrase the player text instead of reading it aloud. Some of this text is general and must be adapted to the specific situation or to actions of the player characters. Reporting As an Introductory scenario, this scenario is not reported to the RPGA or to the Verbobonc Triad. Living Greyhawk This is a LIVING GREYHAWK Adventure. As a LIVING adventure it is expected that players bring their own characters with them. If players do not have a LIVING GREYHAWK character generated, get a copy of the current LIVING GREYHAWK character generation guidelines, and a character sheet from your convention coordinator or the RPGA Web site, ant then have any players without a character create on. Once all players have a LIVING GREYHAWK character, play can begin. Along with the other materials that you are assumed to have in order to run a D&D game, it is also recommended that you have a copy of the LIVING GREYHAWK Gazetteer. Living Greyhawk Levels of Play Because players bring their own characters to LIVING GREYHAWK games, this It’s Never That Simple Page 3 adventure’s challenges are proportioned to the average character level of the PCs participating in the adventure. To determine the Average Party Level (APL): Determine the character level for each of the PCs participating in the adventure. Since this is an Introductory Adventure, all characters must play 1st level characters. You must have no less than four, nor more than six, players in this adventure. If you have fewer than six players, advise characters to buy riding dogs to help protect them, and fight for them. All riding dogs are considered trained to attack. PCs who want their dogs to attack must succeed at a Handle Animal or Charisma check (DC 10). Failure indicates that the animal will not attack that round. This is a free action (spoken command) that may be attempted each round. If an animal loses half or more hp in a single round it flees, unless another check is successful. Time Units and Upkeep This is a standard one round Regional Introductory adventure, set in Verbobonc. Characters native to Verbobonc pay one Time Unit, all others pay two Time Units. Adventurer’s Standard Upkeep costs 12gp per Time Unit. Rich Upkeep costs 50gp per Time Unit. Luxury Upkeep costs 100gp per Time Unit. Areas of Influence This adventure allows the use of the following influence points for purposes of the Verbobonc Influence document. • Viscount Langard • Noble House (all) • Council of Abbots (all churches) • The Family • Gentlemen of the Watch • Wrinkle Academy Adventure Background Verbobonc City the largest city in the Viscounty is packed to the gills and the characters will be hard pressed to find rooms. The only deal the characters can find is a single room for the price that normally would fetch two or three, though the innkeeper will be happy to throw in a second room if the characters are willing to help keep watch during the night. A recent rash of burglaries has the merchants of Verbobonc City buzzing with concern. Talk of the Family and the Watch abound. Adventure Summary In the first encounter, a pair of rogues attempts to sneak into the inn where the characters are staying and break into the safe. In the second encounter, the characters attempt to discover who ordered the robbery of the inn and hopefully they will discover that a former member of the Family (the organized crime network in Verbobonc) is robbing his old clients, causing problems for both the Watch and the Family. The final encounter has the characters attempting to intercept the shipment of stolen goods headed out of town and the mastermind behind the recent rash of burglaries. Introduction Verbobonc City is crowded this time of year. The streets are all bustling with activity and the shops are quite busy. You thought that by the end of the day you would have been done with your buying, but a number of merchants were strangely short on wares, and irritable to boot. In any case, having bought most of your supplies you decide to try to find a room and complete your purchases on the morrow. After a number of failed attempts at various inns through out the city, you come to find yourself outside the Bronze Unicorn Inn to have a meal and perhaps try once again for a room. The Bronze Unicorn is number 4 on the map of Verbobonc City; See Appendix Two. It is a long, wide two-story affair with a tavern, common room, kitchen, and pantry on the It’s Never That Simple Page 4 lower floor. The upper floor consists of several private rooms of various sizes. When the characters venture inside, read: A large fireplace, framed on each side by an oak carving of a unicorn, dominates the crowded common room of the Bronze Unicorn. Near the fire, a number of patrons listen as bard tells the tale of his recent misadventures in far off lands and the loss of life, if only temporarily. As you enter the bouncer, an unusually large half elf with a heavy club at his side, directs you to the one empty table This is a good time to have the characters introduce themselves to each other. Once they are settled in, the innkeeper Coldon will approach the group. "I'll be guessing you’ll be wanting a meal and rooms? Well the meal is easy enough. I have enough meat pies left to feed the lot of you, but if you want a place to stay for the night you'll have to work for it. I think I can scare up two rooms if you'll agree to help my son Unwal. (At this, Coldon gestures at the large half-elf with the heavy club) I want you all to keep watch on the place tonight. One of the rooms is usually my son's, but it’s big. You can share it with him." The characters may have a few questions for Coldon. He’ll take the time to answer them, even though it’s obvious he’s quite busy taking care of his customers, he does this because the characters look like the most competent group in his inn tonight who might be able to help him and his family. • Why do you need guards? "Because there's a vault upstairs, in Unwal’s room, where I allow patrons to keep their valuables. If fact, you lot can feel free to give me anything you want kept safe. It's only fair since you'll be helping to guard it." • But why tonight? "Well, I'd just as soon not talk about it, but there's been a rash of thefts of late. Better safe then sorry, right?" • What if we don't want to help you? "Well, suit yourselves. Then I've only got one room for the lot of you, and it will be 10 gold wheatsheaves." • Will you be staying as well? "No, can't say I will. My wife and I live down the road a ways. Not that I'd be much help if there was trouble. That's why my boy stays here." • Why haven’t you paid for some protection? “Doesn’t matter who you have paid, the watch or you know… (He gives a knowing wink, Bluff check DC 10 to figure out he means the Verbobonc Family) everyone is getting robbed in Verbobonc lately.” • Any chance we can get some cash out of this? Coldon can be talked into sparing as much as 150GP to the party (not per character!) for the job. He’s rather desperate, since a break into the vault would hurt his business for a long time. About Coldon: Coldon is a very successful businessman. He and his wife Earwen still run the Bronze Unicorn Inn, but only his son stays in the Inn overnight. He has wealthy customers and poor security, so the rash of recent thefts has Coldon concerned. He knows that a number of the people who have been hit have been under the protection of the Family (the organized crime network in Verbobonc) and he usually relies on the protection money he pays them to keep the wealth of his patrons safe. He is hesitant to speak about the recent thefts (rumors are bad for business) and even more hesitant to speak about the Family (being a stool pigeon is bad for one’s health). He stands over six feet tall and looks as if he would have made a good blacksmith in his day. Now, he is well past his prime and most of the weight he carries is fat and not muscle. About Unwal: Unwal is a young man of about 16 and, despite an elven mother, has much of his father’s size. He is a dutiful, loyal son and he is good with numbers too. Sadly, he's quite naive and he gets distracted very easily. He chats good- naturedly with the patrons most of the time It’s Never That Simple Page 5 and quiets them down when they get too rowdy. He is very unlikely to notice anything that happens during the night, and if anything more serious than a fistfight breaks out he will freeze up completely. If the characters decide to try to find out information about why the innkeeper needs additional guards, or why the merchants in the market were missing wares, feel free to have them role-play it out with Coldon. If they would like to try a Diplomacy check, he starts out Indifferent to them. He will give them the information below, based on the result of the Diplomacy check. Alternatively, you can let the characters roll a Gather Information check, if they feel like spending the 1d4+1 hours chatting up the people here in the Bronze Unicorn Inn or somewhere else in Verbobonc City. Give them all the information of the DC they roll, and lower, from the list below: DC 10: There have been a wave of thefts of late and most of the prosperous nobles; merchants and innkeepers are a bit jumpy. DC 15: The Family is fairly active in Verbobonc City and they don't appreciate freelancers. DC 20: At least some of the merchants were under the protection of the Family at one point or another. DC 25: The merchants that have been robbed of late were under the protection of a member of the Family who died this past summer. All of the thefts have happened since then. I guess it’s hard to protect people when you’re dead! Encounter One: Thief in the Night Though Coldon mostly expects the group to sleep in shifts thoughout the night, there are a couple of between when the characters arrive and when the inn closes. During this the group may decide to take a nap for a bit, relax in the common room, or whatever else they like. In any case Unwal calls them back together before his parents leave: As night falls and the last of the local patrons head to their homes, the Bronze Unicorn begins to close for the night. Coldon's wife, Earwen a young elven woman, approaches you. "Well, it looks like we're off now. We should be back a bit after sunrise. When I return in the morning, I'll make you all a nice batch of blueberry pancakes Unwal loves pancakes. Ok. Good luck See you in the morning" She then goes to Coldon who is reminding their son to keep a good watch on the vault tonight. "He'll be fine." She tells her husband "Besides he's got these hearty souls to keep him company and to help out if there is any trouble." With this she gives Unwal a parting hug and then she and her husband leave the Bronze Unicorn. Unwal places a heavy wooden bar across the front door as they leave and then busies himself caring to the final requests of those patrons who are spending the night in the Bronze Unicorn. It will take about a half hour for Unwal to finish with the patrons and clean up the inn. Once this is done, he will head to his room to keep an eye on the vault, unless the characters suggest something else (in which case you should call for a DC 5 Diplomacy check). The characters are free to arrange themselves in whatever manner they think is best for protecting the inn for the night. Find out what sort of watches they intend to take, and make sure they (and you) keep in mind the potential for being fatigued the next day and the inability to prepare spells without having had 8 hours of rest. The two rooms that Coldon gave them the use of are separated by about 30 feet of hallway. A few hours after the last patron goes to bed a pair of thieves will attempt to break into It’s Never That Simple Page 6 the vault in Unwal's room. A female patron, Alicia, will arrive at Unwal's room wearing a traveling cloak over a revealing nightgown. She intends to distract Unwal while her partner breaks into the vault. Alicia lightly knocks on Unwal’s door. “Excuse me I am having trouble sleeping, would you be a dear and heat up a cup of milk for me? It always helps me get to sleep when I find myself restless.” With that she takes a deep sigh, which opens up her cloak a wee bit more. If none of the characters are there, Unwal will gladly agree and go downstairs with her to heat up a cup of milk. If the characters are awake in the room, then Alicia will try to get them to join her downstairs as well. If all goes well she will drink her warmed milk downstairs with Unwal and then return to her room and sneak out the window to make her escape. If the characters attempt to dissuade Unwal from leaving, have the characters roll a Diplomacy check opposed by Alicia’s Bluff check (+9). Unwal will follow the highest roll. If the characters are not helping to guard the vault, then this will give her accomplice Roland the time he needs to break into the vault and steal everything he can carry. All APLs Alicia: human female Rogue 1; hp 6; see Appendix One. Roland: human male Rogue 2; hp 12; see Appendix One. Unwal: half-elf male Commoner 1; hp 7; see Appendix One. Tactics: Alicia is an attractive human rogue. When the characters meet her, she has taken 10 on a Disguise check to conceal her identity. It is a DC 18 Spot check to notice that she has disguised her features. She only expected to find Unwal in the room, but will try to draw out as many of the characters as she can. With men she is flirtatious and will allow her cloak to slip open enough that they can see that she is scantily-clothed beneath. If a female character is in the room then Alicia will be a bit more modest, and it requires a DC 10 Spot check to notice that she is wearing little beneath her cloak. Alicia is unarmed. If at any point the characters discover that she is involved in the theft, she will flee rather than fight. If captured, she will deny having any involvement. If pressed, read the text entitled "Stool Pigeon" at the end of this section. Alicia's accomplice, Roland, has tied a rope along the side of the building and is waiting outside of the window to Unwal's room. Once Alicia leaves and the room is quiet he will pick the window lock and let himself in. If there is anyone awake in the room, give them a DC 15 Listen check to hear him open the window. Once the window is open, if a single character is awake the room Roland attacks. If he is able to defeat the character, he tries to get into the vault before anyone else comes. If at any point Roland is outnumbered, he will attempt to flee. If captured, he will attempt to stonewall. If pressed, read the text block entitled "Stool Pigeon" at the end of this section. It takes Roland 1 minute (10 rounds) to pick the lock on the vault, gather the loot, and head out the window. If he feels pressed for time, Roland will take only 5 rounds to grab the choicest pieces of loot and flee out the window. Treasure (from Roland): L: 19 gp; C: 19 gp; M: 0 gp Development: Stool pigeon: If captured the thieves can be made to talk, but it won't be easy. Unless the characters can offer a creative solution, which allows their captive or captives to avoid being known as a stool pigeon by the Family, there will be a -4 penalty to any Intimidate attempts (both Alicia and Roland oppose an Intimidate roll with a +2 modifier; see the Intimidate skill for more details). Retries are possible, but with a cumulative -4 modifier to the Intimidate check. If the characters succeed, read: It’s Never That Simple Page 7 The captive begins to look a bit worried. (S)he glances at the nearby faces and sees no friends in sight. (S)he starts a bit defiantly, "Look, we were hired by Jorend, ok? He said that this inn owed him money and sent us to collect it for him. We're supposed to meet him at the old warehouse tomorrow night with the stuff we found and some of the money. Just don't tell anyone you heard if from me. We are new in town and needed the work. Jorend said if we did this little job for him he would mention our names to the right people. All we wanted is a sense of family." The captive reluctantly give directions to a warehouse near the Temples of St. Cuthbert and Heironeous on the eastern edge of the city (consult the map of Verbobonc City in Appendix 2). If only one prisoner was captured (and successfully Intimidated) he or she also gives the identity of the other thief (who is almost certainly long gone by this point). The rest of the night passes uneventfully. Encounter Two: Decisions, Decisions In the morning, Coldon and Earwen will return to the inn. He will curse and sputter a good deal about the attempt on his vault. If the characters succeeded in running off the thieves, Coldon thanks them. Earwen makes the promised breakfast and Coldon gives them the agreed upon amount of gold. If they failed, he is either disappointed or angry, depending on how well the characters can explain away their failure. If they refused to help last night, then he will blame them for the thefts. In any case, Coldon will send his son off to inform the Gentlemen of the Watch (the Verbobonc City town guard). Farak, an operative for the Family, arrives before the guards do. Farak doesn’t admit to being a member of the Family, of course, and just seems like a curious and well- meaning upper-class merchant. He is a human of about thirty, with short black hair and a close-cropped beard. He wears a number of gold rings on his fingers. Farak asks the innkeeper and then the characters what happened. Coldon seems to trust Farak, but this is because Coldon suspects that this merchant may be more than he appears, and is anxious to stay out of trouble. If the characters don’t want to talk to Farak, Coldon tries to convince them that Farak is all right. If the characters captured either thief: The door to the Bronze Unicorn opens and a wealthy-looking merchant enters. “Good morning to you Coldon. What is this I hear that someone attempted to rob your safe? It is a sad state of affairs when ones place of business is not even safe when one has taken the right precautions.” If the characters succeeded in interrogating the captives and tell Farak that a man named Jorend is behind the thefts, then skip the following block. Otherwise, Farak examines the captive with a serious look on his face; read the following: The captive, sensing that Farak is unhappy, begins timidly. "We were hired by Jorend. He said that this inn owed him money and sent us to collect it for him. We're supposed to meet him at the old warehouse the following night with the stuff we found and some of the money." Whether Farak hears of the Jorend from the captives or from the characters continue with the following: Both Farak and Coldon stare at the speaker in disbelief. Then Farak laughs suddenly "Is that the game? Jorend? I should have known." With this he turns to Coldon "My dear Master Coldon, I'd like to suggest that you release your captives here. No harm done, right? Your It’s Never That Simple Page 8 goods were not stolen. They are incompetent fools, but not yet thieves, as they did not actually leave your premises with anything. The Gentlemen of the Watch will arrive and take them away, but the most you could charge them with is breaking and entry. Even that charge would require a good deal of time away from your inn, and likely make you… enemies…as well." If the characters don't interfere, Coldon will begin to untie the captives that the characters are holding and release them. If the characters object to the captives being released then Farak will leave and not offer the characters the job. Otherwise continue with the following: As the captive(s) slink out of the inn, Coldon looks meekly to Farak "So, you'll see that my inn is safe?" Farak nods and turns to your group. “I would be very appreciative if you could be of further assistance, my Friends. If tonight you might go to a certain warehouse I believe you will find the goods that have been stolen of late. I know where most of the goods should be returned to. As for the rest of them, you would be free to take what you like in compensation for your services." Farak could quite easily return all the goods to their rightful owners, but is only concerned with the merchants that have continued to pay for protection (some stopped when Jorend ‘died’.) The bulk of the character’s compensation will come from the goods of wayward merchants. If the characters agree to assist in this task he gives them directions to a warehouse near the Temples of St. Cuthbert and Heironeous on the eastern edge of the city (consult the map of Verbobonc City in Appendix 2). He then thanks them as he leaves. In this case continue with the following block of text. Otherwise skip to “The Law” A man in his middling years and apparently of high birth arrives wearing the tabard of the Gentleman of the Watch of Verbobonc City over a steel breastplate. Close on his heels is Coldon’s son Unwal. "Where are the prisoners?" he asks, looking around the room. If the characters do not speak up immediately Coldon will: "Prisoners?" Coldon says rather nervously "Um, we have no prisoners here, m'lord. This is an inn, not a jailhouse. I'm not sure what my boy Unwal went and said, but I'm sure he was simply a bit confused. There was some matter about a patron asking after milk late in the night and then leaving early, but nothing that needs The Watch’s attention. I do thank you for your prompt appearance though. Perhaps you'll have a drink on the house? Or a spot of breakfast, the wife was about to make some blueberry pancakes. " The watchman grimaces at Coldon's words, clearly hearing the lie in them. He looks from Coldon to you expectantly. Again the characters have an opportunity to speak up. If they don't, Peacekeeper Holber turns on his heels and leaves. If they tell Holber about Farak or the robbery last night they will receive the Infamy with the Family but the Favor of the Gentleman of the Watch on the Adventure Record. If there is no captive: The door to the Bronze Unicorn opens and a wealthy-looking merchant enters. “Good morning to you. I heard you had some unusual company last night? Might you be able to describe them for me? I might have some contacts who can find them for us. We can’t have good business going bad with freelance attacks.” It’s Never That Simple Page 9 If the characters don’t explain, then Coldon will. Though Farak has already heard from his contacts on the streets of Verbobonc City, he hopes to find out more, and perhaps recruit the characters for a little ‘enforcement’. When the explaining is done continue with the following: Farak nods and begins to speak “I would be very appreciative if you could be of further assistance, my Friends. If tonight you might go to a certain warehouse I believe you will find the goods that have been stolen of late. I know where most of the goods should be returned to. As for the rest of them, you would be free to take what you like in compensation for your services." Farak could quite easily return all the goods to their rightful owners, but is only concerned with the merchants that have continued to pay for protection (some stopped when Jorend ‘died’.) The bulk of the character’s compensation will come from the goods of wayward merchants. If the characters agree to assist in this task he gives them directions to a warehouse near the Temples of St. Cuthbert and Heironeous on the eastern edge of the city (consult the map of Verbobonc City in Appendix 2). He then thanks them as he leaves. Continue on to “The Law” The Law: A short time later a man in his middling years and apparently of high birth arrives wearing the tabard of the Gentleman of the Watch of Verbobonc City over a steel breastplate appears. He is followed closely by Coldon’s son Unwal. Peacekeeper Holber addresses the most respectable-looking character in the group. "What's going on here? The goodman Unwal tells me there was some trouble last night." Holber listens intently as the characters to tell him what happened and takes any prisoners that remain into a private room to be questioned. If the group has not already taken a job for Farak (or pretends that they haven’t), then read the following. "It appears that the troublesome rogue Jorend is behind the recent rash of thefts." He says gravely "Perhaps you would be willing to do the City of Verbobonc a service?" If the characters agree he will continue. "This Jorend was supposed to have died last month. It appears that he yet lives. Apparently he thought to escape justice by pretending to be dead and then continuing his larcenous ways. Despicable, truly it is. There is good news yet. There is a warehouse in the dock district. I believe you will find there the goods that have been stolen of late. Tonight you can go there and reclaim the goods, so that they can be returned to the good businessmen of Verbobonc." Peacekeeper Holber intends to return all of the goods to their rightful owners. If the characters ask for compensation, then he will offer to pay them up to 100GP each. If they think to ask for a warrant of some sort, Peacekeeper Holber will gladly provide one. After the characters confirm their intent to assist in this task, Peacekeeper Holber thanks them and then leaves to continue his morning rounds. Proceed to encounter three. All APLs Farak: male human Rogue 6; hp 26; see Appendix One. Farak is a Cousin in the Family's C&R division. He has been assigned by the Family to investigate the recent thefts at businesses that are supposed to be under their protection. Tactics: If the characters get rough with Farak, he will fight until half his hit points are gone, and then he will attempt to flee. It’s Never That Simple Page 10 Peacekeeper Holber: male human Aristocrat 6; hp 36. Holber is a distant relative to Lord Velysin, and was appointed directly to the position of Peacekeeper. He is a competent and Lawful watchman, and as a worshiper of St. Cuthbert he takes his position very seriously. Development: By the end of this Encounter, the characters should be on their way to the warehouse mentioned by Alicia, Roland, Farak, or Holber. If they want to go right away, the warehouse is deserted; the villains and the missing goods don’t arrive at the warehouse until early evening. Encounter Three: The Big Bust The warehouse is an unremarkable wooden building looking like the rest of the warehouses on this street. The one you have been sent to is approximately 40 feet on the street side, 30 feet deep and 20 feet in height. There do not appear to be any windows to hint at what might be contained within. A single guard stands, before a pair of large double doors, with a smaller door inset on the left side. He is also holding the leash of a mean-looking dog. On the night following the attempted theft at the inn, Alim will be supervising the loading of the gains from the recent rash of robberies into wagons to be smuggled out of Verbobonc City the next morning. There is a single guard posted outside of the warehouse. Inside there are two porters loading the goods. The warehouse is dimly lit and there are numerous crates and barrels both inside and outside of it, making hiding easy. The warehouse is forty feet on the street side by thirty feet deep and it is twenty feet tall. There is one ordinary door (partially open) inset in the left door of a set of large double doors (closed, but can be opened from the inside with a move action). If the characters attempt to parlay Alim hears any of the characters talking to his guard, unless they take pains to be very quiet. Alim casts mage armor while the characters are talking to the guard. The guard will then let the characters into the warehouse, where he and the two porters will stand in front of Alim. Alim claims no knowledge of any stolen goods but he also refuses to allow the characters to inspect the warehouse. If the characters claim to have come on orders from the Watch then Alim claims to think they are lying: "How do I know you're not just here to rob me? I have heard of the rash of night time robberies." Even if they have a warrant from the Watch he refuses to let them inspect the warehouse or his wagon for that matter. "Let me see this warrant of yours? A fake! And not even a good one. Now get out of my sight before I call the real guards." The guard is paid well enough to take orders from Alim and not concern himself with the 'truth' of the characters' accusation. The porters, on the other hand, may be swayed. Allow the characters to attempt a Diplomacy or Bluff check opposed by Alim's Bluff (add a +4 circumstance bonus to the characters’ roll if the characters have a warrant). If the characters succeed then the porters appear uncertain and once combat starts they run away unless attacked. Once the characters have attempted the Diplomacy/Bluff check, Alim will reiterate his demand that the characters leave his warehouse or else he will be forced to deal with them as trespassers. Assuming the characters don't leave, combat begins at this point. If the characters sneak around The characters can sneak past the guard if their Hide and Move Silently checks beat opposed checks from both the guard and the dog. If they guard spots someone trying to sneak into the warehouse, he shouts and immediately attacks. If the characters are able to sneak past the guard and the dog, they can close and lock the smaller door from the inside, so the It’s Never That Simple Page 11 guard is stuck outside and can’t participate in the combat. The sound and motion of the door closing, however, alerts Alim and the porters, who then immediately attack. If the characters attack immediately The guard will attempt to withdraw into the warehouse, if possible, and loose his dog to attack the characters. The guard alerts Alim, and the guard, the porters, and Alim prepare to attack the characters once they enter the warehouse. All APLs (EL 2 or 3 or 4) Alim: male human Wiz(Illusionist) 1; hp 3; see Appendix One. Porters (2): male human War1; hp 10 each; see Appendix One. Guard: male human Ftr1; hp 12; See Appendix One. Guard Dog (use Riding Dog): hp 13; See Monster Manual. Tactics: Alim will begin combat by casting mage armor on himself (if he hasn’t already). Then he will cast color spray on whoever he perceives to be the most powerful fighter (and any other characters he can get in the spray). After that, he will attempt to use daze while falling back. Once outside of the sight of anyone he perceives to be a mage he will attempt to cast silent image. His illusion will be that of a shadow (the lack of sound will not give away an incorporeal creature) and have it engage the party. (Medium illusion, AC 10, will miss every attack, since striking and doing no damage would alert the party to the illusion.) At the point where it ceases to be effective he will cease concentration. As long as the remaining members of his party are not outnumbered by more than two-to-one, Alim will remain and either cast daze, or fire his crossbow. The porters and the guard, if involved in the combat, will fight until reduced to 3 hit points or less. At that point, they will flee out the warehouse doors (if possible) or surrender (if not). The dog will fight until killed. These men know nothing, other than that Alim is working for someone named “Jorend.” They’ve never seen Jorend, and take orders (and pay) from Alim directly. If at any point his party is outnumbered by more than two-to-one, Alim will flee either through the trap door our out the front of the warehouse (whichever looks easiest). He has no intention of being taken in, since he expects that he will be killed by The Family. Trap: The escape route from the warehouse is a secret door in the floor located in the middle of the back wall opposite the large double doors. Beneath it is a 10-foot drop down into the city sewers, with a ladder. The third rung down is tied to a trap; Alim knows not to touch this rung if he flees this way. If any character attempts to use the ladder to climb down, he triggers the tanglefoot trap. Tanglefoot bags shoot out of concealed cubbyholes all around the top of the trapdoor. The triggering character and anyone within 5 feet of the trap door will also be affected by the trap. Once the trap is triggered, the top of the trapdoor is covered in hardened tanglefoot goo. In order to clear enough space to descend the ladder, the characters have to do 15 points of damage with a slashing weapon. All APLs (EL 2) Tanglefoot Trap: CR 2; mechanical trap; touch trigger; repair reset; ranged touch +10 (effects of tanglefoot bag, see the Players Handbook); multiple targets (the character on the ladder, and any character within five feet of the top of the ladder); Search (DC 15); Disable Device (DC 15). Treasure: Defeat and loot Alim and his men. L: 17 gp; C: 270 gp; M: 0 gp If the characters find and successfully disable the tanglefoot trap, they can extract six undamaged tanglefoot bags from the trap. If the trap goes off, these bags are used up. L: 25 gp; C: 0 gp; M: 0 gp Development: If the characters detect the trap door and decide to follow down it, let them. Beneath the warehouse the tunnel It’s Never That Simple Page 12 branches immediately in four directions. Each tunnel continues for 50 feet before branching sharply. One of them (the one that Alim will takes) ends in a ladder leading up to the street. A second branch leads to a concealed door in the ceiling, which cannot be reached without a DC 20 Climb check (it opens into an empty warehouse). The last two lead deeper into the sewers of Verbobonc City, but it’s clear no one has passed this way in a long time. Alim will take two rounds to get out of the warehouse, through the sewers, and into the streets. He ducks into an abandoned house, where he can change into a different disguise and quickly flee Verbobonc City. If captured, Alim pleads for mercy and offers the characters directions to Jorend's hideout if they will let him go. He says he is just a pawn and Jorend in the real bad guy. He refuses to tell them anything more until after they give their word to let him go. Of course, he's bluffing. Once released, he gives the characters a false hideout (the inn mentioned in the Conclusion) and then runs away. A Sense Motive check, opposed by Alim’s Bluff, will reveal that the wizard is lying. Roll these checks for the characters in secret, so they aren’t suspicious. Conclusion In no case can the characters truly find Jorend. This is because Jorend is, as rumors stated, dead. Alim was a close friend of Jorend’s who heard all about Jorend’s protection ring, and decided to cash in on the information Jorend gave him once Jorend died. Alim wants to make everyone thinks that Jorend is still alive, in order to throw suspicion off of himself. Alim is the real culprit behind the rash of robberies. Alicia and Roland get their orders from Alim, when Alim is disguised as Jorend. They usually meet him at the warehouse. If the characters fell for Alim’s ruse on where to find “Jorend,” his directions lead to the Electrum Eel (number 34 on the Verbobonc City Map in Appendix Two). This is a cover where Alim has often stayed while disguised as Jorend. The innkeeper and barmaids at the Electric Eel remember “Jorend,” but he isn’t in right now. No matter how long the characters wait, “Jorend” never shows up, and it shouldn’t take them long to realize they’ve been fooled. After all of the investigation is over the characters can go to whoever hired them (Farak or Holber) and receive congratulations and the agreed upon reward (either in cash or in kind). Their employer will see that the goods are redistributed and offer to see that any captives are handed over to the city guards. The End Experience Point Summary To award experience for this adventure, add up the values for the objectives accomplished. Then assign the experience award. Award the total value (objectives plus roleplaying) to each character. Encounter One Prevent the theft 90 xp Encounter Two Agree to work for Farak or Holber 60 xp Encounter Three Defeat Alim and his men 90 xp Discover the tanglefoot trap 60 xp Story Award Return the stolen goods 50 xp Discretionary roleplaying award Good roleplaying and teamwork 100 xp Total possible experience: 450 xp Treasure Summary It’s Never That Simple Page 13 During an adventure, characters encounter treasure, usually finding it in the possession of their foes. Every encounter that features treasure has a “treasure” section within the encounter description, giving information about the loot, coins, and magic items that make up the encounter’s treasure. The loot total is the number of gold pieces each character gains if the foes are plundered of all their earthly possessions. Looting the bodies takes at least 10 minutes per every 5 enemies, and if the characters cannot take the time to loot the bodies, they do not gain this gold. If you feel it is reasonable that characters can go back to loot the bodies, and those bodies are there (i.e., not carted off by dungeon scavengers, removed from the scene by the local watch, and so on), characters may return to retrieve loot. If the characters do not loot the body, the gold piece value for the loot is subtracted from the encounter totals given below. The coin total is the number of gold pieces each character gains if they take the coin available. A normal adventuring party can usually gather this wealth in a round or so. If for some reason, they pass up this treasure, the coin total is subtracted from the encounter totals given below. Next, the magic items are listed. Magic item treasure is the hardest to adjudicate, because they are varied and because characters may want to use them during the adventure. Many times characters must cast identify, analyze dweomer or similar spell to determine what the item does and how to activate it. Other times they may attempt to use the item blindly. If the magic item is consumable (a potion, scroll, magic bolts, etc.) and the item is used before the end of the adventure, its total is subtracted from the adventure totals below. Once you have subtracted the value for unclaimed treasure from each encounter add it up and that is the number of gold pieces a characters total and coin value increase at the end of the adventure. Write the total in the GP Gained field of the adventure certificate. Because this is a Regional scenario, characters may spend additional Time Units to practice professions or create items immediately after the adventure so this total may be modified by other circumstances. L: Looted gear from enemy. C: Coin, Gems, and other valuables. M: Magic Items recovered. Encounter One: L: 19 gp; C: 39 gp; M: 0 gp Encounter Three: L: 42 gp; C: 270 gp; M: 0 gp Conclusion: L: 0 gp; C: 100 gp; M: 0 gp Total Possible Treasure: 450 gp It’s Never That Simple Page 14 Appendix One: Non-Player Characters Encounter 1: Thief in the Night Alicia: female human Rogue 1; CR 1; Size: M; HD 1d6; hp 6, Init +1, Spd 30 ft; AC 11 (Dex +1), touch 11, flat-footed 10; BAB +0; Grp +0; Atk none; SA sneak attack +1d6; SQ trapfinding; AL CN; SV Fort +0, Ref +3, Will +1; Str 10, Dex 12, Con 10, Int 11, Wis 12, Cha 16. Skills and Feats: Bluff +10, Climb +4, Diplomacy +7, Disguise +7 (+9 when using kit), Listen +7, Move Silently +5, Sense Motive +5, Spot +7, Use Rope +5; Alertness, Skill Focus (Bluff). Possessions: traveller’s cloak, disguise kit. Physical Description: Attractive female. Roland: male human Rogue 2; CR 2; Size: M; HD 2d6+2; hp 12, Init +3, Spd 30 ft, AC 14 (+2 leather armor, +2 Dex), touch 12, flat-footed 12; BAB +2, Grp +2, Atk +2 melee (1d6+1 nonlethal, sap) or ranged +4 (1d4+1/19-20, dagger); SA sneak attack +1d6; SQ evasion, trapfinding; AL NE; SV Fort +1, Ref +6, Will +0; Str 12, Dex 16, Con 12, Int 12, Wis 10, Cha 9. Skills and Feats: Climb +6, Disable Device +8, Hide +10, Jump +8, Listen +5, Move Silently +10, Use Rope +8, Sleight of Hand +8, Spot +5, Tumble +8; Run, Stealthy. Possessions: leather armor, sap, three daggers, masterwork thieves tools, silk rope, 19 gp. Physical Description: Human of medium build with a nasty knife scar across his face. Unwal male half-elf Commoner 1; CR 1/2; Size: M; HD 1d4+3; hp 7, Init +0, Spd 30 ft, AC 10, touch 10, flat-footed 10; BAB +0, Grp +3, Atk +3 melee (1d6+3, club); AL NG; SV Fort +1, Ref +6, Will +0; Str 16, Dex 10, Con 16, Int 8, Wis 9, Cha 10. Skills and Feats: Diplomacy +2, Gather Information +4; Endurance. Possessions: club, 3 gp. Physical Description: This friendly half- elf is built like a blacksmith. Encounter 2: Decisions, Decisions Farak: male human Rogue 6; CR 6; HD 6d6; hp 26; Init +2; Spd 30 ft; AC 17 (+2 Dex, +5 glamered +1 chain shirt), touch 12, flat-footed 17; BAB +4; Grp +5; Atk +5 melee (1d4+1/19-20, dagger) or +6 ranged (1d4+1/19-20, dagger); SA sneak attack +3d6; SQ evasion, trapfinding, trap sense +2, uncanny dodge; AL NE; SV Fort +2, Ref +7, Will +3; Str 12, Dex 15, Con 10, Int 13, Wis 8, Cha 15. Skills and Feats: Bluff +11, Disguise +11 (+13 when trying to act in character), Diplomacy +13, Intimidate +13, Gather Information +13, Hide +11, Knowledge (local) +10, Move Silently +11, Open Lock +11, Sense Motive +8; Combat Expertise, Iron Will, Point Blank Shot, Quick Draw. Possessions: glamered +1 chain shirt, concealed daggers (6). Physical Description: Farak looks to be nothing more than a well to do merchant. He is a human of about thirty, with short black hair and a close croped beard. He wears a number of gold rings. Encounter 3: The Big Bust Alim: male human Wiz(illusionist) 1; CR 1; HD 1d4-1; hp 3; Init +2; Spd 30 ft; AC 12 [16 with mage armor] (+2 Dex), touch 12, flat- footed 10; BAB +0; Grap +0; Atk +0 melee (1d4/19-20, dagger) or +2 ranged (1d10/19- 20, heavy crossbow); SA spells; AL CE; SV Fort -1, Ref +2, Will +3; Str 10, Dex 14, Con 8, Int 15, Wis 13, Cha 12. Skills and Feats: Bluff +6, Concentration +3, Disguise +6 (+8 with disguise kit), Knowledge (local) +4, Knowledge (arcana) +3, Listen +3, Sleight of Hand +4, Spellcraft +3, Spot +3; Alertness (B), Spell Focus (Illusion), Skill Focus (Disguise). Possessions: familiar (snake), loaded heavy crossbow, 10 bolts, dagger, spell component pouch, brooch (worth 250 gp), It’s Never That Simple Page 15 disguise kit. Spells Prepared (4/3; base DC = 12 + spell level, 13 + spell level for Illusion spells): 0—daze, daze, mage hand, daze; 1st—color spray, mage armor, silent image. Spellbook: 0—ghost sound, open, mage hand, daze, acid splash; 1st—color spray, silent image, mage armor, ventriloquism. Physical Description: Alim is a red- haired Suel of about 20. He wears loose fitting pants dyed blue and a matching red shirt. He wears a brooch of blackened gold with what look like ruby chips in it. Porters (2): male human War1; CR 1/2; Size: M; HD 1d8+1; hp 9, Init +0, Spd 30 ft, AC 12 (+2 leather armor), touch 10, flat- footed 12; BAB +1, Grp +2, Atk +3 melee (1d6+1, club) or +2 ranged (1d6+1, thrown club); AL N; SV Fort +3, Ref +0, Will +0; Str 13, Dex 11, Con 12, Int 8, Wis 10, Cha 9. Skills and Feats: Intimidate +3, Profession (Porter) +4; Endurance, Weapon Focus (club). Possessions: club, leather armor, 4 gp. Physical Description: These porters are beefy thugs. Guard: male human Ftr1; CR 1; Size: M; HD 1d10+2; hp 12, Init +1, Spd 20 ft, AC 12 (+1 Dex, +4 scale mail, +2 heavy steel shield), touch 11, flat-footed 16; BAB +1, Grp +3, Atk +4 melee (1d8+2/19-20, longsword); AL CN; SV Fort +4, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 8, Wis 12, Cha 10. Skills and Feats: Handle Animal +4, Intimidate +4, Listen +3, Spot +3; Alertness, Combat Reflexes, Weapon Focus (longsword). Possessions: longsword, scale mail, heavy steel shield, two daggers, 12 gp. Physical Description: This guard has a shifty, suspicious look to him, despite his stocky build. It’s Never That Simple Page 16 Appendix Two: Map of Verbobonc City The Bronze Unicorn Inn is #4 on this map, near the North Gate. The warehouse in Encounter Three is the second one below #45 (most of the buildings in that area are warehouses). If the characters are tricked into going to the Electrum Eel in the Conclusion, it is #34.
textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/VER (Verbobonc)/VERi4-01 Its Never That Simple (3E).pdf
CYBERNETICS FLAVOR BY COLIN “MEPHIT JAMES” WILSON This product was created under license. CYPHER SYSTEM and its logo, and CYPHER SYSTEM CREATOR and its logo, are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC. www.montecookgames.com This work contains material that is copyright Monte Cook Games, LLC and/or other authors. Such material is used with permission under the Community Content Agreement for Cypher System Creator. All other original material in this work is copyright 2017 by Colin Wilson and published under the Community Content Agreement for Cypher System Creator. Cover image by John Peterson. CYBERNETICS FLAVOR INTRODUCTION The term “cybernetics” refers just to the control of a system, including the control elements of computers, feedback elements of devices, and central processing units. In a sci-fi sense, however, it’s usually used to refer to devices surgically implanted in a living organism which has direct control over them. These cybernetic organisms (shortened to “cyborg” by two researchers in 1960) are an important part of several subgenres of science fiction. Fans of cyberpunk authors like William Gibson and Bruce Sterling, posthumanist authors like Iain M. Banks and Hannu Rajaniemi, or authors of sweeping sci-fi like Greg Bear and Becky Chambers might all want to include cybernetic implants in their Cypher System games. The sci-fi setting of Numenera has plenty of options for strange cyborgs while The Strange has cybernetic modifications for technological recursions like Ruk. In the Cypher System Rulebook there are different science fiction options in Chapter 13 while Expanded Worlds includes some more rules for hard sci-fi settings. This short work is meant to complement all of those options. It is a flavor (described on pages 50-51 of the Cypher System Rulebook) which provides new options for everyone to select from in addition to the abilities from their character type. In this way, cybernetics becomes more present in the setting and even characters who do not have a descriptor or focus making them a cyborg can gain an ocular implant here or prosthetic limb there. At the end of the document are cybernetic threats for the GM to use, making sure that everyone gets to have fun with it. CYBERNETIC FLAVOR Characters with the cybernetic flavor are good with computers but they also have abilities that can make them formidable in combat and with knowledge skills. They blend the line between robot and human (or alien) and so can do many of the things normally associated with robotic characters including surviving in the vacuum of space and talking directly to machines. There are other options in this same vein available in the Technology flavor (Cypher System Rulebook, p. 53-56) and often both flavors will be included in a setting. Where the Cybernetic flavor is internally focused (implants and nanites) the Technology flavor is externally focused (ships and robots) so they complement each other nicely. The GM may want some of abilities from each flavor but not others, in which case they can pick and choose to create a hybrid flavor that includes exactly the elements they envision in their particular view of the future. FIRST-TIER CYBERNETIC ABILITIES • Enhanced Senses: Your eyes, ears, and nerve endings are all upgraded with the latest technology to hone them beyond normal human ability. Not stopping there, you have t-ray emitters, electrosense, and other posthuman abilities that make you even more perceptive. With all of these enhancements, the difficulty of all perception checks is reduced by one step. Enabler. • Extra Limb: You have an extra arm, cloned or mechanical, attached to your torso. This can move just as independently as your other arms and so you can’t make multiple attacks without extra training (such as the Wields Two Weapons At Once focus) but it does allow you to use a two-handed item, such as a heavy weapon, and still carry another item as well. You can select this ability multiple times, adding another limb each time. Enabler. • Linguistic Cortex (1 Intellect point): A cybernetic implant in your brain has heightened your linguistic ability. When you select this ability you immediately gain the ability to speak, read, and write another language. With this ability, you can spend a point of Intellect when hearing a language you don’t speak to gain the ability to speak, read, and write that language for the next 24 hours. This is based on “overclocking” your language centers so the insight will fade with time unless you spend another point of Intellect. Action to initiate. • Subdermal Armor: You have carbon-fiber sheets embedded under your skin which provide you with a point of Armor. Enabler. • Toxin Filters: Chemical analyzers and synthesizing implants allow you to deal with poisonous materials more easily than others. The difficulty of all tasks involving resisting the effects of toxins (including defense rolls) is reduced by one step for you. Enabler. SECOND-TIER CYBERNETIC FLAVOR • Augment Implants: You have cybernetic enhancements that improve your body’s natural abilities. You gain 5 extra points in your Speed, Intellect, or Might Pool and you gain +1 Edge in that stat as well. You can select this ability up to three times, but never more than once for Speed, Intellect, or Might. Enabler. • Enhanced Respiration (2+ Might points): Oxygen- producing nanites, enhanced lung capacity, or vat-grown red blood cells provide you with a boost to your respiration which can help you in situations where breathing is an issue. If you are in an area with no atmosphere you can spend 2 points of Might to hold your breath for an hour (though other vacuum conditions may apply, see Expanded Worlds p. 121). In an area where there is thin atmosphere you can spend 2 points of Might to boost your breathing and avoid the effects of thin atmosphere for 12 hours. In either case you can spend Effort to increase the duration by half again (30 minutes for no atmosphere and 6 hours for thin atmosphere) per point of Effort. Action to initiate. • Feature Flex (1 Intellect point): Synthetic relays in your facial muscles and throughout your body allow you to adjust your appearance to look like someone else. This doesn’t have to be someone in particular although you can try to change your face to look like a specific person - 1 - CYBERNETICS FLAVOR with an Intellect roll (level dependent on the target). You cannot change your appearance to look like an animal or alien species, however. This disguise provides an asset to all disguise checks (including impersonation checks if you change your features to a specific target’s) for the next 12 hours. Action to initiate. • Hyper-Reflexes: Digital relays improve your nervous system’s reaction time. You reduce the difficulty of all initiative rolls by one step. Enabler. • Reinforced Skeleton: Your internal structure is reinforced to take hits that would stagger a normal person. You can 1 additional point of Armor. Enabler. THIRD-TIER CYBERNETIC FLAVOR • Concealed Weapons Implant: You have a weapon directly implanted into your arm. This might be a blade that slips out over your hand, a gun resting on a servo over your shoulder, or an energy beam from your eye. You must purchase the weapon separately when you select this ability. Whatever the case, the weapon is either disguised to look like a normal part of your body or it can be retracted to avoid notice. When it is retracted you reduce the difficulty of keeping the weapon hidden from someone searching you by one step. This does not apply to t-ray scanners, metal detectors, or other systems that can quickly see cybernetic implants. Enabler. • Nano-Meds (2 Intellect points): Nanoscopic machines in your bloodstream dramatically increase your body’s ability to heal. When you use this ability and make a recovery roll, you only spend half the normal time for the roll (minimum one action). Action. • Neural Uplink: Hacking is all about speed and adaptability and you have a definite advantage over others: a direct, wired connection between your brain and the computer. This uplink jack allows you to plug a cable from the computer into your brain and manipulate code directly. While uplinked like this you are trained in all tasks involving writing computer programs, any assets to tasks involving computers reduce the difficulty of the task by one additional step, and your Intellect Edge increases by +1. Enabler. • Precise Muscle Control (3 Speed points): You can activate a precision program controlling packets of synthetic tendons in your muscle tissue. The result is precision and grace beyond human comprehension. You reduce the difficulty of tasks involving agility, stealth, balance, and dexterity (including Speed attacks and defenses) by one step for the next 4 hours. You can spend Speed Edge to increase the duration by 30 minutes per point spent. Action to initiate. • Vacuum Sealing: Your body has systems that automatically seal your body against the effects of hard vacuum (see Expanded Worlds, p. 121). As long as you have a means to breathe (including holding your breath with the Enhanced Respiration ability) you can operate normally in vacuum without an environmental suit. Enabler. FOURTH-TIER CYBERNETIC FLAVOR • Body Flex: This implant suite works like the Tier 2 ability Feature Flex except that it is full body and includes means to adjust your skeletal structure, skin pigmentation, and even voice box. When you disguise yourself as someone of your same species you reduce the difficulty of disguise and impersonation tests by one step (this stacks with Feature Flex if you have both abilities) and it allows you to disguise yourself as an alien species. There are limits to how much Body Flex can adjust your form so transforming into an energy being is still impossible but you could potentially grow wings, secondary eyes, or other strange features. Dramatic changes could increase the time for the implants to finish up to about 30 minutes for truly bizarre aliens and the GM has final say in what is or is not possible with Body Flex. Enabler. • Nano-Tools: These wrist-mounted tools have nano-sized tips so that you can work on truly miniscule tasks with ease, allowing you to construct microcircuits or rebuild nerve endings by hand. The system also includes implants in your eyes to allow you to see at the nanoscopic level. You reduce the difficulty of any mechanical or perception tasks by one step for fine- detailed situations. Enabler. • Overclock Implant (4 Intellect points): Mental implants increase the response time of your neurons and boost your brain’s ability to process and hold knowledge. In a sense, you are boosted like a customized computer to be able to function at a superhuman level. Your Intellect Edge increases by +1 and you are able to take two separate purely mental actions in a round, though the difficulty of all actions is increased by one step the following round. Mental actions include perception tasks, activating another cybernetic implant, sending a message or saying something, and making a single- action recovery roll. It does not include computer or hacking tasks unless you have a means of interacting with the computer without physically manipulating it such as a Neural Uplink, a Touch-Link, or a Datajack (Cypher System Rulebook, p. 53). • Skill Implant: You are trained in two skills of your choice in which you are not already trained. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler. • Touch-Link: Nanoreceptors in your skin with near-field signals allow you to interact with a computer just by touching it. This allows you to make physical contact with any computer and interact with its code directly, reducing the difficulty of any computer programming or hacking tasks by one step and increasing your Intellect Edge by +1 for that particular machine. You are also considered trained in computer programming tasks. If you also have a Neural Uplink you are considered specialized in computer programming tasks. If you have a Machine Interface (Cypher System Rulebook, p. 54) you gain an asset in searching through the data of any computer through your Touch-Link. Enabler. - 2 - CYBERNETICS FLAVOR FIFTH-TIER CYBERNETIC FLAVOR • Environmental Adapting: Synthetic replacements and nerve-sheathing has rendered you immune to many environmental hazards including radiation, fire and severe cold (see the Cypher System Rulebook, p. 200- 201), and atmospheric or hydrostatic pressure up to one hundred times normal. You are not immune to diseases or toxins (although, see Incredible Health and Poison Resistance in the Cypher System Rulebook p. 95 and Toxin Filters above). Enabler. • Hyper-Cognition: Because of noötropic implants and other enhancements, you push your intelligence to amazing new levels. You reduce the difficulty of research tasks and solving puzzles by one step and you increase your Intellect Edge by +1. Enabler. • Life Support Nanites (5 Might points): These nanoscopic robots will move to support parts of your body that are damaged or that fail. If you are afflicted by any unwanted condition from an injury (such as a broken arm, a concussion, or blindness from bright light) you can ignore it and act as if it does not affect you for one hour. If the condition normally lasts longer than an hour it will return after that, otherwise it is entirely negated. Action. • Reference Implant: You have databases of knowledge stored in your head that help you perform at the top of your game. You are trained in two skills in which you are already trained. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler. • Stasis Modifications (4 Might points): Your body is equipped with sustaining nanites that can put your body into a comatose state almost indefinitely. While in this state your body requires very little energy or water and is dead to all but the most careful medical examinations (level 8). You are still damaged by anything that would damage you normally and any damage sustained will automatically trigger the nanites to wake you up, otherwise the stasis will last until the time set when it initiates. Starting or leaving this comatose state takes ten minutes. Action to initiate stasis or to revive. SIXTH-TIER CYBERNETIC FLAVOR • Carbon Sheath (6 Speed points): A sheen of fullerene- encased nanites covers your body, normally invisible but reacting to attacks and learning from your enemies. When you activate the sheath it reduces the difficulty of Might and Speed tests by one step and it provides an additional point of Armor. The sheath remains operational for 30 minutes before resetting. Action to activate. • Multivector Vision (6 Might points): Six implants located throughout your body house small, millimeter- sized sensor drones that you can launch to provide you with visual and audio data of your surroundings. Implants in your sensory cortex help to process the sensory input from seven different sources (including yours) so that you can monitor all of them at once. This provides an asset to ranged attacks and allows you to scan a large area as the drones can operate up to a mile away from you and still maintain signal. Once activated, the six drones can operate for 45 minutes before needing to return to your port-implants and recharge. Action to launch; giving the drones orders is normally a free action. • Neuro-Linked Familiar: You have a robotic drone, cybernetically-enhanced animal, or sentient AI that is in constant communication with you. Your link has a range of one mile and as long as your familiar stays within that range you can see through their eyes and give it directions (no action required). Your familiar is a level 6 creature that deals 10 damage with a successful attack. If you don’t give your familiar a specific action, it will assist you in your task, providing an asset on your action. Enabler. • Optogenetics (6 Intellect points): Your eyes are equipped with small projectors that can shine small patterns of light across your eyes. These are generally imperceptible but can be programmed to trick another creature’s mind with what amounts to a neurological computer virus. If you lock eyes with a target (level 2 or lower) not currently engaged in combat and initiate the patterns you can give them a subliminal set of instructions. The creature will follow one command to follow for the next 1d6 minutes. The action cannot be at odds with the creature’s normal actions and cannot cause them to knowingly put themselves into danger, but you can command guards to let you pass or officials to tell you what they know of a subject. Instead of applying Effort to decrease the difficulty, you can apply it to increase the maximum level of the target by 1. When the effect ends, the creature remembers following the suggestion but believes that it chose to do so willingly. Action to initiate. CYBERNETIC THREATS When player characters are loaded up with cybernetic implants, it makes sense for the GM to line up cyborgs on the other side of conflicts as well. Biomechanical creatures from the Numenera core rulebook or either of the Ninth World Bestiaries are certainly appropriate and their strange nature might make them best used as wild or jury-rigged cyborgs in a sci-fi setting, the sort of thing fringe colonists and doomsday cults might throw together. On the other hand, the sleek and deadly monsters of Ruk in The Strange are great for corporate-manufactured threats in a cyber noir setting or automated defenses on powerful starships or space stations. The varied creatures in the Cypher System Rulebook can fall into either category, and anything can be quickly reskinned to have a cybernetic cast to it. The threats described here are more along the lines of rivals and adversaries, the equivalent of the NPC chapter in the Cypher System Rulebook. When a rival corporation hires its own team of hackers to beat the PCs to the prize or the players’ actions lead to enhanced bounty hunters on their trail, this is the place to look for threats that will remind them that ubiquitous cybernetics is a double-edged sword. - 3 - CYBERNETICS FLAVOR DATAJACKED PILOT LEVEL 4 (12) Pilots who get neural implants to connect directly with their ship are some of the best and most deadly pilots out there. They command their ship as easily as others move their arms and they are beautiful to watch. It’s easy to spot a datajacked pilot by the elegant grace of their ships, even when that grace is directed into a combat formation bearing down on you. Because of their skill, datajacked pilots can command high fees for their services. Those who work as mercenaries are only hired for short periods by wealthy patrons and those who are part of an organization are the elite of a flight corps and only called in for important situations. The feedback loops from their implants can be overwhelming and most datajacked pilots burn out after five years or so of service, though by this time they have more than enough to retire on. Still, this short career span leads many “manual” pilots to look down on datajackers as cheaters taking a short cut. Motive: Showing off, getting the upper hand Environment: Ship’s cockpit or remote control facility Health: 15 Damage Inflicted: 4 points Armor: 0 Movement: Short Modifications: Ship maneuvers as Level 5, initiative in ship combat as Level 6 Combat: With his enhanced connection to his vehicle, a datajacked pilots operates on a level beyond the comprehension of most people. He moves his vehicles quickly and often reacts to an attack before his enemy processes what’s happened. Whenever an attack misses the pilot’s vehicle, he can make an immediate counterattack as a free action. The difficulty for this rushed attack is modified one step to the datajacked pilot’s detriment. The neural connection is also a danger for the datajacked pilot, however, since damage to his vehicle results in feedback directly into his mind. Targeted attacks that destroy or disable subsystems of the vehicle (see Cypher System Rulebook, p. 215) will stun the datajacked pilot on a successful hit. The round after this hit, the difficulty of all tasks for the pilot is modified by one step to his detriment. Interaction: Datajacked pilots are just normal people and can be reasoned with if the characters have a good point. However, plugging into a vehicle is an overwhelming experience and often desensitizes the datajacked pilot so that social tasks are one step more difficult than normal. Use: Datajacked pilots are skilled and specialized, meaning they are only used for important situations. After player characters have proven that they can run circles around normal NPC pilots, their enemies might call in a datajacked pilot (or even a team, depending on their means) to put an end to this nuisance. GUN KATA ARTIST LEVEL 7 (21) There are two tiers of modded warriors on the streets. On the one hand there are the self-centered mercenaries and bounty hunters who use their implants like tools and blunt instruments. On the other hand are the artists who move with superhuman grace and a deadly calm. These artists, sometimes called “knights” or “samurai” utilize streamlined practices often semi-jokingly called “gun katas.” They can take their pick of positions and so most align themselves with a person or cause they strongly believe in, or else they travel the world looking for something worthy. With their extreme training and cutting edge implants they are powerful enemies driven by their sense of purpose and sworn mission. Motive: Perfection and completion of the mission. Environment: Anywhere their path takes them. Health: 30 Damage Inflicted: 8 points Armor: 1 Movement: Short Modifications: Running, leaping, and climbing as Level 8. Perception tasks as Level 9. Combat: The artist’s focus is difficult to break. When an enemy loses an ability that would cause them to lose a turn (such as stunning or binding) they must roll twice and keep lowest result. With a single action they can attack two different targets within short range. Each target rolls their defense task separately and can spend Effort on their own rolls as usual. If the artist misses with an attack, the difficulty of defense rolls against the gun kata artist is increased by one step for the target during the following round. The artist’s training focuses his attacks but he also knows how to improve on mistakes when they happen. Interaction: The gun kata artist is not a typical enemy and his code of morals can sometimes be used to reason with him. Even if he doesn’t have a sense of honor in the strictest sense, to achieve this level of skill they must possess self- discipline that makes them more than a street thug and open to negotiation for groups that can find the right leverage. Use: The gun kata artist is not an errant threat that wanders into the PCs’ path. He is a trained and highly selective warrior who chooses his battles carefully. If he chooses to fight the player characters there is a definite reason for it. Loot: The gun kata artist almost certainly carries an artifact on their person and may carry a few. MODDED BOUNTY LEVEL 6 (18) HUNTER Having a bounty hunter on your trail is bad enough but when that bounty hunter has been modified to superhuman levels through implants then the situation becomes truly dire. These are the consummate professionals of their field, sacrificing body and soul for the chase. Their motivations may vary but they are all pragmatic business people at heart and consider their quarries mostly for the payoff rather than personal reasons (unless they have some pre-existing grudge, of course). On the other hand, most people don’t have the stomach to work as bounty hunters so there is usually something more than a little disturbed about a bounty hunter, particularly one who is slowly replacing their body with machinery to become a cybernetic predator. Motive: Capturing the target and getting paid. Environment: Hunting alone, usually blending in to get close to her target. Health: 28 - 4 - CYBERNETICS FLAVOR Damage Inflicted: 6 points Armor: 2 Movement: Short Modifications: Stealth and tracking actions as Level 8. Initiative as Level 7. Combat: With cybernetic implants, a bounty hunter’s weapons become extensions of her body and they are linked with constant AR displays in her field of vision. At the beginning of combat, the GM designates a “locked in” target for the bounty hunter and that condition lasts as long as the target is in her line of sight (including ocular implant, see below). While the target is locked in the difficult of their defense rolls against the bounty hunter’s attacks is increased by one step and the bounty hunter deals an additional 2 points of damage with successful attacks. Changing which target is locked in takes an action after combat begins. The bounty hunter also has an ocular implant (obvious or disguised as a normal eye) which allows her to see into parts of the electromagnetic spectrum that humans normally can’t. She ignores negative modifiers from darkness or low-light conditions (thanks to heightened sensitivity) and can adjust her view to see heat sources, radiation sources, and even millimeter waves that can pierce through standard walls and vehicles. When determining the difficulty of stealth tasks against the bounty hunter, the GM should consider the situation as if these elements were not present (hiding in a car counts as lying in open ground while ducking into a dark corner is just like crouching in a well-lit one). Distracting the bounty hunter or overwhelming her senses are good countermeasures to use. The bounty hunter has enhanced muscles and pneumatic jets built into her boots (controlled by near-field implants). She can jump twice as far as a normal human, climb exceptionally fast, and otherwise perform amazing feats of physicality in her pursuit of targets. Interaction: Bounty hunters are focused on their targets but they’re also in it for the money. They are business people so if a pursuit becomes more costly than the reward or they are offered a larger sum they might be persuaded to give up. They also depend on reputation, however, so public embarrassment might make this job personal and the normal rules don’t apply. Use: Bounty hunters are a natural consequence of character actions that routinely flout the law or thumb their noses at powerful organizations. Player characters are often busy so it’s not unreasonable at all that the first time they realize there’s a bounty on their heads is when the shots start flying. Loot: The bounty hunter carries at least a few cyphers on her person, possibly even an artifact. UPLINKED HACKER LEVEL 5 (15) In a future with complex enough computers to facilitate cybernetics implants, computer hackers are common threats to come up against. Uplinked hackers are outfitted with modifications to make them so much more than the average cyber-thief, however. They are as far beyond these manual hackers as they are beyond grade school students learning algebra for the first time. An uplinked hacker is able to sort through databases as easily as someone can scan through a physical library, moving through the simulated world of computers as their new adopted home. Many grow uncomfortable when unplugged and spend more and more time linked to computer networks. Motive: Cracking through computer security and beating opponents. Environment: Sealed room connected to computer networks. Health: 14 Damage Inflicted: 4 points Armor: 0 Movement: Short Modifications: Computer tasks as Level 7, initiative for computer tasks Level 6. Combat: The uplinked hacker is not terribly dangerous in the physical world. He is likely sickly with atrophied, disused muscles and only rudimentary combat skills. However, when encountered through a computer network he can be deadly. An uplinked hacker connected via implants to a computer network is considered blind and deaf to outside stimuli. However, they can take two computer actions every round and has an asset on all computer tasks. Additionally, their computer avatar (if engaged in a virtual reality simulation) is a Level 7 threat with 25 health and Armor 4. Interaction: Uplinked hackers tend to be show-offs and little can reach them once their egos have entered the situation. However, they live for the challenge and can sometimes be distracted from a mission by the promise of facing a worthy adversary online and crushing them. Use: The party will encounter uplinked hackers when they try to break into cutting-edge computer systems. If they engage a powerful enemy such as a corporation or government, they might also attract the attention of an uplinked hacker as a sideways maneuver by the enemy to catch them off- guard. - 5 -
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©1997 John A. Nephew. This page may be reproduced for personal use. 35 Over the Edge Combat Brief Initiative: Roll a combat, agility, or speed trait at the beginning of a combat. Actions proceed each round from highest roller to lowest. Attack: Roll a combat, strength, agility, or similar trait. Compare it to the defender’s roll. A non-combat trait can only be used for either attack or defense each round. You hit your opponent if you beat your oppo- nent’s defense roll. Defense: Roll a combat, agility, or similar trait. A non- combat trait can only be used for either attack or defense each round. You get one defense roll for each attack made against you. Damage: On a successful hit, subtract the defense roll from the attack roll. Multiply the result by the weapon’s damage factor to calculate the damage done. Armor: The defender determines armor protection (usu- ally 1 point for casual armor, or one or two dice for good armor). Subtract this protection value from damage done to get damage taken. Lost Hit Points: Subtract the damage that exceeds armor from the target’s hit points. If the target is at half hit points or below, they take a penalty die on further actions. If at 0 hit points or below, the target is out of the fight. If at a level of hit points equal to the nega- tive of their normal hit points (e.g. -21 for a character with 21 hit points), they are purchasing agricultural real estate. Recovery: After a chance to rest and recuperate (maybe half an hour), you recover half the hit points you lost. After that, you recover only by rest or medical care. Damage Factors Unarmed combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . X1 Throwing knife . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . X1 Knives, lead pipes, throwing axe, etc.. . . . . . . . . . . . . . X2 Swords, axes, etc.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . X3 Light handgun or SMG. . . . . . . . . . . . . . . . . . . . . . . . X3 Medium handgun or SMG . . . . . . . . . . . . . . . . . . . . . X4 Large handgun or SMG . . . . . . . . . . . . . . . . . . . . . . . X5 Light Rifle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . X6 Heavy Rifle. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . X7 12-gauge shotgun. . . . . . . . . . . . . . . . . . . . . . . . . . . X10* Taser . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . X5** *Divided by “distance dice” (see “Weapon Ranges,” p. 23) **All damage from a taser is temporary. Record it sepa- rately; it all comes back when the character recovers. Over the Edge™ Rules Brief This page may be photocopied for personal use. Use it as a quick-reference sheet. Character Checklist Your character includes: • Concept (who or what you are) • Traits & Signs: One central trait and two side traits, one of the preceding three traits is your superior trait; one flaw; a sign for each trait (including the flaw). • Hit Points • One Die in Your Experience Pool • Motivation (why you do what you do) • Secret (the thing you don’t want others to know) • Important Person in Your Past (someone who affected your life) • Drawing (draw your character, at least a rough sketch) • Name, Background, Equipment, Finances, Etc. (be reasonable) Mechanics When you use a trait, you roll a number of dice equal to its score (usually three dice, or four dice for your superior trait). If you get a bonus die (by having some advantage), you roll an extra die along with your normal dice and then drop the lowest die out of the bunch. If you have to roll a penal- ty die (from having some disadvantage), roll an extra die along with your normal ones, but drop out the highest one. You compare your roll vs. that made by the GM, usu- ally representing a GMC’s traits. You succeed if you beat the GM’s roll or the difficulty factor she assigns. Sample Difficulty Factors Task Difficulty Factor or Dice to Roll Easy 4 1 Moderate 7 2 Hard 11 3 Really Difficult 14 4 Near Impossible 18+ 5 or 6 Your Experience Pool You can use the die in your experience pool to improve one roll per game session. Once you use the experience die, you cannot use it again in that session. The dice from your experience pool act as a bonus dice. As you play, you can acquire more dice for your pool.
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-~~~ O~IEIlTAJ. AI7I1EIlTU:aES :RICll\VU~ _CARMAN HOSMER ' SETH MAsoN ~HAND D.J.TRINDLE MARK JELFO MAJuoRlVAS MA1Uo:RIvAS Of' on~1'JORS;.o.l1llJ!EN A;lES" iiIOTOS IlJI<- KIM HOS¥ER SETHMAsoN ANDuw l\tAHON AlODEI.5o JACOBEtAu..uu.N,DAN ;tdOENSIER~llJCAS,~ MAso~ CHARllE Z,:RICH WUU,,AJ.YC1A . BAKER,IE KlJ.BUBN; ANDREW M.UiON, K1USn'MAcK. RBNEE BA.IUl, ROB "'BAlUl, DENNIS WIsE, D mMBERS, "MEIJSA ROBINSON ?J.AYTII:STr.l5: JACOBE CA1MItAN, DAN MOENSIIlIl, TYlER LUCAS; SBTH MAsoN, KIM HOSMER. MAJ;T l.OQMIS,}'ENNIfBll LANCLEY, CHARUE PEREZ,NnoosA CHIU$TIAN, RICH, WlJi.F, LEE MAsHmER, I Jo~ LING,~ W.uu>E, JEp~, . ~tJ1I:l', JARED.DEVLIN-SCBJ!REB, k RYAN CABI'ER, ANDREW'MAIION, ADAM I DIEPHOUSE,MIKE~, BIll EARLY: !, Jr The Scorpion Clan. . 118 The Unicorn Clan 123 Skills. . . 128 Equipment. . . . . . . . . 142 Weapons. . . . . . . . . . . .... 144 Magic and Shugenja . . . . . 146 Definitions. . 147 Mechanics. . 148 Basic Spells. . . . 151 Air Spells. . .•..... 153 Eanh Spells. . . . . . 157 Fire Spells .......•............. 160 Water Spells...... ..164 Void Spells 168 Bloodspeakers, Ronin and The Minor Clans _.. __ .169 Blood and Honor (5) 169 Character Creation for Bloodspeakers and Tainted Characters 173 Maho and The Shadowlands Taint 176 The Bloodspeakers. . . 176 Maho Spells. . . . . . . . ... 177 The Minor Clans. . . .. 180 The Fox Clan 181 The Hare Clan. . . 181 The Sparrow Clan 182 The Monkey Clan. . . 183 The Tortoise Clan. . 183 Minor Clan Characters. . . 184 Ronin 184 Ronin Brotherhoods. . . . . .. 185 The Tessen . . . 186 The Eyes of Nanashi .. ..186 The Machi-Kanshisha. . 187 The Burning Sands 188 The Ashalan. . 189 The Celestial Alliance and The Khayel . . . . .. 189 The Khadi . . . . . . 189 The Moto 189 The Qolat. . . . . . _190 The Senpet...... . 190 Beyond Rokugan 190 Ivory Kingdoms. . . 191 II COn..T£n..T5 Introduction _ 3 Blood and Hooor (1) . . 3 What is Rokugan Live-Action? . . . 5 How to Use This Book . . . . . . 6 The Most Imponant Rules 8 History ofRokugan 9 Blood and Honor (2) . . 9 History of Rokugan 12 The Celestial Order 20 The Emperor's Advisors 21 Rulers of the Clans. . . . 23 Rokugani culmre and Etiquette 25 Mechanics 3 Blood and Honor (3) 43 Mechanics. . . . . . . . . . . . . . . 46 The Basics. . . 46 Basic Opposed Tests 46 Unopposed Tests 47 Combat.......... . 49 Character Creation 54 CharacrerType .....•....... 55 Character Sheet. . 57 Rings and Traits. . 57 Skills. . . . . . . . . . . . . . . 61 Clan Family and School.. .. 61 Character Points. . .. 61 Advantages and Disadvantages. 62 Wounds. .. 62 Honor.... . 62 Glory. . .. 64 Insight and School Rank 67 Experience Points. . . . . . . . 67 Character Building 69 Blood and Honor (4) 69 Character Building. . . 71 Advantages 71 Disadvantages. . . . . 79 The Great Clans. . . . . . . . .•.. . . . 84 The Crab Clan. . . . . 84 The Crane Clan. . . . 91 The Dragon Clan 97 The lion Clan ..........•.... 103 The Mantis Clan.. . .. 108 The phoenix Clan. . . 113 Merenae .. Yobanjin Tribes. Yodatai Empire .... .... 191 ...... 192 .... 192 BLOO" An.." KOn..O:a '?A;tT on:: Shiba Kanshiro believed that there was a Fortune of Destiny, and that she conspired only to make his life difficult. Kanshiro stepped out of Lord Juro's chambers, struggling to keep the rage and frustration from his face. Kanshiro thought he saw aguard smirking at him as he closed the door, but when he looked at the man his 'Yes were politely averted. What was it with this place? Why did everyone here seem to go out of their way to make things difficult> Kanshiro adjusted the two swords tucked beneath his obi and moved on with all the dignity he could muster. He quietly fumed as he made his way back to the gardens, planning his next move. The Shogun was not a man known for indulging in worldly luxuries, but he was a canny politician who recognized that there were many who did. Seppu» JUTO, most realized, was more important for being known as the Shogun's karo than for his position as governor of Honored Treaty City. The governor's palace served as a place to entertain those who wished to have the Shogun's ear, keeping them com- fortably entertained and away from strategic operations in nearby Shiro Henka. These gardens, like this palace, were not designed for the Shogun but for his guests. Subtly curving rock paths wound between delicate trees, bushes sculpted in won- drous natural patterns, and a brilliant riot ofbeautiful flowers. Kanshiro liked this place, and had spent quite a great deal of time here since his arrival. Even so, the beauty of the gardens only slightly mitigated his anger "Kanshiro-san," called out a delicate voice from his left. "Things did not go well, I take it?" He looked toward the source of the voice. A woman in the red silken robes knelt just beside the entrance of the courtyard. She peered up at him over the top of her book, dark eyes encircled by a red velvet mask in the manner which distinguished the Scorpion Clan. Kanshiro's training cried out at him not to trust a Scorpion, but during his time in the governor's palace he had become quite fond ofSoshi Kaoru. His heart said she was not like other Scorpion, even as his brain told him this was quite possibly exactly what she wanted him to think. In any case, he had no secrets, so he saw no harm in befriending her even if her motives were impure. "The Shogun's karo is beingdifficult," Kanshiro sighed. "I have told him ofthe sit- uation in my home village, how the bandit attacks are increasing in frequency and organization, but he seemed almost amused. It sounded as if he believed the attacks were our fault, as if my family had failed to protect our home... he refused to dis- patch troops to aid us." Kaoru frowned sympathetically. She rose, folding her book and tiuking it into her obi. "Jura has become corrupted by his position," she whispered to him. "With the Shogun occupied keeping peace in the south, his word here is absolute. If rumor has it right, he is easily distracted by worldly pleasures. I have heard that many; like you, have found greater success in keeping his focus on important matters by bestowing certain gifts upon him." Kanshiro's 'Yes widened. He glanced about to see if Kaoru had spoken while any ofthe other guests were in hearing range. Ofcourse she had not. "Bribes?" Kanshiro hissed, outraged. "Such is not conduct worthy of a samurai, especially a samurai who serves the Shogun directly!" Kaoru studied Kanshiro for a moment, as if gauging the sincerity of his words. She smiled gently. "You are a good man, Kanshiro," she said with just a hint of sadness. "An honorable man. Some days I fear there are too few like you left in Rokugan." She moved past him down the garden path, walking slowly enough that he could follow if he so chose. (lIs something wrong, Kaoru-chan?" he asked her, walking beside her. "A family matter," she replied. "You have your own problems, Kanshiro·san. 1would not wish to impose upon you." "My oum mission here seems futile," Kanshiro replied. "If there is any way that 1 can help you, it is my duty as a samurai to do so." Kaoru looked at him over one shoulder. "Not all samurai would be so generous to a Scorpion." "Since 1 arrived here, you are the only one who has shown me kindness and courtesy;' Kanshiro replied. "1 will not repay that with distrust." Kaoru's face flushed slightly with surprise. She nodded to Kanshiro, thanking him for his kindness. un is my cousin, Yoshino;' she replied. "Lady Vidori dispatched the two of us here to present a gift from our family, a crystal flower carved by the legendary Ashalan sandsmith. We have been here for two weeks now. Yoshino claims that it is his responsibility to remain here until the Shogun returns to claim his gift, but this is not true." "Oh?" Kanshiro replied. He had met Kaoru's cousin a time or two since his arrival. He had seemed acurt, arrogan~ and impatient young warrior. Kaoru glanced around carefully, then looked up at Kanshiro. "Yoshino is having an affair with Seppun Isa, Lord Jura's daughter. It is for her sake that he makes excuses to remain." "But the karo's daughter is betrothed to Mirumoto Aichi," Kanshiro replied, "an officer in the Shogun's guard, due to arrive at the castle this very day." Kanshiro had not expected aproblem ofthis scale - he almost regretted his selfless offer to help. "Now you understand my difficulty," Kaoru replied. "Aichi's clan, the Dragon, and my clan are allies. If this shameful affair should see the light of day not only would the Scorpion's reputation with the Shogun be greatly harmed, but our alliance with the Dmgon Clan would be as well." "I am not certain how 1 can help," Kanshiro replied, "but 1 promised, Kaoru- chan." "Arigato, Kanshiro-san," Kaoru said gratefully. "1 only ask you be careful not to speak of this matter. Even if a mere servant should overhear, and report to the Mirumoto ..." A sudden commotion behind them drew his attention. A dozen samurai in fiery armor ofthe Shogun now spread across the garden, taking up positions at every exit. Some herded guests into the open area, looking at the guards and at one another in confuSion, irritated. A lanky woman in a billOWing green kimono stepped into the center of the garden. The winding image of a snake tattoo coiled itself over her shaven head, and she scanned those present with acalculating eye. "Cuests ofHonored Treaty City," she called out. "I am Kit,"ki Temko, agent ofthe Shogun. In the name ofthe Emperor, none ofyou are to leave this castle, and should any of you desire to leave the confines of these gardens, you shall do so only in the company ofmy chosen guardsmen. And so it shaH remain until the murder ofLord Jura is solved." WIfAT IS ~OI{UGAT\ LIII£-ACTIOT\? As the name suggests, this is a game set in a fantasy world known as Rokugan, an Empire of heroic samurai, mystical shugenja, and fearsome creatures from the Shadowlands. Though the serring draws heavily from the culture and history of Japan and other Asian nations, it is a unique fantasy world. Legend ofthe Five Rings'" first appeared in 1995 as a collectible card game. This game introduced a revolutionary idea: a game whose story was influenced by the actions of its players through the results of major tournaments. Legend of the Five Rings later expanded into a role-playing game in 1997, the game upon which many of the rules and mechanics of this game are based, though previous knowledge of the game is nor necessary to use rhis book. , Those familiar with rhe role-playing game may note that the rules here are greatly streamlined. As a live-action game, it is designed to move much more quickly and with less Game Master participation than a tabletop roleplaying game. This is not to say that the rules for Live-Action Role Play (or LARP as it is more commonly referred to) are inferior to its tabletop counterpart - they are merely designed to take the best advantage of the medium at hand. We have taken away the dice, replacing them with a deck ofnormal playing cards. Welcome to Rokugan, where honor is a force more powerful than steel. HOW TO US£ THIS BOOI{ LARP can most closely be compared to a mix between tabletop role·playing and an improvised play, where each player portrays his character. The use of props and costumes is encouraged. As opposed to dealing strictly with Non-Player characters (NPCs) or working cooperatively in a party, players often have a variety ofobjectives and there are generally few Game Master~ controlled characters. Rokugan Live-Action still has Game Masters (GMs), though their role more closely resembles that of a referee or judge rather than representing all the other assorted characters in the game. LARP has been called is a more intensive role-playing experience, with players leaving character rarely, ifat all during a game session. GMs accustomed to keeping their players on a short leash may have problems running their first LARP session. This is nor to say that you cannot achieve storyline agendas or have one-on-one sessions with players. In this environment players should become more responsible for familiarizing themselves with the rules so as to not to cause too heavy a strain on the GM. The main duty of the players is to enter into the persona of the characters they have created and see the world through that character's eyes. As in all role-playing games, there is no defined way to "win" or "lose" a LARP other than the objectives players set for themselves - you get out ofit what you put into it. Imagination plays an important parr in LARP. As appropriate settings can be difficult to find, just about any environment can be turned into a suitable space for play. A park that is isolated, someone's home, a college campus, or a church can all provide places for the game provided you manage to secure permission. Make certain LARP area is clearly defined before play begins so players do not wander out of the intended boundaries. Setting a mood is also important, and can help players feel more in character. One ofthe easiest ways to make any environment feel more like Rokugan is to remove items of modern design (if possible). An area with sparse furnishing is fat less jarring to the mood of the game. Playing back- ground music such as the sound oftaiko drumming significantly enhances the tone ofthe game. However, keep in mind that loud music, dark rooms, and smoke) while they may set an intriguing mood, can be disruptive and confusing for players. Costumes) while optional in many LARPs, can also help set a mood and get everyone into character. Costume is probably one of the biggest concerns when playing in a LARP and this book explores costuming in detail Dressing in a traditional Japanese fashion can be costly and the array ofaccessories needed makes the prospect daunting to the newcomer. The cosruming chapter in this book will walk teaders through how to make a basic costume, something workable and attractive for a LARP, without breaking their budget. TH~ 1i\.OST 11i\.70;tTAnT ;tUl.~S This book includes a number of rules for creating and playing characters. One should feel free to tinker with and adapt these rules to fit his or her style. However, there are a number ofrules that are critical, and should not be altered. These rules are designed to make certain the LARP experience is safe and fun for all parties: No alcohol or drugs should be present. These substances not only impair judgment and affect role~playing, but can also make players uncomfortable. No weapons should be present. Even the presence of realistic toy weapons cause problems. Players often get carried away with the emo~ tions oftheir characters, so better that the temptation not be available. No touching other players in any way. While a good rule to maintain player etiquette in general, this also fits in well with the flavor of Rokugan, where physical contact is considered rude. Respect other players, and remember the boundaries between "in character" behavior and etiquette to your fellow players. Instituting a hand signal to indicate that one is communicating "out ofcharacter" is a good way to prevent unfortunate misunderstandings. SJ-OOD AnD 1+0no;l. i'A;tT TUIO ryr Kanshiro was the first to be taken aside, seated in a small dining chamber while magistrates interviewed him. Kitsuki Temko studied him coldly, walking i,n slow circles around the young Phoenix. The Kitsuki family was known for its relentless investigators. Once they smelled a '11ystery, they did not cease their pursuit until the truth had been uprooted. Kanshiro knew that he was guiltless, but even so he could not help but feel self-conscious under Temko's scrutiny, as ifshe might reveal some clue that suggested he was in fad the killer by some means so devious that he had fooled even himself. Kanshiro tried not to think about the factthatTemko was amember ofthe Dragon Clan, and the Dragon were not particularly fond of his own clan, the Phoenix. Surely a Kitsuki magistrate would be honorable enough not to abuse herposition for pettypolitics, and would desire only the truth. "Confess now, Kanshiro," Temlw said as she paced around him. "Do not compound the shame ofyour actions with falsehood." "r did not kill Lord Jura," Kanshiro replied, somewhat outraged. His hands rolled into fists at his side. One ofTemko's guards rested his hand meaningfully on his katana. Temko stopped pacing, and turned to look at him again. Though she looked youngfrom adistance, Kanshiro could see that the magi5fmte's face was a map offine lines and elegant wrinkles. This was a woman experienced in separating truth from fiction, well versed in seeing into the heart ofthe matter. she was not afraid ofhim. "You were the last man to see him," she said. "1 already know that you argued with him, that you were angry about his refusal to dispatch aid to your village." .', , "Why would I kill him'" Kanshiro asked, "what good would that do my village, to murder the only man who could aid us?" Temlw shrugged. "A crime of passion," she said. "Young men such as yourself are known for brash acts." Kanshiro reached for his sword. The guards took aquick step fonvard, but Temko did not flinch. In fact, she held out one hand, signaling them not to attack. Kanshira drew the blade from his obi, still sheathed in its saya, and held it out to her with both hands. Athick silken cord bound the sword to the saya, tied in acomplex knot. "On the day I arrived in Honored Treaty City, 1 prayed to the Fortunes at the temple of Benten," Kanshiro said. "I vowed to Mio, the master of the Temple, that my sword would not be drawn again lest it be drawn in the name of justice - a vow ofpeace in hopes that the gods would protect my village while I am gone. Mia tied this peace knot LVith his own hands as he blessed me. It has not been disturbed since - I could not have used this weapon to kill Lord Jura." "1 believe you, Kanshiro;' she replied. "1 believe that you are not responsible for this crime." Kanshiro felt as ifagreat weight had bee" lifted from his shoulders. He bowed to Temko from where he sat and tucked the sword baikinto his obi. "Though it is not what you say, but the sincerity with which you say it that leads me to believe," she continued. "After all, the Phoenix is aclan ofscholars. Ifone such as yourselfhad adesire to learn the complex peace knots ofthe Brotherhood, I have no doubt you could do so. Juro was poisoned, struck by a dart coated in a potent variant of Night Milk, not slain with a sword." "Poison?" Kanshiro replied. "It was your assumption that Jura was killed with asword that led me to believe you," Temko went on. "Jura was an old man, but he was yet awarrior, hand-puked byToluri I to govern this city. Had he been attacked in broad daylight, would he not have cried out' Would he not have defended himself' Is it not likely that you would have been wounded, or at least not exited meekly from his chambers without so much as a drop ofblood on your kimono'" Kanshiro looked slightly embarrassed. "I... suppose it is unlikely, Temko-sama," he said. "Precisely, Kanshiro-san; Temko replied. "You are no murderer. Such guile is not within you. Further, I suspect you have never even been in combat, not even with the fearsome bandits that menace your home." Kanshiro's face flushed even mOTe deeply. "Yes, I know the danger that faces your village. I knew you quite well before we ever met, Kanshiro·san. Such is the way ofthe Kitsuki." "You are right; Kanshiro said. "I reached gempukku only three months ago and have never been in real combat. Though my sensei believes I am an excellent swordsman, my father believes I am not yet ready." "Making you the peljed choice for a diplomatic mission," Temko said. "Send the most inexperienced wanior on adoomed mission to retrieve help. Thus occupied, he will not trouble the true samurai." Kanshiro scowled up at Temko. IIWatch your tongue, Dragon," he said without thinking. III am a true samurai ofthe Phoenix Clan. Ifyou insult my honor again, I will show you." The guards reached for their swords again, but Temko continued to stare placidly at him. uExceUent," she said. Kanshiro blinked, confused. /lOther than my personal guards, you are the only man in this castle who I know for certain is innocent;' she replied. "However, innocence and integrity are different things. You are outnumbered, inexperienced, you have no idea what I am capable of... yet when I tested you, you were prepared to defend your honor. You are a worlhy son of the Phoenix Clan, Shiba Kanshiro. I believe you can aid me in my investigation." "Aid you?" Kanshiro asked, removing his handfrom his sword in numb surprise. "Whoever murdered the Shogun's kaYO has covered his tracks well," Temko said. "I am trained to analyze evidence and testimony, but the murderer will know this... and seek to cloud my investigation. You, on the other hand, are nothing." She looked at him with a smile. "No offense intended ... but you are a Phoenix in Phoenix lands, ayoung samurai from avillage with no political significance. To the eyes of many here, you are invisible. You can move where 1 cannot, see what I cannot. You might hearanswers I would miss. Invisible, honest, reliable, you are my perfect ally. Will you help me, Kanshiro'" "Hai," the young Phoenix said without hesitation. H-ISTO:ay Of' :aOI{UGAn. WHAT HAS GOn~ B~f'O;l.~ (?;l.~..HISTO;l.~) Before the genesis ofmankind, several civilizations rise and fall including the Five Races (kenku, ningyo, trolls, kitsu, and zokujin), the Naga, the Ogres, and the Nezumi. Each of these civilizations ruled the land that is currently known as the Empire and, for various reasons, faded into memory. Some rare ruins, such as the City of Night, the Naga temples, and the Nezumi cities in the Shadowlancls mark the existence of these once-proud civilizations. Fall of the Kami: Established pre-calendar After dueling his father for the lives of his siblings, the ten Kami, children oflord Moon and Lady Sun, rumble to the mortal realm. Hantei, Hida, Doji, Togashi, Akodo, Shiba, Bayushi, and Shinjo gather the orihumans and establish the Empire of Rokugan. Fu Leng is separated from the others and falls to the southwest, where he is lost to the corruptive power of Jigoku. Tenth Kami) Ryoshun) dies before finally reaching the mortal realm. The War Against Fu Leng and creation ofthe Shadowlands The armies of the Lost Brother) Fu Leng) swarm across Rokugan and liquidate everything in their path. The servants of the Hantei fight valiantly, but find that they are losing the War. When all seems lost, a mysterious man named Shinsei arrives and gathers a hero from each clan. Shinsei's conversations with Hantei are recorded as the Tao of Shinsei) which latet becomes the foundation of Rokugani philosophy and religion. Shinsei and the Seven Thunders go on to bind the soul of Fu Leng in the Twelve Black Scrolls.This conflict comes to be known as the Day ofThunder. Only Shinsei and Shosuro) the Scorpion Thunder) survive the battle. Both disappear shonly thereafter. Shinjo's Exodus: year 45 The Kami Shinjo, leader of the Ki-Rin Clan, decides to take her followers and explore the world. The Phoenix Clan find Uikku, the Serene Prophet: circa year 72 The Phoenix discover uikku, a young child cursed with the gift of prophecy. His ravings are alternately inspiring or baffling, but many of them involve the future or interpretations ofthe Tao.The Phoenix transcribe all ofhis pronouncements, which come true with chilling frequency. Mantis Clan Founded: citca year 80 Osano-Wo acknowledges his illegitimate son Kenzan as ruler of the Crab rather than the legitimate Kaimetsu-uo. Kaimetsu-Uo leaves Crab lands find his own destiny across the Rokugani seas, on the islands he names the Isles of Spice and Silk. His followers call themselves the Mantis, though they ate not acknowledged as a clan until much latet. Disappearance of Bayushi: year 83 The First Scorpion is said to have left behind his mask and sword for his son, with the note "1 have lost her forever." Death ofAkodo: citca year 99 While surveying the construction ofthe Hall ofAncestors and the Ikoma Libraries, Akodo One-Eye is confronted by an army ofTsuno (though he does not recognize them as such). Akodo stands against the hotde with one hundred men, and meets his enemy in the Seikitsu Pass. When the battle seems lost, Akodo's mighty roar collapses the pass, bringing down a moun- rain upon him and the enemy. Kuni Nakanu notices Taint on corpses: circa year 100 The first signs ofthe Shadowlands Taint, and its effects, are studied by the Crab Clan as early as rhe firsr cenrury afrer rhe Empire's founding. Nakanu dies shortly thereafter when he is overwhelmed by zombies during an ill-advised experimenr. Reported Death ofTogashi: year 101 When Doji rravels [Q rhe land ofrhe Dragon clan [Q visir wirh her brorher, Togashi, she is turned away. This was the first news of the death of the Dragon Kami. Disappearance of Doji: year 102 Lady Doji imparts her final wisdom to her son Nio and walks into the tide l never to be seen again. Emerald Magistrates and Emerald Legions fOWlded: year 153 Experienced military officer Doji Hatsu and skilled courtier Soshi Saibankan drafr merhods by which qualiry soldiers could be conscripred and magistrates could enforce the law of the Empire. Hatsuo and Saibankan devise rhe framework for the Imperial Legions and rhe Emerald Magistrates, respectively. The new system guarantees that the Emperor's conscripts and magistrates will work closely, with powers that complement one another. Disappearance ofthe Kami Hida: year 210 (traditional date) In the year 210, the aged Kami ofthe Crab takes up his tetsubo, announces he intends to seek out his lost son, and departs into the Shadowlands. He is never seen again. Yasuki Tanaka Invents the koku: year 243 The system of exchanging valuable items for goods or services existed prior to Tanaka, but it is he who designs the koku as it is recognized today. The koku's design features the kanji of the Fortunes on one side and the Kami on the other. Tanaka's coins confound most attempts at forgery. When the Emperor inquires as to the nature of the strange little copper coin (which was, ar rhar poinr, used exclusively by rhe Crane)Tanaka gladly provides rhe Emperor wirh his minring piares as a gifr. Beginning ofNezumi-Crab Alliance: year 314 Twelve year old Hiruma Kazuma forges the bonds of trust between man and Nezumi, drawing upon their resources to save the besieged Hiruma Castle. The Crab continue to show greater understanding and friendship toward the Nezumi than any other single clan at present. The Yasuki split and the Crane:Crab War: year 387 The great Crab - Crane war was the first large-scale internal war in Rokugan. Caused by the Crab seizing territory along the Crane's southern borders (presumably ro feed the Crab's beleaguered troops afrer a number of major bartles against rhe Shadowlands), and the splir of rhe Yasuki family from Crane to Crab, the war lasts for over adecade. Rulership ofthe Gozoku: years 391-435 After the kidnapping ofHantei Fujiwa's heir, the Hantei Emperor has lirtle choice but to concede to the demands of the Cozoku Alliance, a conspiracy between the Crane, Scorpion, and Phoenix Clans to undennine the Emperor's rule. Fujiwa falls ill and dies shortly after capitulating to the Gozoku, leaving his aged uncle, Oromo Tohojarsu, as regent until Hanrei Kusada can claim the throne. Tohojar5u falls in with the Gozoku, as he had always coveted his nephew's power and the Gozoku helps him secure his clan. Hantei Kusada (Hanrei VI) seems destined to serve as nothing more than 5 a figurehead - by the time he is of age to take the throne, Oromo Tohojarsu's concessions to the Gozoku had rendered them completely in control.The Gozoku are interested in establishing the independence ofthe clans, with the Hantei Emperor to serve as a "face" for their rule. The Gozoku's rule is a prosperous time. They encourage a detailed system of roadways and new ways of conducting trade and travel so that the clans can be independent but still in close contact. Art and culture flourish. Unfortunately, crime and corruption increase dramatically as it becomes clear that even the Great clans have little respect for the Emperor's law. End of the Crab-Crane War and Sparrow Clan founded: year 400 The Empire's first civu war results in an Imperial Edict banning large·scale open warfare among the Great Clans. Since that time, only small battles are permitted, and only with the Emperor's consent. During an earlier failed negotiation for peace, Crane official Doji Onegano is ousted from the Crane Clan. The Emperor grants Onegano lands stripped from the Crab and Crane for his use. The lands are harsh, unforgiVing, and largely worthless. Onegano retires to a monastery but his SOD, Suzume, remains to found the Sparrow Clan. Snake Clan corrupted: year 401 Chuda Tamihei, great·grandson of Isawa Chuda, succumbs to the tempta· tion of a spirit and unleashes a dreaded Shuten Doji in the lands of the Snake. The spirit begins extending its influence throughout the tiny clan, completely assuming conrrol in a matter of a month. In an event that comes to be known as the Five Nights of Shame, the Phoenix clan are forced to exterminate all Snake Clan members possessed by the spirit. A handful of Chuda family members not home at the time survive, and quickly go into hiding. Coronation ofHantei Yugozohime: year 435 When Hantei Kusada dies of old age, his heir is brought from Phoenix lands [0 assume the throne (and maintain the Gozoku stranglehold on the power of the Empire). However, Kusada's forgotten daughter Yugolohime challenges her brother to a duel for the throne, and defeats him. With the support of the Lion and Dragon behind a confident and powerful Hantei Emperor, the strength ofthe GOloku is shattered. Yugozohime (Hantei VII) enacts great changes to the Empire's government, granting many powers of the Imperial Court (that the Gozoku used to their advantage) to the Otomo family, effectively splitting the court's influence and preventing further attempts to undermine the Emperor's power. Gaijin Ambassadors Arrive at Imperial Court: circa year 440 At the behest of the Mantis, a small group of gaijin explorers are allowed admission to the Imperial Court while their fleet docks in Golden Sun Bay. The Emperor opens limited trade and exchange of ideas with the foreign visitors. The gaijin are allowed two years to prove their honor and their respect for the Empire. Battle ofWhite Stag/Raging Seas: circa year 442 The gaijin are commanded to leave Otosan Uchi, and retaliate with violence. In the ensuing battle, Hantei Yugozohime is slain. The united clans band together to slaughter the gaijin, driving the shattered remnants oftheir fleet to sea, where many oftheir number are consumed in a myste· rious storm. Yugozohime's uncle Hantei Muhaki assumes the throne. Battle ofStolen Graves: year 510 Soshi Takasho and Akodo Minobe discover the secret cult of the blood sorcerer Iuchiban, who plans to animate the bodies of the Imperial crypts and attack the Emperor. Rousing the armies of the clans, Iuchiban is defeated. It is soon discovered that Iuchiban cannot be killed, thus he is imprisoned within a labyrinthine tomb. The architect, Kaiu Gineza, is killed by Scorpion assassins so the secrets of the tomb will remain safe'. The Emperor issues a formal edict that all corpses of the dead will hence- forth be cremated, to prevent such an army from rising again. Reign ofthe Steel Chrysanthemum: from 589-597 Hantei XVI takes the throne when his father retires early at his son's behest. Hantei XV believes his son will usher in a new age of prosperity. Hantei XVI proves to be a different sort of ruler, however. Paranoid since birth, the Steel Chrysanthemum's rule slowly becomes a merciless dictatorship. Hantei XVI mercilessly crush~s any threat to his power, real or imagined. Thousands die in the throes of his cruel reign. Those who follow the Steel Chrysanthemum into death when he is finally deposed are said to be cursed to follow him forever. Seppun Hanako writes the Articles of Heaven: year 622 Having endured the brutal reign ofHantei XVI during her youth, Hanako eagerly assists the young and inexperienced Hantei XVII in his rule ofthe Empire. In an attempt to curb .the baser tendencies of Rokugani society, she pens the Articles of Heaven, a set of legal reforms that touches on virtually all parts ofthe Empire's legal system. The Battle of Sleeping River: year 750 Two hundred years after his first defeat, the dreaded sorcerer Iuchiban rises once more to threaten the Empire. Armed with the secret of moving his spirit from body to body, Iuchiban spends these two centuries procreating a massive cult throughout Rokugan. The Bloodspeakers, his loyal followers, amass an army of corpses on the plain beside Sleeping River. An ise zumi discovers Iuchiban's spirit and alerts the clans to his treachery. After driving Iuchiban's forces from Ryoko Owari, the united clans converge upon the plains ofSleeping River and destroy the sorcerer's anny. The ise zumi who first discovered Iuchiban captures and holds his spirit until he can be re-imprisoned within his tomb. The Unicorn Clan returns to Rokugan: year 815 After eight centuries of wandering, the clan once known as the Ki-Rin rerum ro rhe Emerald Empire. Pursued by rhe Shadowlands Horde, rhe Unicorn know they cannor afford to take time to peacefully explain their approach to the Crab. Instead, the Unicorn smash through the Crab forti- ncations and speed into Rokugan. The Unicorn emissaries prove they are the rerurned !G-Rin by returning a fan given ro Shinjo by lady Doji centuries ago. The Emperor decrees that the Ki-Rin have come home and restores their lands. The Scorpion Clan Coup: year 1123 The Scorpion Champion Bayushi Shoju discovers an ancient prophecy rhar indicares thar rhe Emperor will become possessed by Fu leng. Shoju launches adevious plan to prevent the prophecy by ending the Hantei line. He secretly places his army throughout Otosan Uchi and cuts his close friend Hanrei XXXVIII down in cold blood just as his troops take over the capital. Realizing Akodo Toturi is the only tactical mind capable of undennining his well-laid plans, Shoju arranges for Totuti's assassination. Unfortunately for Shoju, Toturi's geisha assassin cannot bring herself to kill Toturi and simply drugs him so that he will be unable to stop Shoju's attack. Shoju declares himselfEmperor, defending the city despite an attack by the combined Great Clans. Only when Totuti returns are the clans able to pierce the city's defenses, and the Lion slays Shoju in a duel. Believing the Hantei line to have been exterminated, Toturi declares himself the Emperor of Rokugan. . The Hantei's son, smuggled to safety by the Phoenix during the Coup, returns to find Toturi occupying his throne. Consumed with rage, he both dissolves the Scorpion Clan and declares AkodoToturi adishonored ronin. The new Lion Champio atsu Tsuko quickly decrees that anyone bearing the Akodo name must either swear fealty to the Matsu, rkoma, or Kitsu, join the Deathseekers, live as ronin, or die. The renowned sensei Akodo Kage is the exception to this edict. As an afterthought, Hantei XXXIX takes Bayushi Kachiko as his bride to end the traitorous Bayushi line forever. Yogo Junzo opens the first Black Scroll: year 1123 In anguish over the destruction of his clan, Yoga Junzo opens the first of the twelve Black Scrolls. The scroll creates a deadly Wasting Disease that subsumes Rokugan, bringing misery and death to all who contract it. The spell also transforms Junzo, transforming him into Pu Leng's loyal servant. Junzo begins seeking out the other Black Scrolls in his new master's name. The Naga awaken: year 1124 Although scouts have been active for nearly rwo centuries, it is not until recently that the Naga awaken in significant numbers. It is a slow process at present, and one that will require time to complete, but at last the serpent folk begin to stir from their sleep ofages. The Clan War: years 1125-1128 When Hantei XXXIX falls victim to a mysterious illness without leaving an heir, the clans vie among themselves to determine a successor. In truth, Empress Kachiko has been slowly poisoning the Emperor. The ronin Toturi returns from underground, gathering an army ofronin to deal with the growing threat of Yogo Junzo's army. As the Empire spirals into chaos, it is understood that Fu Leng has possessed the body ofthe last Hantei, and with the unfurling of each Black Scroll, his hold on the young Emperor grows stronger. The descendant of Shinsei returns to unite the descendants of the Seven Thunders and face Fu Leng. In final battle with the possessed Emperor, Toturi and Crane Champion Doji Hoturi strike down the Ninth Kami. Horuri dies ofhis wounds shottly thereafter. Coronation ofToturi I: year 1129 Toturi is crowned the new Emperor of Rokugan. The conversations between Toturi and Shinsei's descendant over the winter are transcribed and compiled by Isawa Osugi, and collected as the New Tao. To symbolize the Empire1s dedication and survival against the Dark Lord, a new throne of jade is crafted for Toturi I, and Rokugan becomes known as "The Jade Empire." War Against the Darkness: year 1130-1133 What begins as the Emperor's kidnapping is soon realized for the danger it truly is - the Lying Darkness, an incomprehensible force dedicated to the unmaking of all that exists has set itself against the Empire. Its minions, men and women who have lost their identity to the power of Nothing l go about impersonating important individuals and sowing discord in Rokugan. The Lying Darkness sets about destroying histories, genealogical records, and other reminders of Rokugan's past. This crisis culminates in the Battle of Oblivion's Gate, where the Darkness allies with the Shadowlands to destroy Rokugan's blessed ancestors. Only an alliance between the Great Clans and the returned spirits of Rokugads greatest heroes finally defeats the Darkness. The War of Spirits begins: year 1138 After years of preparation and monitoring the political climate of Rokugan, the returned spirit of the Steel Chrysanthemum, Hantei XVI, demands that the Jade Throne be ceded to him. Totun refuses, stating that the Hantei dynasty is dead, and the blessing ofthe Heavens are upon him. With the power ofmost ofthe reborn spirits and the assistance ofthe spirit of Hida Tsuneo, Hantei XVI declares war upon the Empire to claim the throne for himself Thus begins a long, slow war of attrition between the armies ofthe living and the dead. Birth ofToturi Naseru: year 1139-1150 Having secretly returned through oblivion's Gate, Hantei XVI unleashes his plans to retake his Empire. Having worked for years in secret, turning the returned spirits stranded in the morral realm against their morral descendants, he unites an army of spirits against Toturi I. Many of the Great Clans, including the Scorpion, Phoenix, and Dragon, are uncertain of their loyalties during this troubling war. In the end, Toturi's allies unite behind him and defeat the Steel Chrysanthemum, who peacefully surren- ders and is placed under house arrest. The Four Winds Saga: 1158-1160 When Tatun is slain during a visit to Scorpion lands, his wile Kaede takes possession of the throne. When she disappears mysteriously, Rokugan is left in doubt concerning the true heir. Toruri's four children, also called the Four Winds, vie with one another for control of Rokugan. During the chaos, a new Dark Lord, Daigotsu, destroys Orosan Uchi and releases the spirit of Fu Leng into the Celestial Heavens. The Four Winds unite against Daigotsu, seeking to destroy Eu Leng's power base, but they do so only at great cost. Toturi Tsudao, seen by many to be the most worthy successor to her father's throne, give her life protecting her brothers from Daigotsu's final onslaught. Coronation ofToturi III: 1160 Taturi's youngest son, Naseru, is selected as the new Emperor. One of his first acts is to posthumously recognize his sisterTsudads brief, self-declared title ofEmpress. He thus names himselfToturi III, the Righteous Emperor. The Rain ofBlood: 1165 Iuchiban escapes his tomb for a second time. Shortly after his escape he enacts a horrifying ritual, bathing the Empire in a blood shower. All those exposed to the rain are faced with the darkest secrets within their souls. Those overburdened with desire 1 or regret immediately gain the Shadowlands Taint, and most become willing servants ofthe Bloodspeaker. Thousands are lost to the Rain, and the Empire is left reeling in the face of Iuchiban's new army. TH-£ C£L£STIAL O~,,£~ The structure the universe according to the Rokugani belief system is known as the celestial Order, the perfect pattern to which all living things are meant to adhere. This Order strictly defines who has authority over whom, from the humblest peasant to the heavenly Fortunes and Dragons. The samurai culture of Rokugan reflects the upper tiers of the Celestial Order,with the samurai caste holding the highest position ofsocial author- ity in the mortal realm. The Emperor is the master of all samurai, situated betvveen mortals and the higher realms. Thus, the Emperor is often looked ~pon as a living god. All who dwell in the Empire are expected to kneel . before his wisdom, without exception. The Emperor has no peers among mortals, though he may seek advice ifhe so chooses, and only the Heavens may command him directly. All land belongs to the Emperor, though he allows other samurai to tend his lands and reap their bounty in exchange for their fealty and taxation on their lands. TH~ ~m7~;l.O;l.·S A"IIIS0;l.S Though all samurai serve the Emperor, he is directly attended by a handful of advisors: the Emerald Champion, the Jade Champion, the Imperial Advisor, the Imperial Herald, the Imperial Chancellor, the Voice of the Emperor, and the Shogun. The Emerald Champion is considered the Emperor's personal body- guard, though in reality the Emerald Champions duties frequently require him to be away from the Emperor's side. The Emerald Champion leads the Emerald Magistrates, Rokugan's foremost law enforcement organization. In the absence of the Emperor or Chancellor, the Emerald Champion's word is final on all matters concerning Imperial law. The Jade Champion and his Jade Magistrates serve a similar function for the Emerald Champion. The Jade Champion is technically the Emperor's spiritual guide and protector. Though the Emerald Magistrates enforce all manner oflaws, matters ofmaho (black magic) and other misuse ofmagic fall directly into the purview ofthe Jade Magistrates. Though his post does not carry the same prestige as the Emerald Champion} few are foolish enough to defy the Jade Champion. The Imperial Advisor is an informal position} though one has always existed according to recorded history. The Advisor is, as his title suggestl an advisor though frequently his duties amount to finding other experts and scholars who can offer the Emperor qualified information on a range of subjects. This individual usually holds no other office so that he has no political entanglements and thus can offer the Emperor free and unbiased advice. The title is usually for life, though the Emperor can dismiss his Advisor and select a new one wilL The Imperial Herald is usually the daimyo ofthe Miya family, and is thus in charge of the Emperor's messengers, also known as the shisha. The Herald's duty is to greet and organize all guests in the Imperial presence, as well as deliver the Emperor's edicts. Extremely important messages from the Emperor will also be delivered by the Imperial Herald, an honor surpassed only by a visit from the Emperor himself The Imperial Chancellor serves as the Emperor's personal ambassador, \ representing his interests when the Emperor cannot make a personal appearance. The Chancellor has some degree of freedom to issue lesser edicts in the Emperor's absence (though the Emperor can veto them later), granting him extraordinary power. I The Voice of the Emperor is a new title, created by the new Emperor, Toturi III. The Voice ts the Emperor's personal diplomat, acting on his behalf to quickly rouse disputes on the Emperor's behalf. The Voice is intended to be granted only to powerful shugenja of the Phoenix, so that they might use their magic to swiftly locate the source of a problem. The Shogun is also a newly created office. With the recent struggles between the Great Clans, it has become clear that there is a great need for an army that is prepared at all times to seek out threats to the Empire and crush them. Though the Emperor may call upon the Lion Clan, his Right Hand, it is never a guarantee that the Lion will not already be involved in such a conflict. The Emperor also commands the Imperial Legions and the Seppun guards, but their first duty is to protect the Imperial City and the Emperor, making it difficult for him to commit a large force elsewhere. The Shogun commands a roving army of samurai dedicated to one ideal above all others - to crush those that would upset the harmony ofRokugan. When the Emerald Champion fails to maintain order and the Voice fails to maintain peace, the Shogun is ready to mete out punishment to the Emperor's enemies. Those that serve in the Shogun's Army may be called upon to combat their own clanmates one day, and all have taken an oath to never waver in their loyalty to the Shogun should such a day come. THE: E:1il7E:~O~ An" HIS A"IIIS0~S The following characters make up the Emperor's staff in the current timeline ofLegend ofthe Five Rings Emperor - Toturi III Emerald Champion - Yasuki Hachi Jade Champion - Asahina Sekawa Imperial Advisor - Doji Tanitsu Imperial Herald - Miya Shoin Imperial Chancellor - Bayushi Kaukatsu Voice of the Emperor - Isawa Sezaru Shogun - Kaneka ;tVJ-~;tS Of' TH~ CJ-AnS The Daimyo ofthe Great Clans, also frequently called Champions, rule the eight Great Clans in the Emperor's stead. Most ofthese individuals are also family daimyo as welt and have a number of responsibilities within their clan. Great Clan Daimyo rarely have time to visit the Emperor, though most make time to attend him (or send a suitably impressive representative) at the annual Winter Court. The daimyo of the major families serve the Clan Champions. They are responsible for maintaining the day to day affairs of their family and ensuring the family is prepared to fulfill any dury the Clan Champion sets before them. Each family has a carefully defined role in the overall function of the clan. In the Lion Clan, the Ikoma serve as the clan's courtiers, the Marsu are the Lion's rank and file soldiers, the Akodo produce elite warriors and tacticians, and the Kitsu serve as shugenja and spiritual advisors. When these families act in concert, there is little that can stop the will ofa Great clan except another Great clan. Though these families serve a common desire to further their clan's goals, members ofthe family tend to vie with one another to prove themselves the most valuable asset to their family daimyo and Clan Champion. Besides the daimyo ofthe great houses, each clan holds lords responsible for small offshoots from the main family tree. These provincial daimyo maintain patches of land in the clan's provinces and report to their family daimyo on a regular basis. This is the lowest level ofthe kuge samurai caste - samurai born to positions ofinfluence and command. It is these daimyo who deal with samurai who own nothing Significant (a castle -.-••---- or land) of their own. Samurai who command no land or title are referred to as buke, bur may one day ascend to rhe higher starion if they prove rhem- selves worthy. Even samurai who report to minor daimyo tend to have a handful ofother, less important samurai under their command. Finally, outside of the clans, there are ronin. These masterless samurai owe their allegiance to no lord, and while they technically have samurai status, have little means by which to enforce this status other than personal strength ofarms. They have little chance ofadvancement, as most ronin are in this predicament due to dishonor or disgrace and thus new lords are reluctant to tolerate their presence. Ronin tend to be universally shunned by other samurai because of what they represent - a lack of duty, and often a lack ofhonor. Beneath the samurai caste is the clergy, comprised of monks. Though shugenja are priests, they are also samurai and thus of higher rank than most clergy. The Brotherhood of Shinsei, the largest organization of monks, do nor seek glory or honor. They command no political authority, but are universally revered and respected. They are the keepers ofwisdom and enlightenment, thus even the most boastful samurai tends to give them leeway. This is not considered dishonorable for the samurai since it is the duty of monks to provide others with guidance and understanding. Beneath the clergy caste resides the bonge. The honge are also referred to as heimin (or "half·people") and are comprised of peasants, merchants, and craftsmen of no noble status. Among the honge, the farmer is consid- ered ofthe greatest importance, as farmers personally tend to the lands and provide crops to feed the Empire. Peasant villages are organized by a village headman - the latest in a line offarmers to hold the position. Beneath the farmers is the artisan, who brings works of art into the world. Finally, the merchant is considered the least worthy ofthe heimin, because he creates nothing and serves no purpose but to crudely handle money. Though some samurai may refer to themselves as merchants, in fact these samurai are patrons of peasant merchants and generally avoid dealing directly in financial matters (which are viewed as beneath a samurai's honor). The bonge have legal rights concerning other members oftheir caste, but a heimin that is wronged by a samurai has no recourse. A samurai who feels he is wronged by a heimin does not need to bother with any son of legal trial and may execute the peasant. However, most samurai are exceedingly cautious with such behavior. After all, even peasants serve a higher power, and should a powerful daimyo become offended because his swordsmith was unjustly slain, it is the samurai who killed the peasant who will ultimately pay the price. The lowest position of mortals in the Order is that of the eta (the "non- people"). These peasants engage in activities that mark them as "unclean." This includes any petson whose work involves contact with hlood or flesh. This includes criminals, entertainers, and assorted seedy personalities. Eta may not look at or speak to samurai unless they are spoken to, and are usually deferential even to heimin. Eta are not technically considered human, so even the heimin may abuse them with little fear of reprisal Killing an eta is not considered criminal, since they barely exist in the Order. For all their lack of rights, rampant murder of eta is extremely uncommon. Eta perform a necessary role, and without them the samurai would be cremating their own corpses and disposing oftheir own garbage. In addition, clever eta often ingratiate themselves to powerful samurai, thus protecting themselves from the wrath of lesser samurai. (Geisha are panicularly adept at this.) ~OI(UGAnl CUJ.TU~£ AnD £TIQU£TT£ Rokugan is a nation defined by tradition. What is accepted as proper is similar to that which was practiced centuries ago. Such rules of behavior are not cast aside without consequences - even the most thick-headed Crab is mindful ofkeeping face and remaining respectful toward superiors. While most interactions maintain protocol, for the sake ofbreviry only the most important customs and rules of etiquette are covered here. Rokugani citizens define themselves by one thing that sets them apart from "barbarians" and animals - manners. Even the most ruthless Scorpion samurai knows bener than to behave like a rude child in mixed company. Even if there are none present with suitable rank to admonish the Scorpion for his behavior, you can be assured that someone up the chain ofcommand will hear about it and rectify the situation. The Empire simply will not tolerate those who do not take the rime to act civilized, and punishments can range from simple public humiliation to the dishonor~ able execution of the offender, stripping noble status and name from his immediate family. Those who feel the need to be offensive are allowed to do so in accepted ways - cunning insults are a favorite in noble coun, and those who cannot respond in kind or at least handle the situation honorably, stand to lose tarnish their reputation. Enemy commanders meeting in the field should never show disrespect with childish taunts. Accepted forms of boasting about one's lineage and accomplishmentsl or recounting the misdeeds of an opponent are a more acceptable (and common) precursor to a battle. If there is a situation where one can be seen doing something (and the ancestorslspirits, and Fortunes are always watching)l you can be sure there is protocol fot doing so politely. The thing to keep in mind is that Rokugani value those who can maintain a calm demeanor over those who bluster with curses and boasts. Many situations can be made far more interesting when a character is forced to keep his cool while his enemies sit merely two feet away, taking tea at the same table, protected by the rules ofprotocol and honot. This goes back to the matter ofhonor and duty, as there will be times that the edicts ofciVility will overrule the character doing something that heH much rather do. on (f'AC~) Despite the importance of truth in both Rokugan's texts and lawsI the Empire has customarily been more concerned with appearance than fact. Those who present themselves with confidence are admired over those who speak the truth poorly in court. A charactees on (which loosely translates to "face" or "respectability") is a measure ofa characterls reputation, and ability to control onels emotions in public. This is something a little different than honor or glorYI though a samurai who fails to keep face might be judged as dishonotable and as such limit his political mobility. A large part ofon deals with restraining outbursts ofemotion. All displays of emotion are subtle. While a samurai may smile in publiCI he will not show his teeth or laugh out loud. Physical contact is also to be avoidedl as it is an open display of a close emotional tie with someone. Of course the requirements are different from place to place. The Mantis and Unicorn, for example, are gregarious people who are forgiving of emotional outbursts. Samurai of the Crab Clan see rage as a useful tool, in limited situations. The Crane and Phoenixlat the other extreme, shun all unseemly outbursts. Generally the reaction to such displays is to ignore them. A samurai who flies into a tantrum in coun will find his fellows qUietly turning their backs upon him, continuing on as uhe were invisible. This is, in fact, a courtesy, allowing the offender afinal chance to regain his composure. Ifthe samurai continues his unacceptable behavior, one of his superiors will admonish him.This is an embarrassing situation for both the samurai and his superiorl as it suggests that the offending samurai was so poorly trained his superior had to interrupt his duties to issue a command the offender should have had the common sense to follow all along. At times, loss of face is acceptable. A samurai who has lost a loved one (Ot his lotd) may allow himselfa shameful display, sobbing and teating his clothes in grief This is the most sincere show ofloyalty a samurai can give, demonstrating that the samurai does not care how he is judged, only that his love and sadness be known. In such a circumstance, other samurai will politely leave the samurai in question with his sorrow. Likewise, limited physical contact is acceptable toward a samurai's close friends, spouse, or children. Again, this is a sincere demonstration that the person performing it values the other person so greatly that his own face is not a consideration - an impressive act to say the least. To be touched by the Emperor is an incredible,if rare, honor. T~~S OF ADD~£SS How a samurai addresses others is can be either a means of showing respect or offering enormous insult. Samurai of different clans would be expected to address one another by clan name unless it was obvious from their clothing to which family they belonged. For example 1 calling another samurai "Dragon" when his kimono very clearly bears the mon of the KilSUki family would be an insult, implying that his family was beneath notice (if one simply does not recognize the family mon it is polite 1 if somewhat embarrassing, to ask). Using a samurai's given name rather than his family name implies familiarity, which mayor may not be appropriate depending on circumstances. Two samurai of differing clans who refer to each other by their personal names in public are friends, close associates, or related to one another. When addressing another, it is traditional to add a suffix to their name in order to reflect their relative rank Ifone is speaking to a friend or another of equal rank, then -san should be added to the end of their name. For example, a Lion magistrate working with a Phoenix might refer to him as "Shiba-san." To a superiorl the -sama suffix should always be added. It is a symbol of respectl and to refer to a superior as -san suggests a familiarity the other samurai might find shamefuL Referring to an equal with the -sarna suffix is a great compliment, though it should also be used with care as it might embarrass the subject. Between members of the opposite sex who are closely involved or relatedIthere are different suffixes to use. Referring to a woman who is a loved one should involve the use ofthe -chan suffix. Conversely, referring to a male who is a loved one should employ the -hun suffix. This is commonly done between siblings or other relatives l spouses, or close bonds between friends. Using these suffixes in public may be seen as an unseemly display offamiliarity. One other consideration as a term ofaddress is the prefix 0- being added to another's name. This means "great oneil and is a show of enormous respect and admiration to the indi~ vidual being so addressed. Typically, this prefix can only be bestowed by one's daimyo after a demonstration of exceptional service and loyalty. f'O~~IGn~~s Visitors to Rokugan are rare. The Rokugani value their traditions highlYI meaning that outsiders who do not comprehend their ways will be treated as inferiors. Even those who prove themselves will still find their stand- ing in society never quite reaches that of a native, though the Unicorn and Mantis are some~ what more hospitable toward outsiders. Nonhumans are also viewed with distrust and suspicion l as they are not part ofthe Celestial Order as the Rokugani view it. Even the NagaI who have proven them- selves the Empire's allies time and time again, are greeted with reluctant respect. Some clans make exceptionsl such as the Crab Clan's alliance with the Nezumi and the Scorpion Clan's secret friendship with the Ashalan. For the most part, however, anything that is not a part ofRokugani culture and tradition is considered suspicious. GIFT-GIVinG When meeting a host or superior for the first time, it is customary to offer a gift. Gifts are also given to demonstrate favor to another or to reward loyalty. Monetary value ofa gift is unimportant to a samurai, as all his needs are provided by his lord. Rather, the more personal and sentimental the gift, the more valuable it is. A samurai who gives another samurai a gift clearly purchased from the market is showing his disfavor, but the same samurai awarding his comrade with a well-worn obi once worn by his own father would be showing extraordinary favor. The gift of a weapon or armor to another can actually be taken as an insult, implying as it does that the recipient either requires protection or that their lord is unable to meet their needs accordingly. A katana is invariably an insult, unless it is given by the samurai's lord or a close relative. When accepting a gift, it is customary to politely refuse the gift twice before acquiescing. This allows the person presenting the gift to demonstrate their sincerity by continuing to offer it. This has become a popular courtly game, as the gift-giver and recipient match wits in an attempt to provide increasingly clever reasons to accept or deny the gift. j.£A~nlnG There are two distinct methods to learn a trade in Rokugan. The first and most common among samurai is the use of the school or dojo. When a samurai reaches a suitable age, normally around seven years old, they are sent to a school that will teach them the skills they will require.The vast majority attend bushi schools, where they gain the martial training. A small number go elsewhere, to various c1an·specific schools for courtiers, yojimbo, or even merchant patrons. Finally, a handful are blessed with the ability to speak to the kami, and undergo the rigorous training that will allow them to serve their clan as shugenja. Whatever the training, these schools usually teach their students for at least six years, sometimes as many as nine before granting them their gempukku, or coming of age ceremony. A samurai taught in a dojo continues his education throughout his lifetime, even though he may leave the school for extended periods of time. Students who return to their sensei and demonstrate a certain level of skill are ready to advance. Such students are taught more intricate and complicated secrets of the school's style. Understandably, the sensei of a clan's schools are highly respected individuals who may have hundreds of different students serving the clan in various positions. The other primary system of instruction, less common among samurai but used ahnost exclusively by the heimin and hinin classes, is that of the master and apprentice. Samurai craftsmen and artisans use this system to pass on what they have learned, choosing suitable apprentices to study with them for years and master the techniques they have spent their lives developing. Among the lower classes, various types ofcraftsmen including smiths, carpenters, and stonemasons employ similar methods to ensure that their talents do not die with them, but that their village will continue to have such skills at its disposal .LATtGUAG£5 It is unlikely that one will encounter any language other than the native tongue in Rokugan. There are other languages that are spoken in Rokugan, but they are exceed- ingly rare and generally only spoken in specific locations or circumstances. In Rokugan there are no secret spoken languages. Each clan has its own code that is used in the encryption ofspell scrolls and other important documents, but this cipher is written, not spoken. There has never been sufficient demand among the people ofRokugan to develop secret spoken languages. High Rokugani is not a true language but a particular dialect of Rokugani that is used in court and legal proceedings. It is virtually identical to the common tongue except for its reliance upon flowery addresses and overemphasized pronunciation. This dialect is used at the Emperor's court, and is spoken by most samurai. Using the common tongue in the Emperor's presence is agreat dishonor unless the Emperor requests otherwise. COin.. AnD comm~~c~ The economy of Rokugan is a confusing, constantly evolving entity. The monetary unit upon which the country's economy is based, the kaku, is in turn based upon bushels of rice. Therefore, the value of a single koku can fluctuate wildly from year to year. If the harvest is bountiful, a single koku might be worth relatively little due to the influx of money in the market. During sparse years, however, a single koku can purchase agreat d~al. Tlm~ In. ~OJ{VGAn It is said that time began when Lady Sun and Lord Moon brought about the Ten Kami. The first recorded event in the history of the Empire is the fall of the Kami from the Heavens, shortly after which they began to build Rokugan. The Tribe ofIsawa are said to have developed the first method for recording time, though at one point or another all the clans have made their own reckoning of time. For the purpose of simplicity, the method of the Phoenix is most commonly used, for it agrees easily with Imperial texts, as well as being the easiest to understand. The Rokugani day is divided into twelve hours. These hours take up the same amount of time as two hours of our traditional time. Each of these hours has a common name used by the peasantry, and a formal name that is invoked during matters of ceremony and formal occasion. Nobles generally use the formal name of the hours as a matter ofhabit. Hour Common Formal 6-8~AM wcHa're' ~ :?un::-~-.. 8-10 AM Dragon Moon 1Q AM-No?n '·Serpent "Hantei~"---:======: Noon-2 PM Horse Akodo "2-4 ~M GoaC Doji t~· :~; nunu,~~~~~ftmL~ ,tnP~·:~~~h[·~~ITtTn'_~4F"',"",I~"' 8-10 PM Dog Shinjo IO~f'1,""Mi<!.nfufL' Boar Hida Midnight-2 AM Rat Togashi "Z-4'!!.M' '~px "FuJe~g 4-6AiX Tiger Ryoshun The hour ofthe Hare is generally when most villages, houses, and castles perform their morning tasks. Samurai awaken and perform their morning kata directly, farmers begin the tasks of the day before breakfast, and the night watch is sent offduty. The year is divided into twelve months, just as the days fall into twelve hours. Unlike Rokugani hours, their months match up much more with our own. A Rokugani month is 28 days, and is regarded by a more common name and a formal name. The year begins with the month of the Sun, commonly referred to as the month of the Hare, which matches up with April in the spring. Season Common Formal Spring Hare Sun Dragon Moon Ser~nt Hantei Summer Horse Akodo Goat Doji Monkey Shiba Fall Rooster Bayushi Dog Shinjo Winter Boar Hida Rat Togashi Ox Fu leng Tiger Ryoshun The proper names of the months were added by Imperial Decree of Hantei XXXV; so in many provinces the more common names are what peasants generally know. In other lands, peasants and samurai alike will have different common names for some months, the three most popular differences being Crane (instead of Rooster), Tortoise (instead of Dragon), and Sheep (instead ofGoat). TH~ \!}m.T~~ COV~T The winter court has long served as a passionate subject for L5R fictions and adventures, and is a natural setting for a LARP. Rokugani winters can be fierce with snowstorms and sleet making outside activities impossible. Most time is spent indoors, and the ancient custom ofpeople gathering in one house to conserve heat has evolved into the winter court. Each major house, including the Emperor's, holds a winter court (though the plural uWinter Court" refers to the Emperor's winter court). Bushi who choose to attend winter court are either versed in politics, or serve as yojimbo to the courtiers and shugenja who attend to such matters. These affairs are the most important political events of the year. As many political figures are essentially trapped in a household with no way to travel, they spend the winter hatching plots, arranging marriages, forming alliances, competing for promotion, or planning for war. The Emperor's Winter Coun is the premier social event in all ofthe Empire. Each year it is held in a different household. While this is a great honor for the master of the house, it is also an extraordinary burden as the lord must insure his home is safe, secure, and presentable for the Emperor and his entourage. Invitations to the court are rare, and many courtiers spend the entire year accumulating favors that might be exchanged for a winter in the Imperial presence. While the political opportunities are obvious, many wish to attend the Winter Court merely for a chance to meet the most famous personages in Rokugan, dine on the fine dishes enjoyed by the Emperor's court, or simply participate in the courtly games, festivals, and unparal- leled celebrations ofthe Winter Court. T~AII~1- At the dawn of the Empire, the first Hantei commanded that there would be roads constructed and maintained to connect the Imperial City, Orosan Uchi, with the palaces of the Great clans. Where it is possible to suppon such things, trees border the roads, formed a canopy over the road to ptotect the Emperor from foul weather and shade him from the midday heat ofthe Sun. Though some ofthese roads have fallen into disrepair ovet the centuries, the Emperor's Roads are still, as a whole, the highest quality roads in the Empire. Along these roads are way stations staffed by younger samurai, usually dan magistrates or low-ranking Imperial Magistrates. These samurai serve as scouts in the event of an invasion, and also patrol the area for bandits and other criminals. They are generally charged with assisting travelers and maintaining order. Large way stations even have one or two shugenja on hand. These magistrates also check all travelers to make certain they have reason to be in the area. Each clan, Great and Minor, is assigned specific territory by the Emperor, thus any unwarranted incursion into another clan's territory may be considered an act of war. Travel papers grant a samurai temporary permission to enter another clan's territory. These papers must be drafted and notarized by eirher Emerald Magistrates or ranking samurai ofthe territory the samurai wishes to enter (daimyo, clan magisnates,or the daimyo's selected representatives).These papers must be carried at all times, and can be revoked by the lord ofthe province - thus samurai are encouraged to be on their best behavior while in foreign lands. The Emperor can also grant a samurai safe, permanent passage to any roads, anywhere in the Empire, revocable only by his own edict. Emerald Magistrates, Jade Magistrates, and Imperial Legionnaires are all granted such authority. Another interesting aspect of travel is related to the Imperial Maps. All Imperial Maps are drawn by Imperial Cartographers.The original maps are kept inToshi Ranbo, but copies are available for any samurai who desire to go there and obtain them. Because these maps are approved by the Emperor, many samurai are fanatical about their accuracy. To put it bluntly, if something is not on the Imperial Maps, then it cannot exist. To say otherwise would suggest that the Emperor is wrong. BVSHU70 "Strength of steel is nothing without strength of character to guide it," - Mirumoto Kenzo Though the samurai of Rokugan often differ in their interpretations of what is honorable and just, there are some consistent traditions. One of these is adherence to bushido, the way of the warrior. Bushido can be accurately described as a series of seven virtues. Some clans favor some virtues over others, but there is no samurai family that denies the worth of all seven virtues ofbushido. Gi (Honesty and Justice) - There is no room for dishonesty in the heart of the samurai. Lies corrupt the soul and distract the mind from honest pursuits, something a true and proper samurai cannot abide. Just as a samurai is honest with others, he cannot abide dishonesty and treachery in others. When confronted with criminal behavior, a samurai must see justice done. As such, this is his dury. Some in modern Rokugan consider full and complete honesty to be a failure of duty, particularly when it works against the goals of one's lord. The Scorpion have been notorious for this philosophy for centuries, and a handful of other families in the Empire seem to have recognized the effectiveness ofsuch tactics, particularly in court. Yu (Heroic Courage) - For the samurai, to die without fear fulfilling one's duty is the ultimate honor. Fear is for the weak of mind and those who have little faith in the strength oftheir blade. Courage is valued among the Crab Clan, as they face fearsome monstrosities that can break the spirits of men on a daily basis. However, discretion is the better pan ofvalor, in this case. Ifby escaping afoe a samurai can survive long enough to warn his brothers of the impending assault, then there is honor in such an action. Jin (Compassion) - The samurai embodies both strength and nobility. By his very nature he is stronger than those of the lesser classes. Mistreatment of those beneath one's own station is a sign ofweakness and insecurity, traits no true samurai would ever exhibit. A samurai cares for and protects those beneath him, just as his own lord tends to his needs. This extends all the way to the Emperor, who cares for the people ofRokugan and is looked after by the Heavens. To fail to show compassion to those beneath your station is to fail in maintaining the Celestial Order. Rei (Polite Courtesy) - The samurai is a civilized warrior. In addition to being taught the art of the sword, he is learned in the ways of history, literature, and etiquette.To treat a peer rudely or with disrespect is to abandon that which makes one worthy of the title samurai. Without courtesy, even towards one's enemies, a man is little more than an animal, snarling and lashing out at that which it does not understand. A man cannot be respected who does not conduct himself with poise and good manners. In practice, this is the tenet ofbushido that is most quickly forgotten by modern samurai. The passion in men's hearts is such that when one perceives a slight against him or his clan, he often cannot respond with less than aggression and vitriol. When cooler heads prevail, those who lack courtesy are quickly ostracized. Meyo (Honor) - External judgment is meaningless to the samurai. The true measure ofworth comes only from within. Ifa samurai is true to himselfand makes decisions that stem from his own sense ofwhat is right, then he cannot be dishonotable. If a samurai fails to uphold the other virtues, he must judge himselfaccordingly. Many samurai use this tenet to justify questionable behavior. For example, the Daidoji family of the Crane participates in battle tactics that could be considered dishonorable (contaminating the enemy's water supplies, sabotage, stealing enemy battle plans, etc). The Daidoji, however, consider it their duty to protect the clan and ensure their victory on the battlefield, and thus look upon it as an honorable sacrifice made in the name ofthe Crane. Makoro (Complete Sincerity) - There is no contradiction in what a samurai says and what he does. If a samurai says that he will perform a certain act, then that act is as good as done. It has nothing to do with honesty or dishonesty, merely the recognition that the word and the deed are both the extension ofthe samurai's honor, that they are ultimately one and the same. Chugo (Duty and Loyalty) - The most important factor in a samurai's life is his duty. All actions are defined by dury. Loyalry to one's lord and the execution of the duty with which one is charged are the two traits that define what it means to be samurai. Failure in either respect is inexcusable, and could be considered grounds for being made ronin or even ordered to commit seppuku. On this count, there is no dissention. All Great and Minor Clans demand and expect all samurai within their ranks to live each day exemplifying all that is chugo. Those who do not recognize their duty are of no use to their lord, and thus are worse than traitors. f'V L::nG The Ninth Kami. The Fallen Lord. The Dark Brother. Fu Leng is known by many names, and his true name is in fact lost to the ages. Fu Leng is the embodiment of evil, feared and shunned throughout Rokugan. Early in history, Fu Leng's escape from Jigoku nearly destroyed the fledgling Empire, but it was equally his appearance that galvanized the Empire to stand together and fight as brothers. Though Fu Leng can no longer enter the mortal realm, his influence on the world is symbolized in the wild Shadowlands. His followers are many, and include such powerful lost souls as Daigotsu, Shahai, and the mad tattooed man, Kokujin. If there is one thing all of Rokugan has in common, it is a fear and hatred ofFu Leng and his minions. His destruction is the one unifying force that can lead even the most bitter foes to set aside their differences and fight for the future of the Empire. ;t£S7£CT Like so many things in Rokugan, respect is an expected courtesy between samurai. As all samurai are descendents of the children of Sun and Moon, it is unseemly to treat another samurai with disrespect, even ifthey are an enemy, unless they have earned it by dishonoring themselves. Respect is a two~way relationship in regard to a daimyo and his vassal, with a lesser samurai showing proper respect to his lord and the daimyo respecting the worth and abilities of his subordinate. Daimyo who do not treat their vassals are regarded as poor lords indeed, though a samurai is still expected to serve a master that does not show him proper respect. Disrespecting a lord, even an unworthy one, only brings greater shame. Samurai who are forced to commit dishonorable acts in the name of their lord sometimes commit seppuku to cleanse their shame. Bowing and kneeling to other samurai is the most accepted way ofshow- ing respect. Two samurai who are equal to one another bow an equal amount uJ.i!9,n-d::rl~e-$g.A samurai of lower status bows more deeply and don~ to a sl1mM!Jidti;ll'igher status. ~- - 1 ,- j"l4 or Rokugani this is automatic behavior xjc;ticed from an early age, and is often done $tplout much conceptual thought. The practice 'e$,\" at the dawn ofthe Empire, as a gesture of :p;~r,ility toward the Kami. Most bows are tlttiffk and perfunctory, though one samurai S~ how heartfelt respect for another by bQWil1g lower than is expected. The opposite is :a1sQ:;~ue, as a samurai may only bow slightly as stll,jij!jy veiled insult. Kneeling is customary when meeting ..t ,someone of significantly superior rank. T'"'l This is done by placing both knees on - the ground and touching the forehead :to the ground as well, not rising until the person being knelt before gives permis~ s!i9n. Additionally, furthet respect may be Shown by placing ones hands palm down ;~ the ground where the forehead is lowered, keeping one's hands away from his weapons. This position is used to show respect to a superior samurai, even from a different clan, regardless of any affiliation or prevaUing political influences. Needless to say, all kneel before the Emperor, JUSt as all peasants kneel before samurai. Similar to Rokugani penchant for bowing, eye contact is also a taboo in Rokugan. Meeting another person's eyes directly is an act performed only between equals, close friends, or lovers. Even in these cases it is usually frowned upon in public, much like public displays of emotion. Ncr one ever makes eye contact with the Emperor without permission from him. \!JA~ An" ";:ATH A samurai is taught never to fear death. It is a samurai's duty to bear in mind at all times it is his place to die for his master. War is an honorable pursuit} and thus something not be shied away from when the time comes. While baule is not something that should dominate a samurai's entire life, a bushi must be prepared for combat. War is where bushi excet the profes- sional warriors and soldiers of the samurai caSte who are taught from an early age how to fight and kill. Other members ofthe samurai caste usually avoid the battlefield, though even shugenja and courtiers have their place on the grand canvas ofwar. To the casual observer, the Rokugani philosophy regarding war is a blatanr contradiction. Bushi, the bulk ofthe samurai caste, constantly train and prepare for war. A samurai's station is noted by the swords he is allowed to wear, and feuds between two samurai often end in the death ofthe other. However, Rokugani religion abhors senseless violence. A common belief among samurai (traced to Akodo himself) states that "the art of war is the way ofpreserving peace." Recognizing that the Empire was a land of warriors in constant competition despite their mUlUalloyalty 10 the EmpelOr, the EmpelOr long ago acted to stem large-scale conflict. Imperial Edict forbids unprovoked warfare between the Great clans. Obviously, the definition of "unpro- voked" is malleable, and clans that find themselves in conflict must be careful not to draw the Emperor's attention to their affairs. It is a courtier's duty to justify his clan's aggressions against weaker clans, while demoniz- ing incursions by more powerful enemies. When a courtier glibly states that the lives often thousand samurai hinge upon his every word, it is not an exaggeration. Death is accepted as an eventuality ofa samurai's service. Death in battle is considered an honorable passing. Samurai who fought and died are often remembered favorably, even in defeat, so long as they fought bravely. Crane Champion Doji KUlOhilO's shrine 10 Crab Champion Hida O-Ushi (whom he fought and killed in aduel) is merely one example ofthis tradition. KOSTAG£S In Rokugan, there is a distinct difference between hostage-taking and kid- napping. Kidnapping is the illegal theft of a living person. Hostages are taken legally with prior notification to the hostage's family. This is done most often to insure good behavior in a defeated enemy. However, hostages are just as frequently used to cement an alliance. These hostages are typically the second son of the allying daimyos, sy'mbolizing that each daimyo is serious about his wish for peace, while practical enough to protect his primary heir. Occasionally these hostages are required to swear fealty to their captors, and be schooled the techniques of their new clan. During violent periods, it is the Emperor's right to invoke the Hitojichi (Hostage) laws, requiring each daimyo to spend a month of every year in Orosan Uchi. After the daimyo returns home) his family remains in the city for another month as hostages of the Emperor. The Emperor could thus severely reduce the chances of an organized attack by holding the loved ones ofimportant figures. Hostages are treated as honored guests) not prisoners. A true samurai would not endanger his clan)s interests by escaping. Most ofthese hostages are quite welcome among their caprors, and are invited to train at their captors) dojo, leading to the occasional incidence ofa samurai adept in the techniques ofa rival clan. "V£~IJtG When one samurai is in dispute with another) the standard means of rectifying the plOblem is through a J"'.::io- formal iaijutsu dueL First the challenge is issued. At this point) if the challenged party is of higher station, he may ignore the challenge (a rather embarrassing act for both parties). If the challenge is not ignored, the challenger then determines what form the duel will take. Duels~ to the death, to the first·' draw) or to the first :if blood are the most ~ common though occa- sionally there are other _ varieties. Some samu- tai simply display their dueling stance to judge who is superior, while others might insist on kenjutsu duels (begin. ning with weapons drawn) or even duels with less orthodox weapons. Shugenja duel using magic. Contests ofwits, poetry contests, or other non· violent competitions are generally not acceptable - though technically they can be named, doing so is an act of supreme cowardice. Dueling is a sacred and honored tradition between warriorsj the challenge should be met in the manner ofa warrior. In the case of duels to the death, both parties must ask permission' of their daimyo to ptevent the possibility ofa blood feud (courtiers toutinely draw upon illegal duels as justification to declare war upon another clan). Adaimyo may agree to the duel, but replace the combatant from his side of the duel with one ofhis choice. A daimyo who selects a combatant who is unrelated to the original offense may be viewed as rude or cowardly. A daimyo who chooses a combatant who does not serve him (such as a Crab lord selecting a Kakita duelist to replace his cousin in a duel) may be ourright refused by the samurai in question with no loss offace. Needless to say, this makes the daimyo look very foolish. Ifboth daimyo agree, the duel may take place. If the duel is not to the death, but one party dies during the confrontation, then the slain samurai may seek repercussions or declare a blood feud so it is best to obtain permission in any case. Once permission is granted (if it is required) the challenged party may name a second to fight in his place. This is teC,hnically not a cowardly or dishonorable act, though some may iew it as such. If the :-secoe.d agrees, he takes the challenged ~ party's place in the ". duel. However, apy repercussions for the loser are inflicted upon the original v. challenged party should the second fail. (Thus if it is a duel to the death and the -second loses, the original challenged individual must commit seppuku.) It is a yojimbo's duty to act as a second should his charge be II' '~ l '" , . challenged. If a samurai does not intend to accept a challenge personally, he typically does not wear his katana, carrying only the wakizashi as the sign ofhis rank. This is not a concrete law, but rather a minor etiquette that prevents any loss offace when a challenged party insists on a second. A time and place must then be decided upon. Though most duels take place soon after a challenge, they are always performed in a pubhc place with witnesses. A duel without witnesses might as well have never occurred. Once the opponents have faced one another, -either duelist may acknowledge his opponent as the victor of the duel before swords are drawn. This is not a cowardly or dishonorable act, though depending on the circumstances the loser may suffer a loss offace for withdrawing. Ifthe duel was to the death, the loser must still commit seppuku, unless the winner releases the loser (winner's choice). In non-lethal duels) a combat~ ant who sees that he is clearly outmatched and does not back down has performed a foolish and shameful act that not only risks his own safety but forces his opponent to waste his time against an unworthy adversary. When aduel is complete, the matter is considered resolved. For better or worse, a duel is the ultimate arbitrator ofjustice between samurai. BLOO" f'£U"S When a samurai is slain in an illegal duel, or due to the gross incompetence of another samurai, it is the domain of his immediate family to declare a blood feud. A formal blood feud requires the written consent of one's daimyo and is essentially a declaration of war between the dead samurai's immediate family and the offending party. Those who interfere in a blood feud threaten the honor of the offended, and may be dealt with as the offending party deems fit. (The Emperor, his magistrates, Imperial Legionnaires, and other assorted personages of the Imperial Family are exempt.) Once the offending party has been killed, the feud has been resolved and the offended parties are expected to leave the lands of their enemies peacefully. S£77UKU Seppuku is exclusive to the samurai caste, a highly ritualized form of suicide. Though often glorified, seppuku is rare and considered carefully by those who perform it. Seppuku is never performed for glory, or because a samurai is discontented. It is a means by which a samurai cleanses the shame ofhis actions, allowing his family's honor to remain pure regardless ofhis crimes. In no way does seppuku redeem or condone a dishonorable samurai's actions, it simply removes rhe fault for them from his family line. Samurai convicted of a capital offense (murder, rape, and other atrocities) are usually offered the chance to commit seppuku. Only the most heinous samurai criminals are actually executed, as such a death forever negates the possibility that innocent family members will share the samurai's shame. Samurai are expected to request permission for seppuku from their lord, who has the right to permit or refuse it according to his whim. If a lord refuses seppuku for no apparent reason, it brings the samurai's family even greater shame unless the samurai is cast our of the clan entirely, in which case his shame is his own. Daimyo who doubt the sincerity of a samurai requesting seppuku might give permission but offer the samurai a wooden blade with which to perform the act, a gesture indicating that the daimyo does not believe the samurai lacks the courage to truly perform the act and thus does not need a true weapon. A samurai might commit seppuku without permission as a final act of defiance against an unjust lord. While this is a disloyal act, it invariably brings scrutiny to the lord's actions as other samurai wonder if the suicide was justified. If it is determined that the samurai's lord is truly dishonor- able, his denial of his vassal's seppuku will bring great shame upon him, and perhaps end in his own seppuku or execution. Seppuku is a highly ritualized form of suicide, involving long prayer, purification, and final disembowelment using three specialized cuts with a wakizashi. After the third cut is performed a "second" (usually a trusted samurai comrade or a presiding magistrate) deems whether the samurai performed the act with dignity. If it is so, then the second takes the samurai's head with his katana, ending his pain. A specialized form of seppuku named jigai has been developed for the wives of samurai and other non-combatants. Far less painful than traditional seppuku, this form of suicide involves simply falling over onto an uprurned dagger, cutting one's own throat. NOTE: Seppuku, jigai, and all such forms of suicide should not be simulated in a LARP without serious consideration. UNDER NO CIRCUMSTANCES should any of these rituals be simulated using real weapons, and we highly advise simply not acting out the ceremony altogether. (GM steps in, says ''And Hida Kaneda commits seppuku/' and· the game moves on.) The danger of emulating a dramatic samurai act becoming a very real tragedy is simply too great. ;t£TI;t£1il£nT "The time comes for every samurai to step down and contemplate the Tao. For me, at least, that time is not today." - Kakita Munemori Should a samurai attain the age of forry, he is expected to step down and spend the rest ofhis life in serene contemplation of the Tao ofShinsei and the mysteries of the universe. More and more, however, some samurai choose to break with this tradition and retain their status as samurai well into their late forties, and even fifties. There are even some instances of samurai living for eighty years in the role of a shugenja, courrier, or even a bushi (albeit usually as a military advisor) before finally succumbing to old age. When a samurai retires, he is expected to sever his ties with his family and clan, forever joining the Brotherhood ofShinsei. The retiree will shave his topknot, a symbol ofending his Me as a samurai, and passes his swords to one of his heirs or gives them back to his lord. The samurai's titles and lands pass to his heirs as well The newly dedicated monk often chooses a new name as well. From this point on, the retiree is a monk in all ways, and does not command the respect and authority ofa samurai. Though this is a bitter pill for some samurai to swallow, they also understand that their time has passed and it is proper to make way for the next generation. While the samurai is expected to renounce his ties to his previous clan, it is not uncommon for the monk to aid those of his former clan with wisdom and advice from time to time. Many daimyo keep a monk as an advisor in their court, and oftentimes this monk is actually the daimyo's retired predecessor. Not all retired monks come to their new role due to advanced age. Some samurai are forced into retirement due to injury, or to failure too minor to require exile or seppuku but too great to allow the samurai to retain his title. Some samurai simply leave with the permission of their daimyo, seeing the path ofenlightenment as a necessary vocation. BLOO" All" HOllO;t i'A~T TH~:::: Kanlhiro felt privileged to be participating in the investigations. Unfortunately, he also felt quite out ofhis depth. He knew little about poisons, murder, or subterfuge. As a Phoenix, of course, he was aLways prepared to learn. Kansniro descended into the palace libran"es, eyes wide as he took in the countless shelves of books and scrolls that surrounded him. Though Kanshiro was a warrior, he was yet a Phoenix, and thus he had spent agreat deal oftime here since his arrival. The thought ofso much knowledge contained in one place intrigued him. He wondered what mysteries might lay in the countless pages. The libraries filled the sub-levels of Honored Treaty Palace. They ll'tYe atrue hidden treasure ofthe city. Now, looking upon them again, there was something about these horaries that disturbed him. He could not name precisely what it was. Apolite cough by his side drew him back to reality. An elderly man waited patiently for Kanshiro's attention, holding a small covered lantern. He wore a fine kimono shugenja, stained by ink and tea. This was Seppun Kenzan, the master librarian. He smile,d pleasantly as Kanshiro bowed. 'Greetings, Kenzan-sama,' Kanshiro said. "r had hoped you might help me find a book." ~Ofcourse, Shiba-san," the ola rnan said in a whispery voice. "What book?" Kanshiro paused, considering how to broach the subject. He concluded that the blunt troth was his best course. "Do you have any books about poison?" he asked. The old librarian', eyes widened. After a long pause, he sighed deeply. "Shiba-san, this coulJ get you in agreat deal oftrouble," he said. Kanshiro opened his mouth to explain, but Kenzan continued. "If that Kitsuki finds out you are conducting an independent investigation into Lord Juro's murder, he will be quite upset." Kanshiro blinked. "These are Phoenix land,;' he replied instead of what he had been about to say. ''A Phoenix should resolve this problem." "Well said, my lord," the old librarian said with a proud smile. He moved deeper into the library, gesturingfor Kanshiro to follow. "You may be surprised to know we have an extensive collection of books about poison," he commented. "Most of it has been only recently added to the library 'in" shiro Renko was built outside the city. The Shogun felt it would be wise to have such volumes on hand, for the purpose, of crafting antidotes. The collection is secret, you know." The old librarian favored Kanshiro with aconspiratorial grin. "Only the Shogun and the late governor knew ofit.' "I am honored you would share such a secret with me," Kanshiro replied. Apanicked cry erupted through the ceiling above them, followed by the sound, of heavy feet running across the floor. Kenzan looked at Kanshiro with a concerned expression. "What pari ofthe palace i' above u,?" he asked. "These libraries extend beneath the entire palace; he replied, "the practice dojo is above this section." "1 will return, Kenzan-sama," Kanshiro replied, bowing in apology as he hurried off toward the ,tairs. Kanshiro had little idea what could be occurring above, but whatever had caused such excitement surely could not be making matters any better. The dojo doors stood open, and when he stepped inside he found a smug, broad-shouldered warrior in brilliant green armor facing offagainst a smaller man in red silk, an ebony hawk mask covering(~is features but failing to conceal his seething rage. Kanshiro ; recognized 50shj Yoshino. He could only guess the armored man was Mirumoto Aichi. A handful of rather intimidated looking young samurai hovered in the background, dearly ordered to ad as witnesses in the midst of their daily practice. "What is happening here?1I Kanshiro demanded. "The little Scorpion has challenged me to a duel," Aichi replied, eyes fixed on his opponent. "You have shamed Isa," Yoshino snapped, his voice nearly hysterical. "You do not deserve her." "I do not desire her; Aichi retorted. "she is low-born. Her mother was apeasant. I will not sully the blood ofMirumoto." "Ifher father is samurai, she is samurai!" Yoshino snarled. "Her father is nothing," Aichi retorted. "Villain!" Yoshino snarled. "Such insults demand blood." He reached for his sword. "A duel to the death is illegal, Scorpion," Aichi warned. "If you draw steel on me, blame for your death shall fall upon your own house." Kanshiro quickly interposed himself between the duelists, turning to face the Scorpion. "Yoshino," he whispered. "You are no swordsman. Ai,hi is a trained duelist. You have no ,hance." "1 do not care ifI win," Yoshino whispered back, his eyes intense. "He has insulted her honor." "Win or lose, your dan will suffer for your actions here, Yoshino," Kanshiro replied. "Is that how you would complete your mission here?" Yoshino paused for a long moment as reason slowly dawned on him. "What do I do?" he whispered. "I cannot back down to the Dragon now." "Name me as your second," Kanshiro said. I'The Empire will take little notice of one more duel between Dragon and Phoenix." The Scorpion nodded. He looked toward Mirumoto Aichi. "I name the Shiba as my second," he said, forcing calm into his voice. Aichi nodded in approval, eyeing Kanshiro carefully. "To first blood>" he asked. The Phoenix nodded. The Dragon looked relieved. Kanshiro removed his haori and tossed it to the floor, giving himselfgreater ease of movement. The two men circled one another, watchin(each other carefully. Kanshiro let thought bleed away, reaching into the depths of his being for the pure focus of the Void. Then all was a blur ofmovement. Kanshiro reached for his sword, drawing and slicing the air in a single maneuver as his sensei had taught him. In the smooth clarity ofthe duel, he saw the Dragon's sword fly from its saya firs!. He saw the blade move toward his body with impossible speed, raw talent honed by years ofpractice in the field. But at the last momen~ Aichi's sword paused and Kanshiro left aneat gash across the Mirumoto's h.ip. Aichi grimaced in pain and nearly fell to one knee, but did not. Kanshiro realized, through the glaze ofadrenalin, that though he had done well the Dragon was the superior swordsman. Ailhi had let him win. "Congratulations, Kanshiro-san, Yoshino-san," he said. "Seppun Isa's honor is intact. I apologize if my statements brought her any shame. Good day, gentlemen." With that, Mirumoto Ailhi turned and left the chambers. ,Kanshiro only felt more confused than ev" li\£CIiAnICS This game is designed to be as simple as possible and still have enough depth to allow players to succeed at playing a character that may possess strengths that they do nor have in real life. Tests are designed to be less time consuming and should be resolved in a mini1l1-al amount of time. TIi£ BASICS Not all conflicts can be solved through role-playing in LARP. In these instances there are many techniques and skills that a character can bring into play. In this way the person playing a Doji courtier can still manage to socially outmaneuver the Hida berserker who is obstinately refusing to agree to whatever the Doji is proposing. All you will need to play this game is few decks ofplaying cards and someone who is willing to run and judge the game for you. In this book we will refer to judges as Game Masters. With larger groups of players, multiple Game Masters are recommended. Generally, a ratio ofone Game Master per five players is optimal. In lARPs where only a few Game Masters are in circulation players may opt to draw an opponent's card and vice versa for OpposedTests. The values ofthe cards start with the Ace being worth 1, a Jack is 11, a Queen is 12, and the King is 13. Jokers'should be included in the deck of cards, though they have no inherent worth and are explained later. BA.SIC 0770S5:" T5:STS In order to begin this test, add the Rank of the skill being used and the .applicable Trait. Most skills suggest which Traits are most appropriate for their use in their description, but many skills can utilize other traits. A skill may only draw upon a single Trait for any given test. Both players then draw a single card from a normal playing card deck provided by a Game Master. In games where only afew Game Masters are in circulation players may opt to draw an opponent's card and vice versa. Add this card to the total ofTrait plus Skill. The final result compares:Trait +skill + Pulled Card. The player who has the higher total wins the test. After a test is complete all cards are shuffled back into their decks. Example: Kitsuki Remata is attempting to discern the validity of Akodo Rokku's claim ofinnocence in regards to his obviouslyforged travel papers. Remata has a Perception of5 and an Investigation of 6. He pulls a Ten ofHearts and adds it to his Trait + Skill total of11. He has a totalof21 (5 + 6 + 10 = 21). Akodo Rokkuhas an Awareness of2 and a Sincerity of 3. He pulls a Seven of Clubs, which means he now has a total of 12 (2 + 3 + 7 = 12). Kitsuki Remata is not even remotely fooled by Rokku's lies and places him under arrest. vn0770S::" T::STS Easy Difficult Impossible Average Very Difficult 5 These are identical to opposed tests1 except that the number the player must beat is not randomly determined by another player. Once again the player will need to draw from a deck ofcards that a Game Master provides. Ifthe character meets or exceeds a specific Target Number (IN), then he has succeeded in his task. Target Numbers are set by the GM, but generally conform to the following pattern: TN Difficulty ofTask Example 2 Very Easy Identifying your own family mon, climbing a gentle slope Identifying a well-known family mon, climbing a slightly rugged slope Identifying a famous samurai's personal mon, climbing a mountain face with many handholds Identifying an obscure family or personal mon, climbing a vertical mountain face Identifying a long-dead family or clan mon, climbing a sheer mountain wall Identifying an obscure personal mon from a dead family or clan, climbing a sheer cliff in a thunderstorm 15 10 20 ) The player's pull must exceed the TN [0 be successful. After a test is complete all cards are shuffled back into the deck. 30+ Example: Kakita Seigi wants to know what would be the correct gift to present to her host, Imperial Herald Miya shoin. She has an Awareness of 3 and Etiquette of 4. Shoin is a famous personage, but she does not know him rhat well, so the GM deems that this task is Average (IN 10). She pulls the Four ofHearts giving her a total of 11, and succeeds at choosing something he will appreciate. Example: Kakita Seigi is attempting to seduce Doji Nagori. He is inclined to resist her advances as he is occupied finding out infor- mation for the Emerald Champion, so he attempts to use Etiquette to withdraw gracefully. Kakita Seigi has an Awareness of 3 and a Seduction of 4. She pulls a Joker and then pulls the Eight of Diamonds. The value of the Eight of Diamonds is doubled so it now adds 16 to Seigi's Trait + Skill of 7. She now has a total of 23 (3 + 4+ 16 = 23). Doji Nagori has a Willpower of 5 and an Etiquette of 5. He pulls a Queen, which means he now has a total of 22 (5 +5 + 12 = 22). Despite his reluctance he is overwhelmed by Kakita Seigi's attentions and cannot help but to return her affections. J"OKS;l.S When the Joker is drawn, the player should immediately draw another card from the deck. Double the value of the card pulled. If it is another Joker draw another card and triple the value of the card drawn. Add this total toTrait +Skill. :;tAIS;;:S In certain situations a player will not be content to merely succeed at defeating an opponent but may wish for a greater effect. Raises are the means by which this is achieved, adding an element of risk to obtain a greater effect. Raises might be used to inflict more damage with a combat maneuver, learn more information during an interrogation, gain greater influence over a target through persuasion, or merely show off. If Raises can be used for a given skill, that skill's description will define the effects of those Raises. Players have the option ofcalling for a number ofRaises on a single test equal up to their Void Ring. For each Raise they take, subtract 2 from the test totaL Raises must be declared before the card is pulled in a test. A test result that would have succeeded had the Raises not been made is still a failure, due to the player overextending his grasp in some unfonunate manner. f':;t;;:;;: :;tAIS;;:S A Free Raise will not add the normal penalty of subtracting 2 from a character's total draw during an Opposed Test. A Game Master may award Free Raises to cer M tain players to reward ~ role-playing, or due to some external advan M tage. (If a samurai's opponent is dis- tracted by the pretty geisha across the room, the GM may award that samurai a Free Raise.) Some Advantages and Techniques give players the benefit of a Free Raise. A Free Raise confers all of the benefits of a normal Raise and none of the penalties. If the player is entitled to a Free Raise in an Opposed Test and the test either has no stated Raise effects or the player does not wish to use any ofthe stated effects, they may instead add +2 to their total. Example: Daidoji Sakura and Utaku Rea are racing their horses to Toshi Ranbo. The Game Master has determined that the winner of an Opposed Test will reach the city shortly before the other. Daidoji sakura has an Agility of 3 and a Horsemanship of 1. She pulls a Five ofSpades giving her a total of 9 (3 + 1 + 5 = 9). Rea has an Agility of4 and a Horsemanship of 7. She is confident she can beat Daidoji sakura so she declares that she is taking two Raises. Utaku Rea pulls a Nine ofDiamonds giving her a total of20 (4 +7 + 9 = 20). She must now subtract 2 for each Raise she took givingher a total of16.This is still more than enough to beat Daidoji,Sakura so she reaches her daimyo hours before Sakura instead of narrowly arriving first. VnSKI1.1.::" T::STS Players who do not possess an applicable skill may not attempt Raises, though Free Raises may apply normally. Jokers will also have no effect on theit card pulls and they must immediately pull again. T1::S Any time there is a tie during an opposed test, the character with the higher Void is considered the winner. If Void is equal, the character with the higher Insight is equal. Failing this, both players must start rhe test over. 1101" A character's Void Ring represents their mastery of the most mysterious of elements, that which is all and noth- ing. It is a1s01 to a large degree, the character's luck. You have a number of Void Points equal to your total Rank in Void and you may spend these Void Points in a number of ways. You may spend a Void Point to draw two cards on a single pull, keeping the card of your choice. You may only spend one Void Point per test. Void can also be spent to activate certain Advan· rages} Techniques, or other character options. Spending a Void Point does not lower the char- acter's Void Ring for the purposes of determining maximum Raises or other effects. A character recovers all Void between sessions, or by using the Meditation skill. COIilBAT In asetting such as Rokugan, where samurai daily vie with one another for superiority over the Empire, combat is unavoidable. Though LARP encourages players to act out what their characters will be doing in most situations, combat is a definite exception to this rule. Though some LARP systems allow for more dynamic depictions of combat (even using mock weapons) the core rules oflegend of the Five Rings lARP do not include such options. When swords are drawn, it is time for the players to call over a judge and resolve the dispute with Tests. InJTIATIII::: Initiative is the order in which combatants act. Drawing a card and adding it to Reflexes determines Initiative. The person with the highest Initiative may go first. Advantages and techniques may alter Initiative totals. Players with identical initiative act simultaneously. A player may hold their action iftheir initiative is higher in order to take an action before, after, or simul- taneous to another character with lower initiative. Initiative remains the same throughout combat unless a new player enters into the current engagement, then Initiative may be redrawn. . ;tOUnDS Every player has one action each round unless they possess an Advantage, Technique l or Spell that allows them more than one action. A round is completed once all parties involved have completed or declined to perform an action. T:::STS A Combat Test determines if an opponent is hit or -"' emerges unscathed from the conflict. First you must determine how hard it will be to hit your opponent. Striking an opponent is an opposed test. The attacker makes an Offensive Combat Test (Agility + combat skill with the weapon they are cur- rently wielding) and the target's makes a Defensive Combat Test (Reflexes + Defense skill). Some weapons utilize Traits other than Agility but these are the exception rather than the rule. FULL ATTACK On a player's turn l before his action, he may declare Full Attack. Ifhe does so, he can draw two cards on all of his Offensive Combat Tests that round and add the higher card to his total (shuffling the other card into his deck with no effect). Iftwo jokers are drawn on this initial pull, then three cards are added to the test instead of two. A character under the effects of Full Attack effectively has a Defense skill of zero (not counting bonuses for Armor) until his next turn. Full Attack cannot be used while spellcasting. FULL D:::F:::nS::: On a player's turn l before his action l he may declare Full Defense. If he does so, he can draw two cards on all of his Defensive Combat Tests until his next action and add the higher card to his total (shuffling the other card into his deck with no effect). If two jokers are drawn on this initial pulll then three cards are added to the test instead oftwo. A character under the effects of Full Defense may make no attacks until his next turn. Full Defense cannot be used while spellcasting. Example: Hida Hio is attempting to use his tetsubo to crush the skull of his opponent, Mirumoto Kei. Kei's Reflexes are 2, her Defense skill is 4 and she is wearing light armor. Hio has an Agility of 3 and a Subojutsu skill of 4. Hio's Initiative is higher, so he declares Full Attack. He draws a Five of Hearts and a Seven of Spades. Discarding the Five ofHearts, he has a total of(4 +3 + 7 =12). Rei has not yet had a turn, so she has no opportunity to go on Full Defense (as she might have had she had the chance). She draws aTwo of Diamonds (2 + 4 + 2 = 8). Hio successfully lands a mighty blow on her head. Unfortunately he is nowvulnerable to counterattack due to declaring Full Attack. ~IS::S On a Combat Test, players have the option of calling for Raises as usual. Successful Raises give that player the option to add two wounds per Raise onto the damage they in1lict on their opponent with that pull. In addition, Raises might be used to strike specific areas of the target, or to perform special combat maneuvers at the GM's discretion. One Raise to strike the torso, two Raises to strike a limb, or three Raises to strike the head are a good guideline. These attacks have no additional effects, unless a character needs to strike a specific area for a particular reason. (The opponent is about to pick up the Twelfth Black Scroll with his left hand, etc.) Three Raises, followed by a successful opposed Agility test, can disarm a target opponent. For each successful Raise made on a Defensive Combat Test, a character may add 2 to his Initiative in the following round. (A successful Defensive Combat Test is one in which the target was not struck by his opponent.) Ii\ASS C01i\BAT A combat situation can quickly escalate into full-scale battles. When more than one combatant attacks an individual, mass combat rules take effect. There can only be a maximum of four people attacking the same person at a time without incurring penalties. No more than four char- acters may attack a single opponent in melee at once. Ranged attacks (including many spells) suffet a -2 penalty for every other character between the char· acter making the ranged attack and his target. Penalties £0:;;,:'::Te:s:ts===:J====J -0_ -4 ;::6 -8 IAIJ"UTSU [lU5:LS The formal etiquette surrounding iaijutsu duels is explained in some detail on page 38. This section explains the mechanics involved once a duel begins. Opponents each take their stance only a few feet from the other. Each participant should maintain eye contact with their opponent, as the Iaijutsu duel is also a contest ofwills. Game Masters may award Free Raises to players they feel are accentuating the tension ofthe duel with a suitably impressive stance and expression. Both duelists make an Unopposed Test using their Awareness trait and Iaijutsu skill. The TN of this test is their opponent's Insight Rank X 5. A successful test gives them knowledge of their opponent's Agility, Awareness, Iaijutsu, Reflexes, or Void rank (player's choice). They may also opt to call for Raises during this test. Each successful Raise will provide an additional piece ofinformation. When both combatants are about evenly matched the duel will continue normally with each participant choosing their opponent's Agility, Awareness, Reflexes, or Void - this becomes his opponent's Dueling Attribute for this duel. The combatants then make an opposed Awareness + Iaijutsu test. The winner of this test has the option of Focusing or Striking first. [IAIilAC05: T5:STS Once a target is hit, damage may be determined by adding Strength + Damage Rating (DR) of the weapon plus a random pull from the deck (Jokers function normally but Raises and Void Points may not be used on this pull). Damage tests are called tests even though you cannot Raise, spend Void, and there is no way to "fail" them. Wounds penalize Damage Tests just as they do all other tests (Raises and Void spent on the initial attack, of course, can affect damage dramatically). Damage Ratings for common weapons can be found on page 144. l!Iovn17S Each character has six Wound Ranks. Each Wound Rank contains double your Earth in Wounds. As you take damage, mark these Wounds off accordingly. Once you drop to a certain Rank you will start incurring penalties to all tests, including Initiative tests. When you reach the Down level you fall unconscious and may no longer move or act. The Down level has twice as many Wounds as every other level. Once this level is depleted, the character is dead. A quick glance at the damage inflicted by the weapons will show that this is an extremely lethal system, as befits the precarious world ofthe samurai. Wound Level C::Onscatlie£ Hurt !niuc~d~.•~,.~-:======::n::::: Wounded Cllown Dead If a combatant chooses to Focus, then the other combatant must then decide whether to Focus or Strike. If a combatant chooses to Strike, then the duel immediately resolves. A combatant may not focus more times than his Rank in his Dueling Attribute, though a combatant may spend a Void Point to Focus an additional time. A combatant may continue to Focus in this manner until he is out of Void Points or does not wish to spend any more. When a Strike is declared, the combatants then make an opposed test of Dueling Attribute + Iaijutsu + a randomly drawn card. Raises may not be declared on this test, though Void Points may be spent normally. Each combatant must subtract 2 from his total for each time he chose to Focus. The combatant with the higher total strikes first, and immediately deals katana damage to his opponent. For each Focus that combatant declared, he gains the effects of a Free Raise for damage. If it is a duel to the death, then combat now begins normally. If it a duel to first draw or first blood, the duel now ends. T1l5:S Ties are not resolved in the usual manner during an Iaijutsu duel. Ties are considered "kharmic strikes" with each opponent simultaneously striking the other as if he had won the duel. It is not unusual for duelist to draw, strike, and kill each other all in a single moment. CIiA~ACT£~ C~£ATIOn. In lARP, you play the role of a character (sometimes one that you create 1 sometimes one that the GM provides). This character is designed with statistics, recorded on a character sheet. There are many things to consider when creating a character, and the finer points of this process will be detailed later. In this chapter you will find a guideline on how to put a character together. of course this is only the beginning - all characters are built more from story and background than statistics and rules, but these rules will help define yOU! chatactet and help it function within the game. Before writing down any information on your character you should visualize the type of character you want to play. Have a rough idea of how your character reacts to situations, his personality, and what some of his strengths and flaws are going to be. Does your character live for the thrill of bloodshed Ot does she prefer the subtlet battlefields ofCOUttly politics' What sort of family and upbtinging did he have? These ate questions you should answer before laying down your stats on paper. f'11I£ aV£STICn.S The following questions can help you gain a better understanding ofwhat type of character you are going to make. Consider these answers carefully, as they will help you explote parts of YOUt chatactet's background and personality that you might not have considered, giving you an advantage when you play that charactet in a LARP. What clan does your character belong to? For a game based in Rokugan, this is probably the most important question to ask yourself Every clan has a unique perspective, a unique view of the world and an agenda. While not every character need fit the mold of his clan, it is important to be aware of the sort of environment your character came from. Other characters will also frequently judge your character by your clan stereotypes, expecting your alliances and behavior to reflect the values of your clan. In addition, as a samurai's primary concern is duty to the lord ofhis clan, it is ofutmost importance to know who that lord is. You might decide not to belong to one of the Great Clans, instead selecting a Minor Clan or Imperial Family. You may eschew loyalty to any lord at all and choosing the wild and dangerous lifestyle ofa ronin (samurai with no masters). You may decide not to be a samurai at all, or even to play an non~ human character such as a Nezumi. This decision will forever color how players perceive your character. For a more in depth description of each Clan and their ideals, take a look at the Clan Descriptions on pages 84. Is your character a bushi, shugenja, courtier, ninja, or monk? The above choices are the basic career selections a character may make. The term "samurai" is used to describe the fierce warriors of Rokugan, but technically not all samurai find their place on the battlefield. Those samurai who choose the way of the warrior are called bushi. Samurai who can communicate with the kami gravitate to the role of shugenja, priests who can call upon elemental magic for a variety of feats. Courtiers are the political backbone of the Empire, using well placed words and complex webs offavors to protect their clan's best interests. Ninja are shadowy spies and assassins, and usually pretend to be one of the other professions publicly. These characters may not be samurai at all, unless it serves their purposes to maintain such a potentially useful cover identity. Monks, while not members ofthe samurai caste, bear special starns as holy scholars ofthe Tao, and demand respect from samurai and peasant alike. While there is a great deal of flexibility within any of these professionsl your character's choice will determine how other characters regard him. What are the driving goals and motivations ofyour character? Is there a panicular reason your character decided to be a bushi? Is there someone who they wish to take revenge on? Are there any ambitions your character relishes? Perhaps your character has the ambition to cleanse the Shadowlands, find glory in battle, or become the Emperor's most favored advisor. Perhaps your character wishes nothing more than to serve his lord with honor. What is your character's background? Was your character an only child or was he a member ofa large family? Are you closely relared to the ruling family of your clan, or is your branch of the family tree removed? Family is crucial for a samurai, thus you will want to determine what sort ofbackground your character has. Ifyou are a ronin you will want to decide how you entered such a state. Were you born without a clan, or were you forced into the life of a wave-man by a shameful act? How does your character view bushido? What does your character think of bushido' Does she think that the virtues are a strict guideline to life or merely loose guidelines? Is your character one who always acts with honor and compassion in mind or merely when she thinks someone is watching? Do you value some of the virtues more than others? While all samurai are expected to obey their lords, you may wish to decide to whom you show true loyalty. Do you honor a sensei, a family member, or a spouse as much as (or more than) your daimyo? CHA~ACT£~ TYi'£ To give you a basic grasp of your character's attitude you may wish to emulate one of the stereotypes of the classic samurai from films and fiction. Please do not feel that your character must have a two dimensional personality, but some of the archetypes may offer you ideas how to put your character together. ',' ,II. ), A B;ulSH Brash characters never think about the consequences of their actions. Many samurai are quick to act on an insult as maintaining face is an important pan of Rokugani culture. Whether you have a chance against your enemy is not a consideration. Death is a welcome fate compared to a life without honor. VI>l.TUOUS You adhere to the code ofbushido strictly and cannot be tempted by others to violate that code. You are even~tempered and resolve disputes before your hotheaded friends get themselves in trouble. Though a virtuous samurai embraces compassion, he also acts with justice and courage - he will mete out punishment to those who deserve it without hesitation. The virtuous samurai's loyalty to his lord is unquestioned. IilASTS>l.liUnD Rather than dirry your hands with the rigors of a battlefield you prefer to use political leverage to overcome opponents. You are a student of psychology, and know well how to influence others into doing YOUt bidding. While some might call your tactics cowardly, you know all too well how deadly the arenas ofthe court can be. >l.SLUCTAnT Your character cannot help but feel he has been forced into a role not ofhis choosing. While you might fulfill your orders without question, your self doubt often undermines the results. Ultimately you hope to find your place in the world, and the only thing you know is it isn't here. D'SHOnO>l.ABLS You have no real loyalty unless it serves your purposes. Be cautious not to be too obvious in your self-obsessed desires; a samurai who does not fulfill his duties will be cast out or ordered to commit seppuku. Perhaps your character has already met such a fate, and now lives as an opportunistic ronin. SCHOLA>I. You are a philosopher, well versed in theTao ofShinsei as well as the tenets ofbushido. You would rather spend rime in a library rather than be forced to interact with other samurai. Other people may think ofyou as naive and wish to manipulate you, while others might seek out your knowledge for their own purposes. VSnC;Sf'UL Your character exists for one purpose: to take revenge on someone who has wronged you. Perhaps you have sworn a blood feud against a samurai who has killed one ofyour family members. Perhaps you have chosen to pursue your clan1s conflict with another clan on a personal level. Your quest for revenge may be obvious, or it may take a subtle turn as you ingratiate yourselfwith your enemies only to betray them in a moment ofweakness. on~: ;t1n~S An" T;tAITS Now that you know what type ofcharacter you want to play you may Start creating your character. Make aphotocopy ofthe character sheer at the end of this book. An explanation of each pan of the character Sheet follows. All characters stan out with aRank of 2 in each Ring and Trait. A character's Ring is equal to the lower ofits two Traits. A samurai with an Awareness of 4 and a Reflexes of 3 would have an Air Ring of 3. Your Rings, Traits and skills can grow as high as 9 over time, but it isquite rare to have a statistic above a 5. You can only attain a 10 with extraordinary supernatural aids. Legendary characters may possess a 6 or 7 in askill,Trait Ot Ring, but anything higher is almost unheard of (ofcourse, player char- acters do tend to be legendary sons ofpeople). Each Ring is represented by a physical stat and a mental stat, as follows. SH-££T CH-A~ACT£~ Earth ("chi") is represented by a mountain, standing ever resistant to the elements. More passive than the other elements, earth grants defense and the ability to weather adversity. The two Traits associated with Earth are Stamina (physical) and Willpowet (mental). STAminA I. Stamina represents the endurance a character ha:~ handle pain. Stamina 1: Sickly and prone to illness. Stamina 2: Average health. Stamina 3: Can run long distances without get- ting out ofbreath and deal with pain better than most. Stamina 4: Hardy and robust, you do not feel pain as normal people do. Stamina 5: You can ignore wounds that might incapacitate another individual as well as run great distances without breaking a sweat. \!I1J.J.701!1::~ Willpower represents a strength ofcharacter, the abiliry to resist someone else's manipulation. A character with high Willpower can resist temptation more easily than most. Willpower 1: Unassertive and easily manipulated. Willpower 2: Average, you are not too hard to persuade as long as the request is not out ofthe ordinary. Willpower 3: Not easily swayed from a course of action. Willpower 4: Your resolve is hard to break and your enemies view you as stubborn or pigheaded. Willpower 5: Iron-willed, no one can break your resolve once it is made. \!IAT~~ Water ("mizu") is represented by a curling wave, sweeping away obstacles. Watet heals and purifies, helping to clear the way of anything that would pollute the way.The twoTraits associated with Water are Strength (physical) and Perception (mental). ST~::n<lTIt Strength is raw might and the ability to inflict damage on an opponent. It also encompasses lifting and carrying as well as maintaining a hold on an object. Strength 1: Weak. Strength 2: Average, able to lift approximately 100 pounds. Strength 3: Able to lift approximately 200 pounds. Strength 4: Most are amazed by the character's strength. Able to lift up to 300 pounds. Strength 5: Legendary strength. Able to lift 400 pounds. 7::~C::7TIOn Perception is the ability to discern details about one's environment using the five senses. Those characters with a low Perception will miss the details that companions with a higher Perception would not. Perception 1: Totally oblivious to surroundings. Perception 2: Average, most things will slip past you. Perception 3: You notice details that others would not. , Perception 4: You notice even small and meaningless details. Perception 5: No aspect ofa situation escapes your observation. Fire ("hi") is represented by the illuminating flame. Fire symbolizes clear reasoning and powers of deduction and perpetual motion. It is a force for change as well as destruction; thought and action are tools of desrructipn and creation. The two Traits associared wirh Fire are Agility (physical) and Inrelligence (menral). AGILITY Agility is the measure of grace, dexterity, and precision that a character moves and acts with. Agility 1: Completely uncoordinated and accident-prone. Agility 2: Average, hut not unknown to be clumsy. Agility 3: You move with unusual grace. Agility 4: Every movement you make is fluid and quick. Agility 5: You are poetry in motion; even your most innocuous action bears the smooth elegance of a dancer. litT3:l.l.IG3:nC3: Intelligence is the ability to retain and draw upon learned information. Acharacrer wirh high Intelligence will solve problems quickly. Intelligence 1: Slow to comprehend complex problems, you leave the thinking to others. Intelligence 2: Average intellect. Intelligence 3: You possess a quick, above-average intellect. Intelligence 4: Scholarly. You enjoy mental challenges and excel at overcoming them. Intelligence 5: A true genius, most people are astounded by your great intellect. AI~ Air ("kaze") is represented by the swirling srorm. Air can only be felt, nor seen, and so it is with its spheres of influence. Intuition and instinct are essential to mastering the power of air. The two Traits associated with Air are Reflexes (physical) and Awareness (menral). i3:n3:)(3:S Reflexes measure the speed in which acharacter reacts to asudden change. It determines how finely honed the instincts ofthe character are. characters with a high ReflexTrair ger the jump on any situation. Reflexes 1: Slow to react, you are usually the last character to make up her mind. Reflexes 2: Average reflexes. Reflexes 3: You often react more swiftly than your brethren. Reflexes 4: You react to danger with preternatural speed. Reflexes 5: Nothing surprises you. You are prepared for anything. AI!JA ~::n::ss Awareness is a measure of charisma and empathy that a character possesses. Characters with a high level of Awareness are eloquent and well spoken. Awareness 1: You always put your foot in your mouth. Awareness 2: You get along well with those with whom you have much in common. Awareness 3: You are adept at reading the moods of others and get along well with strangers. Awareness 4: You discern much others would keep hidden, and adapt well to any social environment. Awareness 5: Other people are an open book; you are a social chameleon, adjusting to other's moods quickly and reacting appropriately. 1101[7 Void ("ku") is the union ofall four Rings, and it is nothing. It is the drive to excel at all things accompanied by the absence ofambition. Void is also the inner strength that all characters possess, which can be drawn upon in moments ofduress. No Traits are associated with Void, but it determines a character's maximum Void Points as well as the maximum number of Raises that can be made on a single test. TWO: SKI.L.LS The Traits a character possesses represent their natural strengths, wl;1ile Skills are abilities gained through experience. Many characters will possess some of the same Skills, but everyone will have varying degrees of mastery in each. Acomplete list ofSkills and their definitions are listed on Page 128. TH~~~: C.LAn. f"A1i\I.LY AnO SCHOO.L On Page 84 you will find more information about each of the Eight Great Clans as well as rules for ronin and members of Minor Clans. The first thing you will want to do is choose a clan (or decide to be a ronin). After choosing which clan your character belongs to, read the descriptions of the families who claim loyalty to each clan and decide which one your character is a member of. You should then decide what profession your character follows and write that under Profession on the charactet Sheet. Undet the entry for School, write the name ofthe school where yOUL character was trained. Descriptions of these schools can be found under each clan description. Each School and Family gives bonuses to certain Traits. Increase these Traits accordingly. Next, record the skills that each School grants the character under the skills section. Those skills begin at Rank 1. Your Rank in the School also starts at 1 and bushi schools teach a technique that should be written down in the Technique/Spells section of your Character Sheer. Shugenja schools teach certain spells, which should be recorded under the Technique/Spells, section as well. Even if a family that you have chosen is traditionally comprised of bushi, this does not mean your character must be a bushi. Char~cters almost always attend the schools of their clan but there are some circumstances that will allow the character to attend another clan's school. (see l'Advantages and Disadvantages") f'OU~: CHA~CT~~ 70lnTS After selecting your Clan, Family, and School, it is time to spend Character points. You have 30 Character PointS to spend on customizing your character. Character Points are spent as follows: • Increasing a Skill costs an a~ount of Character Points equal to the Rank you are advancing the Skill to. To increase a Skill to Rank 3 from Rank 2 would cost three Character Points. To purchase a new skill at Rank 1 costs one skill point. Each Rank must be paid for separately. • Increasing aTrait costs an amount of Character Points equal to the Trait's new Rank X 3. To increase a Trait from Rank 2 to Rank 3 would cost nine character Points. Each Rank must be paid for separately. You cannot increase a Ring directly (other than Void) though increasing the lower ofthe two Traits associated with a Ring will increase the Ring accordingly. • Increasing Void costs an amount of character Points equal to the new Void Rank x 5. To increase Void from Rank 2 to Rank 3 would cost fifteen Character Points. • To increase your character's Honor Rank costs three character Points. Lowering your character's Honor Rank will give you two extra Character Points to spend. You may only increase or lower your Honor Rank during character creation once. • To increase your character's Glory Rank you may purchase the Social Position Advantage for 5 Character Points. • The cost for each Advantage and Disadvantage is listed on Page 71. FIII£: A"IIArtTAG£5 Art" "I5 A"IIArtTAG£5 Advantages and Disadvantages are another way of customizing your char· acter. While Advantages cost Character Points to purchase, Disadvantages are flaws that your character possesses and gain you additional Character Points. You may only gain 10 Character Points from Disadvantages. (You may take more than 10 points worth of Disadvantages, but you gain no extra character Points for them.) The complete list of Advantages and Disadvantages is on Page 71. 51)(: WOVrt"5 Your character might accumulate Wounds, either through combat or mishap.The Wound section ofyour character has seven Wound Ranks, and as your character accumulates Wounds they begin to interfere with his ability to function. Your character should have a number ofWounds equal to his Earth Ring X 2 on each Rank. 5£II£rt: HOrtO~ Every character has Honor. Honor is ranked from 0 to 5 and measures your character's nobility and adherence to bushido. A character with high Honor is one who can be trusted to keep his word, be fair in judgments and present himselfwith dignity. He is a man who has integrity, one who at the same time is concerned when his integrity is questioned. A character with a low HonorTrait also might care about his reputation, but for more selfish reasons. A dishonorable character seldom keeps his word and takes advantage of all opportunities. While playing a character with low Honor may seem easy, there are disadvantages. Low·honor characters are easily tempted perform dishonorable acts, while a character is more resistant to such behavior. This is illustrated through "Tests of Honor." You can find rules for Honor Tests on Page 65. Characters with a high Awareness can sometimes gain a sense of another's Honor. Those with low Honor have the feel of a rogue about them; there is something vaguely untrustworthy about them. Honorable characters have a nobility and trustworthiness that is unmistakable; they tend to get better deals in the market and attract other honorable people to them. Note that honor is not necessarily defined by what is good though those virtues overlap more often than not. A Scorpion ninja who follows his daimyo's orders and is unquestioningly loyal to his clan might be quite honotable indeed, though the dishonorable acrs he is asked to perform may ultimately limit how high his Honor can increase. While a character's Honor is mostly defined by a character's self-image and why he performs the actions he does, a character's Glory is defined by how those around him view that character and his actions - it is a gauge of political status in the Empire. A character's Honor and Glory are independent of one another. A dishonorable samurai might secretly perform horrible deeds and reap political advantage from it, while an honorable samurai might roil forever in obscurity, content with his lot. Ail characters' beginning Honot Rank depends on their Clan. This should be listed within the description for each clan. Listed below are the five Honor Ranks. Each has a brief description of a character at that Honor Rank. Players can use these descriptions as guides for role-playing rheir own characters. Honor, unlike other statistics, cannot increase above 5. When a character chooses an Honor Rank, he begins with 5 Honor Points in that Rank. If he performs an Action that is unwonhy of that Honor Rank, he will lose a number of Honor Points. The Game Master determines the number of Honor Points he loses. Minor infringements may incur a loss as small as 1 Honor Point, while a penalty as high as a whole Rank may accrue for a truly reprehensible act. If a character ever loses all ofhis Honor Points in a Rank he falls one Honor Rank lower, with 5 Honor Points in that Rank. Honor losses and gains are not static, universal amounts. Characters with low Honor lose less Honor for dishonorable acts, and gain more for honorable behavior. likewise, characters with high Honor gain less Honor for honorable acts, and lose a great deal more for dishonorable acts. characters with average Honor lose or gain a moderate amount depending on their actions. Example: Yogo Kamatsu has an Honor Rank of 2.1. He has betrayed one of his comrades causing him to lose 3 Honor Points. His Honor Rank is now 1.8. The Honor Ranks are defined as follows. Please keep in mind that these are not rigid restrictions upon your character's behavior, merely a guideline for how to appropriately replay a character of each Honor Rank. Your choices, ultimately, are your OWIl. Hono....AnI{ 0: "Hono:;u.:;:ss [lOC;" You do not adhere to the principles of bushido. You mock those who do, viewing bushido as a code followed by easily manipulated idealists. You cannot be trusted. You would not hesitate to betray anyone to gain advantage. HOnO'i!. 'i!.AnK 1: "UnT'i!.USTWO'i!.THY" You are untrustworthy, but not to the extent of a 0 Honor character. You have some veneer ofvirtue which may be relied upon (perhaps you admire duty and courage but scoffat the rest ofthe virrues), bur stillgenerally disdain bushido. You recognize the importance ofbushido, but consider it to be an inconvenience. You easily ignore your conscience when it suits you. HOnO'i!. 'i!.AnK 2: "WHAT IS ::X?::CT::D", This is the default level oEHonor for those ofthe samurai caste. You follow the tents ofbushido to the letter. You have qualms whenever you must let your own interests be supplanted by the interests of your Clan, but you generally do what honor requires. You believe in bushido, but sometimes find it difficult to understand and shy away from truly selfless acts ofvirtue. HOnO'i!. 'i!.AnK 3: "::.)(C::;>TIOnAC' You have seen the strength ofbushido and embraced it. While you feel the temptations of,'low" character, you ignore them easily. Only the strongest temptations can shake your resolve. Occasionally you allow yourself to ignore virtue in the name ofpracticality, but this is still a difficult decision to make. HOnO'i!. ;!.AnK ll: "A SOUl. ABOII:: QU::STIOIt' You are a rarity, one of the few samurai who cannot be swayed from their duty to kin and clan. Because ofyour devotion to bushido, others consider you impractical. While you recognize this, you see virtue as more important than pragmatism - honor is its own reward, and wipes away failure. HOnO'i!. 'i!.AnK 5: "ST'i!.::nC;TH OF A THOUSAnD AnC::STO'i!.S" Those who have reached Honor 5 are the stuff of legends. You are so far beyond reproach that those who question your honor are looked upon with distrust and disdain. You are selfless, completely devoted to family and clan. Ironically at this level, some amount offlexibility is regained - you define virtue with your every action. ~IGHT: GLO~.Y Glory is aTrait that greatly influences how the rest of Rokugan views your character and how they will interact with him. Glory represents how well known and respected your character is in Rokugan. All characters have a Glory Rank between zero and ten, Their School Rank directly modifies their Glory Rank. A character's Glory Rank is almost always at least equal to his School Rank. Example: Doji Domotai has reached Rank 2 in the Akodo School, making her Glory Rank also a 2, Characters can increase their Glory by gaining Glory Points. The character's lord always awards Glory. When a character gains ten Glory Points in his current Glory Rank, he is eligible to rise to the next Rank; these promotions in Glory rank rely on the approval of the character's direct superior. A lord cannot advance a character to a Rank that is eqnal to his own. In fact, many lords may be reluctant to advance a character to a Rank close to their own. If a character's direct superior is a Non-Player Character then a Game Master can award Glory Ranks. T::5T5 OF ..ono~ Any time your character fails a test that directly causes him to lose Honor he may declare aTest ofHonor. This allows the character a second chance to make the same test, but he must replace either the Trait or the Skill he used in the previous test with his Honor Rank. Ifthis attempt succeeds, he gains a point ofHonor. Ifthis fails, he loses two points ofHonor. Only one Test ofHonor may be attempted on each failed test. 4LO;tY ;tAnKS Glory is a measurement ofpolitical standing and fame. A character's Glory Rank is usually equal to or greater than his School Rank. Any attempt to recognize a character (who is making no attempt to disguise himself) may add the target's Glory Rank to the Perception test. A general guide to Glory Ranks follows. Heimin (Peasant) Glory Ranks F'M"~'k''ltt\'S 11'1_~lryttWJ!:'llMti~ttii_iiJl'__iiiiiXtl~:2~ h~.2~~~ ~1_ V" 'W_ . Doshin (peasant village officers) 1 ~~~§fi~([~~§.?nt~ar[fgr)~~:.l::;==:::::.:J Ashigaru (peasant soldier) 0.7 Hyakush9Jfarmers,WOodW1~.p::JisJierm:iQ) -or-:JQ Shokunin (craftsmen) 0.5 .bkindO(meiCfiani§;:peaaler:sl:;":·~-::--:=L=:-:=~~====l Peasant Retainer (peasant levy) 0 Hinin ("Non-People") _!a!~'1~~~~I1~a~;:'::::::=::=::::::====::=:;:+'::::=::::=::I Leatherworkers, Butchers -4 ~.Tortur~--·=:-===:::::==::"~·::;--::-=-:-:-=-~·:'S·~·--~""" Gravediggers -8 Wnja*~. Nezumi, Naga, the Lost, and others who are outside of Rokugani society have a Glory Rank of o. * This assumes the individual's status as aninja is publicly 'mown - most ninja keep this a secret. T~n: ~)(7~YtI~nC~ 70lnTS run~: InSIGHT An., SCHOOL YtATtI{ Insight and School Rank are two Traits that will have a great influence on your character interactions within the Empire. Your character's Insight gives an estimate of how experienced the character has become. The School Rank reflects the training he has acquired. 0-150 pts 151-175 pts 176-200 pts 201-225 pts 226-250 pts Rank 1 Rank 2 Rank 3 Rank 4 Rank 5 InSIGHT To determine a character's Insight add up his Rings (Earth, Water, Fire, Air, and Void) and multiply the total by 10.Then total up the number ofRanks in Skills, not counting the first Rank in each skill. Ifyou have 12 skills at Rank 1, you get no Insight from your Skills. Ifyou have 6 Skills at Rank 2, you gain six points of Insight. Ifyou have 3 Skills at Rank 4 you gain nine points of Insight. Any time an applicable skill or Ring increases, Insight immediately increases as well. Everyone gets better at what they do through practice and experience. Your character is no different. At the end ofeach session, the Game Master will award your character a number of "Experience Points." These points can be used to increase your characters Traits and Skills. Advantages may be purchased as well with the approval ofa Game Master. Increasing a character's Trait or Void above Rank 5 requires a significant amount ofrole-play outside ofjust expending Experience Points. Typically when a character spends the experience to raise aTrait or Void, they must undergo a series of "tests" (given by their sensei, a Fortune, or other approptiate character played by the Game Master or another NPC) in order to actually achieve the new level. InSIGHT ~AnJ{ When a character gains Insight, he also gains greater understanding, and may return to his school to learn more. School Rank represents this. All characters begin as Rank 1. As acharacter gains Insight, he draws closer to Rank 2. When he reaches 151 Insight, he returns to his School and the sensei teaches him the secrets ofRank 2, embodied in a new technique or perhaps new spells and spellcasting ability (in the case of a shugenja). A character may increase his School Rank with Insight as follows. SCHOOl.. ~AnJ{ For most characters, Insight Rank and School Rank are identical. However, characters who purchase the Multiple Schools Advantage will wish to keep track of these tWO attributes separately. For characters with Multiple Schools, the Rank in each school is determined independently for the pur- poses of Rank-dependent Techniques. The total of all Ranks in all schools the character possesses, however, can never exceed his Insight Rank. ..• , • I, , Traits: The cost for increasing a Trait is the next Rank x 3 (to go from Rank 3 to Rank 4 would cost 12 Experience Points) skills: The cost for increasing a skill is the next Rank in Experience PointS (to go from no Skill at all to a Rank 1 in a Skill would cost 1 Experi- ence Point) Void: The cost for increasing the Void Ring is the next Rank x 5 (to go from a Void of 2 to a Void of3 would cost 15 Experience Points.) Advantage: The cost for putchasing a new Advantage is double that Advantage's normal Character Point cost. GM permission is required to purchase a new Advantage, and some Advantages may not be purchased mer character creation at all (stated in their descriptions). .. 81.00" An." HOn.O;l. '?A~T f'OV~ Kanshiro waited quietly in the shadows of the library, looking for any sign of movement, any sound that heralded the one for whom he waited. When she appeared, it was completely quiet. Soshi Kaoru simply stepped out of the damness and smiled at him from behind her mask. Kanshiro was startled, but not truly surprised. Scorpion were taught to move with silence and precision; he considered it somethingofacompliment that she had allowed him to detect her before she had dmwn any doser. "Thank you for what you did for my brother," she said softly. "Even though Aichi abandoned Isa, he could not stand to hear her mistreated so." "He told you what happened?" Kamhiro asked, surprised. Kaoru only smiled.. "I am adept at uncovering secrets," she said. "1 assume that is whyyou have asked for my help>" Kanshiro nodded. "You are the only one here, other than myself, that I know was not in the governor's chamber after I left;' he said. "You are the only one Ican trust." Surprise flashed across Kaoru's delicate features. "It is not often that a Scorpion hears those words," Kanshiro replied. "Kanshiyo, I think you trust too easily." "Do 1?" Kanshiro replied. "1 am no fool, Kaoru. I know you were using me." ('Using you?" Kaoru retorted, a hint of outrage in her voice. ((Why would you say that? How did I ever use you, Kanshiro?" "Of all those here in the court of Honored Treaty City, I was the only one who presented no political advantage, who offered you nothing. Thus, I was the only one with whom you , could relax. With me, there was no pressure to be a Scorpion." He smiled. "That is how you used me, Kaoru. And that is why I trust you." She looked at him blankly for a long time, then a small chuckle escaped her lips. "You are a strange man, Shiha Kanshiro," she said. "For my part, I hope I don't betray the faith you've placed in me. Now why did you summon mer' "This Iibmry contained Seppun Juro's most valued secret texts, iruludingacollection of advanced texts about poison manufacture," Kanshiro replied. "The library is tended only by asingle seppun librarian." "Ha," Kaoru replied with a disdainful sniff. "These shelves are spotless." Kanshiro grinned. "1 was thinking the same thing," he replied. "In addition, whoever killed Juro escaped without notice. This library extends beneath the entire palace." "You expect to find asecret passage ofsome sort?" she asked. Kanshiro nodded. "1 have heard Scorpion magic excels at finding such things." un does/' Kaoru replied, drawing a scroll from her satchel and studying it ,arefully. "r will be glad to help. Though r confess r wondered if perhaps you had ulterior motives for getting me alone in these library halls." Kanshiro blinked at her. "l suppose now you will never k.now," she said with asmall smile, moving offinto the shadows as she began whispering words ofmagic. CHA~CT£:a BUI1.DlnG This chapter goes into precarious detail on a number ofcharacter options which you will need to flesh out your character. As Advantages and Disadvantages can greatly affect your Character Point total, they are listed first, followed by schools (which will define the overall theme and purpose ofyour character), Skills, and Spells. ADIlAnTAG£S AnD DISADIlAnTAG£S While your character's School, Rank, Skills, and profession determine much about her they are not the truly defining qualities. Below is a list of advantages and disadvantages that you can take in order to give your character a more complete background. Advantages cost you Character Points and Disadvantages give you extra points, to a maximum of ten. Additional Disadvantages may be taken with the GM's approval, but you gain no extra points for them. The point cost for each is listed in parentheses. ADIlAnTAG£S AB50J.UT£ [71~£CTlon C1 ?OlnTl You never get lost. Gain a +5 bonus to any test involving navigation and mapping. This Advantage must be purchased during character creation. AJ.J.I£5 (vA~AB1.;;:) You have connections all over. Two points spent gets you a single Minor ally; four buys you a Major Ally. Minor allies will help you get legal items like food, shelter, and some money. Major allies go out oftheir way to help you and get things like fake rravel papers, audiences with a daimyo, or large amounts of koku. This advantage may not be purchased after character creation, but may be awarded if the GM feels you have made significant attempts to gain the alliance of another character. This Advantage repre- sents an alliance with an NPC, and is not necessary to represent friend- ships with player characters. AIilBI[7£')(T~OU5 (3 ?OlnTS) You may use a weapon in either hand with no penalty. A character that does not have this advantage has a -5 test penalty on any attack using his off- hand. This Advantage must be purchased during character creation. , B£nT£ItS BL£SSlnG (3 70JnTS, 2 FO~ c~n;;: CHA~ACT;;:~S) You 3fe blessed by the Fortune of Romantic Love. This may translate into physical appearance, or simple charisma, or a combination. Gain a +2 bonus to tests when attempting to persuade others (increasing to +4 if they are already attracted to you). Beneen's Blessing is ineffective on Seduction Tests. BLACKmAIL (c;LO~Y ~AnK OF BI.ACKIilAII.;;:D InDllIlDUAl., IilmllilUIil 1) You are holding some bit ofinformation or evidence over another person's head. This Advantage functions similarly to Allies except it is far more dangerous. A blackmailed person will be more willing ro do things for you than an ally, but be wary of pushing too far - no one likes being black- mailed. The COSt of this advantage is equal to the glory ofthe blackmailed individuat minimum one. The target is unaware of what you know unless you choose to use the infonnation. Be warned that this Advantage does not, in and ofitself, protect you from any retribution the target may choose to take on you. Be cenain your plan to reveal their shame is solid enough to risk forcing their aid. You may have this advantage multiple times, each rime affecting a different person. Scorpion pay one less point for this advantage, minimum one.This advantage may not be purchased after character creation, but may be awarded ifthe GM feels you have made significant attempts to blackmail another character. BLAnD (2 70lnTS) You are either unassuming by nature - a quiet person with average build and features - or you have learned to carry yourself in an unassuming manner. Because you are not striking in any way it is easy to forget your name and appearance. You may not take Benten's Blessing, Dangerous Beauty, Bad Reputation, or Benten's Curse at character creation. Any test to recognize you has'a -10 penalty unless you call attention to yourself BLOOD Of' OSAnO-WO (570InTS) The Fortune of Fire and Thunder protects you, rendering you resistant to extremes of temperature. You gain a +10 bonus to any Stamina checks involving weather. You gain a Free Raise on any spell with Fire orThunder in the tide. CL£A~ THlnlt£~ (2 70lnTS) You are hard to deceive. When another character tries to confuse, befuddle, or lie to you they get a -5 penalty. COJilBAT ~;:f'l.;:')(;:S (6 70lnTSl You have a near-supernatural ability to determine other people's actions in combat. After initiative is rolled for combat you may switch Initiative with the character whose action is direcdy before your own. C~AB HAnt7S 16 70JnTS; Il 70JnTS FO;t C;U\B CI-Anl You are familiar with many forms of weapons and can wield virtually any ofthem with some degree ofeffectiveness. You are considered to have one rank in all weapon skills. You may thus make Raises as normal when using any weapon, even if you normally have no skill Ranks with it. If you wish to purchase the skill at a later date you must purchase it at Rank 1 as normal C~f'T.Y 15 70lnTS. :5 70lnTS FO;t SCO;t710n CI-Anl Your mind is cunning and devilish, enabling you to perform the dirtiest and most underhanded tasks. You are considered to have ODe rank in all Low skills. You may thus make Raises as normal when using any Low Skill, even if you normally have no skill Ranks with it. Ifyou wish to purchase a Low skill at a later date you must purchase it at Rank 1 as per Donnal In additioD, some Game Masters may decide that it is easier for Crafty players to scrounge up useful items in times ofcrisis. Make an Intelligence Test (TN 10). The Difficulty incteases depending on the tarity of the item. "AnG;:~OVs B;:AVT.Y 12 701nTS, 1 FO;t SCO;t710n CHA;tACT;;:;tSl You possess unparalleled beauty. A character with Dangerous Beauty receives a +5 bonus on Seduction tests. "A~;:t7;:lIll. III 70JnTSl You are a risk taker. Whenever you attempt to do something extremely risky, the Game Master pulls a card. Ifthe card value is even, you receive a bonus of+5 to the attempt (unknown to you until after the results are tallied). Ifa Joker is pulled, pull again and add a +10 bonus ifthe card is even. ";:ATH T~AnC;: 13 701nTS. 2 FO;t I-IOn CHA;U\CT;;:;tSl Death has no hold over you. When faced with it your mind enters into a thoughtless trance that gives you great courage. You automatically succeed in all Fear tests. "If'f';:~;:nT SCHOOl. (5 70JnTSl Your character trained at a school outside of his clan as a hostage or an "exchange student." This required some efIort on the part of your family and will most certainly color the opinions of others when dealing with you. You may select a starting school nor normally offered to your clan. £A~ Of" TH£ £m7£~O~ N 701nTS) You have a semi-direct line to the Imperial Court, whether through famil- ial connections, favors, social or political influence, or simple respect. You must clearly define the terms ofthis connection at character creation. You are treated as if your Glory Rank were one level higher than normal in court settings and around courtiers. This advantage may not be purchased after character creation, but may be awarded ifthe GM feels you have made significant attempts to gain such political influence. G~£AT O£STIn.Y N 70JnTS) When you were born, the ancestors, the Fortunes, or possibly even the Kami smiled upon you. You serve a purpose, and that purpose will not be denied. Once per session, if you take damage that would kill you, you are instead reduced to the lowest Wound level and somehow escape notice until you have a chance to recover. Once a GM deems that your destiny has resolved itself, you lose this Advantage and gain 8 Experience Points. HAn..OS Of" STOn..£ N 70JnTS) Your Damage Rating with unarmed attacks is increased by two. H£A~TL£SS (2 70JnTS) All attempts to sway your heart with pleas ofcompassionl lovel or courtesy fall on deafears. You gain a +5 bonus when resisting attempts to manipulate you into merciful action. HIGH£~ 7V~70S£ (270JnTS) Your entire existence is focused on some overriding goallnamed when this Advantage is taken. This must be somewhat specificl such as "fight the minions ofFu Leng" or "avenge my father's death." It cannot be something vague like "survive" or "be a good samurai." Whenever a Game Master determines that you have taken a step towards achieving your Higher Purposel gain an extra experience point at the end of the session. If you resolve your Higher Purpose permanentlYI you gain 5 Experience Points. Im7£~IAL S70VS£ (270InTS) You are married to a member of one of the Imperial Houses. Having an Imperial Spouse allows you to know more of the goings-on of the Court and can grant you small boons in times of need. In addition, even though your spouse has your family name they are still considered Imperial by sycophantsl well wishers, and those who wish to harm said family. This counts as a Minor Ally and also grants you 0.5 Glory among those who know of your spollsels origins. This Advantage may not be purposefully purchased after character creationl though it may be awarded. m.H£~ITAn..C£ CIIA~IABj.;;:) You are the bearer of some valuable inherited iteml carried by your family for generations. Minor magical items cost 2 or 3 pointsl while legendary items might cost up to 20 points. The final point cost and abilities are left to the CM's discretion. 1~~£7~OACHABl.£ (IIA~ABJ,.E:) You are devoted to your word. For each point spent on this advantage you gain a +2 bonus when resisting seduction and bribery attempts. You may not purchase Greed or lechery. The number of Ranks you possess in this Advantage may not exceed your Honor. KHA;ui\IC TI£ (1-5 701nTS) You have a spiritual connection to another character. Once per session per point in this advantage you can gain a +4 bonus to any test that involves helping or protecting your tie. The exact nature of this relationship must be determined when the Advantage is taken 1 and the target ofyour tie does not necessarily possess a tie to you in return. This advantage may not be putchased after character creation, but may be awarded ifthe GM feels you have developed a special connection to another character. LARGVAG£S (2 70lnTS 7E:~ l.AMUAGE:) For every two points taken in this advantage you are able to read, write, and speak a new language. possible languages include the following: Ashalan, Bakemono, chikushudo (animal spirits), High Rokugani, Ivory Kingdoms, Kami (shugenja), Mekhem (a common language in the Burning Sands), Moto, Mujina, Naga, Nezumi, Ogre, ani, Rokugani, Senpet (Gaijin),Tsuno, and Yobanjin. All members of the samurai caste are assumed to have Rokugani and High Rokugani. (All human Rokugani characters speak Rokugani. All samurai characters speak High Rokugani and all shugenja speak Kami. All Nezumi characters speak Nezumi.) LA~G£ (2 70lnTS, 1 FO~ C~AB CHA~ACTE:~S) You are huge by Rokugan's standards. This is an advantage in combat, bur a disadvantage in social situations. You deal +2 Wounds per hit. Apply a-1 penalty to all social checks. This advantage may not be purchased after character creation. LUCK (3, G, O~ 9 701nTS) You gain one rank. ofluck for every three points invested in this advantage. Once per session per rank of luck, after any opposed or unopposed test, you may declare that you are using this advantage to get a redraw. You must accept the second draw unless you wish to use luck again (assuming you have uses left). 1i\AGIC ~£SISTARC£ (2, ll, O~ G 70lnTS) You are highly resistant to spell effects. For every two points spent in Magic Resistance any spells targeting you have their TN raised by 3. li\VLTIi'L£ SCHOOLS (S7SCIAL) You may take Ranks in another school other than the one you began in. Your Rank in your previous school is permanently frozen 1 and you cannot take further ranks in that school unless you purchase this Advantage again to return to it. You gain no Trait bonus or skills for joining the new school. Your total ranks in all schools can never be higher than your Insight Rank. You cannot mix shugenja and non-shugenja schools. The only exceptions to this rule are the Kuni Witch Hunter and Kuni Shugenja School- if these are your only two schools you may take ranks from both as you desire once you have purchased this Advantage. Shugenja who purchase this advantage gain all Affinities and Deficiencies from all schools they have attended, hut they cannot gain an Affinity or Deficiency they already possess nor can they attend a school that grants an Affinity for any element with which they already possess a Deficiency This Advantage may only be purchased after character creation with the GM's permission, and costs 6 Experience Points. 7~SCISS lilSlilO~.Y (3 i'OlnTSI It is nearly impossible for you to forget a fact, face, or figure. When you wish to access any basic memory or experience you have had make an Intelligence Test (Difficulty 5). It may be more difficult to access detailed and complex information. QUICK (S i'OlnTSI You are naturally fast. Gain a +5 bonus to all Initiative draws. ~SA" 1.175 (2 i'OlnTSI With asuccessful PerceptionTest (Difficulty 5) you can read the lips ofany- one whose face you can see clearly. ssnssl ct-S i'OlnTSI You have a deeper bond with your sensei than most samurai. You each go out of your way to aid one another because of this bond. The cost of this advantage is equal to the rank of your sensei. This Advantage may not be purchased after character creation, but may be awarded ifthe GM feels you have developed a spe'Cial relationship with your sensei. ~OJ-£-7J-A.Ymc; A"IIAnTAc;£S At many LARPs, the sheer number ofcharacters makes it difficult for judges to determine if all players are playing their characters appropriately. Many ofthe advantages can be abused by dishonest players who simplytake them for the extra points and then ignore their drawbacks. To prevent this, GM's may consider rewarding additional Expe~ rienee Points to players who role~playtheir Disadvantages appro~ priately. The lecherous Crane courtier who wanders off to flirt with a pretry Battle Maiden just as the Seppun ambassador he has been charged to meet with arrives may fail in his objectives, but he has succeeded in playing his character extremely well. Disadvan- tages such as Vanity and Fascination are particularly excellent role-playing tools. SOCIAJ- 70SITIOn (5 ?OmTS ?::~ ~Aru(. Ii\A-XIIi\VIi\ II ~AnKS) You have an important position within Rokugani society and are more readily known because of it. Add one to your glory rank for every five points in this advantage. The exact nature of this position must be determined at character creation. This Advantage may not be purchased after character creation, though Glory may be awarded as your character progresses. ST~£nc;TK Of' TK£ £A~TK (2, Il O~ 8 ?OlnTS) You are more resilient than most samurai and can withstand more damage. For every two points spent in this advantage reduce the penalty for your wounds by 2 on each level (minimum -0). T~V£ f'~I£n" CVA~IABJ,.::) True friendship is a rare commodity in Rokugan. You and your friend have adeep bond and would go to great lengrhs to aid one another. This advantage has two costs: Influence 1 Porn·~t;;;'~M··~jn~o~r'i!1nuenSiJty~sal samurai) "," 2 Points - Some influence (magistrate or courtier) 3 Points - Major !D.tr~~fd(§myo) Devotion .......,t~Point- ~~J~:Lg~ oJ:!t ofhi~rwail)ut not" risk his hRrJ9J- 2 Points - Would risk his honor secretly Jl'oints ~ >JJ:ou1cJ. oJml1hing to aid you This Advantage may not be purchased after character creation, but may be awarded if the GM feels you have developed a true friendship. This Advantage represents friendship with NPC's, and is not necessary to represent friendships with player characters. 1I01C~ (2 70mT51 You have trained your voice to be better than most around. You gain a +2 bonus on any social test involving speaking. DISADIlAflTAG£S AnTISOCIAJ. (2 o;/. IJ 70lnT51 You are unused to social situationsl or you simply do not like other people. The amount of points spent in this Disadvantage determines the penalty you receive in all social tests: 2 Points - Moderate (-3 penalty) 4 Points - Extreme (-6 penalty) ASC~TIC (3 70lnT51 Material gain means nothing to you. You priorities are on intangibles such as honor and enlightenment. You stan with basic equipmentj only what you need to survive (weapon, average clothes, food, and at times armor). A samurai ascetic will own a daisho, but little else ofvalue. BAD H~AJ.TH (3 70lnT51 You calculate Wound Ranks as ifyour Earth were one Rank lower. BAD ~~7VTATIOn (2701nT51 You have earned you a nasty reputation in Rokugani society. Any attempts to recognize you get a +5 bonus, but others generally know ofyourill deeds and judge you for them in advance. choose a one-word description to detail your reputation. B~nT~I"Cs CV~S~ (270mT51 Something about you repulses other people. Either you are ugly or simply rude. You have a -5 penalty on all social tests except Intimidation. BLACK SH~~7 (S 7omT51 You have been ostracized from your family. Though not technically a ronin, your family shuns you. You cannot progress beyond Rank 1 in your current school and members ofyour clan will treat you as an outsider. B~SH (2 701nT51 You are hot-heated and easy to anger. You will react aggressively to any insult on your honor. You can resist your brashness with a Test of Willpower + Honor +a card from the deck (TN 10). The GM may raise this TN accordingly for increasingly infuriating insults. CAI"CT J.I~ (3 70lnT51 Simply put, you are not a good liar. Whenever you try, you fail horribly. C01i\7U.LSIOn. (2-lJ 70lnT5l You have some uncontrollable urge (drinking, gambling, women, drugs, etc.) that often gets you into trouble. You must make a test ofWillpower + Honor + a card from the deck (TN 10 + Points of this Disadvantage) each time you are confronted with your Compulsion. COn.T~A~Y (370mT5l You always have an opinion and cannot remain neutral in any situation. You will never stand by idly in a dispute and must choose a side. You can resist this temptation with a test of Willpower + Honor + a card from the deck (TN 10 + Points ofthis Disadvantage) OA~K S£C~£T (570mT5l You have a dangerous secret that would not only jeopardize you, but your entire family or clan ifit got out. Ifthe secret ever becomes public knowledge (i.e. known by people other than those involved in the secret) you will be expected to commit seppuku or be cast out as a ronin. O£7£n.O£n.T (1-3 70mT5l Someone close relies entirely upon you to look after them. This person is helpless without you (an aged father, naive spouse, or child). [email protected] _w 2 Points - Elderly person "3 j:l1t~ C6TJa '.. \P nRtmmt*ijtWt!1ttiiuUtitdilr..1W!JtWtmgm, O~IV£n. (3 70lnT5l There is a single defining goal that you pattern your entire existence offof and will sacrifice anything, including honor and family, to make certain it is accomplished The exact goal must be determined at character creation. If presented with a chance to fulfill this goal you must make test of Willpower + Honor + a card from the deck (TN 10) or immediately cease your activities and pursue your obsession. FASCinATIOn. (1 70lnTl You are a consummate hobbyist (horses, music, katanas, history, etc.) and will go to great lengths to investigate these pleasures. While not as dangerous or dishonorable as a compulsion, you do spend an excessive amount of time dwelling upon your fascination (much to the dismay of whoever is trapped in a conversation with you). FO~SAK£n. (2 701nT5, 3 TO;t J.Iorn The ancestors have turned their back upon you for some reason (detennined at character creation). No ancestor will ever talk to you or come to your aid. If this ever comes to light others will look down on you and you could possibly lose Gloty You cannot be Haunted. r;utIL 1i\1n" (3 ?OlnTSl You have a weak mind that makes it easier for others to seduce you, cast spells on you, or do anything that involves your Willpower. In such situations your opponent receives a +5 bonus. G~££" C1-3 ?OJnTSl You are greedy. For each point in Greed your enemies get a +3 bonus when anempting to bribe you. . GULLlBL£ (3 ?OJnTSl You believe anything anyone tells you if they are convincing enough. Opponents gain a +5 bonus to convince you ofanything. HAUflT£" C1-3 ?OJnTSl An ancestral spirit is not happy with you and shows up to let you know it. He is distracting, insulting, and generally annoying, but you must respect him because he is your anceStor. Characters with a Kharmic Tie to you can see and hear this ghost as well You cannot be Forsaken. 1 Point - Shows up once a session 2 Points - Shows up twice a 5;:e""::';;iO;;,":.... ... 3 Points - Remains every session U'£ALlSTIC 12 ?OmTS. 3 TO;t LIOnl A samurai with this disadvantage has a much more extreme view of Bushido than held by most. You are quick to pass judgment, unrelenting in your ideals, and lose more honor than others (one more point per loss). lJ\s£nSITIII£ (2 ?OlnTSl Your life, your health, and your wealth a~e the o·rdy things that are imponant to you. Other people are tool, to help you along your path. You must ,pend a Void point to take any action that would help another and not yoursel£ ,. J,.AIil~(3 70lnTSl You have a crippled leg. Any Test involving Agility has -5 penalty. J,.~CH~~.Y (f-!J 70lnTSl Love is far more important to you than it should be. For each point spent all opponents gain a +2 bonus when attempting to seduce you, and you are often distracted by attractive members of the opposite sex. J,.05T J,.OIl~ (2 70lnTSl At some point in your life you experienced great love and then a great loss. When you are reminded of your love you become melancholy for at least an hour (all ofyour draws have a-3 penalty). You can spend a Void point to negate this melancholy for the session. 1il1551n.C1 J.IIilB (3 70lnTSl You are missing some part ofyour body (a hand, foot, leg, etc). Any physical tests involving that limb have a -5 penalty to the draw. IilOIilOKV (8 70lnTSl Something has caused a great disturbance in your soul. Whether it be a maho curse, an ancestor's disgrace, or your own failing you cannot spend Void points for any reason. n.~1il~515 ("2 70lnTSl This is the dark counterpart to Kharmic Tie. Choose a Sworn Enemy. This person was an eneplY to you in a past life as well and the hatred car- ries over. You cannot spend Void Points against your enemy. Like Kharmic Tie, there is no guarante~your enemy possesses the same weakness where you are concerned. OBJ.lC1ATIOn. (2 0;1. !J 70lnTSl You have sworn to aid someone in return for a past favor. A two point obligation is a minor favor (would not cause you to lose honor). A four point obligation is a major favor Gust about anything). When the obligation is called in you must do everything in your power to honor the request. Failure results in loss of an entire rank of Honor or worse, depending on the nature ofthe Obligation (at the very least, others will see you as unable to fulfill your promises - a damning reputation in Rokugan). i'~~An.~n.T \!IOVn.11 (5 70lnTSl You begin the game with a wound that never healed properly. You always start a session with the first Wound level filled. No magic or healing can restore these lost Wounds. i'HOBIA (1-5 70lnTSl You have an unnatural fear of something. Whenever you encounter your phobia all ofyourTest Difficulties suffer a penalty equal to the points spent in Phohia. Common phobias are fear ofheights, darkness, the dead, blood, erc. The penalty lasts until the end of a session. This Phobia must be something that you would conceivably encounter during a LARP session. SJi\ALL (3 i'OJnTS) You are below average height and weight by Rokugani standards. Whenever you deal damage in combat you cause two less Wounds than normal (minimum one). SOCIAL J:7ISAJ:7I1AnTAG~ 13 ?OlnTS i''';I. ;l.AnJO Your starting Glory is lowered by one Rank for every three points spent. SOf'T..H~A~T~J:7 (2 i'OlnTS) Your conscience overcomes you whenever you are about to commit an act ofinhumane cruelty. When you try to rake a human life you must succeed at a WillpowerTest (Difficulty 10) Ot be unable to act. s\!Io~n ~n~Ii\Y (1-5 i'OJnTS) You have a sworn enemy who desires your death at almost any cost. The cost of this disadvantage determines your enemy's rank. T~V~ LOII~ (3 i'OJnTS) True love in Rokugan is celebrated, hut not openly. It can he a painful experience for lovers when they are forced apart by marriagel clan ties l and status. Whenever you have to choose between your love and duty you must choose your love unless you spend a Void pqint. Ifyou lose yourTrue Love's favor, your Void is permanently reduced by one Rank until they die or you get it back. vnLVCK (3, 6, 0;1. 9 i'OInTSl You gain one rankofunluck for every 3 points invested in this disadvantage. Before any test you must inform the Game Master that you have this disadvantage. Once per session per rank ofUnluck, the Game Master may activate one rank of Unluck and force you to redraw. You must accept the new draw. It is possible for multiple ranks ofunluck to affect a single test, and you may take both Luck and Unluck. \!I~AKn~S5 (5 i'OlnTS) One ofyour starring Traits is hindered by weakness. You can reduce any of your Traits (except Void) by one point to gain 5 character points. You may not reduce a Trait below one l or by more than two with this disadvantage. VAniTY (1 i'OInT) Something about you simply radiates excellence... to you, anyway.The rest of the world does not always recognize this quality and in this case it is your duty to inform them of it. TK£ G~£AT CLAns Most player characters will hail from one of the eight Great Clans. Details on each ofthese clans follows. TK£ C~AB CLAn For over one thousand years, the Empire of Rokugan has been protected from a terrible evil thanks to the impervious vigilance of the Crab Clan. When the Empire first formed, the Kami Hida gathered the strongest warriors and claimed the southernmost lands as his own, carving a vast realm from the bleak wilderness. When the forces ofFu leng appeared and were eventually defeated, it was Hida who volunteered to stand guard against the evil that would eternally threaten his brother's kingdom. The Crab have a well- deserved reputation as un-couth ruffians. They wage war against the Shadowlands every day, and virtually all have lost someone dear to them. They regard other clans as pampered, spoiled children who fail to appreciate the sacrifices the Crab have made in their name. Stilll the Crab are universally respected for their military prowess despite this poor reputation, and there are many among the other clans who are eager to lend a hand in their perpetual struggle. Allies: The Crab .have forged an alliance with the Crane for the first time in historyl and the two are fast allies in all endeavors even if their philosophical differences are considerable. The Lion and Unicorn are also considered allies, if to a lesser extent. The tattooed men of the Dragon are sworn enemies of the Shadowlands, and are thus always welcome in Crab lands even if the Crab do not under- stand them. Enemies: Though they have always distrusted the Scorpion, the Crab have no true enemies among the Great Clans at present. The Shadowlands is their enemy, and they choose to focus their energy on that fact alone. TH£ f'A1i\II.I£5 Four of the Crab Clan's families were established when the clan first formed, and two have joined in the centuries since. TH:: Hit/A Lords of the Crab, the Hida are among the largest of all samurai families. They are unquestionably the largest in stature, for the average Hida samurai towers over warriors from other clans. The first Hida was perhaps the largest man to ever live, and perhaps the strongest warrior that Rokugan has known. His followers and descendants value strength and personal power over all things, and have used this strength to defend the Empire from the Shadowlands for over a thousand years. Their brief alliance with Fu Leng's forces during the Clan War is a great stain upon their honor in the opinion ofmany. The Crab Champions that have reigned since that time have each vowed to see their clan perish to a man before they permit such a thing to recur. The Hida are invariably warriors, berserkers, and soldiers. There are virtually no bloodlines with-in the family that are strong in magic, and only those who are unable to serve upon the wall are relegated to duty in COUIT. Benefit: +1 Strength TH:: HI;/.UIilA The Hiruma are the Hida's ser- ~ants, bodyguards. and soldiers. They are cunning and agile when the Hida are strong and powerful, a perfect complement to their lords' abilities. Their ancestral lands were lost to the Shadowlands for cen- turies before being finally recovered a few decades ago. The recovery has been a long and painful process, for many of their provinces remain rav- aged or even Tainted by the Ninth Kami's influence. Still, they have retained their home in the face of terrible punishment from the Shadow- lands in recent years, and refuse to surrender it ever again. The Hiruma are warriorsl but not like the Hida. They emphasize speed and finesse, and frequently serve as scouts and spies in the Shadowlands. Benefit: +1 Stamina Ttl::: KAIU The first Kaiu is still numbered among the most brilliant men who have ever lived, even given a thousand years of innovation. His insights into smithing, engineering l and siege warfare established a tradition of academic warfare that has persisted to the present day. Kaiu's descendants maintain the Great Wall and all the traps and machines that continue to ensure its survivability. The weapons that every Crab warrior carries are likewise products of Kaiu ingenuity. While not as brusque as the Hida or Kuni, the Kaiu nevertheless lack the social niceties that other clans value so highly. A Kaiu simply does not understand the need for pretty words when a precise I logicat and accurate statement is all that is required. Kaiu samurai tend to be learned warriors, focusing on a single weapon and diverse engineering skills rather than the broad weapon base their Hida cousins tend to study. They are reserved I conservative men and women who think problems through with all the relentless tenacity of a Crab. Benefit: +1 Perception TH::: KUn! The Kuni have a poor reputation among shugenja families. They are more martially inclined than most Qther families due to the demands of their clanl and are forced to study the noxious secrets of the Shadowlands in order to help their Hida lords better understand the enemy they face. For their partl the Kuni look to other shugenja families with scorn as welt for they sit in safety and deride those who ensure that safety is not threatened. Kuni samurai almost always srudy the shugenja path, though a few who do not possess the talent with the kami take up the sword. A small sect that includes both bushi and shugenja make up the Witch Hunters, a group devoted to destroying the Shadowlands l influence both within and beyond Crab lands. Benefit: +1 Intelligence TH::: YASUKI The Yasuki family's history is tumultuous to say the least. They originally served the Crane, their founder having sworn fealty to Kakita during the Empire's first days. Within afew centuriesl however, a bitter war led to the family abandoning the Crane and joining the Crab. Years ago, the Yasuki daimyo died without an heirl and a Crane was declared the new Yasuki daimyo. Another period of conflict followed, but in the end Yasuki Hachi pledged his loyalty to both Crane and Crab, dividing the family between two masters. Thus farl they have served both masters with equal fidelity. Though Hachi claims to be both Crab and Crane, other members of the Yasuki family declare themselves specifically Crab or Crane. The Yasuki are the merchants and ambassadors for the Crab. They are looked down upon by other clans because of their commercial interests l but the Yasuki do not care. They recognize the service they perform for the Crab, and for the Crane to a lesser extent, and do not shirk from their duties despite the scorn. Benefit: +1 Awareness THS: TO;/.ITAKA Smaller even than the Kuni, theToritaka are among the smallest families in Rokugan. Four decades ago, the Toritaka were known as the Falcon Clan, areclusive band of spiritualists who kept to their remote lands and barely interacted with the Empire at large. Mere months before the onset of the Clan War, however, a magical disaster struck the Falcon lands when a maho-tsukai nearly succeeded in opening a portal to the spirit realms. Angered at the near cataclysm, Crab Champion Hida Kisada petitioned the court and was given permission to absorb the Falcon into the Crab. The Toritaka family was the tesult ofthis merger. The Toritaka tend to be solitary folk. They have not abandoned their spiritual outlook, and find the hands of spirits in all things. They are usually warriors and scouts, although a few study the shugenja path and rend to be exceptionally gifted at it. Benefit: +1 Perception TH£ C:v\B SCHOO1.S The Crab maintain many different schools, each essential to the clan's ongoing struggle to protecr the Empire from the Shadowlands. Those listed below are the most common, although they are by no means the only schools the clan maintains. THE: HIDA BUSHI SCHOOL Among the oldest and most respected bushi schools in the Empire, the Hida bushi school is based on the precepts that the great Hida considered most important. Those who study the Hida techniques focus on personal strength, inflicting enormous damage on an opponent meanwhile ignoring damage taken from an opponent's blows. Benefit: +1 Stamina Skills: Battle, Defense, Jiujutsu, Kenjursu, Kyujursu, Lore (Shadow- lands), Subojutsu. Outfit: Standard Bushi, plus one additional weapon. Technique 1: The Way of the Crab - You may ignore penalties for Heavy Armor. When wielding an ono, tersubo, or dai rsuchi you may add your rank to the Damage Rating. Technique 2: The Mountain Does Not Move - When taking damage, you may spend a Void point to pull a card and add it to YOUt Earth. If the total is equal to or greater than the damage inflicted, you take no damage. Technique 3: Two Pincers, One Mind - You may make an extra attack per combat round. Technique 4: The Berserke~ Rage - Before making an attack roll, you may voluntarily take aWound ofdamage to increase the Damage Rating of your weapon on a one for one basis. The penalty for these Wounds does not affect you until after your attack roll is made. You may not take more Wounds than yOUl Rank, and this damage may not be negated by The Mountain Does Not Move. Technique 5: The Mountain D~es Not Fall- At the beginning of a combat round, you may spend a Void Point to take an action, even if you would be unable to do so because ofyour wound rank or magical incapaci· tation. You may ignore all penalties to this action. You may continue to do this every round so long as you spend one Void Point per round. When you have no more Void Points to spend, you return to your previous state. THE: KUnl SHUc;E:nTA SCHOOL The Kuni shugenja have a reputation among other clans as a sinister ensemble prone to corruption and various kinds offoul play. This reputation is not undeserved, as the family has had more oftheir number succumb to the Taint than any other shugenja family. To the Kuni, this is unfortunate but understandable. Though they have taken every precaution the simple truth is that those who stand closest to flame are burnt most easily. It is only logical that more of them will fall than those who cower in their safe and well-defended homes. Benefit: +1 Willpower Skills: Calligraphy, Defense, Kenjutsu, Lore (Shadowlands), Meditation, anyone High Skill, anyone weapon skill. Outfit: Standatd Shugenja, plus three fingetS ofjade. Benefit: Runi's Secret - You begin the game in possession of the following spell scrolls: Sense, Commune, Summon, any 3 Earth spells, any 2 Fire spells, and any 1 Water spell. You have an Affinity for Earth spells, and a Deficiency for all Air spells. THS YASUKI TVl17::~ SCHOOL The infamous Yasuki traders fulfill a number of roles that the Crab consider unsavory or secondary to their duty: they are merchant patrons, diplomats, courtiers and record-keepers. Those who attend this school learn to love these duties, for they understand a secret that many in Rokugan do not wish to accept: all the scorn and disgust in the world can DOt deny the economic power ofa wily trader. Benefit: +1 Perception Skills: craft (any), Defense, Etiquette, Gambling, Heraldry, Sinceriry, any 1 skill. Outfit: Standard Courtier Technique 1: Way ofthe Merchant - When engaged in a conversation that regards commerce (debating the value of an item, attempting to procure some tangible resource, etc.), you gain a number of free Raises equal to your rank in this school on any test directly related to commerce. Technique 2: Koku Speaks - When making any opposed social test, you may sacrifice any numberofkoku to add +2 to your total result for each koku sacrificed. Technique 3: The Carp Smiles - Your convincing demeanor allows you to succeed through perseverance. Any time you lose an opposed test in asocial situation, you may spend a Void point to immediately draw another card and use that in place ofyour previous card. Technique 4: Taka's Lesson - Once per session, you may make an Imelli~ gence/Etiquerte test. Ifsuccessful, this test allows you to obtain any single non-magical item. The difficulty ofthis test is determined by the judge and based on the item's rarity. For example, a minor work of art might have a diffiCulty of6, akatana ofexquisite quality bearing the Crane Clan mon might be 12, and a seal bearing the Emperor's chop might be as high as 18 or 20. Technique 5: The Splendid Carp - You are a master at reading the emotions and desires of others, particularly customers. When you are dealing with an individual who wants or needs something in your possession (a resource, object, or service), their card draw is reduced to one-half its Donnal value in any opposed test against you. TH:: I!/ITCH HunT::~S The witch hunters, also known as the tsukai sagasu, are among the most feared samurai in Rokugan. They are hand-selected from the most zealous Kuni to be trained in secret techniques developed over centuries offighting the Shadowlands. These rare, solitary men and women scour the Empire hunringTainted beasts and rhose who have sold their souls to Fu Leng, the blood sorcerers called maho-tsukai. Even the Crab are not immune to the Witch Hunters' thankless vigil, and any Crab who falls to darkness can expect a visit from them. Benefit: +1 Awareness Skills: Athletics, Defense, Herbalism, Hunting, lore (Shadowlands), any 2 Bugei skills. Outfit: Katana, wakizashi, traveling clothes, steed, travel sack, any two weapons, [hree fingers ofjade, 5 koku. Technique 1: To See the Darkness - You can center yourself, making the disharmonious presence of the Taint easier to detect. You may make an Awareness/Lore (Shadowlands) test (TN 10 for a 10 foot area around you, with an additional 2foot radius for each Raise). Ifsuccessful, the judge will reveal to you whether or not there is Taint present within the room. This ability does not allow you to specifically locate a Tainted person or creature, merely reveals ifthe Taint is present. Technique 2: To Strike the Darkness - Whenever y'ou make an attack against a target that you know to possess the Taint, you gain a Free Raise on your attack. Technique 3: To Repel the Darkness - You may spend aVoid point and become immune to all spells cast by individuals with the Shadowlands Taint for one round. You may do this for as many rounds as you have Void points. This is done on your action, and lasts until your next action. Technique 4: To Punish the Darkness - You may make one extra attack per round. This attack must target a Shadowlands creature or a target that you know to possess the Shadowlands Taint. Technique 5: To Shatter the Darkness - After making a successful attack against any Tainted target, you may sacrifice any number of your wounds to inflict that many additional wounds upon your target. The children of Lady Doji, the Crane Clan have protected and nurtured every Emperor that has sat upon Rokugan's throne since the first Hantei. Whenever the Emperor convened his court, Crane advisors stood ready to counsel him. Whenever an Emperor has required a bride, a bevy of Crane daughters has been available to love, guide, and advise him. Whenever the Emperor has stood in need of a blade to champion his cause, a Crane duelist has stood at the quick. The Crane's favored status has garnered them many an enemy. The first true inter-clan war was waged between the Crane and Crab clans early in Rokugan's history, and was due in no small part to the resentment held by the Crab toward the Crane's arrogance and wealth. The Lion and Scorpion have stood at odds with the Crane for similar reasons for centuries, and the children of Doji have survived only thanks to their peerless political acumen, the Emperor's favor, and the ruthless tactics ofthe Daidoji family's military forces. The Crane's social domination of Rokugan has been interrupted only periodically throughout history. The Clan War was particularly taxing, as Clan Champion Doji Horuri was kidnapped and replaced with a rwisted duplicate that neatly left the clan in ruin. Although the clan rebuilt quickly, they were divided again only a few years later, when the Lying Darkness's manipulation created a civil war between the Champion Doji Kuwanan and his general Daidoji Uji. Again, the Crane endured. The current Crane Champion, Doji Kurohito, has sworn to consolidate the clan's power and achieve such power and prestige that the clan will fear threats to its power again. With strong alliances with other clans, domination of the Imperial Coun through an alliance with the Oromo and a Crane as Imperial Advisor, and the occupation ofboth Emerald Champion and Jade Champion by loyal Crane samurai, it seems that Kurohito's goal is rapidly becoming a reality Though some might call him ruthless, Kurohiro would reply that he is not without compassion - he simply reserves none for his enemies. Allies: In keeping with Kurohito's intention to return the Crane to the pinnacle oftheir power, the Crane currently maintain diplomatic relations with every clan. Their particularly strong alliances with the Crab and Phoenix have made the Crane a truly powerful force in modern Rokugan. Enemies: The Scorpion have always been the Crane's rivals in the coun, and do not plan to surrender the field peacefully. Though technically allied with the lion, there are also many among that clan who have not forgiven the Crane for their ancient feud. f'A1i\ILI£5 The Crane are unique among the Great Clans in that they have as many if not more samurai devoted to pursing politics and the arts as they have soldiers. of the four families that bear the Crane mOll, only one has devoted itselfentirely to warfare. TH5: ASAHlnA There is no family in the Empire quire like the Asahina. When 19awa Asahina went on a murderous rampage against several Crane villages, the daughter of the Crane Champion boldly attempted to bring him to peace. Astounded by the girl's courage and shamed by his own actions, Asahina repented his violent ways and embraced pacifism, as did those who swore fealty to him. After marrying the Crane who saved his honor and his soul, he was eagerly invited to join the Crane. Since that time, the Asahina have studied the kami and foresworn the use of steel. The taint of the original Asahina's vengeful anger is a constant temptation, but it is a temptation the Asahina rarely fail to rise above. The Asahina are a shugenja family, and it is rare that any ever pursue another path. Their philosophy ofstrict pacifism make it all but impossible for an Asahina to consider becoming a warrior, and the few who are without the ability to speak to the kami often enter a monastery rather than accept a less worthy path. Benefit: +1 Perception TH5: DAIDO.]"I More than any other family, the Daidoji fail to confonn to the typical image ofthe Crane. Where the Doji are stylish and elegant, the Daidoji ate rough and practical. Where the Kakita are lithe and athletic, the Daidoji are muscular and powerful. Where the Asahina are pacifists, the Daidoji live every day in preparation for war. They are the Crane's strong arm, the power behind their clan's armies. The Daidoji accept that the Crane are do not possess the Lion's military might, the Unicorn's mobiliry, or the Crab's dogged tenacity. They make up for this by seizing every possible advantage, even resorting to sabotage and guerilla tactics to defend their lands. Often times this is enough, as it is only necessary to delay an invading army briefly while a Crane courtier summons finds reason to condemn their enemies and draws support from the Imperial Legions. If some degree of honor must be sacrificed for the clan's greater well being, then that is a sacrifice the Daidoji gladly make. The Daidoji are almost exclusively bushi. There are very few among their number that pursue a political or artistic path, and there are no bloodlines that have ever consistently produced shugenja among their number. Benefit: +1 Strength TH5: DO.]"I In virtually every court in Rokugan, there is a Doji who has significant influence. Those few that lack a representative from the Crane Clan are simply beneath the Doji's notice. The Doji are descended from Lady Doji, the first Emperor's sister and the architect of many basic social traditions that have been practiced for over a thousand years. The Crane are the Emperor's Left Hand, the clan that protects his honor and power by championing him in the court, and none exemplify this duty more completely than the DOji. Doji tend to be bushi or courtiers. Shugenja are rare, but not unheard of Artisans are hkewise embraced as a natural outgrowth ofthe family's quest for perfection and mastery ofevery high an. Doji frequently have blue eyes, a ratiry among othet families, and bleach their hair white in honor ofthe Crane hero, Daidoji Hayaku. Benefit: +1 Awareness TH5: KAKITA While the Doji mirror their founder's exquisite gifts, the Kakita continue the tradition of their founder by pursuing excellence at a chosen task. AKakita selects one thing to pursue as their life's goat and they focus upon it with startling intensity. Their family's belief is in excellence, in living in pursuit of perfection. What perfection means varies for each individual, but the Kakita permit each samurai to follow his own path. Perfection is not a final, achievable goal, after all, but the quest of an entire Lifetime. The Kakita are a varied family, with many bushi, artisans, and courriers among their number. They are nearly as large as the Doji, although not as prominent as their cousins. The Kakita are not as prone to flamboyance as the Doji, and rarely bleach theit hait. They have light, athletic builds. Benefit: +1 Agility TH5: YASUKI Years ago, the Yasuki daimyo died without an heir. Imperial historians retraced his lineage and discovered that the nearest clear line ofsuccession lay with Daidoji Hachi, a minor gunso in the Crane armies. This was exceptional because the Yasuki family had defected ftom the Ctane and joined the Crab centuries earlier. This controversial decision led to a brief but intense conflict between the two clans that was only resolved when their daimyo, now known as Yasuki Hachi, pledged his loyalty to Hida Kuon as well as to Doji Kurohito. The Yasuki now serve both clans equally. Much as with the Crab Clan, the Yasuki serve as merchant patrons for the Crane, overseeing all necessary maners ofcommerce.This is a distasteful duty for any samurai, but the Yasuki revel in it, enjoying the material rewards of their labor even as they suffer scorn from other clans as a direct result. Benefit: +1 Awareness TH£ C~An£ SCHOOl.S The Crane are an incredibly diverse clan, supporting a wide number of schools that cover a more varied field of professions than any other clan. Crane bushi are feared for their skill at dueling just as much as the clan's artisans are heralded for their unparalleled mastery ofthe performing arts. TH5: ASAHJnA SHUC;::nJ"A SCHOOL Focused on purification ofthe spirit more than the use ofmagic in combat, the Asahina shugenja school has virtually no offensive focus. Their partic- ular emphasis is on the creation of simple fetishes: single-use magical items created with the blessing and consent of the kami that power them. The Jade Champion and his followers are exceptions to this rule - they see the Shadowlands as the living embodiment of the defilements the ASahina banle against, and deal with them accordingly. :'.~I;4;t" <.~i: , . .:: ••f' \ Benefit: +1 Awareness skills: Calligraphy, Etiquette, Lore (Theology), Meditation, Shintao, Tea Ceremony, any 1 High skill Outfit: Fine Shugenja (no wakizashi) Technique: Asahina's Gift - You begin knowing the following spells: Sense, Commune, Summon, any 3 Air spells, any 2 Water spells, and any 1 Fire spell. You have an Affinity for all Air spells, and a Deficiency for all Earth spells. TH5: 1703"1 COV:;l.T15::;l. SCHOOl. Only the Scorpion would question that the·most powerful force in Rokugan's courts has always been and remains Crane Clan, and generally they do so out of earshot of the Doji. Many families from other clans seek to have their young courtiers study with the Doji, but few are admitted without owing the family a great favor in return. Benefit: +1 Awareness Skills: Courtier, Etiquette, Heraldry, Manipulation, Oratory, Sincerity, any 1 High skill. Outfit: Fine Courtier Technique 1: The Perfect Gift - A number oftimes per session equal to your Air Ring + 1, you may call upon a favor owed you or your family by a non~hostile samurai present. This favor may be material in nature, perhaps an object or a small number of koku, or it may be a service, such as safe passage or travel papers that are within the individual's power to grant. The GM will determine which samurai you can obtain this favor from. Ifthe target fails to comply, he will lose Honor, Glory, or both (GM's option). Technique 2: A Whisper From The Sotil- You can subtly influence the moods ofothers through careful manipulation during conversation. If you spend at least five minutes talking with another character, you may make an opposed Awareness/Courtier test. If successful, you may change the emotional state ofyour target by one step, from Friendly to Neutral to Hostile. This emotion will not necessarily be directed toward you, but possibly toward the topic ofthe conversation. It is up to you to channel the target's emotions appropriately, before they come to their senses and realize what has been done. Technique 3: Test of Honor - You may spend a Void Point to force another to undertake a test ofHonor before they attempt any single action. This test requires you to step in front of the target and speak to them clearly, questioning their honor. Both you and your target must then make an Honor test (Honor Rank + card pull). Ifyour total is greater, your target suffers a penalty to the test for his subsequent action equal to your Honor. Ifyour opponent's total is greater, you lose one Honor point. This technique must be used carefully, as questioning a samurai's Honor often leads to a duel. Technique 4: The Gift ofthe Lady - You gain Free Raises equal to your Insight Rank on any Etiquette, Courtier, Heraldry, Oratory, or Sincerity check Technique 5: Your Life Is Mine - You may drastically alter the feeLings one person has toward another. If you succeed at an opposed Awareness test, you may determine how the target feels toward anyone other character, causing the target to feel fondness, hatred, suspicion, or admiration toward atarget ofyour choice (including yourselfor the target's self). This artificial relationship requires your attention to maintain, however. You must speak to the target at least once per hour for a minimum of five minutes and succeed at another opposed Awareness test to maintain it. Outrageous manipulations, such as making a samurai lord fall in love with an eta or convincing an Emerald Magistrate that he hates the Emperor are impossibie. Subtlety is key here. TH:: KAKITA BUSHI SCHOOL Kakita was an unparalleled swordsman and duelist, and the techniques that he and his sons created during the Empire's formation have persisted for over a thousand years, never equaled and save for Mirumoto's Niten techniques, never rivaled. The Kakita place emphasis on speed and precision, belieVing that one perfect strike can win wars that armies cannot. Indeed it is a standard Crane tactic for a Kakita duelist to insult the honor of a key enemy officer. This inevirably leads ro a challenge rhe enemy cannot win, leaving their ranks in chaos while the DOji and Daidoji swoop in for rhe kill. Benefit: +1 Reflexes Skills: Eriquette, Iaijutsu, Kenjutsu, Kyujutsu, Sincerity, any Bugei Skill, any High Skill. Ontfit: Fine Bushi ;'.'. . , Technique 1: Way of the Crane - You may add your Iaijursu skill ro your Initiative tests when wielding (or about to draw) a katana. Technique 2: The Sudden Srrike - When involved in an Iaijursu duel, your weapons all in.£lict extra Wounds equal to your School Rank. Technique 3: Srrike from rhe Void - You may spend mulriple Void points on an laijutsu strike, drawing a number of cards equal to the Void PointS spent and keeping the card ofyour choice. Technique 4: One Strike, Two Cuts - You gain an extra attack each round. Technique 5: Srrike wirh No Thoughr - Before Iniriarive is rolled for the first round ofcombat, you may make an opposed Void test against your opponent. If successful, you gain a free attack before combat begins. If involved in an Iaijursu duel you may use this action after the strike is performed, but before the duel proceeds into normal combat (effectively striking your enemy twice ifyou win the duel). TH5: KAKITA A~TI5An ACA[15:Ji\.Y Lady Doji and her husband Kakita were incredibly guted, each having mastered (and created) a number of sophisticated ans. Doji was a child of heaven, of course, and could achieve nearly any task that she attempted. Kakita was a master swordsman, a gifted musician, and an exceptional craftsman. Their children and descendants have retained this gut for the arts, and the Kakita Artisan Academy has continued to develop their talents for centuries. Benefit: +1 Intelligence Skills: Calligraphy, Courtier, Etiquette, Lore (any appropriate to specialty), any 1 High Skill, and 2 ranks in the characrer's specialty skill Outfit: Fine Courtier Technique 1: A Soul of Beauty - You may choose anyone artisan skill, including Acrobatics, Acting, Dance, Ikebana, Jester, Music, Painting, Poetry, and Storytelling. You receive a +2 bonus to your tests when using this skill. Technique 2: Free the Spirit - Your work inspires others to great feats. When presenting an artistic endeavor (presenting a painting, reading a poem, acting a scene from a play, telling a story, etc.), you may select any one observer. That observer will receive a Free Raise to their next test. Technique 3: The Soul's Dream - Your artist's perceptions grant you insight into others' souls. You gain a bonus equal to your primary artisan skill (as chosen at Rank 1 above) to all opposed social tests made against an individual with a disadvantage that indicates a strong need or desire (Greed, Driven, Lecherous, Vanity, etc.). Technique 4: Undying Name - Your an becomes even more impressive and inspiring. The bonus granted by the Rank 1 technique increases to +4, and your Rank 2Technique now provides three Free Raises (which can be given to a single observer or split between multiple observers). Technique 5: Walk Among the Heavens - Your reputation is so exceptional that many find it difficult to raise their hand against you. Any samurai who wishes to attack you must first succeed at an opposed test, their Awareness/Etiquette against your Awareness + artisan skill of your choice. Ifyou win, your detractor is physically unable to attack you unless you are openly hostile, though he may still apprehend or threaten you. TK£ D~AGOT\ CLAT\ Ever enigmatic and mysterious, the Dragon Clan was secretly ruled by their founder, the Kami Togashi, for over a millennium. The great Togashi could see the future unfold, but could never see his role there. For this reason, he kept the Dragon removed from the Empire, taking action only when failing to do so would make matters drastically worse. Because of Togashi's reticence, the Dragon developed a reputation as recluses, mystics, and madmen. Truthfully, the samurai who serve the Dragon Clan have never had any more understanding of their clan's role than anyone else. They merely followed their lord's wishes loyally and without hesitation, as their duty demanded. Having never known any other different path, the Dragon simply became accustomed to a life ofmystery. An uncertain furure was, by some accounts, a certain future by the Dragon perspective. They are a philosophical and gleefully contradictory people, raking more delight in thought.provoking questions than boring answers. Togashi was killed in battle with his brother Fu leng on the second Day ofThunder nearly forty years prior. Since his death, the Dragon have learned, with difficulty, to govern themselves. Without the Kami's vision, they have had no choice but to depend upon their own wisdom to find their way in the world. The Tao of Shinsei says that fortune favors the mortal man, and no clan knows this to be truer than the Dragon. Since Togashi's death, the Dragon have been through a great deal. His successor, Hitomi, became obsessed with the Lying Darkness and its connection to Onnotangu, Lord Moon. She eventually slew Onnotangu, usurping his place in the heavens, then defeated the lying Darkness by robbing it of the very lack of identity that lent it power initially. The trials of Hitomi brought even greater change to the Dragon Clan, though the Dragon have risen to meet the challenges admirably.Their recent war with the Phoenix left the Dragon with an inherent distrust ofpowerful nemuranai (magical items). The Dragon have thus taken it upon themselves to patrol the Empire, disposing ofdangerous artifacts. Allies: The Dragon are an enigmatic clan at best. They are on friendly terms with the Scorpion, who understand the value ofmystery and secrets better than most. The Crane are also on friendly terms with them. Enemies: The Dragon only recently emerged from a war with the Phoenix. Though this war was instigated by the Dark Oracle of Fire's manipulations, bad feelings still run deep between the two clans. The Dragon's interference in recent Unicorn-lion conflicts has won them a fair amount ofenemies among these clans as well. •••••. . , ~ 'TH£ f'A1ilI~I£S The Dragon are a clan of small families, except for the Mirumoro family. They tend to be highly compartmentalized, far more so than othet clans. To many Dragon families the other families are just as much of a mystery as they are to the rest ofthe Empire. TH:: KIT5VKI The Kitsuki are the ambassadors and magistrates of the Dragon Clan. They ate an offshoot of the Agasha, a shugenja family that defected to the Phoenix several decades ago. The Kitsuki are unique in their emphasis on studying forensics. They believe that physical evidence outweighs the power of testimony, an enlightened view that others in the Empire do not share. With their keen powers ofobservation, the Kitsuki often serve as the Dragon Clan's representatives in COUIT, using their powers ofperception to pick up on subtle cues that others might miss. Criminals and conspirators across the Empire have come to fear the intervention ofa K.itsuki magistrate. The Kitsuki are usually magistrates or courriers. The family's leaders recognize that in any other clan, Agasha Kitsuki would never have been permi((ed to follow his own path and eventually create a family. In recognition ofthis great boon, they permit those oftheir number to follow whatever profession they choose. Benefit: +1 Awareness TH:: ml;l.VmOTO By far the largest Dragon family, the Mirumoto are both the bulk of the clan's military fqrce and the administrators oftheir lands. For cenruries, the Mirumoto daimyo was left to look after clan affairs while the enigmatic Togashi looked after his personal pursuits. Now that the Champion, Togashi's grandson Satsu, has taken up a more active role, the Mirumoto have considerably more freedom. They have reacted somewhat predictably to this turn of events, and have spent the past few years building and preparing the Dragon armies, which had been in a poor state following the Dragon- Phoenix war. The Mirumoro tend to be soldiers, warriors, and yojimbo. They are a stolid people, with a practical outlook. While they rarely indulge in the enigmatic games of other Dragon families, they respect their fellow Dragon for pursuing their own paths. Benefit: +1 to any Trait . Tit:: TAli\O~1 The Tamori are a family of shugenja, but in keeping with the Dragon's unique nature, they are unlike any other shugenja family. The Tamori do not have the same philosophical leanings as otherfamilies, and could perhaps be likened only to the Kuni family ofthe Crab. They take an active role in the clan's governance, effiCiently overseeing their family's provinces and advising the Clan Champion in all things, including and not excluding political and military endeavors. The Tamori are obsessed with unlocking the mysteries of nature, and often use their discoveries to enhance the military prowess of their Mirumoto brethren. The Iamori are resentful toward the Agasha family of the Phoenix; the Tamori was a branch of the Agasha family until the Agasha abandoned the Dragon years ago. The Tamori have never forgiven their cousins for their depanure. TheTamori are universally shugenja, although there are rare instances of a child born who does not bear the gift for the kami. These few unfortu- nates are either pledged to another family or allowed to serve as yojimbo and guardians. Benefit: +1 Stamina Tit:: TATTOO::" O~"::~5 Although not a family in any true sense of the word, the Dragon Clan includes three orders oftattooed monks that are given the same considerations as asamurai family. The Togashi, the Order ofthe Eternal Dragon, were the first, an order of monks given mystical tattoos using the blood ofTogashi himself The Togashi have been elevated to the level of myth throughout Rokugan, as the peasants have many tales of such men and their obscure tattoos. Since the Clan War, two other orders have been created. The Hoshi, the Order of the Celestial Wanderer, follow Togashi's son Hoshi. A third order, the Hitomi, Order of the Lady ofthe Moon, were created by Hitomi shortly before her duel with Onnotangu. Although the progenitors of all three orders have departed Rokugan, powerful members of the Togashi and Hoshi orders are able to pass on tattoos with their own blood. Hiromi are born bearing tattoos, a sign oftheir Lady's continuing guidance and blessing. Sometimes the Hitomi are born outside the Hitomi. These individuals soon realize that they are chosen by the Lady and soon join her service. By definition members of a tattooed order are monks, though the Dragon show them the same respect and status as samurai. All members of the Three Orders bear mystical tattoos granting them supernatural abilities. Tattooed monks vary wildly in their philosophies, and are generally regarded by Rokugan's populace with amix ofconfusion, fear, and admiration. Benefit: +1 Agility 'fI'.!I.', t. , , . TH£ "~A.GOn SCHOOLS The Dragon Clan maintains perhaps the most unconventional schools known anywhere in the Empire. It is perhaps a result ofTogashi's centuries of governance allowing his followers to pursue their own interests that results in this extensive range of skills and vocations. TH5: KITSUKI li\AGIST:;/.AT5: SCHOOl- The secrets taught by the Kitsuki are uncomplicated. The founder ofboth school and family, Agasha Kitsuki, theorized that it was not necessary to speak to the kami to learn their secrets; one could discern all that was needed simply from observing and thinking logically. These skills have been developed for decades, and there are few criminals who do not fear the keen, practiced eye ofa Kitsuki magistrate. Benefit: +1 Perception Skills: Courtier, Heraldry, History, Law, Lore (any), Nazodo, Sincerity. Outfit: Standard Courtier Technique 1: Kitsuki's Method - AI; a Kitsuki, your powers ofperception are nothing less than amazing. You may spend any number ofVoid points when making a test that involves Awareness or Perception. Technique 2: Wisdom the Wind Brings - When making any test involving Awareness or Perception, you gain a number ofFree Raises equal to your School Rank. Technique 3: Finding the Path - You automatically succeed on any unopposed test involving the following skills: Heraldry, History, Investigation, or Law. No card pull is required. You are automatically assumed to have achieved the minimum result necessary for success. You may not make Raises on this test, although you may still benefit from free Raises as granted by Rank 2 above. You must make opposed tests nonnally. Technique 4: Know the Hean's Rhythm - Your intuitive understanding of others' techniques grants you an advantage. When facing an opponent, you may become familiar with any technique they use against you by making a contested Awareness test. Any time you are facing an opponent who is using a technique you are already familiar with) they must spend a Void point in order to use their technique against you. This is cumulative with any Void point requirements the technique may have. You may be familiar with a number ofTechniques equal to your School Rank) and can "forget" an old technique to familiarize yourselfwith a new one. Technique 5: The Eyes Betray the Heart - Those who wish to lie to you must first succeed at an opposed Awareness test.Those who are unsuccessful are unable to tell you a lie, although they are not required to tell you the complete truth. Ifan opponent has a higher Awareness than you, they may lie to you if they wish) but you will automatically know that they are not telling the truth ifthey fail the initial test. TH5: li\1:;/.UIi\OTO BUSHI SCHOOl- The Mirumoto fighting style is unique throughout the Empire in that it teaches the use of both swords rather than focusing on the katana. While not hereticat this practice is extremely controversial. There is a centuries-old rivalry between the students of Mirumoto's style and the students of Kakita's style, one that is not likely to be resolved any rime in the near future despite the efforts of many warriors throughout history. Benefit: +1 to any Trait Skills: Battle, Defense, Kenjutsu, KyujutsU, Meditation, Lore (Shugenja), any 1 High or Bugei skill. Outfit: Standard Bushi Technique 1:The DaishoTechnique - Trained to wield two blades, you have a much more efficient defense than most. Your Defense Skill is increased by 2 + your School Rank (+3 at this rank, +4 at the next, etc.) when you are wielding a daisho. Technique 2: Strong and Swift - You may make an extra attack per combat round. Technique 3: The Blood of My Brothers - You were trained alongside shugenja and understand their ways. You may spend a Void point to increase or decrease by 2 the card pull made by a judge to determine if a spell targeting you succeeds or fails. This only applies to spells that specifically target you, not spells that affect an area. Technique 4: The Unrighteous will Fall-The speed ofyour attacks is nothing short ofamazing. Any time you make amelee strike that kills your opponent, you may immediately make another melee attack against any other target within range. Technique 5: The Heart ofthe Dragon - You may make an extra attack per combat round. TH5: TAmO;t1 SHU45:njA SCHOOl. TheTamari are a surprisingly visceral family, and their training focuses less on ritual and more on practicality than most shugenja schools. Most Tarnori possess aT least rudimentary martial training, either in unarmed or weapon techniques. Benefit: +1 Willpower skills: Calligraphy, Kenjutsu, Lore (Elements), Meditation, Shintao, any 2 High or Bugei skills. Outfit: Standard Shugenja Technique: Taman's Strength - You know the following spells: Sense, Commune, Summon, any 3 Earth spells, and 2 Fire spells, and any 1 Water spell. You have an Affinity for all Earth spells and a Deficiency for all Air spells. TH5: TATTOO5:17 monK SCHOOl. The Three Orders do not possess an organized school as such. Rather, they are loose confederations that share a philosophy and who are granted mystical tattoos upon reaching certain levels in their training. These tattoos are always unique, although common themes and symbolism can be seen in the images and abilities they confer. Benefit: +1 Void skills: Craft (any), Jiujutsu, Meditation, Nazodo, Shintao, any 2 other skills Outfit: Simple clothing, hat, travel sack. Techniques: Tattooed men do not gain technique in the same manner as students ofother schools_ You begin the game with a single mystical tattoo, and gain an additional tattoo each time you advance in rank. These tattoos vary considerably in appearance and effect,-but you may construct your own using the following gUidelines. All tattoos are subject to judge approval well in advance ofthe LARP session. Attack Bonus: An attack bonus tattoo grants a +2 bonus on all attack skill combinations when using a specific Weapon Skill (including unarmed combat). The tattoo usually takes the form of the weapon in question or ofa swift animal ofsome sort. Damage Bonus: A damage bonus tattoo allows you to spend a Void point to increase your Damage Rating by your School Rank when using a particular type of weapon. The tattoo usually takes the form of a flaming aura around the weapon in particular, or a powerful predator. Free Raise: A tattoo granting a free Raise confers a free Raise on tests made using anyone particular trait (or Skills that utilize that Trait). This ability may be used a number of times per session equal to your School Rank x 2. The Trait should detennine the tattoo's image (a crab for stamina, a lion for strength, etc.). skill Bonus: A tattoo granting a skill bonus confers a +3 bonus to your relevant ability/skill when making any non-combat test. The skill selected should determine the image the tattoo takes (a hawk for Investigation, a rat for Stealth, etc.). Ttf£ LIOn. CLAn. The Lion are the strongest military force in the Empire, and take pride in this distinction. Their founder, Akodo One·Eye, is said to be the greatest tactician that ever lived. Since Akodo's rime, the Lion have had a long and violent history. The feud initiated by Lady Matsu and Kakita has never been resolved, and the Lion and Crane have survived in a state of near- constant warfare for a thousand years. The Imperial edict prohibiting open warfare between the clans has prevented the Lion and Crane from wiping each other out, relegating them to simple border skirmishes that constantly exchange hotly·contested holdings such as Shiro no Yojin and, until recently, Toshi Ranbo. Recent years have seen the Lion do the unthinkable: join in a tentative alliance with their long-term rivals the Crane. The two clans jointly administrate the Empire's new capital city, Toshi Ranbo, seat of power for the Righteous Emperor Toturi III. They are currendy engaged in a war on their western border with the forces ofMoto Chagatai, the Unicorn Khan, and have suffered at the hands ofBloodspeakers just as all other clans have. Allies: The Lion are not currently on good terms with any clan. Though technically allied with the Crane, one could say their alliance simply amounts to little more than a cessation of hostilities between ancient enemies. Though the lion are wary of the Scorpion, a secret alliance between the Ikoma and Bayushi families has yielded great power and influence for both families. Enemies: The lion are currently at war with the Unicorn Clan, and are not on good terms with the Dragon due to their interference in that conflict. A broken alliance with the Phoenix years ago left them hatd feelings as well TH£ f'A1i\11.I£5 There are only four families in the Lion Clan, each with a carefully tecotded history rhat dates back to the time of Akodo One-Eye and his followers. Each family has awell-defined role within the clan, and considers it a sacred duty to fulfill that role without hesitation or variance. TH:: AK0170 The Akodo have a unique and troubled history They ruled the Lion for a rhousand years befote their lord was disgraced in rhe Scorpion Clan Coup in 1126. The Emperor's outrage at Akodo Toturi's actions was so great that not only did he cast down rhe Lion Champion, but he dissolved his family as well. For six years, there were no Akodo in the Empire save one - Akodo Kage. It was not until the lying Darkness was destroyed at the Battle ofoblivion's Gate at Volrurnum that the Akodo terurned. The Dark- ness was destroyed by being named, and the name given it was Akodo. The many souls absorbed by the Darkness over the centuries were returned as amnesiac samurai~ aware only that their names were Akodo. Many Akodo ronin returned from obscurity to guide these lost souls down the path ofthe lion. The decades since then have seen the Akodo return to their former position, albeit only through great hardship. The Akodo are a varied lot, though most become soldiers and tacticians. Shugenja are rare but not unheard of. There are many historians and a handful of courtiers among their number as well. Benefit: +1 Perception THE: IK01i\A The Ikoma are the lion Clan's memory, maintaining the Empire~s most extensive historical records. The first Ikoma was a sly warrior who impressed Akodo with his cunning. There are those who suggest that he was not the most honorable of men, and even some Ikoma fondly tefer to their founder as "The old Spy.'~ Few, however, would question the integrity of his descendants,. In addition to serving as bards and historians, there are a substantial number of tacticians as well. The study of tactics was largely an academic pursuit throughout most of history, but the period wherein the Akodo were dissolved saw a large number of Ikoma step forward ro fill the gap left by so many gener- als and officers. The Ikoma are the most varied of ail lion families l with strong traditional lines of historians, tacticians, and magistrates. The numbers of Ikoma ~. who pursue outside interests is never large enough to threaten their primary duty as historians. Benefit: +1 Intelligence THE: KIT5V Possessing a unique and distinct ancestry, the Kitsu serve the lion as shugenja, forging a spiritual link to their ancestors. The first Kitsu were members of a mystical race of feline spirit creatures called kitsu. These creatures survived the lion Clan's ill-conceived campaign to slaughter their kind. Too late Akodo recognized that the kitsu were not evil creatures, and in reparation for his actions he took the last five surviving kitsu and offered them a home among the lion. The kitsu took human form and thus the Kitsu were born. The unique spiritual powers the kitsu once demonstrated survive in their descendants, as a rare few Kitsu shugenja possess the ability to sense and speak to ancestral spirits. These exception- ally rare men and women are the holiest treasures the Lion possess, for they represent apersistent and concrete link to their ancestors, the one thing all Lion value more than anything. Those who bear a strong blood connection to the original kitsu are immediarely recognizable. All ofthese individuals have red-gold eyes; and some possess bright auburn hair. The dury of a Kitsu is to speak to the kami. Those Kitsu who are unable to do so are usually fostered to other families, meaning that there are only ahandful of Kitsu in any generation who are not shugenja. Benefit: +1 Awareness THS JilATSU Easily rhe largest family in Rokugan, rhe Marsu are also the fiercest and most violent of all warrior families. They are descended from Lady Marsu, Akodo One-Eye's most fearsome follower. Matsu was lost to the Shadowlands along- side Shinsei and the Seven Thunders, and Akodo never recovered from her loss. For a thousand years, the Matsu served as rhe Lion's weapon, guided by Akodo wisdom and racrics. Shortly before rhe clan War, rhe dearh of Akodo Arasou, the Lion Champion and Matsu Tsuko's betrothed, drove a wedge between the two families. When rhe Akodo were dissolved, the Marsu eagerly rook com- mand. When rhe Akodo were finally reformed, the Matsu embraced rheir cousins once more, and continue to stand shoulder to shoulder with them, though rhe Lion Champion currently remains a Matsu. The Marsu do nor embrace any path save thar ofa warrior.Their philosophy and mindset is one that cannot accept any profession other than that of a bushi. Shugenja are unheard of, and rhe Marsu do not consider politics or investigation to be tasks worthy ofrhe Marsu legacy. Benefit: +1 Strength v. TH£ LIon SCHOOLS The Lion are a highly traditional clanl placing enonnous value on reverence for the past and the following of rituals and practices that have been observed for centuries. Their schools have existed for centuries with very little change and are unhkely to change in the near future. nt5: AJ(O"O BUSHI SCHOOL Among the oldest and most revered bushi schools iIi the Empire, the Akodo school teaches precision above all else. No move is wasted} no energy squandered. The Matsu consider the school's techniques somewhat anachronistic and conservative, but no one can deny their overwhelming effectiveness. Benefit: +1 Agility skills: Bard, Battle, Defense} History, Kenjutsu,Kyujutsu,any 1High Skill. Outfit: Standard Bushi Technique 1: The Way ofthe Lion - Aoy opponent you attack gains no Defense bonuses from Armor against your attacks. Technique 2: The Strength of Purity - When making an attack, you may add your Honor rank to the total of your Offensive Combat Test. Technique 3: With the Strength ofMy Ancestors - You may make an extra attack per combat round. Technique 4: The Hand of Destiny - You no longer need to declare raises on Offensive Combat Tests for any purpose other than increased damage. Technique 5: The Final Lesson - When you make Raises on an attack test and fail to meet the new target number but still meet the original number if the Raises were not met, you succeed in your attack but gain no effects from the Raises. TH5: IJ(OIilA OIilOI"ASU In addition to the clan's historians and tacticians, the Ikoma act as the Lion's living memory. The Ikoma omoidasu remember the greatest tales of Lion warriors and relive them for the soldiers on the front line and the clan's allies and enemies in court, reminding all who will listen of the Lion's honor and prowess. Benefit: +1 Awareness Skills: Bard, Calligraphy, Heraldry, History, Law, Lote (any 2). Outfit: Standard Courtier Technique 1: Path ofthe Rivet- You are ttained both to fight and rep- resent your clan. You may choose anyone weapon skill and anyone social skill. You may add your School Rank to tests involving either ofthese skills. Technique 2:The Current's Pull- You gain a number offree Raises per session equal to your School Rank. These Raises may be used on any Sincerity, law, Bard, Manipulation, or Etiquette test. Technique 3: Patience ofTides - Your patience is legendary. Any time someone Raises on an opposed social test (Courtier, Etiquette, Intimidation, Seduction) against you, you gain a Free Raise on your own test. Technique 4: Master the Flow of the Heart - Any time that you ate making an Awareness test, you may spend a Void point to add your rank in this school to your Awareness. You may still spend a Void Point on this test nonnally. Technique 5: The will ofthe Waves - The secret ofan omoidasu is that you must never consider failure. When making any opposed test, you may spend two Void points to force asecond test using Awareness or Perception (your choice). Ifyou are successful in the second test, you are automatic~Uy considered to be victorious in the first. This ability may not be used ifyou declare any Raises in the first test, although you may benefit from any free Raises you are entitled to as a result oftechniques or advantages. Tit:: KITSU SItUG::nJ'"A The Kitsu are among the most traditional of the shugenja families, maintaining rituals they can trace to the First Five. Benefit: +1 Perception Skills: Calligraphy, Etiquette, Heraldry, History, Meditation, any 1 Bugei Skill, any 1 High Skill Outfit: Standard Shugenja Technique: The Kitsu's Path - You hegin knowing the following spells: Sense, Commune, Summon, any 3 Water spells, any 2 Eanh spells, and any 1Air spell. You have an AfIiniry for all Watet spells and a Deficiency for all Fire spells. Tit:: SOI1An-S::ItZO The sodan-senzo are a unique sect of the Kitsu shugenja school, available only to those who possess the blood of a true Kitsu in their veins. The bloodlines that are able to access the secret magic once practiced by the kitsu are rare, and there are perhaps a half-dozen at most born in any generation. The sodan-senzo are able to perceive the connection ofYomi, the Realm of Blessed Ancestors to the mortal world, and are even able to send their souls to visit the spirit realms through lengthy riruals. The sodan-senzo ate held in particularly high regatd by the Lion, as they are able to communicate directly with the clan's revered ancestors. They can even communicate with the ancestors ofother clans and benefit from their blessing for shott periods oftime. The Different School feat may not he used to enter this school Its srudents must be members of the Kitsu farnuYi even other Lion families are not accepted. Benefit: +1 Willpower Skills: Calligraphy, Etiquette, Heraldty, History, Lore (Ancestors), Meditation, any 1 High or Bugei Skill. Outfit: Fine Shugenja Technique: The Blood of Lions - You begin knowing the following spells: Sense Ancestor, Summon Ancestor, Commune with Ancestor, any 2 Air spells, any 1 Water spell. You have an Affinity for all Ancestor spellsl and a Deficiency for all Earth and Fire spells. , TK£ mAnTIS CJ.An The Mantis Clan is unlike any other clan in Rokugan's history. They were born when Hida Osano~Wo'sson took his Matsu bride and set out to find his destiny, discovering it on the isolated Islands of Silk and Spice. Once established, Kaimetsu-uo and his followers became. the Mantis Clan, Rokugan's first Minor Clan (although that claim is disputed by the Fox). Geographic isolation kept the Mantis from playing a major role in Rokugani history. They were granted a family name, Gusai, but it was stripped from them when the Mantis daimyo attempted to assassinate the Emperor. The clan was allowed to remain in existence only because the daimyo's heir turned against him and returned the Hantei's kidnapped son to him. This incident gave the Mantis a shadowy reputation as criminals and pirates, as even their heroic acts were not performed without subterfuge. The Mantis have thrived by seeking fortune in an arena most Rokugani shy away from - the high seas. The Mantis are master sailors, plying the waves both as merchants and explorers. They are not afraid to explore distant lands, and often engage in surreptitious trade with gaijin nations. With their great mobility, Mantis troops can be qUickly dispatched anywhere in the Empire. Combined with the geographic isolation of their most important holdings this makes them prize mercenaries. The Mantis can offer their services in any dispute and fear little chance of reprisal. The Mantis Clan also has a reputation for piracy that is not entirely undeserved. They consider the seas to be their domain, and do not think twice about attacking a ship that invades their territory without showing the proper respect (usually in the form ofa share oftheir cargo). During the Clan War, the Mantis daimyo Yoritomo united several Minor Clans under his banner and created Yoritomo's Alliance. Together, the Mantis, Fox, Centipede, and Wasp clans were the equal of any Great Clan, and they stood against the Shadowlands Horde beside Toturi the Black while the Great Clans squabbled among themselves. The Alliance quickly became famous, and on the second Day ofThunder, Yoritomo stood with the Great Clan's Champions and demanded to be recognized as an equal. His gambit was rewarded, and in the aftermath Emperor Toturi I proclaimed the Mantis to be a Great Clan. The Mantis's history over the past few decades has been tumultuous. They engaged in open conflict with both the Crane and the Phoenix during the War Against the Darkness, and lost the legendary Yoritomo during the Battle at Oblivion's Gate. They fought a secret war against the cultists ofthe Ivory Kingdoms, unknown to any in the Empire. Their mer~ cenaries fought on both sides in the War ofSpirits before finally throwing their weight behind the Toturi Dynasty. Though not as devious as the Scorpion Clan, the Mantis Clan's history is checkered by subterfuge, guile, and ambition. The Mantis recently recovered from a disastrous civil war between Yoritomo Kitao and Yoritomo Kumiko, the long lost daughter ofYoritomo. Kumiko emerged victorious but spared Kitao's life. During the Rain of Blood, IGtao fell to the Shadowlands and now leads a Tainted fleet against the shotes of Rokugan and the fleets ofher former clan. Allies: The Mantis frequently offer their services as mercenaries, couriers, and merchants and thus find it useful to remain on good terms with most clans. The Crane share their interest in promoting the Empire's economy, while the Unicorn understand the Mantis' curiosity about foreign lands better than any other. The Mantis also possess strong ties to all the Minor Clans, a claim no other Great clan can ever match. . Enemies: The Emerald Champion is suspicious ofthe Mantis' claims that their acts of piracy are justified, but thus far has taken little action against them. The Scorpion are their most bitter enemies, as the Mantis have never forgiven them for assassinating their Champion, Yoritama Aramasu. THE FA1i\ILIES The Mantis Clan is composed of three families, each ofwhich is a former Minor clan. The unification of three formerly independent clans into the Mantis Clan has not been easy, but all three are now settled into their roles and work well together, each complementing the others. TH;;: mOSHI Once the Centipede Clan, the Moshi have undergone the most dramatic change of all Mantis families. Once, they were a matriarchal family of shugenja who revered Amaterasu, the lady Sun, above all Fortunes and ..e.~'j; l, • ~." " ancestors. When rhe Lady Sun died shortly before the Batde at Oblivion's Gate, she was replaced by Hida Yakamo, who became the Lord Sun. This all but severed the Moshi's link to the heavens, and they have had to adapt to new rituals and practices. While the line ofsuccession is still clearly female and their religious influence is still strong, male Moshi and bushi are now allowed to participate more fully in the family's rule. Female Moshi .are generally shugenja, and many male family members are as well. The kami's favor is not as predominant among males, however, and many are fostered to the Yoritomo orTsuruchi to study the arts ofwar as the Meshi have no true bushi school of their own. Benefit: +1 Intelligence THE: T5V:;/.VCHI As conflicted and unorthodox a family as can be found in Rokugan, the Tsuruchi are an exercise in contradiction.The family was founded less than a century ago by an extraordinary man named Tsuruchi. Tsuruchi was the son ofa Lion and a Scorpion. His parents were betrayed by both clans and murdered for the sake ofgreed and ambition, disguised as honor. Tsuruchi gathered a band ofhis fellows and sought his revenge.Though he had little hope of success, he not only avenged his family but managed to save the lives of his followers by securing a special role as servants of the Emerald Champion (a Crane, the Champion had no love for the Lion or Scorpion). Though he remained a samurai, Tsuruchi felt that the precepts of bushido were too easily abused by those consumed by lust for power. In their place, Tsuruchi created a code that he and his followers would follow, and took up the bow in place of the blade. Armed with these weapons, the samurai who served him became the Wasp Clan, the finest archers and most implacable bounty hunters in the Empire. Tsuruchi samurai are typically archers, as that has been their tradition since the Wasp Clan was founded decades ago. A small number ofyounger members have not taken up the bow but rather choose ro srudy the blade, finding Tsuruchi's philosophies outdated. These younger members profoundly disappointment olderTsuruchi. Benefit: +1 Awareness TH E: YO:;/.jTOIi\O The Yoritomo are the Mantis Clan's heart and soul. They are a rowdy, surly lot but they possess a determination and inregrity that those who would underestimate them find surprising. The Yoritomo are a proud family, intent on proving their equal to any of the Great Clan ruling houses and quick to anger when discounted as a "Minor Clan." The Yoritomo are the Empire's finest sailors. These samurai come face to face with the sea's fury early in life, either on the countless Mantis kobune that sail the ocean or the vicious storms that assail their island home. All develop reverence for the sea at an early age, and rare is the Yoritomo who is unfamiliar with the ways ofthe ocean. Yoritomo look on theirTsuruchi and Moshi brothers and sisters as equals, but regard families from other clans as arrogant, conceited fools. Ironically, this attitude often creates a similar perception of the Yoritomo in others. Yoritomo are most often bushi, although there are a surprisingly large number of shugenja among them as welL They are a self-sufficient family that believes strongly in fending for oneself and depending upon no one for aid. At heart they are adventurers - the more impossible the quest, the better. Whether the object oftheir quest involves plumbing the secrets ofa distant land or the earning respect oftheir fellow Great clans, the Yoritomo will not falter. Benefit: +1 Strength TH£ mAnTIS SCHOOLS The Mantis families are specialized, each controlling their own lands separate and distant from their kinsmen. As a result, there is little crossMcultural conflict between the families, and each continues to practice the same arts they have developed since before the clan was formed. TH:: mAnTIS COV~TI::~ SCHOOl- Upon their ascension to Great Clan status, the Mantis found themselves in dire need ofrepresentation in court, where they had never had a significant presence. The finest courtiers from the Yoritomo, Moshi, and Tsuruchi families were gathered to consolidate their experiences and techniques into a single school. It has taken several decades, but the Mantis courtier school has been a surprising success. Benefit: +1 Willpower Skills: Courtier, Defense, Intimidation, Kuenai, Poetry, Poison, any 1 Bugei Skill. Outfit: Standard Courtier Technique 1: Duty Before Honor - When interacting with individuals who have an Honor rank of2 or less, you gain afree Raise on any Awareness or Willpower related test. Technique 2: Storm Heart - The benefits ofa Void point spent on any Intimidation test are doubled for you, allowing you two redraws ifyou so choose. Additionally, any individual with a lower Willpower who attempts to use Intimidation or a fear effect on you automatically fails. Technique 3: Command the Winds - You may add your ranks in Intimidation to your Initiative tests. You may also choose to use your Intimidation skill in place ofthe Sincerity skill in any test. Technique 4: Will ofthe Storms - When attempting an Intimidate test against an opponent with a lower Willpower, you may spend a Void point in order for the test to automatically succeed. Ifan opponent has an equal or greater Willpower, you instead gain a number of free Raises equal to your School Rank by spending a Void Point. Technique 5: Strength in All Things - When making an opposed test against an opponent with lower Willpower, your opponent may not spend Void at any point during the test (either for the test itself or to activate techniques) unless you do. TH:: mOSHI SHVc;::n::rA SCHOOl- The Moshi's focus is shifting from Fire to Air given the loss oftheir patron Amaterasu. This change caused philosophical debate to erupt among the membership, but as time goes on and a new generation takes over, the Moshi are able to set aside their griefand embrace their new role. Benefit: +1 Agility Skills: Calligraphy, Divination, History, Lore (Theology), Meditation, Shintao, any 1 High or Bugei skill. Outfit: Standard Shugenja Technique: Lord Sun's Blessing - You begin knowing the following spells: Sense, Commune, Summon, any 3 Air spells and any 3 Fire spells. You have an Affinity for all Air spells and a Deficiency for all Earth spells. TH5: TSU~UCHI A~CH5:~ SCHOOl- Despite the lingering resentment some Tsuruchi feel over their absorption into the Mantis Clan, they have never flagged in their duty. They remain among the finest hunters and magistrates, and are widely recognized as the greatest archers in Rokugan. Benefit: +1 Reflexes Skills: Athletics, Defense, Hunting, Kyujutsu 2, lore (any, often Bushido), Stealth. Outfit: Yumi with 40 arrows, wakizashi, light annor, standard clothing, travel pack, anyone weapon, 5 koku. Technique 1: Never let the Blade Reach You - You gain a number of free Raises equal to your rank in this school when making any archery- based attack. Technique 2: The Sting of the Wasp - You gain an extra attack per round, but only if all your attacks this round are with a bow. You gain another such attack when you reach Rank 4 in this schooL Technique 3: The Arrow Knows the Way - You may spend any amount of Void Points when making a ranged attack. Technique 4: Flight of No-Mind - Your archery attacks may ignore armor, as well as any Technique that reduces or negates damage. Technique 5: Tsuruchi's Final lesson - You may spend a Void Point to gain an extra attack with a bow. TH5: YO~IT~ 01i\O BUSHI SCHOOl- The Yoritomo fight- ing style is unique in the Empire. They focus on the use of peasant weapons, simple tools easily replaced iflost at sea. Benefit: +1 Agility Skills: Athletics, Battle, Defense, Jiujutsu, Kenjutsu, Nofujutsu, any 1 Bugei skill. Outfit: Any two weapons, light armot, standatd clothing, 10 koku. Technique 1: Fight Without Steel-You lose no honot fot using peasant weapons. Your Rank with any Skill using a peasant weapon is considered one higher than its actual Rank on all tests (ifyou have no Ranks, you are consideted to be Rank 1). Technique 2: Voice of the Storm - When making an arrack using a peasant weapon smaller than a katana, you gain a Free Raise on that attack. You gain another such Free Raise at Rank 4. Technique 3: Claws of the Mantis - When wielding two peasant weapons that are both smaller than a katana, you may attack with each one in a single round. Technique 4: Yoritomds Rolling Wave - While making an arrack Ot on Full Arrack, your Defense Skill is increased by your School Rank until your next turn. Technique 5: Hand of Osano-Wo - When wielding two peasant weapons smaller than a katana, you may make a single arrack this round that uses both weapons. Only one weapon inflicts damage with this attack, but its DR is doubled. You may spend any amount of Void Points on this arrack. TH-£ i'H-o£nl~ CLAn The Phoenix Clan has an unusual history given that the Kami Shiba swore an oath to Isawa (a mortal) to protect and defend his descendants. This established a unique precedent in that the mortal Isawa were essentially given free reign to do as they pleased while the divine Shiba tended to their protection and other needs. It was the Isawa who derived the Tao of Shinsei from Shiba's record of Shinsei and Hantei's conversations, and their unparalleled access to that information cemented their role as Rokugan's preeminent scholars early on in history. The phoenix are respected as the Empire's most powerful and sophisti- cated shugenja. Their clan boasts a larger number of shugenja than any other, and all major Phoenix palaces feature impressive magical defenses. It is perhaps fonunate for the Empire that a clan with such great power is so firmly dedicated to peace. The Phoenix are devout pacifists, avoiding war at all costs save self-defense. Though the Phoenix are quick to forgive and slow to anger, their wrath is incredible when given no recourse but violence. Entire armies have been washed away by waves ofelemental fire, entire islands dragged beneath the waves by the power ofthe Council, and mountains torn from the earth by Isawa's creations. The Phoenix recognize the devastating nature of their power if left unchecked, and thus use it reluctantly. Sadly thete is a darker side to Phoenix brilliance. The Phoenix also tend to be arrogant. They frown upon aid from those outside their clan, and tensions between their own families are high. The Phoenix have such faith in their intellect and power that they often shun aid from others until it is too late. Fortunately they are also resilient, and have recovered from a number ofdisasters that would be the death ofany other clan. During the Clan War, the Isawa Elemental Masters took drastic steps to defeat the Shadowlands and opened the Black Scrolls. While this offered the insight they hoped for, ir also resulted in their evenrual corruption. All the good the Masters accomplished was wiped away during the second Day ofThunder, when the Master of Fire went mad and killed the others countless other samurai, including two other members of the Council. The decimation was so great that follOwing the Clan War's conclusion, the Phoenix opened their gates to any who could speak to the kami, offeting them fealty in hopes ofrebuilding their numbers. At the end ofthe FourWinds Era the Phoenix were joined by two former heirs to the throne, Toturi Sezaru and Kaneka. While Sezaru willingly joined his mother's clan and took the Isawa name, Kaneka was ordered to join the Phoenix by his half-brother, the Emperor. Totuti III tightly feared the Shogun's ambition, and as a means of keeping his power in check he commanded Kaneka to swear fealty to this most peaceful ofclans. Allies:The Phoenix keep largely to themselves, as association with more warlike clans inevitably leads to conflict. They currently have a strong alliance with the Crane, who share their preference for peace over war. Enemies: The Phoenix recently emerged from a war with the Dragon Clan, and bitter feelings still boil between the two clans. Tensions with the Lion Clan are also high due to a broken alliance that occurred during their war with the Dragon. TH£ f'AIilIJ.I£S The Phoenix Clan is comprised of three families of shugenja and a lone family ofbushi. THE: AGASHA The first Agasha was a follower ofTogashi, the Kami that created the Dragon Clan. The family that bears her name served Togashi's line loyally for cenruries. His death at the second Day ofThunder led to Hitomi's ascension as Clan Champion, and her bizarre behavior led ro immediate conflict wirh the Agasha family. After her slaughrer of many Togashi monks, many Agasha abandoned their oaths to the Dragon and swore loyalty to the Phoenix Clan. They were granted small provinces near the Shiba lands and permitted ro study their own unique magical styles, but otherwise were largely left alone. The Agasha have served their Phoenix kinsmen well, and all parries have been pleased with the arrangement thus far. The Agasha are a family of shugenja, one among many in the Phoenix Clan. They are an enigmatic clan, as befits their Dragon heritage. They experiment with a variety of unusual schools of magic, and some among their number are cursed with visions of the future. The Agasha are focused predominantly on fire magic. Benefit: +1 Awareness Tit=: ASAKO Amonastic family, the Asako srudy the kami purely as a means ofdeciphering the universe's mysteries.The spirit ofshiba imparted significant wisdom to the first Asako shortly following Fu Leng's first defeat, and as a result the family follow a mysterious path ro immortaliry. Those who followed this path, the Path ofMan, became known as Henshin. In addition to shugenja and henshin, the Asako maintain asmallgroup ofInquisitors who ruthlessly aid the Kuni Witch Hunters in their passionate search for corruption. The family is also responsible for maintaining the clan's only courtier's academy. The Asako are a varied family. There are large numbers ofboth shugenja and monks within the family, as well as a significant number of henshin and courtiers. Asako shugenja tend to be highly specialized. Benefit: +1 Perception Tit=: ISAI!JA The 19awa are the largest shugenja family in Rokugan, twice as large as any other is. Their study of magic predates Rokugan, and none question their position as the most powerful shugenja in the Empire. While they are pacifists and scholars by nature, many 19awa are arrogant and set in their ways. The 19awa do not have a daimyo, but rather are ruled by a body known as the Council of Elemental Masters, featuring one powerful Master of each ofthe Five Elements. The Council is not exclusively Isawa, but that family usually dominates the Council. The Isawa are shugenja, almost without fail. It is rare for one to be born without magical aptitude. The rare few who embrace violence and martial ways are shunned by the rest oftheir family. Benefit: +1 Awareness Tit=: SltlBA The Shiba are descendants ofthe Kami whose name they bear, the samurai who transcribed the Tao and rescued Shinsei and Shosuro from the Shadowlands. He swore an oath to serve and protect the descendants of Isawa, an act ofhumility and selflessness unmatched by any ofhis brothers or sisters. The Shiba continue to honor this vow, protecting the Phoenix lands with their armies and protecting the Isawa as their ever-present yojimbo. Despite their focus on matters ofwar and violence, the Shiba are a contemplative folk, believing in violence as an answer only when every other option is exhausted. The Shiba are the largest phoenix family, and are comprised primarily of bushi. The family's two main schools are for bushi and yojimbo, both of whom fulfill an integral role in aclan with so many shugenja. Shugenja are rare among the Shiba, but they appear only on occasion. The current Master of the Void is Shiba Ningen, the first Master of the Void born out- side the Isawa family. Benefit: +1 Intelligence TH£ 7HO£nI.)( SCHOOJ.S Schools maintained by the Phoenix Clan are predominately shugenja- oriented, and focus on meditation and study even ifwhen the kami are not emphasized. TH:: ASAKO COU:;tTI:::;t SCHOOl. Utilizing magic in court is a complicated business, strictly regulated by Imperial Law. Thus Phoenix ambassadors are forced to faU back upon their diplomatic abilities. To compensate for this, the clan long ago organized a courtier school for their ambassadors and dignitaries. Benefit: +1 Skills: Courtier, Etiquette, Heraldry, History, Shintao, Sincerity, any 1 High Skill. Outfit: Standard Courtier Technique l:Temple ofthe Soul-Ifyou are familiar with acourt setting, having spent some amount oftime there (at least one session or a significant amount of your back history), your High skills are considered to be one rank higher in all non-combat tests. Technique 2: From the Ashes - Ifyou are defeated in an opposed social test with another individuat you gain a +2 bonus to your Trait/Skill total for the next opposed social test made against that same person. Technique 3: Voice ofthe Void - You may spend aVoid point 10 double the next card you draw in an opposed social test. Technique 4: Invincible Mind - Any spell that attempts to alter or cloud your mind, even those cast without your knowledge, are more difficulw~8~ When the judge draws a"t~ia to determine ifthe spellBlE~dspr fails, the TN of the spell is increased by double your Rank in this SchooL . Technique 5: Wisd~m of the Ages - By spending a Void point, you m~;y increase your rank in cap)' one High skill to 10tor the purpose of makil"lj!a: single test. TH:: ISA\!IA SHU<;::nJ'"A SCHOOl. There can be no question that the Isawa famHy produces the finest shugenja in all ofRokugan. Their magical tradition predates the Kami's fall, and it was the Isawa who interpreted Shiba's original copy of Shinsei's wisdom to decipher how the kami might be invoked through prayer and ritual. Benefit: +1 Void skills: Calligraphy, Investigation, Lore (Theology), Mediration, Shinrao, any 2 orher High skills. Outfit: Fine Shugenja Technique: Isawa's Trurh - You begin the game wirh rhe following spells: Sense, Commune, Summon, any 3 spells of the element of your choice, any 2 spells from another element, and any 1 spell ofathird element. You have an Affinity for all spells ofyour primary element and aDeficiency in all spells ofthe element that opposes your primary element. TH,. SHIBA BUSHI SCHOOl- The most introspective of all bushi schools, the Shiba are contemplative and studious lot. The Tao is the primary source of their training, and they apply its wisdom liberally to any tactical situation. Shiba bushi are not respected for their martial prowess, bur their incredible focus gives even the most belligerent Marsu pause. Benefit: +1 Reflexes Skills: Defense, Kenjursu, Kyujursu, Meditation, Shintao, Tea Ceremony, any 1 High or Bugei skill. Outfit: Srandard Bushi Technique 1: Way ofrhe Phoenix - You may spend any amounr ofVoid Points on a single test. Technique 2: Dancing With the Elements - You have been trained alongside shugenja and are familiar with their ways. You may spend aVoid point to increase or decrease by 2 the card pull made by ajudge to determine if a spell rargering you succeeds or fails. This only applies ro spells rhat specifically target you, not spells that affect an area. Technique 3: One With Nothing - You may spend a Void point to gain an additional action per combat round. This action may not be used to make an attack This ability may be used once per round. Technique 4: Everywhere And Nowhere At Once - You gain an additional attack per round. Technique 5: One Wirh All And Norhing - By spending a Void point, you may substitute your Void ring for any Trait or Skill in any rest. TH,. ISHI~IO;:n SCHOOL The rarest ofall aptitudes, the term Ishiken applies to those incredibly rare individuals who are born with the ability to perceive and manipulate the Void. This can be a deadly gifr, as those who are not quickly identified and raughr ro conrrol their abiliries can be overwhelmed and consumed by rhe sheer power. Benefit: +1 Void Skills: Lore (Theology), Lore (Void Magic), Mediration 2, Shinrao, any 2 High or Bugei skills. Outfit: Fine Shugenja Technique: Norhing and Everything - You begin rhe game wirh rhe following spells: Sense, Commune, Summon, any 3 Void spells. any 2 spells ofanorher element (your choice), and any 1 spell ofanorher, non-opposing element. You have an Affinity for Void spells and a Deficiency for either of the two elements for which you do not possess any spells (your choice). r~i ." :';~~"! TIf£ SCO;t,?IOT\ CJ.AT\ Every tale demands a decent villain1 and the Scorpion are often that villain in Rokugan. The first Bayushi allowed himselfto be defeated in the Kami's tournament to see who would become Emperor, preferring a role outside the spotlight where he could make his plans outside ofthe sphere ofsocial politics. This began a tradition of deception, deceit, and treachery bent towards a single end - protecting the Empire. While the Scorpion's tactics may seem dishonorable, their loyalty to the Empire and to one another is limitless. They make sacrifices that others would not, unbound by the restrictions of honor. Even yet, the Scorpion are samurai, and are not without their own peculiar interpretations of bushido. Those who betray the Scorpion or shirk their duties are branded as the basest of cowards. Such individuals see the souls torn from their body in a magical ritual and bound to the trees in Traitor's Grove, where their descendants weep for their weakness and children gather to throw stones. The first ScorpionThunder, Shosuro, is the onlyThunder to return from the Shadowlands after Fu Leng's defeat. Shosuro carried the Black Scrolls, powerful corrupted artifacts that held the secret of Fu Leng's defeat. Mourning Shosuro's loss, Bayushi demanded to right to protect the Scrolls. The Emperor agreed, granting the Scorpion considerable leverage in the process. Thus the Scorpion became the Clan ofSecrets. During the reign of Hantei XXXVIII, Scorpion Champion Bayushi Shoju learned of a prophecy that forerold the Hantei bringing about Fu Leng's return. Shoju attempted a coup, but failed and was killed. The Scorpion were disbanded, but survived in hiding until the second Day ofThunder, when the new Emperor restored their status to reward their e.ffons in restoring the Empire.The clan was nearly destroyed again several years later when the Emperor disappeared, but were banished instead. The Scorpion endured great hardships in the Burning Sand, but returned stronger than ever with their ranks bolstered by the addition of secret gaijin allies. The Scorpion have recently recovered from an internal civil war. A traitor named Bayushi Atsuki attempted to usurp control of the clan and return them to what he perceived as their true purpose. Atsuki's organization was destroyed, though Atsuki himself escaped. Scorpion Champion Bayushi Sunetra has reunited her clan under her leadership. Nearly all Scorpion wear masks, except in the most intimate surroundings. This is a tradition that can be traced to Bayushi himself A Scorpion's mask is a reflection of that individual's moral outlook. A handful of Scorpion choose not to wear a mask, claiming instead that their mask is the fact that they wear no mask. Allies: The Scorpion are a clan for whom enduring alliances are ultimately unknown, though they have maintained an alliance with the Dragon fot some time. They also foster hidden alliances with the Moto and the Ikoma families. Enemies: The Scorpion have a curious perspective on Rokugan. WhUe many clans despise them overtly, the Scorpion do not consider any other clan their enemy. The other clans are merely tools in a toolbox. Ifthe Scorpion require aid from a certain clan, then they will act to repair their reputation with that clan, aid them for as long as necessary, then discard them once they have obtained what they desired in the first place. TK£ f'AIilI~I£S As might be expected. each Scorpion family has its own sectet set of practices. Only the Bayushi truly understand the depths ofany Scorpion plot, and even then there are those among the other fam- ilies who are given leave to pursue their own interests without supervision. TH:: BAYUSHI Lords ofthe Scorpion, the Bayushi are the clan's presence in court and on the battlefield. They are the Scorpion that one finds, distracting enemies from the hidden endeavors taking place behind their back. The Bayushi are well known fot their elaborate and eye-catching masks. These masks not only say "you cannot trust met" but they also draw an opponent's attention, leaving them open for an attack from unexpected quarters. The Bayushi thrive upon their unseemly reputation, as each Bayushi uses his wUes to convince his target that he is the exception to the Scorpion stereotype of villainy. The Bayushi are as varied a family as exists in a Great Clan. They have vast numbers of bushi and courtiers, but do not discourage individuals from pursuing other paths. Bayushi students study at virtually every school the clan maintains, although it is rare for one to display an affinity with the kami. Benefit: +1 Agility TH5: SHOSU>tO The shosuro are a silken glove where the Bayushi are a mailed fist. They are a family of courtiers, poets, and diplomats. Unknown to almost the entire family, they are also Rokugan's premiere ninja family. If a Shosuro cannot deal with an enemy through persuasion, another Shosuro stands ready to dispose ofthem in a more permanent manner. The Shosuro family's focus is, ironically, their lack offocus. The shosuro boast an equal number of bushi and courtiers, as well as a fair number of shugenja. Ninja are also numerous, though obviously they do not draw attention to themselves. Most Shosuro ninja disguise themselves as mediocre politicians, so to remain hidden in until the time is right. Benefit: +1 Awareness TH5: SOSHI The Soshi are the Scorpion's premiere shugenja family. Their mastery of magic is influenced by Scorpion philosophy, and places a strong influence on disguise, illusion, and ferreting out secrets. The shugenja tradition is strong within the Soshi family, but like the Bayushi they do not place restrictions on their members. Soshi have often served as courtiers and even bushi. Benefit: +1 Perception TH5: YOc;O Perhaps no family has a more tragic history than the Yogo. Their bloodhne is cursed, with each true Yoga doomed to betray whoever they love most. The Yoga avoid this curse in a unique manner, by remaining aloof and distant from others (and thus avoiding love altogether). The Yogo are powerful shugenja, and are particularly adept at crafting wards. They are sworn enemies ofthe Shadowlands, and show no mercy to those who prac~ tice maho. The Yogo are a shugenja family. Although a handful have chosen to study other paths, every Yogo born has the abiliry to speak to the kami if they choose to pursue it. Some believe this is a form of balance to the terrible curse their family bears, although the Yoga find little comfort in it. Benefit: +1 Willpower TH£ SCOYl.i'IOn SCHOOJ..S There are no more tightly kept secrets in Rokugan than the secret techniques taught by Scorpion schools. This is in part due to the clan's mystique - a clan that deals in secrets must protect its own vehemently. TH5: BAYUSHI BUSHI SCHOOl. Lion bushi are feared for their precision. Crab bushi are feared for their strength. Scorpion bushi are feared for their unnatural speed, but even more so because it is impossible to predict what they will do next. The Bayushi technique is quick and ruthless, taking advantage of every mistake an opponent makes. Benefit: +1 Intelligence Skills: Defense, Iaijutsu, Kenjutsu, Kyuju!sU, Poison, Sincerity, Stealth Outfit: Standard Bushi. Technique 1: Way of the Scorpion - You double the value of any catd you pull for Initiative. Technique 2: Pincers and Tail- An opponent who attacks you and effectively has a Reflexes Rank of 0 against your attacks until their next turn. Technique 3: Strike at the Tail-You may choose to attack an opponent nonnally, adding their tank in the weapon they are wielding added to their Defense Skill. Ifsuccessful, you disann rhem rarher than inflict damage. lfyou make two Raises successfully, you not only disarm them bur confiscate their weapon in the process. Technique 4: Strike from Above, Strike from Below - You may make an extra attack per round. Technique 5: The Pincers Hold, The Tail Strikes - You may declare Raises on your arrack tests after the card pull has been revealed. THE: BAYUSHI COU~TIE:~ SCHOOL The same philosophies that make the Bayushi bushi school dangerous are true for the family's courtier school, and perhaps even more so. A Bayushi courtier is a ruthless, relentless foe that will exploit any and every weakness an opponent reveals to gain the advantage. Many courtiers are eager to ally with a Bayushi simply so that rhey do not have to face them in court. Benefit: +1 Awareness skills: Courtier, Etiquette, Investigation, Law, Seduction, Sincerity, any 1 skill. Outfit: Fine Courtier Technique 1: Weakness Is My Strength - When making any opposed social test, you may add the number ofcharacter Points your opponent has gained from Disadvantages to your total. Technique 2: Shallow Waters - After five minutes of conversation with someone, you may make an opposed Awareness test. If successful, you learn that character's lowestTrait. You may spend a Void point to learn the next lowest Trait. Technique 3: Secrets Are Birthmarks - After five minutes of conversation with another character, you may make an opposed Awareness test. If successful, you learn one Disadvantage the character possesses (GM's choice). Technique 4: Scrutiny's Sweet Sting - For every hour you spend in conversation with or observing social interaction on the pan of another character, you gain one level of the Blackmail advantage. This requires a successful opposed Awareness test at the end ofevery hour. (Ifthe character possesses no secrets that can constitute as Blackmail, you gain nothing.) Technique 5: No More Masks - You may, after five minutes ofconver- sation in a public place, spend Void points to give others Disadvantages. For every Void point you spend, you may grant your target 2 points worth ofdisadvantages, which they will endure for the remainder of the session. Disadvantages granted in this manner must be social in nature. No physi- cal disadvantages can be conferred by this technique. TH;;: SHOSV;tO SHlnOBI SCHOOL No one outside the Scorpion Clan who learns that the shosuro shinobi school exists is permitted to live. The shinobi are the finest assassins and infiltrators the clan has at their disposal, assassins among assassins. The rare occasions when their agents have been sighted (or allowed themselves to be seen) have given rise to the legends ofninja, possessed of incredible magical abilities. Benefit: +1 Reflexes Skills: Athletics, Defense, Explosives, Poison, Stealth, any 2 skills. Outfit: Katana, wakizashi, black clothing, one vial ofspider venom, any three weapons, 5 koku. Technique 1: The Shadow Has No Mask - You may add your School Rank to all Stealth tests. Technique 2: The Shadow Has No Mercy - When attacking an opponent unaware ofyour presence, you may make any number of Raises, unlimited by your Void Ring. Technique 3: The Shadow Has No Form - You may use a shinobi distraction technique against an opponent, increasing your Defense skill by five until your next action. Using this technique also reduces any Offensive Combat Tests you make by five for the same duration. Technique 4: The Shadow Has No Substance - By making a Difficult Awareness + Acting test, you may exchange the name on your nametag for that of another character (you have disguised yourself as them). Your character's abilities and statistics remain the same. Technique 5: The Shadow Has No Soul- You are intimately familiar with the stalking and hunting of others, so much so that you are aware of others stalking you. You may never be surprised, and may always roll initiative during the first round ofcombat. When an opponent attempts to ambush you, you may make an opposed Reflexes test. Ifyou are successful, you gain +5 to your Initiative for the first round ofcombat. TH;;: SOSHI SHVC;;;:nJ'A SCHOOL Without the Lying Darkness's influence, the Soshi have struggled to find a focus for their teachings. Their students learn the most effective means of using magic to gather information on enemies, move unseen through the mortal realm, or strike down an opponent with no one being the wiser. Benefit: +1 Awareness Skills: Calligraphy, Courtier, Lore (Theology), Meditation, Shintao, Sincerity, any 1 High or Bugei skilL Outfit: Standard Shugenja Technique: Strength in Shadow - You begin knowing the following spells: Sense, Commune, Summon, any 3 Air spells, any 2 Fire spells, and any 1 Water spell. You have an Affinity for all Air spells and a Deficiency for all Earth spells. TK£ uruco;tn CLAn At the dawn of Rokugan, when Fu Leng and his forces had been defeated by the Seven Thunders, the Kami Shinjo went to her brother the Emperor and asked him how they could protect their Empire ifthey knew not what lay beyond it. As Fu Leng had desrroyed everything they had built, so too could some new, unknown foe appear to wreak such definitive havoc. Saddened at the norion oflosing his sister, the Emperor reluctantly agreed to Shinjo's plan. With her followers, the Ki-Rin Clan, Shinjo left the Empire and traveled north across the Burning Sands into the unknown lands beyond. Eight hundred years later, Shinjo's followers returned now uncler the moniker of the Unicorn Clan. Their trials abroad had altered them significantly, but they eventually proved the truth of their identity. The period ofadjusrment was lengthy, and never truly ended. Even in the present, many consider the Unicorn uncouth barbarians. The Unicorn, for their part, do not feel that they have abandoned their traditions. They are samurai, but they have incorporated their ways with customs adopted to survive in harsh foreign lands. They are a clan of nomads, explorers, and warriors. In modern Rokugan, the Unicorn are stronger than they have ever been. The Moro now rule the family, led by the merciless Khan. Their armies rival those ofthe lion, and the two clans have engaged in open conflict on their shared border. For now, the entire Empire holds their breath to see which clan will emerge as the greater military power. Allies: The Crab are on good terms with the Unicorn, and the Crane and Mantis have a lucrative trade agreement with them. The Unicorn also boast alliances with many kingdoms beyond the borders of the Empire. Enemies: The Unicorn are currently at war with the lion Clan, and are resentful toward the Dragon for their attempts to interfere in that war. They otherwise get along well with most Clans and have no outstanding grudges. TH~ f'AIi\IJ.I~5 The Unicorn have more families than any other clan save the Crab. The Khan believes that so long as each family serves him welll there is no reason to consolidate them. TH5: HO;l.IVCHI More an order than a traditional family, the Horiuchi are the adopted children and grandchildren ofHoriuchi Shoan, an Iuchi shugenja granted her own family name shorrly befote the Clan War. Shoan adopted sevetal children orphaned by the clan War and the Battle.at oblivion's Gate, and each has adopted her name in turn. shoan has since retired to the Four Temples of Kyuden Seppun, but her son Shem-Zhe now administrates the family's small holdings near the Iuchi provinces. -'II· . , There are only a handful Horiuchi in existence, and all are shugenja. There have to date been no instances ofa Horiuchi who has not possessed the kami's gift and followed in their founder's footsteps. Benefit: +1 Willpower TH=: II'=: The Ide are a family of pacifist diplomats. The founder was a peaceful, introspective man who truly believed violence was never an acceptable solution. When Lady Shinjo look her followers across the Burning Sands, Ide served her well. Countless conflicts with strangers the Ki-Rin met along the way were defused before they erupted into open warfare. Even Shinjo's most militant followers had no choice but to agree that Ide was an invaluable asset to the clan. His descendants follow in his footsteps, representing the clan in court and attempting to defuse whatever unnecessary hostilities may arise. The Moto family's rise to power has made this duty considerably more difficult, as the Khan bas no interest in avoiding hostility. The Ide are typically couniers, ambassadors, and diplomats. There is a division ofthe family that bas no interest in diplomatic pursuits, and tbey tend to serve as merchant pan-ons, sponsoring or even leading vast merchant caravans that cross Rokugan and even venture into the gaijin lands beyond in search of trade and commerce. Benefit: +1 Perception TH=: IVCHI Other shugenja families regard the Iuchi with a mixture of curiosity and revulsion, for their magical style combines the basic precepts oftraditional Rokugani magic with questionable rituals and techniques learned from a hundred different gaijin sorcerer traditions. Still, the Iuchi are perhaps the most traditional of the many shugenja groups within the clan, as the Mota shugenja, Horiuchi shugenja, and meishodo practitioners are all looked upon with decided distaste by the rest of Rokugan for one teason or another. Iuchi are invariably shugenja. Like all shugenja families, there are occasionally those born who do not possess the kami's gift. These samurai usually srudy with the Shinjo Ot the Utaku infantrymen, as the Mow and Iuchi have some fundamental philosophical differences. Benefit: +1 Awareness TH=: 1i\OTO Once considered little more than gaijin barbarians, the Mota are now the most powerful family in their clan. The Mota are descended not from the original Rokugani, but from the barbatian Ujik-hai tribes who swore fealty to ShinjO during her journeys. The Mota's ascension ta rule the clan has wrought many changes, as the Mota have little interest in adjusting their culture and beliefs to suit Rokugan in the same manner the Shinjo once did. Their tactics,lifesryle, demeanor, even their diet and architecture are a radical departure from the norm, and the Mote would have it no other way. The Moro are a bushi family, and most have trained in various weapons traditions for years before they ever begin formal study for their gempukku. Their White Guard is among the most feared military units in the Empire. The few among the family who prove to possess a talent for the kami often become priests of death, shugenja who serve the gaijin death gods called the Shi-Tien Yen-Wang. Benefit: +1 Strength TH5: SHinJO Once lords ofthe Unicorn Clan, the Shinjo suffered tremendously during the return oftheir founder to Rokugan. Lady Shinjo recognized the Kolat's influence on her descendants, and angrily purged all those who were disloyal from their ranks, including the Unicorn Champion, Shinjo Yokarsu. In the decades since, the Shinjo have been reviled by all for their perceived weakness. Their daimyo, Shinjo Shono, hates the Kolat with a ferOCity that few can match} but is not particularly motivated to return his family to power as he feels in many ways he and his kin deserve their punishment. Shono has vowed that his people will not fail again. The Shinjo are predominately bushi and scouts, although there is a strong magistrate tradition among the family as well. The Shinjo govern the clan's nonhern provinces} and are considered among the finest horsemen in the clan, surpassed only by the Utaku and their near·mystical connection to their warhorses. Benefit: +1 Reflexes TH5: UTAJ{U Once known as the Otaku, the Utaku family is aware that its role changed noticeably since the Moro assumed power. The Utaku now serve as a crack reserve unit, though they are no less feared. The matriarchal family's disdain for men is clearly resented by the Khan, and he has acted to limit their influence over tbe clan since his ascension. Ironi- cally, this change has permit- ted the Utaku to return to tbe pious, ascetic lifestyle their founder espoused. They forsake many worldly goods and pleasures, embrac· ing study of the Tao and the martial path to the exclusion ofall else. Those who have faced them on the battleground will attest that it has only made them all the more fearsome. , Utaku women are trained as Shiotome, the elite Battle Maidens that serve as the most devastatingcavalry unit in the Empire. Males are permitted to study as infantrymen or allowed to study the cavalry techniques ofother families, but are not allowed to ride the magnificent Utaku battle horses. Benent: +1 Agility vnlco~n Cl.An SCHOOl.S The Unicorn have a vast array of schools and techniques) many of which revolve around horsemanship or the strange gaijin fighting styles they brought back with rhem from rhe Burning Sands and rhe mysterious lands beyond. TH=: I[I=: =:1i\ISSA~ SCHOOL The Ide school teaches absolute non-violence, and as such it is the only school that the Khan has forbidden members of his family to srudy. lbe school depends heavily upon rhe ability to read an opponent, discovering the hidden emotions that drive their ambitions. Benefit: +1 Awareness skills: Courtier, Etiquette, Horsemanship, Investigation, Sincerity, any 2 High or Bugei skills. Outfit: Fine Courtier Technique 1: The Heart Speaks - You may spend a Void Point at any rime to automatically succeed at any unopposed Etiquette test. This allows you to automatically avoid social gaffes in time ofneed, instinctively sensing how to behave politely even in unfamiliar surroundings. Technique 2: The Heart listens - You may identify a person's clan, family, and school with a successful Awareness + Diplomacy test (IN 10). When dealing with individuals that you have successfully studied with this technique, you gain +2 to your Trait/Skill on all opposed social tests. Technique 3: When the Veils Move - Ifhostilities erupt in your presence, you may make a Reflexes + Courtier check (TN 10) prior to Initiative being rolled. If successful, you may take one action before Initiative is rolled. This action may not be an attack. Technique 4: Piercing the Veils - Your ability to perceive another's emotions makes manipulation and deception difficult. Any opposed tests intended to deceive or manipulate you must Raise twice to be successful. Technique 5: The Immovable Hand of Peace - So long as you remain non-violent (no weapon in hand, no threats, etc.), no one may attack you without first succeeding at an opposed Awareness test. TH=: IUCHI SHUG=:n,TA SCHOOL The Iuchi school is a unique combination of traditional shugenja magic combined with gaijin rituals and outlook. The techniques there resemble the Kitsu school in many respects, as they were both based on the same basic principles taught by Shinsei centuries ago and have horh developed along very focused lines. Benefit: +1 Perception Skills: Calligraphy, Defense, Herbalism, Horsemanship, Hunting, Meditation, any 1 Bugei skill Outfit: Fine Shugenja Technique: Iuchi's Method - You begin with the following spells: Sense} Commune, Summon, any 3 Water spells, and 2Earth spells, and any 1 Air spell. You have an Affinity fot all Water spells and a Deficiency for all Fire spells. TH~ mOTO BUSHI SCHOOL The ruthless fighting style practiced by the Moto is direct, brutal, and relentless. The Moto utilize a large number of weapons from their homeland beyond the Burning Sands, weapons that many samurai are ill-prepared to face. Benefit: +1 Agility Skills: Defense, Horsemanship, Hunting, Intimidation, Kenjursu, any 1 Bugei skill, any 1 weapon skill. Outfit: Fine Bushi Technique 1: The Way ofMOIO - Your Rank in Horsemanship and any Skill using a peasant weapon is considered one higher than its actual Rank on all tests (ifyou have no Ranks, you are considered to be Rank 1). Technique 2: Master of Destiny - You may spend two Void points on any combat test, rather than the normal limit of one. When making a normal offensive combat test, you may choose to spend one Void point to alter the roll after the test is made if you did not spend any Void points prior to making the test. Technique 3: Swift Across the Plains - You may make an extra arrack per combat round. Technique 4: Never Yield - You gain a +3 bonus to Initiative totals for every rank ofWounds you possess. Wound ranks never affect your Initiative tests. You may spend a Void point to reduce your wound penalties by one rank for the round. You may spend any number of Void points in this manner. Technique 5: Bloodied but Unbowed - Upon receiving damage that would kill you, you do not die. You may act for that round and one additional round. During this time, you suffer no wound penalties. You gain +5 to your Initiative and gain an additional arrack. You die at the end ofthe round, regardless ofany magical healing you receive during the extra round. TH~ SHinjO SCOUT SCHOOL The disgraced Shinjo are often outriders, scouts, and explorers that push back the boundaries of Rokugan's borders. They focus on hunting, horse- manship, and exploration, and are largely self-sufficient in any situation. Benefit: +1 Perception Skills: Battle, Defense, Horsemanship, Hunting, Kenjutsu) Stealth) any 1 Bugei skill. Outfit: Katana, wakizashi, traveling clothes, steed, yumi with 30 arrows, travel pack, any two weapons, 8 koku. Technique 1: Grace of the Unicorn - You may add half your rank in Stealth 10 your Defense skill during tests. Technique 2: Speed of the Viper - You may add twice your School Rank to your Initiative every combat round. Technique 3: The Stars Are My Guide - You gain the Absolute Direction advantage, ifyou did not have it. You may add your School Rank to any test involving Perception. Technique 4: A Soul As Swift - You may make an extra attack per combat round. Technique 5: Purity of the First Strike - You may add your rank in Stealth to the total ofany attack rest you make against an opponent who is unaware ofyour presence. OUTFITS Standard Bushi Outfit: Katana, wakizashi, yumi with 20 arrows, light or heavy armor, standard clothing, anyone weapon, 5 koku. Fine Bushi Outfit: As above plus steed, one additional weapon, 10 additional koku. Standard Courtier Outfit: Wakizashi, standard clothing, 8 koku. Fine Courtier Outfit: As above plus steed, 10 additional koku. Standard Shugenja Outfit: Wakizashi, scroll satchel, three blank scrolls, standard clothing, 5 koku. Fine Shugenja Outfit: As above plus steed, 10 additional koku. SI{ILLS One ofthe most dynamic I unique ways to customize your character is by selecting their skills. Skills add a great amount ofdepth to a character that sets him apart from others from the same, clan, family, and school. Two bushi from the Ikoma family and Akodo school may share a similar anitude and basic training, bur one may be much more ofascholar while the other spends his time perfecting his hunting skills to impress his daimyo. When picking skills, it's important to address any strengths and weak- nesses you want your character to possess, as well as any hidden surprises (such as a burly Hida bushi who is the master of the tea ceremony) you wish to add. skills come in four categories - High, Low, Bugei, and Merchant. The most common are High and Bugei skills, as they are the domain ofthe samurai caste. High skills represent more "refined" skills that tend towards social activity and more cultured learning. The term cultured learning in Rokugan also encompasses violent and physical arts such as hunting, as it is considered an honorable pursuit that is acceptable even for those who are not necessarily warriors. Bugei skills are arts studied almost exclusively for a combat arena. Swordplay, athletics, wrestling, and the like are bugei skills and largely the province ofbushi. Warriors tend to have a great many bugei skills, though all among the samurai caste (bushi, courtier, and shugenja alike) are expected to be able to show at least a broad mix of scholatly training. Low skills are talents those among the samurai caste are not supposed to cultivate. Sneaking, stealing, and lewd behavior are all reprehensible acts that bring about shame as a direct consequence. Low skills are often employed by criminals and peasants in their day-to~day activities, however, and ate listed hete largely for completeness (and for the sake of the occasional ninja or villainous player character). Performing a Low skill is grounds for aloss ofHonor, and being caught in such an act will certainly result in a loss of Glory. Circumstance is an important factor to consider when dealing with the use ofLow skills - a Hiruma scout using Stealth to slip past a band ofogres is not acting dishonorably, but a ninja creeping through the halls of an enemy castle at midnight certainly has no such excuse. Merchant skills are neithet honorable nor dishonorable. They are skills that certainly have their uses and are not strictly forbidden to samurai, though those with more traditional values will prefer to leave such acts to the peasantry. Some skills are considered related or complimentary to one another. Related skills can be substituted for one another but are used at a penalty when done so. For example, the game ofGo emulates the tactical ebb and flow ofmass combat (generals are often masters ofthe game) and acharacter may use his Battle skill when playing Go ifhe doesn't have the skill. Such skills are considered to be effectively two Ranks lower for such purposes (so it is not worth substituting them unless you have at least three Ranks). Complimentary skills are such that they benefit from having several people with the same skill working together. In these cases, the test is made using the highest relevant skill and trait among the group, with a Free Raise being granted for every two characters working together beyond the first. There is a logical limit on such assistance that varies from skill to skill (it's likely that 30 characters with the Craft (Engineering) skill could work together on the same castle, but 30 cooks would not be as helpful making one pot ofsoup) that may be determined by the GM as appropriate to the situation. ACTinG OtIC;H. AI!IA;t::n::SS) The art ofpretending to be someone (or something) else for the entertain~ ment ofothers is amazingly popular in Rokugan. Plays are both events for appreciation of the arts and a social setting to mingle with powerful and influential nobles. While the plays tend to be highly received events, the actual actors tend to be forgettable unless they have a great deal of individual notoriety. Ranks in this skill represent the proficiency for the art, with no roll required. If the skill is used to impersonate a particular subject or convince a particularly skeptical viewer, it becomes an opposed test against the opponent's Intelligence + Investigation. Using this skill for dishonorable deceptions (such as trying to pass yourselfoffas a daimyo or his son to gain access to forbidden areas) makes its use a Low Skill. Raises may be required by the GM to impersonate or perform a particularly difficult role. f.l i'i'~f.lISf.l.L (1i\;:;l.CHAn1; InT;:LLIc;;:nc;:) Tests are made with this skill when attempting to determine the value of an item (Ot group of items). The difficulty should tange from Easy (the value of a common kimono) to the Difficult (a haori woven from rare silk found only on the Mantis isles and ctafted by the chaste nuns ofthe Moshi family). Failure indicates an inaccurate assumption of something's worth, which may turn out poorly when the appraiser attempts to get such an odd price. This skill may also be used to detect forgeries of specific materials, such as a phony copy of a famous Shiba swordsmitHs blade. Raises may be made to reveal obscure details about the items creation, or the identity ofa person or group who might find the item unusually valuable. f.lTH .L~TICS (BUC;;:I.ILOW, STA1i\JnA.lST;l.;:nc;TH.IAC;ILITY) This skill may be used for a large number ofpurposes, such as determining how fast a character can swim or run and for how long, or how well he can chmb with or without aid. Trials of endurance use the Stamina trait when making a skill check, while functions that rely solely on physical power (such as lifting) use the Strength trait and acts ofprowess (such as climbing or tumbling) use Agility. Raises may be made for additional effect (such as a burst ofspeed) or to put on a better performance than an opponent. AVT075.Y n.OI!J, InT::LLIG::nC::l The Autopsy skill is used by the eta, the lowest social class. A skill check indicates basic information gathered from the body, such as cause ofdeath (if not carefully obscured) or how long the body has been dead. Raises are required to gain specific information such as an exact time of death or psych-jng out information that was purposely hidden (such as using a rare poison to make the death look like a heart attack). Kuni sometimes possess this skill so that they might examine the corpses ofShadowlands creatures. BA;t" (HIGH, AI!JA;t::n::SSl In the CDuns of even the most minor dairnyo, there is always at least one retainer on hand to recount the glorious deeds ofhis ancestors and famous heroes ofthe family and clan. More than just telling a story, the adept bard is able to rouse the emotions oflisreners and turn even the most indifferent audience into admirers of his subject. Additionally, when a samurai has performed a particularly great deed or acted a noteworthy manner, he is summoned before his daimyo to recount the tale before it is acknowledged more formally. Ranks in this skill gauge a proficiency with the an, though skill checks may be required to win over a particularly hostile audience. BATTJ.£ (BUG::I, "::~C::"TIOnl The Battle skill encompasses leading troops, devising plans to crush the enemy, and being able to adapt to the constanr struggle against the enemy commander's strategy. The tide of large battles can be derermined by an opposed Battle + Perception test between the enemy generals. The Battle skill can also be used to scan an area for possible points ofambush, or find a secure place to make camp. Raises can be used to gain more detailed infonnation, or perfonn more complex maneuvers. CAJ.J.IG;tA7H-.Y (HIGH, AGILITYl Every samurai is literate, bur the Calligraphy skill indicates a focus on writing not just correctly bur beautifully. There are no tests for using this skill, unless the writer wishes to make raises to ink a particularly striking work ofart. This skill is very useful for samurai seeking an easily obtained yet sentimental gift for another samurai. CI7H-£;t (HIGH, InT::LLIG::nC::l Ciphered messages are often sent in the guise of harmless letters to those being held hostage, or used as a way to get orders to a well-planted spy without causing any potential problems. Attempts to decipher the message are done with an Intelligence + Investigation test (TN equal to the initial result of the Cipher role). If the writer made any Raises while writing the message, those attempting to read it must make at least as many Raises to understand the cipher. Characters who know the code used to cipher the message need not make any roll. Additional Raises may be made to make the cipher more difficult to break as noted above, or they may be used to give a specific reader recipient a Free Raise (on a one for one basis) to break the code ifhe is not aware ofthe code. COnC5:AJ. [LO\!l, ;/.;;:TL;;:X;;:S) Also known commonly as "palming," the art of concealing may be used to hide a small item anywhere on a character's body (not just in the hand). Whenever the character is searched or comes under reasonable scrutiny that may reveal the hidden object, the character makes a Contested roll with this skill against his opponent's Perception + Investigation. Raises may be made to hide objects in a particularly imaginative and difficult manner, forcing investigators to make an equal number of Raises to discover the item. COnll5:~SATIOn [HIGH, A\!IA;/.;;:n;;:SS) In the highly charged political settings of Rokugan, making meaningless small talk to pass the time is considered a fine art. Conversation is used as a way to politely distract or entertain others. This skill may be used to simply "pass the time" with meaningless small talk. If a character realizes someone is attempting to seduce or manipulate him, he may make an opposed Conversation +Awareness skill against the Skill +Awareness of his opponent to dominate the conversation, not giving the other speaker a chance to work their wiles. COV~TI5:~ [HIGH, A\!IA;/.;;:n;;:SS) The Courtier skill represents a general knowledge of how the courts operate, from the lowest daimyo's events all the way up to the Imperial COUtt. It is also a general gauge ofbeing able to apply diplomacy and read the political climate. This skill can be used to determine known alliances, farm rumors, and subtly manipulate others to seeing your point of view without behaving dishonorably. It is the primary tool of emissaries and diplomats of all stripes. Raises may be used to obtain a greater amount ofinformation. C~f"T [HIGH .11i\;;:~CHAnT) The Craft skill actually represents multiple skills. Each time it is selected, pick a specific sort of craft, such as bonsai, armorsmithing, origami, weaving, and the like. Multiple crafts are separate skills and must be advanced separately. Raises may be made for countless reasons, though usually they increase the worth ofthe final result or to compensate for less than desirable tools and circumstances. DAnc~ lHIGH, AGIL.ITY) There are a great many dance styles, as each clan tends to have their own styles and many of the major families have traditional dances oftheir own. In most cases, these are graceful, coordinated movements perfonned by a single dancer or in unison with a troupe. Ranks in this skill gauge general proficiency with the art, though skill checks may be made with raises to make a parricularly striking performance. DSf'£TlS£ lBUG~I, AGIUTY) Defense is an essential skill practiced by most bushi and a good number of shugenja and courtiers as well. It is described in detail in the combat section. DIVinATiOn lHIGH, vOlin Though many spells offer a glimpse of the future, divination is not the exclusive domain of shugenja. Characters with the Divination skill know one (or more) method ofdivining the future, be it through Kawaru coins, astrology, or reading omens. Once per session, a character with the Divination skill may question the GM and use this skill. Simple questions or general questions about significant events ("Will the world end tomorrow?") require no Raises, though specifk questions about far~off events or important individuals may require a great deal of Raises ("What family will my daimyo's unborn child many into?"). If possible, this teSt should be made in secret by the GM, with the GM providing an incorrect or unintelligible answer in case ofa failure. ~5CA7~ (LO\!l, AGILITY) This skill is used to escape various means of binding. Commonly, this means rope bindings, though the Crab are known to employ Kaiu- engineered chains and cuffs, while the Phoenix are known to beseech the kami ofearth to hold a criminal in place. Common forms ofbinding may be escaped with a test ofAverage Difficulty, though the GM may rule that more complex methods have ahigherTN or require Raises to negate. £TIOU£TT£ (HIGH, AI!JA;/'~1\~55) Etiquette is a complex art form in Rokugan. This skill can be used for a variety of purposes, from knowing the proper rituals involved in a common greeting to recognizing obscure local customs. A master of etiquette is adept at avoiding social embarrassment as well as finding polite means of escaping manipulation. Etiquette + Awareness can be used in contested social tests whenever acharacter wishes to back out ofasituation gracefully. Along with Courtier it is a necessary skill for diplomats, emissaries, and politicians - these two skills are essentially the attack and defense of counly ans. Raises may be made to make a lasting impression on others, or to reveal particularly obscure customs ofetiquette. £.)(71.05111£5 (.LOI!J, 11\T~.L.LIG~I\C~) Gunpowder is called ('gaijin pepper" in Rokugan, and the Emperor explicitly forbids its use outside ofahandful ofharmless Dragon fireworks. Naturally, while all ofRokugan agrees with the Imperial Edict openly, more than one major family employs it in clandestine operations. The Shosuro, Tamori, and Daidoji families are particularly curious about explosives, and the Kaiu are known to covertly deliver such explosives to Hiruma scouts to destroy Shadowlands outposts. The Explosives skill encompasses the use, understanding, and crafting of such products. Raises may be made to create particularly destructive explosives. f"A1.COn~Y (HIGH. 11\T~.L.LIG~I\C~) One of the common arts of the samurai caste is the care and training of hunting falcons. Though many samurai do not actually employ these birds for hunting, possessing a notable flock ofwell trained falcons is a point of honor and reputation among many nobles. Others keep their falcons to themselves, using them only for practical purposes, not bothering to display them for the amusement of others. The Falconry skill may be used to train falcons and other hunting birds over a period oftime, but does not include the knowledge ofbreeding them. Raises will result in exceptionally trained animals. GAIil£5 (HIGH.I.LOI!J. IIA;/'I~5) There are a great many ways for the samurai caste to pass the time, all of which involve one or more partners in the game. Go and shogi are popular games of strategy among the samurai as they tend to emulate the sort of tactical decisions required on the battlefield. less honorable are games of pure chance and gambling such as Winds and Fortunes, a popular dice game played for large srakes in Scorpion and Mantis lands. H£~AJ."~.Y (HI4H, InT5:LLI45:nC5:l Every clan and family possesses identifying heraldry Beyond rhat, samurai also have their own personal seal (a 'chop') that serves as their signarure and mark of authority, and often have personal mons as well. In armies, different legions and divisions can be recognized by the chop, mon, and other markings on the standards that accompany them as they march (the most famous and respected of which being the Imperial Chrysan- themum and the laurel leaves of the Emerald Legions). The Heraldry skill signifies the abiliry to recognize these marks. The GM may force a character to make Raises to recognize a particularly obscure symbol, such as the personal chop of minor daimyo far removed from the character's sphere ofinfluence. H£~BAJ.ISlil (1i\5:~CHAnT.lHI4H, InT5:LLI45:nC5:l All samurai understand the bounty that the natural world provides, and most respect it. There are agreat many scholars and holy men who pursue the art ofherbs who are able to coax elixirs, salves, and even food out ofthe raw resources found in nature. This skill may be used to bind wounds, counteract natural poisons, and scout for the bare minimum ofsustenance for a number of individuals up to the character's rank in this skill for a single day. Raises may be made to increase the effectiveness of healing salves and poison cures according to the situation. HISTO~.Y (HI4H, InT5:LLI45:nC5:l Many scholars devote their entire lives to the study ofthe past, as tradition and history are powerful forces in Rokugan. Exceptionally traditional families, such as the Akodo and !sawa, expect their children to be able to recite their lineage back to the founder of the family name. Raises may be made for a more obscure information, or to tell historic tales in a more engaging manner. HO~S£lilAT\.SHIi' (HI4H, A41LITYl Characters wirhout this skill must make a Reflexes check (TN 5) every minure while mounted to prevent falling off, every round if galloping or in combat. Characters with the Horsemanship skill need only make a skill check when traversing unusual situations (such as crossing a swift river) or keeping control of a spooked mount. Raises may be made to perform more advanced stunts and tricks1 such as leaping over obstacles1 or to urge a horse to greater speeds. HUnTinG (HIGH, 7:::;tC:::7TIOnl Hunting is almost exclusively a sporting affair1 as any sort of meat for foodstuffs is generally procured by the peasantry. Daimyo are expected to show some skill in the art of hunting due to their station as leaders and commanders. This sport is most popular among the Unicorn and Mantis clans1 who have the unsettling habit ofkilling their own meals on a regular basis. This skill also encompasses the arts generally called upon during a prolonged hunt, such as camping1 and basic wilderness survival. It can also be used to track a target through the wilderness. If the target makes any effort to conceal his tracks 1 this becomes an opposed Perception + Hunting test. IAI:rUTSU (BUG:::I, AGI.LITYl The art ofiaijutsu1 the "fast draw," is considered the most honorable way for bushi to settle a dispute. The etiquette of the iaijutsu duel is described on page 50 and mechanics for fonnal dueling are found on page 38. Outside of an iaijutsu duet the skill may be used to draw and use a katana in the same round - otherwise an unprepared combatant must spend his first round ofcombat readying his weapon. InTI1i\I"ATlon (BUG:::I, I!/ILL701!/:::;tl The Hida and Mota families favor Intimidation over subtler forms of manipulation. An intimidated opponent may find himself more receptive to answering certain sensitive issues under pressure1 though it is impor- tant to understand that no daimyo appreCiates other samurai pushing around their vassals. It may be used in the same manner as Courtier to manipulate an opponent (albeit in an obvious manner), though it may also be used in combat. If a character spends a round making a successful Intimidation +Willpower check against an opponent1 he gains a Free Raise on attacks against that opponent for the duration ofthe combat. 1n.ll£STIGATIOn (HIGH, IIA;tIABL:::l This skill encompasses many functions 1 all of which center analyzing and processing infonnation. It is used as an opposed skill against a number of skills involving stealth and deception. In addition1 it can be used to analyze a crime scene. Raises may be made to gather more information at a scene, make more outstanding leaps oflogic, or similar effects. JIUJUTSU (BUG5:I, AGIl-IT.Y) The basic 3rt ofunarmed combat, jiujutsu involves simple punches, kicks, and throws. There are many variations on the basic principles (the most famous ofwhich being the Kaze-do style ofthe Dragon Clan), though they all tend to come down to the same point - hitting the enemy without a weapon. This is a Weapon skill. Iw£nAI (LOI!I, AI!IA~5:n5:SS.lI!1Il-l-701!15:~ Just as the courriers and statesmen of the Empire understand the nuances of correct behavior in the courts, canny rogues and criminals make it a point to understand the proper channels for getting things done in the underworld and appearing in conrro!. This skill functions exactly like the Etiquette skill, but applies only to situations dealing with the criminal underworld and other unsavory regions ofRokugani society. LAW (HIGH, InT5:l-UG5:nC5:) In such an ordered society, the study ofthe Emperor's Law is an exceprion~ ally honorable pursuit. Though every member ofthe Empire is expected to understand the law, those with the Law skill have taken an unusual effon to memorize it. This skill not only confers an increasing knowledge ofthe fine details ofImperial Law, but with a successful skill check, the character is likely to be able to "bend" cenain laws because of some obscure applica~ tion ofother laws or loopholes in Imperial Edict. Such manipulation is not particularly honorable, nor is it technically dishonorable, though some may find it intellectually dishonest. LO~£ (HIGH, InT5:l-UG5:nC5:) The Lore skill represents a concentrated study of one particular subject. The actual subject is chosen when the skill is picked, and is recorded on the character sheet accordingly. Some popular examples are Lore (Shugenja), Lore (Bushido), Lore (Shadowlands), and Lore (Gaijin Nations). Multiple subjects may be chosen but are considered separate skills and must be advanced in on their own. Raises may be made to increase the wonh of the information recalled. History, Law, Shintao, and Etiquette are essentially specialized Lore skills. li\£DICIn£ (HIGH, InT5:Ll-IG5:nC5:) This skill represents formal training in the field ofmaintaining one's well- being and others as well as heahng the sick and injured. A skill check may be used to diagnose a sickness, bind a wound, find an appropriate cure for a poison, or similar activities. Raises may be made (or called for by a GM) to conduct particularly d.i£ficult tasks, such as identifying a rare disease. m~"ITATIOrt (HIGH, vOlin Most samurai meditate at 3:30 a.m. as it is the most beneficial time ofday to work with the activity of one's mind but the Meditation skill represents a deeper dedication to the art. Those highly skilled in meditation can enter a trance from which the outside world cannot bother them (if they choose) and even completely refresh the character's spirit as if he could rest completely. A simple Meditation skill check (TN 10) after five minutes of meditation will allow a character to regain a single Void point. musIc (HIGH, AIlIA>tSnSSSl The art of music is well respected in Rokugan. A character with this skill chooses an instrument (such as the biwa, kato, taiko drum, samisen, shakuhachi, or singing) when this skill is taken, but may choose another instrument (or learn to sing) at each additional rank. A skill check (TN 10) may be made to give a simple performance, with Raises or more difficult TN's to enhance the performance. O~ATO~.Y/~H~TO~IC (HIGH, AIlIA>tSnSSSl This is the art of public speaking, a highly valued skill in the courts of Rokugan. While skills such as Courtier, Lore, and History might help a character find pertinent infonnation to share, this skill is used to present that information in a charismatic manner, while speaking loudly and clearly enough for a large audience. Combined with Conversation this skill can be used to hold the attention of a large group for an extended period while saying nothing importance in particular. 70~T~.Y (HIGH, AIlIA>tSnSSSl Poetry is quite possibly the most respected art form in Rokugan, as it combines deep wit with simplicity. Haiku is the most famous form of poetry, with the most common form being three lines of five, seven and five syllables. The best haiku are simple yet profound, often making references to natural beauty without drawing upon complex metaphors. Such poetry is often composed spontaneously for the amusement ofothers in a courtly setting (in fact many Rokugani poets feel that to write down poetry or compose it in advance spoils it). An opposed roll bernreen two poets can determine the winner of a poetry contest, though having the players actually compose poetry can be interesting at times. 70lS0rt (1-01ll, InT5:I-I-IGSnCSl Imperial Law strictly forbids the use of poison, without exception. Such cowardly and base tactics can earn a man swift and honorless death for even carrying the substance. Naturally, there are those who believe such risks worth the rewards ofseeing a hated rival die slowly, or cutting down afoe with a poisoned blade in battle. This skill encompasses the study, use, and crafting ofpoison, from the most common venoms to the most exotic toxins from far-off lands. Expertise with poison in and of itself is not dishonorable, as even the strictest magistrates realize that knowledge of poison is necessary to craft effective antidotes. Raises may be used to craft especially unique substances, to alter common poisons for a more tailored effect, or to create an antidote for a virulent poison. ~£5£A~CH (1tICOIt. InT::lololco::nC::) characters may use the Research skill to utilize a library (or similar resource) to reference and investigate information contained therein, supplementing their own Lore skills. A successful cheek vs. aTN set by the GM will give Raises to a subsequent lore skill. Raises may be made to find more information or highly obscure texts. 5£I7UCTlon (lo01!J, AI!JA~::n::SS) Aproper samurai is taught to ignore desire. In a perfect world, a samurai is bereft ofsuch emotions, but the realm ofmortals is hardly perfecr. Desires for physical and emotional pleasures are a constant temptation and there are always those ready to take advantage of this. The art of seduction is highly dishonorable, as is giving into its ways. Use of the Seduction skill does not necessarily imply a sexual temptation, but instead it is the general art of turning a subjects desires against his honor (such as convincing a tited guatd that his post will be safe enough should he take a short nap). Seduction is always a Contested roll using this skill against the target's Willpower +Etiquette, Courtier, Seduction, or Honor (target's choice). SHlnTAO (1tICOIt. Val") Shintao is the study of the Tao. As the Tao of Shinsei holds a great deal of subUme wisdom, those who master its mysteries gain some small shred of enlightenment. As well as providing mastery of Shinsei's great teachings, tanks of the Shintao skill count double toward a character's Insight Rank (though the first rank still does not count). 5InC£~ITY (1t1COIt, AI!JA~::n::SS) The word of a samurai is considered truth, and the more convinced the samurai is of his own word (or the more convinced he appears to be), the more easily he can convince others. The Sincerity skill is used to show a character's deep resolution that what he has spoken is truth. Though the intended use of this skill is for a samurai to demonstrate the truth of his words, it can also be abused to tell convincing falsehoods. A successful test (opposed by the listener's Perception + Investigation) indicates you appear to believe what you have said. S7£J.J.CTtAf'T (HIGH, JnT~J-J-IG~nC~) Though all shugenja study the ways ofthe elemental kami, some take such scholarship a step further and learn how to identify the signs of magic use and the science of spellcasting. With a successful Spellctaft check, a character can tell if there was magic used within the past hour within a fifty foot radius. Raises may be made to determine more specific facts (the element in question, the general nature of the magic, the specific location affected, etc.). Similarly, this skill may be used to identify what sort of magic is being invoked if a shugenja is seen casting a spell. The TN is generally equal to the spell's Mastery Level X 5 minus the observer's shugenja school rank x 5. ST£AJ.TH (J-O\!l, AGIJ-ITY) like all arts ofdeception, stealth is not considered proper samurai behavior. Exceptions are made for hunting, for scouts during times ofwar, or by the Hlruma family while rraversing rhe shadowlands. Srealth may be used to avoid notice and is always a Contested check against another character's Perception + Investigation. Obvious obstacles, such as :; unusually good lighring or specially treared (squeaking) floors may necessitate Raises to the Stealth check. T£A C£Tt£mon.Y (HIGH, 110'0) The tea ceremony is one of the most popular rituals in Rokugan. The event centers around two or more individuals quietly executing a long ritual of preparing tea in aprecise manner. The poinr of rhe exer- cise is one of medita- tion and focus, allow- ing all who participate to share a quiet moment away from the stress and anxiety of the world. Tea ceremonies can also be events of social significance, and attending the tea ceremony of a powerful individual is a great honor. The ritual lasts at least ten minutes, at the end of which the character leading the ceremony makes a Tea Ceremony skill check (TN 10). If successful, all characters involved (a number up to the lead character's Tea Ceremony Skill) regain a Void Point. \!I:Jt£ST1.In.(1 CBUc;;:l. 5T~;:nC;TI+l Wrestling is a form of unarmed combat, but has little in common with jiujutsu. Where jiujutsu teaches several fonns ofattack and defense, wrestling focuses only on crushing the opponenr wirh superior strengrh and hurling him into hard objects (like rbe ground). A characrer must successfully attack with an unarmed strike to use wrestling. Instead ofdamaging his opponenr normally, he may choose to then make a Contested Wrestling skill test against his opponent's Strength + Wrestling. Success indicares rhar rhe character has grappled his opponent successfully and can forcibly throw him a number of feet equal to the thrower's Strength and causing normal unarmed damage. In additioD, the victim ofthis arrack must make a Stamina check or be stunned (losing his next combat action). Raises may be made to throw an oppo- nent an additional foot per raise. \!I£A70n SKI1.1.S CBUc;;:l. VA~;:5) Weapon skills represent proficiency with either a broad group ofweapons (a General weapon skill) or exclusive study with a particular kind of weapon (a Specialized weapon skill). Most weapon skills use Agiliry as rhe relevant trait, though . il.\' ranged weapon skills use Reflexes to represent the instinctive style ofRoku- gani ranged combat. Taking a General weapon skill bestows proficiency (ar rhe General skill's rank) with all weapons in that weapon category. Taking a Specialized weapon skill bestows profi. deney with that particular type ofweapon only, but also confers a bonus to signify rhe benefir ofspecialized training. For every three ranks a characrer has in a specialized weapon skill, he gains a Free Raise when using that weapon. (So while the Kenjutsu skill offers mastery of a larger number of weapons, the Katana skill offers greater advantages with a single weapon.) A list of general weapon skills and the specific weapons that fall under that category are as follows: Bojutsu - Bo staff Kenjutsu - Katana, wakizashi, no-dachi Kyujutsu - Yumi, dailryu Nofujutsu - Kama, tonfa, sai, jitte Subojutsu - Tetsubo, ono, dai-tsuchi Tantojustu - Aiguchi, tanto Yarijutsu - Naginata, yari, sodegarami Ninjutsu - Various ninja weapons £QUI71i\£n..T For the most part, equipment is not particularly important in lARPs. Ifyou believe your character would reasonably have a piece ofequipment, simply ask a GM. Be careful not to abuse this privilege or take advantage of it for gratuitous amounts of unnecessary or inappropriate gear. A samurai who walks into the Emperor's Winter Court carrying one hundred feet of rope, a sledge, a stepladder, nine large sacks and a barrel of apples will likely only make himseJ£look like afool. Your character can be assumed to be carrying whatever gear is physically part of your costume. Any items you wish to carry but do not actually have (including weapons) can be represented by index cards with the name of the item written on them. A guideline to some common Rokugani equipment follows: [!aslc;]quiemenl ~ -, ~--'----.., Backpack, wicker !J..askef " Bowyer's Kit <Candle Chest .¢lj£P~!J£'~~4lMMf; j Dice, Fortunes and Winds tfiYJJratio!\ Kit, l~~~~r!:t~~.tar~~' s~cKs,'etcJI-===::::::::=:::::J Flint and Steel FuYOfu1l2~fL:::":'======:. Games (go, shogi, etc) IrroliriJelI[oxy,omoolhe geJt):::,::....:::...::..::..:.:,_=.==,::"====::::1 Lantern =~dlCarKlt Mirror Musica1JJ1s;tr~rrients :n::,~===::::;::=:::=====llll1i1l1ililllllll]1Iill1L Samisen C~B~iwyiaE===-=- ====::::::;:::::;= '~-,::::!:,,,_~~w_'.l'--M"" ~K~kxu ww- , Snakuhacni (fluter Taiko drum ..,, • __~__ ~'F A n J:Ui' ~~""~ Penalty to Tests -2~; None To simply matters, there are two basic types of Armor, Heavy and Light. Light armor is normally made up lighter steel and leather that protects the head, torso, forearms, and feet. Heavy armor covers the samurai from head to toe in metal plates bound together by tough cords. Heavy Armor imposes penalties to all tests while it is worn. Type of Armor Bonus to Defense Skill ~H~a:0' e.rrpor +4 Light Armor +2 Ne\s\Jke .(figurine worn asiewefry) Paper p1lrowBog~ Puzzle Box Quiver 'Rope (hemp) Scrolls ,", Sum1-e (writing) kit "lJii15(elia \!I£A70nS Though samurai favor their katana, a variety of weapons can be found in Rokugan. The following traits are important to keep in mind when reading weapon statistics: Entangling: This weapon may be used to perfonn an Entangling attack. Upon a successful strike 1 the wielder makes an Agility rolt contested by the target's Agility or Strength. Ifsuccessful, the target is entangled by the weapon1 cannot move1 and is automatically struck for damage the follow- ing round. On each attack you may choose to make another opposed test to inflict damage and keep the target pinned or release them. If you move from your current position or drop the weapon the target is no longer entangled. Gaijin Weapon: Any weapon not originating in Rokugan. These weapons are looked upon with a mix of fear and disdain by most clans1 with the Unicorn 1 Mantis 1 and to a lesser degree the Scorpion using them frequently. A character who does not hail from one of these clans and wishes to use a gaijin weapon must have a decent for how he obtained it. Peasant Weapon: A weapon normally utilized by heimin or eta. Use of peasant weapons can bring a samurai a loss of honor if it is brought to attention. Polearm: A shafted weapon 1 granting its wielder additional range in melee. A Polearm grants its wielder a +5 bonus to his Initiative test on the first round of combat. Polearms suffer a -2 penalty to all attack tests in tight quarters. Their Damage Rating is increased by 2 against charging or mounted opponents. Ranged: A weapon that can be used at a distance. Unless the description says otherwise, Ranged weapons may not be used in melee. For calculating the damage of tanged attacks, your Strength cannot he higher than the Strength rating of the weapon (usually 2 unless noted otherwise). Thrown weapons use your own Strength. \!I£A?OnS Aiguchi/Ianto: A short knife. The tanto has a small hilt, while the aiguchi has no hilt. You gain a +4 bonus to Conceal tests to hide an aiguchi or tanto. An aiguchi or tanto may be used as a melee weapon or thrown as a ranged weapon up to thirty feet. Damage Rating: 2 Arrows: An arrow is useless without a yumi or daikyu to fire it. A variety of different arrows are utilized in Rokugan, including the following: Ya - The standard arrow. Damage Rating: 3 Armor Piercer - This arrow ignores all Defense bonuses from armor. Damage Rating: 2 Watakusi - The "flesh-cutter" arrow; This arrow has a Damage Rating of 1 against armored opponents. Damage Rating: If Karimata - A "rope cutter" arrow. With two Raises this arrow can be used to cut ropes or cords from a distance. Damage Rating: 2 Humming Bulb Arrow - Not designed for combat, this arrow releases a loud keening sound when fired. Damage Rating: 1 Barehanded Attack: The default unarmed attack for all charactelS. Damage Rating: 0 Bo: The simplest of Peasant Weapons, a bo is little more than a wooden staff. Armor provides double the normal Defense bonus against abo. Damage Rating: 3 Dai Tsuchi: A large hammer with a metal or stone head reinforced for battle. A favorite weapon of the Crab, a dai tsuchi excels at crushing the armored carapaces of Shadowlands crearures. Armor bonuses to Defense are reduced by 3 against a dai tsuchL A character must have at least 3 Strength to wield this weapon. Damage Rating: 4 Daikyu: A long bow, designed for use by cavalry. A typical Daikyu has 2 Strength, though Fine versions may have more. This Ranged can strike tar- gets up to 300 feet away. Attacks with a Daikyu suffer a-2 penalty to attack tests on foot. Damage for a Daikyu depends on the type ofarrow used. Jitte/Sai: A blunt knife. The sai has a pait of curving prongs extending from the hilt, while the jitte has only one prong. These weapons receive a Free Raise for disarm attacks. These are Peasant Weapons) except in the hands ofmagistrates. Jo: Ashorter version ofthe boo Armor provides double the normal Defense bonus against a boo Damage Rating: 2 Kama: A wickedly sharp sickle used as a farming tool. This Peasant Weapon is particularly favored by the Mantis Clan as it was Yoritomo's weapon ofchoice. Damage Rating: 3 Katana: The weapon of choice for samurai, the katana is a finely crafted sword with a curved steel blade, often folded hundreds or even thousands of times during its creation. These weapons are razor sharp and rightfully the pride of the samurai. Non-samurai are forbidden to touch a katana on pain ofdeath. You may add halfyour Katana skill (round down) to your Ini- tiative while wielding this weapon. Damage Rating: 4 Longsword: The rypical gaijin sword, a straight shaft ofmeral mounted on a hilt. This Gaijin Weapon is rare among the Unicorn, who prefer higher quality weapons. Damage Rating: 3 Nagamaki: A shorter version of the naginar3, this weapon is a short haft anached to a long sword blade. This polearm suffers no penalties in tight quarters. Damage Rating: 3 Nage-yari: A short javelin.This weapon can be used in melee or thrown as a ranged weapon up to sixty feet. Damage Rating: 4 Naginata: A long spear. This polearm is popular with the Shiotome ofthe Unicorn Clan. Damage Rating: 4 No-Dachi: A larger, broader version of the katana designed especially for use against mounted troops. You suffer a-5 penalry to Initiative tests when wielding a no-dachi. Damage Rating: 6 Nunchaku: A pair of short staves attached by a length of chain or rope. Originally used as a grain flail, nunchaku have become favored weapons of budoka, monks, and ninja. Damage Rating; 2 Ono: A broad-bladed axe invented by the sohei of Osano-Wo. A character must have at least 3 Strength to wield this weapon. Damage Rating: 5 Sasumata: A long Polearm with twin curved hooks at the end, lined with barbs. This weapon is Entangling. Damage Rating: 2 Scimitar/Khopesh: Wickedly curved gaijin swords, these weapons are wielded in Medinaat·al-Salaam and the Senpet Empire, respectively. Though their designs vary, they are for mechanical purposes identical. These are Gaijin Weapons. Damage Rating: 4 Sodegarami: This long Polearm features a crossbar covered with wicked barbs. Also called a "sleeve-entangler," this Polearm is Entangling. By making a Raise on your opposed Agiliry test, you can reduce theTN bonus ofa suit ofarmor worn by adamaged opponent by 1.This penalty lasts until the target takes a round readjusting his armor. Damage Rating: 1 Tessen: A war fan. Unlike the paper fans ofthe court, tessen are broad and crafted ftom steel, used for signaling troops across the banlefield. While their primary purpose is not as a weapon, they can be a deadly weapon as a last resort. Damage Rating: 1 Tetsnbo: A long wooden staff bound and studded with steel. Anothet favorite crushing weapon of the Crab, it is adept at overcoming armor. Armor bonuses to Defense are reduced by 4 against a tetsubo. Damage Rating: 3 Tonfa: A short wooden staff with a petpendicular handle. This weapon is most often used as a defensive tool, increasing its wielder's Defense Skill by 1 when wielded. Damage Rating: 1 Trident: A triple headed spear, this Gaijin Weapon is popular among the gladiators of the Yodatai Empire. Polearm. Entangling. A trident may be used as a melee weapon or thrown up to ten feet. Damage Rating: 3 Wakizashi: The companion weapon to the katana, a short curved sword. These weapons have the same extraordinary quality as the katana, but are rarely used as a weapon except by those in the Dragon Clan. Non~samurai are forbidden to touch a wakizashi on pain ofdeath. Damage Rating: 3 Whip: A long leather cord used to discipline prisoners or slaves. This Peasant Weapon is often wielded by Yasuki taskmasters. Entangling. Damage Rating: 1 Yari: A long spear designed to be wielded from horseback. The Damage Rating of this weapon increases by 1 while mounted. ~olearm. Damage Rating 3 Yumi: A short bow, designed for use by infantry. A typical Yumi has 2 Strength, though Fine versions may have more. This Ranged weapon can strike targets up to 200 feet away. Damage for a Yumi depends on the type ofarrow used. 1i\AGIC AT\D SKUG£T\J""A To understand Rokugani magic one must first understand the nature of shugenja. These men and women are more than simple spellcasters - they are the mouthpieces ofthe divine. Shugenja manipulate, coerce, and befriend the kami -little spirits that inhabit every aspect oflife from the tiniest rock to the ocean and sky. Shugenja serve as priests and preside over funerals, weddings, festivals, and gempukku rituals, calling the kami to bless the participants. They are also scholars and sometimes serve as advisors and scribes. Lastly, a shugenja's role demands that he be the keeper of the profoundest secrets ofhis clan. Among the peasantry shugenja are revered almost as highly as the Fortunes. Not only are shugenja capable of speaking with the very spirits ofhie, they are able to cause these kami to manifest into miraculous displays of power. A shugenja's blessing can bring fortune to the crops. Their learned wisdom is regarded most highly in disputes. This recognition of their worth is to be expected from the heimin and samurai caste alike, but it is considered unseemly for ashugenja to use this glory for personal gain. Most shugenja are not expected to defend themselves in martial combat and it is considered irreverent to assault these holy men and women. Some clans do prefer their shugenja know how to fight, however, and there are shugenja who endure martial training. Those shugenja who wish to show their martial prowess will typically wear both the katana and wakizashi of their daisho, implying that they do not intend to demand a second ifchallenged. Each Great Clan has at least one house ofshugenja at their call- some have more. The most respected shugenja in the Empire are the Isawa and they are typically the standard to which every other shugenja is compared. Those few ronin born with the ability to communicate with the kami are more respected by samurai than their bushi brethren, but will typically be better served as guides for the peasant classes. "£f'lniTIOnS Affinity - Trained ability to cast spells of a certain element over others. Most shugenja start with one element as achosen affinity. Ance,tor - Spells with this descriptor fall under the Ancestor Affinity. Area ofEffect- The amount ofspace or number of targets a spell effects. Casting Time - The amOunt of time it takes to cast a spell In combat, it takes one action per Mastery Level to cast a spell. Other- wise, it takes 3 seconds per Mastery Level. Concentration - A special increment of duration that allows a spell to be constant as long as the shu-genja who cast it continues to concentrate. While concentrating on a spell, shugenja have a-5 penalty to all other actions. They may not cast spells while concentrating. Creature - Any non-intelligent animal. Deficiency - Weaker ability to cast spells of a certain element. Any shugenja with an affinity will typi- cally have a deficiency with spells of the opposite element making it more dillkulr to cast those spells. ., , Duration - The amount oftime a spell lasts.Typically, spells have increments of seconds, minutes, hours, or even days as well as durations of Permanent or Instantaneous. Instantaneous - A duration that means the spell's effect happens instantly and then ends. Mastery Level-The power level ofa spell. The higher the mastery level the more difficult it is to cast a spell. Memorize - The ability to take a spell as an Innate Ability Permanent - A duration increment that means the spell's effect remains constant. Self- Spells with this description target the caster. Sight - Spells with this descriptor require you to be able to see your target. Spell Slots - The number oftimes you can cast spells of a chosen element. Target - The recipient/victim ofthe results ofa spell. 1i\£CHAruCS L5:A~nJnCO A S75:LL Shugenja players start with a set numbet of spells. These represent the character's years oftraining, but are not the only spells he will ever know. As shugenja advance in rank they are tested by their sensei and granted two new spells (player's choice) as a reward for their growing power and wisdom. Another way for shugenja to expand their repertoire of spells is to convince a teacher (it can be any other willing shugenja) to reveal to them their secrets. It is possible to learn any spell- even those you cannot cast, but you may only teach spells you are able to use. Lastly, shugenja may attempt to learn new spells by studying other shugenja's spells. All scrolls are as unique as fingerprints and require some time to be able to read. Learning a new spell this way requires 1 session per Mastery Level of the spell (minus 1 session per rank) and a Research + Intelligence Test with varying degrees of difficulty (see below). Failing this test wastes the study time and requires the shugenja to start all over. A shugenja may simultaneously learn a number of new spells equal to her School Rank It should be noted that while it is theoretically possible for any shugenja to teach his spells to any other shugenja, this practice is highly frowned upon by the clans as it is the sensei's duty to teach. Those who teach their spells to shugenja outside the clan are firmly reprimanded, or even ordered to commit seppuku if they reveal a closely guarded spell. • When learning a spell from someone you know, the base difficulty is 6. • Learning a spell from a scroll written by someone you have only a passing familiarity with (i.e. someone who attended the same school as you) is a base difficulty of 9. • Learning a spell from a scroll written by someone you understand very linle (i.e. someone who mended a different school than you) is a base difficulty of 12. • Learning a spell from a scroll written by someone with a totally dif- ferent mindset (i.e. a nonnal shugenja learning maho, or a human anempting to learn a Naga spell) is a base difficulty of 15. • Aftet determining the Base Difficulty to learn aspell, add the Mastery Level ofthe spell to the number. /il;:/ilO;tIZ:ln<; A Si'-;:LL UnnAT;: ABILITY) To cast a spell a shugenja must have the required spell scroll in hand. In important circumstances this restraint wastes precious seconds spent fumbling for the right scroll. In order to solve this problem, some shugenja go to the extra effon ofmemorizing spells that they will often cast.To do so they must learn the spell as an Innate Ability Advantage. This costs 3 Character Points or Experience Points. Thereafter, the spell may be cast without the required scroll and having the scroll in hand as per normal actually grants a Free Raise on the casting attempt. C;t;:ATln<; A SC;tOLL Creating a scroll for a spell that you have as an Innate Ability is easy (tequiring a number of minutes equalro the Mastery Level). Creating a scroll for a spell you know, but do not have as an Innate Ability, requires more time and effort (60 minutes per Master Level of the Spell and a Research + Intelligence Test with a Difficulty 5 + Mastery Level). Copying ascroll for aspell you have not yet learned is far more difficult (one day per Master Level of the Spell and a Research + Intelligence Test with a Difficulty 10 + Mastery Level). Tests are made at the end of the attempt, leading a failed attempt to waste agreat deal oftime. S7;:LL SLOTS Shugenja are limited in their ability to continue to cast spells. Constant communion with the spirit world takes its toll and not all shugenja can meet it. A shugenja can cast a number of spells per session equal to their appropriate Ring. For example, a shugenja with a Fire 3, Water 2, Earth 2, and Air 4 could cast 2 Water and Earth spells, 3 Fire spells, and 4 Air spells per session. Making a Void +Meditation skill (TN 10) and spending fifteen minutes in meditation recovers one spell slot. A Void Point may be spent to cast aspell without expending aspell slor. Alternately, making three Raises during casting allows a sell to be cast without expending a spell slot (see Mastering a spell under Raises). tllFFICULTY T;:ST To cast a spell, add your Rank +appropriate Ring (the Ring that matches the Element of the spell you wish to cast) as well as other modifiers and attempt to beat the Difficulty After determining the Base Difficulty fot a spell add all modifiers. Modifiers can include any Raises (see below), as well as Innate Ability Bonuses, and Magic Resistance. The Base Difficulty for a spell is its Mastery Level x 3. ;ul.IS::S Like any otherTest, spells allow for Raises. Here is a list ofavailable effects: • Casting Time: For one raise a shugenja can lower the casting time ofa spell by one increment. • Duration: All spells have a listed duration. For one raise, a shugenja can increase the duration ofa spell by one increment (an increment is the normal duration ofthe spell). Spells with a duration ofInstan- taneous or Concentration cannot be raised this way. • Master: A shugenja can allot 3 raises towards Mastering a spell when they cast it. This causes the spell to not count against the number oftimes they can cast per session. • Shugenja may cast a spell at less than its full effect automatically. He can end any non~Permanent spell by concentrating for one action. • Special Effects: Shugenja can allot any number of raises to special effects. These can change the spell in any minor (non-mechanical) way such as making Fires from Within look like water instead offire. • Other: Some spells have special attributes that can be manipulated with Raises. This will be noted in the spell's description. sUlillilorunG AnC::STO;tS Kitsu Sodan-senzo have the ability to summon ancestors using the Summon spell. They may not have more summoned ancestors than their Honor x 2. Sodan-senzo take on the personality traits of all summoned ancestors. Ancestors remain until dismissed or until the session ends and grant abilities appropriate to their history. The following is a list ofabilities that can be gained followed by examples ofancestors and their traits: • +1 to Attack tests with a specific weapon (Example: Matsu - brash; Yoritomo - arrogant). • +1 to the DR of a single weapon (Example: Kaiu - determined; Moto - disturbing). • +2 to Defense (Example: Hiruma - efficient; Bayushi - deceptive). • A free raise on Tests using a single Trait or Skill (Example: Kakita Toshimoko -lecherous; Tsuruchi - quick-witted). • 2 to a single non-combat Skill (Example: Kitsuki Kaagi -lOgical; Miya -amiable). ST::7S TO CASTinG A S7::1-1- There are a numberoffacrors that a shugenja must take into account before they are able to cast a spell. Below is a quick description ofhow to go about using your shugenja's power. Step 1: Are you capable of casting the spell? Your rank must be equal or above the Mastery Level of any spell you wish to cast. Spells in your Affinity are considered one Mastery Level lower and those in your Deficiency are considered one higher. Step 2: Difficulty Determine Base Difficulty (see above). Step 3: Raises Add +2 to the Difficulty of a spell for each Raise made when casting. Add any othet modifiers to the spell at this time. Step 4: Area ofEffect Declare who you wish to be targeted by the effects ofthe spell Most spells will have a listed Area ofEffect. StepS: Draw Add your Rank +appropriate Ring after determining the Difficulty. Draw a card and add the value of the pulled card to your total. If this number is equal to or highet than the Difficulty, you succeed. If it is not, you fail. Step 6: Casting Time If the draw was successful, you must now wait until the casting time elapses before the effects ofthe spell are determined. Ifyou are incapacitated during this time the spell will not be successfully cast and you will still lose the spell slot normally. A spell requires a number ofrounds to cast equal to its Mastery Level, unless stated otherwise. Raises may be made to decrease casting time normally. Step 7: Results ofthe spell If the spell was cast successfully, declare all results that the intended spell has accomplished. Inform all recipients/victims of the spell that they are targeted and apply appropriate results. Step 8: Duration Unless the spell is Instantaneous or Permanent, a duration will now elapse. It is up to the shugenja and anyone affected by the spell to keep track of how long the spell lasts. If a spell affects a large number of people, or a whole roDIn, a Game Magistrate will help determine duration. Step 9: Spell Slots Unless you attempted 3 raises to Master the spell, you must now mark off one spell slot. BASIC S'?£LLS z· These spells are taught to all shugenja before gempukku and are universal. Each spell occupies one scroll, bur when cast it is considered to belong to whichever element is being chosen for purposes of Difficulty and spells per day. Kitsu Sodan-senzo may cast variants of these spells that affect Ancestors. All are Mastery Level One. All shugenja receive Sense, Commune, and Summon as Innate Abilities for free during character creation. COIi\Ii\VTt~ Duration: Concentration Area ofEffect: One kami Range: Sight Commune allows the caster to experience the world from the point ofview ofa single elementa! spirit. To cast the spell, the shugenja must first placate the spirit. The difficulty depends on the spirit's importance (a fire in a lantern might wish for you to burn a small piece of paper} where a lake might tequite you to feed the £ish that live within it). Spirits are generally uninformed about the world of monals and only relate information that has directly affected them. Experiences that alter it are mor'e important to the spirit. For example, a stream could not tell you the descriprion ofsomeone who passed through, but it could inform you if someone bled in it. You may opt not to ask the spirit questions, but instead view a single experience from its perspective. Lastly, spitits ate highly attuned to Elemental Magic and will always remember recent castings oftheir element within their vicinity. Raises may be made to ask additional questions or for greater clarity of information. £J-£Jil£nTAl. W£A70n Duration: 5 Successful Hits Area ofEffect: Self Range: Self Elemental Weapon is unique in that it is universal and a version exists for every element as a separate spell. It summons a weapon made entirely out of the element used to cast the spell. Air summons a Yarij Eanh, aTetsuboj Fire, a Katanaj and Water, a Eo Staff. Each weapon uses statS and skills as per the normal weapon. The weapon vanishes if the shugenja becomes unconscious or dies. Raises change the type ofweapon or increase the duration by 1Hit per raise. SEnSE Duration: Concentration Area ofEffect: 10' Radius Range: Self The caster becomes aware of all sources of the chosen element within the area. Anything even partially composed ofthe element is revealed and the exact distance is determined. Only the location and size of the object is revealed. Raises increase the area by 5'. SUJilJilon Duration: Concentration Area ofEffect: 1 Cubic Foot Range: 10' Summon creates 1 cubic foot ofone of the four basic elements. The caster can shape the element however he wishes while concentrating. He may summon any substance composed ofa single element, but only things that exist naturally and he is familiar with. Once the caster stops concentrating} BJ.£55InG5 Of' jlZO the item remains, but will immediately act normally. Thus, a bird-shaped mass ofwater will lose its shape. Magic materials, including j.ade and crystal cannot be summoned. Kitsu Sodan-senzo may use this spell to summon ancestors (see Spell Mechanics). CA1.J. U70n TH£ Win" Mastery Level: 2 Duration: Special Area ofEffect: 1Target Range: Touch = ~'"'--- B£nT£lt5 TOUCH Ancestor Mastery Level: 6 Duration: 10 Spells Area of:Effect: Self Range: Self Blessings of Jizo causes spells targeting the caster to backlash upon the source. The source takes clie full brunt ofthe spell as ifthey were the target Raises increase the duration by 1 ~ell per raise. This spell does not work " against Sympathetic Energies. Ancestor Mastery Level: 2 Duration: 5Tests Area ofEffect: 1Target Range: Touch The target ofBenten's Touch gaiIjs abonus to' II soeialTeSls of+3. The target is more attractive"witty, and socially apr. Raises increase the bonus by+1. BY TH£ J.lGHT Of' J.O~" moon Ancestor Mastery Level: 1 Duration: Instantaneous Area ofEffect: 1Target Range: Sight This spell allows the caster to target one object (+1 per raise) and make an Air +Rank Test vs. aTN set by the GM (usually 10). Ifsuccessful he knows if the object has any hidden items on or in it and where, but not what. CA~~ V70Tt TH~ \!IITtI7 This spell grants asingle target (+1 pet raise) the ability ofllight.The recipient can £Iy at twice their normal rare ofmovement in any direction to amaximum height of 100'. The spell continues for one session or until the shugenja stops concentrating. The caster does not incur the normal penalties for concentrating. COmmATtI7 TH~ C~OVI7S Mastery Level: 5 Duration: 1 Session Area ofEffect: 1-mile radius Range: Self Storm Force Gale Cool Cold This spell alters the weather within the area. The caster may control tem- perature, wind, and precipitation. The Game Master will declare the cur- rent weather conditions and the caster may alter them up or down one rank (+1 per raise) according to the following chan: Temperature Wind Precipitation Sweltenng Calm Clear Hot Moderate Partly Cloudy @ght r~snow) Warm R1gIi Winds Moderately Cloudy (medium rainlsn0t';l!g!Jlhail) Overcast (heavy rain/snow hail) Sto!m (Drl\li.~g rain/snowf ail)"' Ancestor Mastery Level: 4 Duration: Concentration Area ofEffect: 1Target Range: Sight The caster summons wind spirits around a single target (+1 per raise) that immobilizes and lifts him into the air. The target(s) may be moved at a rate of 10' per 5 seconds. To break free, the target mllst succeed at an Eanh/Rank vs. the caster's Air/Rank Test. C~OAJ{ Of' AI~ Mastery Level: 3 Duration:Concenrrarion Area ofEffect: Self Range: Self The caster ofthis spell becomes invisible and is able to pass through solid objects at a rate of l' per round. Quick moving objects (swinging swords) ignore this spell and deal damage accordingly. Ifthe target draws attention to himself(allacking or speaking) this spell ends immediately. £CHO£S Of' A B;l.££Z£ Ancestor Mastery Level: 2 Duration: Concentration Area ofEffect: 1Target Range: unlimited This spell allows the caster to speak to one target he knows personally over any distance. The target will hear the caster's words, but may not speak back without this spell. aUI£sc£nc£ Of' AI;l. Mastery Level: 1 Duration: Concentration Area ofEffect: Special Range: 10' This spell creates a bubble around an object that encompasses the caster and one other person (+1 per raise) that is within 10'. No sound escapes this bubble. S£C;l.£TS on TH£ \!lin" Mastery Level: 2 Duration: Concentration Area ofEffect: 50' radius Range: 1 mile A shugenja may only cast this spell on an area they have studied for at least 10 minutes. While maintaining concentration the caster hears all conversations inside the area as uhe were in the area himself. SJ.AY£;l.'S KnllI£S Mastery Level: 5 Duration: Instantaneous Area ofEffect: Special Range: Self The caster of this spell must stretch out his hands and a strong burst of wind blasts forth from them. The wind extends 25' from the caster and affects all creatures in a 10' area. The wind created is violent and will rip clothing, destroy paper, hurl light objects, and otherwise damage living creatures (DR = Caster's Air + Rank). T£1i\7£ST Of' AIYt Mastery Level: 1 Duration: Concentration Area ofEffect: 1Target Range: 25' This spell causes a blast of air to fly from the caster's fingertips targeting one person (+1 per raise). Affected players must make aTest using Eam + Insight Rank vs. the caster's Air + School Rank. Players who fail are knocked down and must make new Tests to stand up. Players knocked down suffer Wounds equal to the caster's Air Ring. \!IHIS7£~InG \!lIn" Ancestor Mastery Level: 2 Duration: Instantaneous Area ofEffect: 1 target Range: Sight This spell reveals to the caster ifthe last thing the target said is true or not. This will only tell the caster if the target was lying - if a target believes what he said is true, the spell does not function. \!Iln"-BO~n£ SJ.U1i\B£~S Mastery Level: 1 Duration: Concentration Area ofEffect: 1Target Range: Sight This spell saps one target (+1 per raise) of energy and makes him sleepy. If the target is relaxed (inattentive, sitting, etc.) he will fall asleep. If they are stimulated (in combat, casting spells, etc.) they receive a-5 penalty to allTests. To ignore the effects, a target makes an Earth/Rank vs. the caster's Air/Rank Test. \!Iln"-BO~n£ S7££" Mastery Level: 3 Duration: 3 Rounds of Combat Area ofEffect: 1Target Range: Touch This spell grants the target (+1 per 2 raises) a single extra action per round of combat. This action may not be an attack or spell, but movement is acceptable. Raises may also increase duration. \!IIS"01i\ Of' TH£ KA1i\1 Ancestor Mastery Level: 3 Duration: 5 Tests Area ofEffect: Self Range: Self This spell grants the caster a +5 bonus to all Tests with a single skill for the duration. Raises increase duration by +1 Test per 2 raises. £A~~K S~~"J.J.S --5 ---------~ -~~~ Ancestor Mastery Level: 2 Duration: 1 Session Area ofEffect: 1Target Range: Touch This spell calls forth the spirits of the Seven Thunders and renders one target (+1 per raise) immune to Fear for a single session. This spell may only be cast on someone from the original Seven Great Clans. A;ui\OR Of" Ttt~ A,nc¢stor Mastery Level: 4 DUrati n: Special Area ofEffect: 1Target ~ Range: Touch "1 This spell summons the' spirits of fonner Emperorub protec~netarget (+1 per 2 raises). The reCiPie.nl are immune to all damag7frO a number ofartacks equal to the taster's Eanh + Rank B~I\.~1I0J.~riT 7;tOT~CTI01\. Of" SHIn.S~t Mastery Level: 3 Duration: 1 Day Aiea~Effect: 15' radius Range:'ro\!c.h.__ ~_~ This spell can only be cast upon an object ofjade or a token from aTemple of Shinsei. Everyone inside the radius feels calm and at peace and must make a Willpower Test against the caster to perform any violent action. Ifthe object is inside aTemple ofShinsei it affects the entire structure and will not expire for ten days. COU~AG~ Of" TH~ S~II~n. THUn.,,~~S "IIII"~ II\.TO ASH Mastery Level: 5 Duration: Permanent Area ofEffect: 100 cubic feet Range: Sight This spell disintegrates up to 100 cuhic feet of any earth-like substance. It may not be used on hYing beings (except Earth spirits) and nemuranai are unaffected. £A~TH'S STAGnATiOn Mastery Level: 1 Duration: Concentration Area ofEffect: 1Target Range: Sight This spell causes Earth spirits around the target to gravitate downward forcing the victim to act clumsy and awkward. The target's Agility and Reflexes are lowered hy 1 (+1 per raise) to a minimum of 1. Ancestor Mastery Level: 1 Duration: 5 Spells Area ofEffect: Self Range: Self The Eanh spirits protect the caster against other Elemental Magics. When the spell is cast, the shugenja chooses an Element. Spells of that Element have their Difficulty raised by the caster's Eanh + Rank. Raises increase the duration by one per raise. f"1~£S f"~Om TH£ f"O~G£ Mastery Level: 1 Duration: Permanent Area ofEffect: 10 Cubic feet Range: Sight This spell instantly mends a single item that is broken. It will not restore magic lost to the destruction, but can repair any single nonliving material. HAn"s Of" CJ.AY Mastery Level: 2 Duration: Concentration Area ofEffect: Self Range: Self This spell allows the caster to walk along any surface made of earth. He cannot slip or fall, even if he is upside down, as long as he moves no faster than a walk. HAn"s Of" :ru~o:rln Mastery Level: 2 Duration: Instantaneous Area ofEffect: 1Target Range: Touch This spell removes ali trace of disease and/or poison from one target (+1 per raise). This does not affect the ShadowlandsTainr. It will not repair damage done by either source. ,mmO~TAJ. ST££J. Ancestor Mastery Level: 3 Duration: Permanent Area ofEffect: 1 Weapon Range: Touch This spell requires one hour to cast. The caster of this spell draws dormant Earth spirits dormant in any non-nemuranai weapon. The shugenja may only have one weapon with this spell in existence at a time and a weapon may only be affected once. The weapon's DR increases by 2 permanently. J A[7£ STYUK£ Mastery Level: 1 Duration: Instantaneous Area ofEffect: 1Target Range: Sight This spell only functions on creatures with the Shadowlands Taint. The caster fires energy of pure jade at one target (+1 per raise) who immediately takes wounds equal to the caster's Earth + Rank. The DR can be increased by one per raise. KAm,'S ST~£n.GTH Mastery Level: 6 Duration: 10 Hits Area ofEffect: 1Target Range: Touch This spell causes one target's (+1 per raise) skin to [Urn into stone. The Earth spirits within the target render her immune to damage from any non-magical source. Raises increase the duration by 1 Hit per raise. S7IK£S Of' £A~TH Mastery Level: 5 Duration: Concentration Area ofEffect: 100' radius Range: Sight This spell causes violent eruptions from the ground in a100' radius triggered by movement. Foot-long, sharp spikes erupt from the ground underneath moving targets dealing damage equal to the caster's Earth every 5'. Slow-moving creatures may attempt a Reflexes/Rank Test vs. the caster's Earth/Rank to avoid damage. , ST~£nGTH Of' TH£ C~OW Mastery Level: 3 Duration: 1 Session Area ofEffect: 1Target Range: Touch This spell calls upon Shinsei's faithful companion} the crow. This spell renders one target (+1 per raise) immune to the effects ofthe Shadowlands Taint. If the target willingly embraces the Taint (e.g. casts a maho spell) the spell will not function. TOIilB Of' J"A17£ Mastery Level: 4 Duration: Special Area ofEffect: 1Target Range: Sight The spell only affects creatures with the ShadowlandsTaint.The caster and the target make contesting EarthTests until either the creature is destroyed or the caster fails. Each time the target fails it takes the caster's Earth + Rank in wounds. Raises grant the caster a +3 bonus to draws for the Tests. T~£IilO~ Mastery Levd: 2 Duration: Concentration Area ofEffect: 1Target Range: Sight This spell causes a minor, localized earthquake to appear anywhere the caster can locate visually. It affects only poorly crafted buildings or individual targets (+1 target per 2 raises). Structures are destroyed unless otherwise bolstered and targets take wounds each round equal to the caster's Earth. f"1~£ S?£LLS A~"" o{ A",~ Mastery Level: 2 Duration: 10 Hits Area ofEffect: Self Range: Self This spell wreaths the caster's body with £lame causing him to glow with a pale red aura. The caster's TN is increased by 5. Raises increase the duration by 1 Hit. BITIn~ 5T££1. Ancestor Mastery Level: 1 Duration: 1 Session Area ofEffect: 10' tadius Range: Touch This spell requires 1 ,minutes to cast. The shuge"nja inscribes a rune in a fIxed location. Anything entering the tadius with the Shadowlari'\1s Taint takes damage equal to the castet's :Eattli every to.t'nd. £V£~BU~ru~~ ~A~£ Mastery Level: 5 Duration: Special Area ofEffect: 1Tatget Range: Sight Everburning Rage causes excruciating pain due to invisible flame passing through the target's ilesli an causes them [0 act as if they were at the Down wound rating. This lasts number orminures equat to ilie·-caster's Fire + Rank, but othetwise deals no d3J'1age. Mastery Level: 1 Duration: 5 Hits Area ofEffect: 1 Weapon Range: Touch This spell only tatgets non-magical weapons with steel blades. The weapon's DR is increased by 2. "£ATH Of' f'l.Am£ Mastery Level: 4 Duration: Special Area ofEffect: 1Tatget Range: Sight This spell renders all Fire spirits within a target inert (lowering their Fire and related traits to 1). The victim makes a Fire/Rank Test against the shugenja each round to negate this. £VII. \!IA~" £')(TIn~UI5H MasteryLeveLl Duration: Instantaneous Area ofEffeet: 100' radius Range: Self Extinguish dismisses all fire spirits in the area, extinguishing all fires. This also renders the spell Commune: Fire is useless in the area until more flame is introduced. f'1~£ WALKinG Mastery Level: 4 Duration: 10 minutes Area ofEffect: 1Target Range: Touch The target (+1 per raise) is immune to the effects ofnon-magical fire. f'1~£S f'~01i\ WITHin Mastery Level: 2 Duration: Instantaneous Area ofEffect: 1Target Range: 50' This spell creates a small ball offlame (+1 per 2 raises) in the castees palm. He may hurl the ball at any target in sight making an attack roll using his Fire +Rank. The fire has a DR equal to the caster's Fire. Flammable objects on the target are destroyed. f'IST Of' OSAnO-WO Ancestor Mastery Level: 3 Duration: Concentration Area ofEffect: 30' radius Range: Sight This spell summons lightning and thunder in the shape of balled fists, pummeling an area. Weak structures are destroyed, but strong buildings (like the Kaiu Wall) remain unaffected. Anyone in the area must draw a card. If it is 3 or lower, they immediately take wounds equal to the easter's Fire. f'V~Y Of' OSAnO-WO Ancestor Mastery Level: 1 Duration: Instantaneous Area ofEffect: 1Target Range: Sight This spell summons the wrath of the Fortune of Fire and Thunder. One target (+1 per raise) is immediately struck by lightning for the caster's Fire + Rank in wounds. Creatures within 100' feet ofthe target are deafened for 1 minute. If it is raining, the DR increases by 5. H~A~T Of' TH~ Inf'~~nO Mastery Level: 3 Duration: Instantaneous Area ofEffect: 1Tatget Range: Sigbt This spell functions the same 35 Fires from Within except as follows: • DR is equal to twice the caster's Fire + Rank and can be raised by 2 per raise. • Only one missile can be summoned HU~~~D ST~7S Mastery Level: 2 Duration: Next 5 Spells Area ofEffect: Self Range: Self This spell lowers the casting time ofthe next 5 spells (+1 per raise) cast by tbis sbugenja by bis Rank (minimum 1). mf'~~no's TOOTH Mastery Level: 2 Duration: Concentration Area ofEffect: 1 Object (2 cubic feet) Range: Sigbt This spell causes an inanimate object to spontaneously combust. Anyone touching the item takes damage equal to the caster's Fire every round. Flammable objects ate destroyed and objects prone to melting will be destroyed in less than a minute. ~A~S Of' TH~ sun Ancestor Mastery Level: 4 Duration:Concenrrarion Area ofEffect: 50' radius Range: Self The caster evokes an aura of light, which illuminates the area around him as if it were daylight. Creatures with the Shadowlands Taint take damage equal to the caster's Fire + Rank each round. TSUK~'S CAJ.J. Of' H~AII~n Ancestor Mastery Level: 6 Duration: 1 Combat Area ofEffect: 1Tatget Range: Toucb ---.-- =_._- ------.- ---- WAT£;t Si'£J.J.S Ancestor Mastery Level: 2 Duration: Permanent Area ofEffect: 1Targer Range: Touch The recipient of this spell musr be willing and may end rhe bond ar any time. The bond enables both characters to know the general direction and distance oftne other and allows rhem ro cast spells with a Range ofTouch regardless ofdistance. The effects end ifthe ~haracters move farther than 1 mile from each other and can only effect one target at a time. Ancestor Mast~ryLevel: 4 Duration: 5 Attacks Area ofEffect: Self Range: Self Avoidance grantsThe caster the aoUity to deflect melee and missile attacks. She makes aWater!RaJ1kTest agalnst'any successful attack witH a Difficulty equal to the attackers To Hit d aw to avoid all damage. Rais~s increase the duration by 1 attack per raise. AIIOI17Anc£.. \!IAITlne; F1.A1i\~5 Mastery Level: 3 Duration: 1 Session Area ofEffect: 10' radius Range: Touch Waiting Flames causes all Fire spirits in an area to become inert. This angers the spirits tremendously and when anything disturbs the area they immediately deal damage equal to the caster's Fire + Rank. The spell ends afterwards. Raises increase the DR by 1. The recipienr (+1 per 2 raises) of rhis spell appears ro be immolared in flame. The fire deals no damage to the target, but causes wounds equal to the caster's Fire + Rank to anyone within 5', Unprotected arrows and poor quality weapons will dissolve and deal no damage. All other weapons are scorched and their edges are blunted if they remain in the fire for more than one attack. H~A;l.T OF 1i\O~TAl.ITY n£A~ TO IC£ Ancestor Mastery Level: 3 Duration: 1 Minute Area ofEffect: 1Tatget Range: 1Tatget Near to Ice allows the target to ignore pain and effects of wound penalties. i'ATH Of' TH£ SCO~i'IOn Mastery Level: 3 Duration: 5 Attacks Area ofEffect: Self Range: Self This spell causes the spirits ofWater within the caster to become unusually violent. Anyone attacking the caster uses their lowestTrait when attempting to hit. Raises increase the duration by 1 Attack. i'ATH TO mn£~ i'£AC£ Mastery Level: 1 Duration: Permanent Area ofEffect: 1Tatget Range: Touch This spell heals a number of wounds equal roo the caster's Water + Rank +2 per raise. i'£AC£ Of' TH£ I(A1i\1 Ancestor Mastery Level: 6 Duration: Instantaneous Area ofEffect: 1Tatget Range: Touch This spell renders the target pure ofimperfections such as poison, damage, disease, and toxins excluding the ShadowlandsTaint. This may only be cast once per day: i'£~C£III£ HA~OnY Mastery Level: 4 Duration: 3 Rounds ofCombat Area ofEffect: Self Range: Self Perceive Harmony grants the caster precognition.This enables him to declare his actions last in combat. Two raises increase the duration by 1 round. , 7V~If'.Y \!IAT£~ Mastery Level: 2 Duration: Instantaneous Area ofEffect: 100' radius Range: 10' Consumable liquid in the radius of this spell is reduced to pure water unless already absorbed inro rhe body ~£f'~£CTIOn5 Of' 7An ltV Mastery Level: 1 Duration: Instantaneous Area ofEffect: 1 Irem Range: 10' Scrying within a clear bowl offresb warer, rhe sbugenja is able ro commune with the awakened spirit of a single nemuranai. she may speak with the item as ifwith the Commune spell to determine its narure) creation, history, or powers. The caster receives one question per Rank (+1 per raise). Note: Some nemuranai ignore the caster, especially if they are ancient, or extremely powerful (Le. clan swords, maho-crafted items, etc.) ~£IJ£~5A~ Of' f'O~TVn£ Ancestor Mastery Level: 1 Duration: 3Tests Area ofEffect: 1Targer Range: Sigbr The shugenja's ancestors grant the target their luck and wisdom for 3Tests (+1 Tesr per raise). The rarger of rhis spell gains a bonus of +5 on all Tesrs. 51~£nT \!IAT£~5 Mastery Level: 3 Duration: Varies Area ofEffect: Self Range: Self silent Waters causes a single Water spirit to blend with the caster's soul. This spell is cast in conjunction with another unmodified spell. When cast the shugenja declares a trigger that immediately casts the second spell regardless of the shugenja's state unless the second spell requires a chosen target. SYlili'ATIi~TIC ~n~~GI~S Ancestor Mastery Level: 1 Duration: Varies Area ofEffect: 1Target Range: Sight This spell allows the caster to transfer the effects of a spell that would otherwise only affect the caster to another target. The spell continues to function normally as if the new target were the caster. \!IAII~S A~~ ~II~~ CIiAnGlnG Mastery Level: 5 Duration: 1 Hour Area ofEffect: Self Range: Self This spell grants rhe caster rhe ahility to shapeshift into the likeness ofany living creature he has seen (except unnatural, intelligent, or magical creatures). The caster gains the physical traits ofthe creature. Note: You cannot caSt most spells without hands to hold scrolls. \!IlSDOlil AnD CJ.A~ITY Ancestor Mastery Level: 2 Duration: 1 Hour Area ofEffect: Self Range: Self This spell allows rhe caster to read at twice his normal rate, effectively halving the Research time needed to srudy a scroll. \!I1i1~J.i'OOJ. Mastery Level: 5 Duration: 1 Hour Area ofEffect: 50' radius Range: Sight This spell creates a whirlpool within any large body of water. The whirlpool sucks in any object within 200'. To resist this effect, creatures or objects must make a Water Test against the caster. Once a creature is sucked in, he may attempt aSwimming/Strength vs. the caster's Water/Rank Test to get out'or he drowns. 11011' S7£~l.S _..-....-- SZZT7-- -- -- £SS£ltC£ Of' 110117 Mastery Level: 5 Duration:Concenrration Area ofEffect: 1Target Range: Sight This spell renders another character unable to move while the shugenja concentrates. To cast the spell, the shugenja and target make Void/Rank Tests.Thereafter, the target may spend a Void point to attempt anotherTest. Otherwise, the target remains inen. This may only be cast on a target with a Void Ring and it must be lower than the caster's. COItT£1i\7J.A.T£ TH£ liOn:, Mastery Level: 1 Duration: Next 5 Tests Area ofEffect: Self Range: Self The shugenja temporarily increases rhe number ofVoid they can spen in aTest by one (+1 per raise,). Lost Void po'nts are regained normally. 17£7THS Of' TH£ 110117 Mastery Level: 3 Duration: 1 Session Area ofEffect: Self Range: Self This spell grants the caster the ability to alter future events. The caster gains one temporary rank ofLuck (+1 per twonises) that maybe used on anyTesr. This may onlybe cast once per session. 17Yl.A.WlltG TH£ 110117 Mastery Level: 1 Duration: Instantaneous Area ofEffect: Self Range: Self This spell can only be cast once per session and allows the shugenja to gain a temporary void point (this may exceed their Void ring). II"""!<,' j. .' I . , Mastery Level: 2 Duration: Session Area ofEffect: Caster and ODe target Range: Touch This spell allows a shugenja and ODe target ro share their Void points. The target must be willing and the link may not be broken once the spell is cast. li\OIi\£nT Of' CJ.A~'T.Y Mastery Level: 4 Duration: 3Tests Area ofEffect: SelforTarget Range: Touch The shugenja must spend a Void point and may increase any skill possessed by a willing target by the castet's Void Ring. The duration increases by ODe Test per two raises. 5£n5£ 110'" Mastery Level: 1 Duration: Concentration Area ofEffect: 1Target Range: Sight Sense Void allows the caster to discern specific qualities about another person. The shugenja and target make Void/Rank Tests and if the caster is successful they may determine ODe ofthe following qualities: • Surface thoughts (i.e. whether someone is lying) • Emotions • Illnesses, poisoD, or injury • Supernatural phenomena (presence ofTaint, powerful spirits, etc.) The caster may attempt to gain further informarion by maintaining concentration and making anotherTest. S7'~'TUAJ. 7~£5£nC£ Mastery Level: 3 Duration: Special Area ofEffect: 1Target Range: Sight Spiritual Presence grants a willing target a bonus to any Ring equal to the caster's Void. This alteration only affects Tests using the Ring or relevant traits. The spell lasts as long as the caster can see the target and maintains concentration. 1101" ST~II(£ Mastery Level: 4 Duration: Instantaneous Area ofEffect: 1Target Range: Sight Void Strike allows the caster to transfer a Void point (+1 per two raises) from a single target to himself The target may make a Void/Rank Test to resist this effect. A caster may only steal a number of Void points per day equal to his Void Ring. 1101" SV77~£SSlon Mastery Level: 6 Duration: Special Area ofEffect: 1Target Range: Sight Void Suppression forces a target to use their lowest trait for all Tests. The spelliasrs for a number aETests equal to the caster's Void Ring. Raises increase the duration by one Test. wln"s Of' CHAnG£ Mastery Level: 2 Duration: 3 Tests Area ofEffect: Special Range: Touch This spell grants the target 2 points in any skill they do not currently possess. It may only be cast on someone with a Shintao ofat least 2. Raises increase the duration by one test. BJ.OO" An.." IfOn..O~ ?A~T FIIIE Kanshiro ran as fast as he could, l.eapingove,y snow~covered stones and dodging trees. In the "' road ahead, he could see a scrawny figure TUl\ning sWiftly. The young Phoenix continued with grim determination, ignoring the bitter chi!! that tore through his thin kimono. Another man might have given up, assuming the killer had faced justice. For aman on foot in the dead ofwinter, there was no reasonable escape from Honored Treaty City. By fleeing into the forest his quarry had without doubt deomed himself. Kanshiro was not prepared to let the murderer escape so easily. As he burst through the tree line onto an open plain, however, he wondered if he had made an error. A sha'1' pierced his shoulder. A short metal dart protruded from his arm. His left hand damped down over the wound. Searing pain lanced his body, driving him to his knees. He could hear the approalh ofsandaled feet crunching in the snow. 'She warned me..." Kanshiro whispered, falling forward on his right hand. 'You should have lisleri£d," the killerTeplied. 'She warned me...' he repeated. 'That the antidote... would only make it hurt more: Kanshiro pushed the pain asitU ana looked up at his a!talker The peasant blanched as he noticed the thick poultice the Phoenix held over his wound. Kanshiro rose to his feet and drew his sword. 'Surrend.er in the name ofthe Emperor," he growled. "We both know there will be no justice for me," the man said, drawing a knife from his belt. "Do tlot make me kilL you, Genjo," Kanshiro warned. Behind them, the din ofshouts and hoofbeats drew doser. The servant paused for a moment, considering his options. Then, with adefeated scream, he ran toward the Shiba with his knife raised high. A single stroke of the katana, and it was over. Genjo fell to the snow adead man. Kanshiro stumbled and leaned against a tree, the poison sapping his strength. The Emerald Magistrates galloped into the clearing around him. Kitsuki Temko rode at the head, with Mirumoto Aichi, Soshi Yoshino, and Soshi Kaoru just behind him. "Kanshiro-san;' Temko called out, looking down at him in alan» as she climbed from her horse. "You are injured! Are you poisoned?" "Yes;' he said raggedly, "but I wi!! be fine. We Phoenix have a way ofrising from the ashes." Kaoru sighed at him as she ran to his side, whispering aspell that would draw out the residual poison. Temlw raised an eyebrow. "Your sense of humor, at least, seems gravely injured;' he looked down at the body ofthe dead servant. "Explain." Kanshiro nodded. "That is your killer," he replied. "Isa's older brother, Genjo." "Her brother?" Kaoru asked. ''Ask Aichi," Kanshiro answered. "He knows." All eyes turned toward the Dragon. He frowned as he looked down at the corpse. "Seppun Isa was not a true samurai," he replied. "Her parents were peasants. Juro never had children ofhis own. He made... arrangements with the servants to adopt one of their infants, to give her a better life. In the end, Juro's honor did not allow him to continue the charade. He summoned me here to tell me the truth in person." ''And Genjo acted to stop Juro," Temko finished. "So that his sister would have hope for a better life." "I fail to understand only one thing;' Kaoru said. "IfJura was ki!!ed before Aichi arrived, how does he know the truth of her origins?" "150 told me;' Aichi replied softly. "I admit I reacted foolishly when I heard the truth. She is an honorable woman, and 1 thank Kanshiro for not allowing me to sully her honor. I will keep my vow to her, peasant or no." "Treat her wen, Dragon," Soshi Yoshino said tonelessly. "I will be watching." Aichi gave the Scorpion acautious look, but nodded. "An acceptable, ifunexpected end;' Temko said, looking at the corpse in adecisive manner. "1 thank you for your help, Shiba Kanshiro." "I am glad I could provide it, Temko-sama," Kanshiro answered. "I suppose once you have rested you will return to your village?" the magistrate said, studying him calmly. "Hai," Kanshiro answered. "Night Milk can be atreacherous poison," she replied. "I think it best ifyou do not return home alone. I wi!! dispatch a legion of Emerald Magistrates to escort you." She paused and reconsidered her statement. "1 believe you mentioned some trouble with bandits, as well? I suppose while we are in the area, we can deal with them as well. A favor fay afavor, neh?" Kanshiro looked at her, amazed. "I did not do what I did for a reward, sarna," he said quickly. "Precisely why you deserve one," Temko said curtly, returning to her steed. "Well done, Kanshiro-san," Kaoru said, her hand tightening on his ann. He smiled at her. "I could not have done it without you;' he replied. "I only wish you could return with me and see my village." She shrugged. "My travel papers are good for another three weeks," she replied with a grin. "I may accompany you, if you would have me. Though when my superiors will think I have spent too long in Phoenix lands ifthey hear I came to the rescue ofsomeone with no thought ofreward." "Nonsense," Kanshiro replied. "Your clan deals in favors, everyone knows that. You are simply accumulating collateral." "Now you begin to think like aScorpion; Kaoru said, leadinghim back to the horses. CHA~ACTE~ C~EATIOn.. ,.O~ BJ.OO"5'i'EAI{E~5 An.." TAIn..TE" CHA~ACTE~5 Characters that are members of the Bloodspeaker cult or who are irredeemably Tainted should only be played as NPCs, as tbeir motives are purely villainous. They make perfect antagonists in a long running campaign, however, and it is possible that player characters can eventually be inducted into the Bloodspeakers or become Tainted themselves during game play. character creation for Bloodspeakers and Tainted characters follows that of a normal character with a few exceptions: they possess at least 1 Rank in Shadowlands Taint, and they have access to maho spells. TH~ TAinT The phenomenon referred to as the Shadowlands Taint is a metaphysical corruption ofthe mind that eventually warps both body, and spirit ofthose who suffer from it. Some theorize that the Taint is a sixth element, the opposite of Void, but many in Rokugan consider this blasphemous. In truth, the Taint is the manifestation ofJigoku's influence in the morral realm. For this reason, any person displaying obvious symptoms ofthe Taint will resulr in friends and family shying away from them, and at worst, in mad- ness and death. Society is not kind to those it sees bearing the influence ofJigoku. The first physical changes associated with the Taint are usually pale, translucent skin, greasy hair, and an increased tendency towards violence. These symp~ toms are most commonly found among the Crab clan, as they are put in constant contact with the Shadowlands, but can be found anywhere that humans have been exposed to the Taint. Time spent in the Shadowlands is the most common means ofexposure, resulting in the character gaining 1 Shadowlands Point per day unless they succeed in an unopposed test using their Earth Ring x 2. Jade can be used to protect a player from accumulating Taint while sojourning in the Shadowlands, however, and the Crab carry it with them at all times while in that dark realm. When a character accumulates 10 Taint Points, they gain 1 Rank ofTaint, and their Points are reduced to zero. There are advantages and disadvantages to having the Shadowlands Taint. A character may add or subtract twice their Taint Rank to any Strength, Agility, Reflexes, or Stamina test. Each time this ability is used the character gains 1 additionalTaint Point. Characters must subtract their Taint Rank from all opposed social tests. If at any time the character's Taint Rank becomes higher than anyone of their Rings they run the risk of being consumed by the Taint, a condition known to the Rokugani as being Lost. There is no way to completely eradicate all traces ofTaint, though there are some spells that can reduce its effects or lower the amount ofTaint Points a character has. There is no known way to reduce an individual's Taint below 1Taint Point, however. Jigoku's mark is not easily erased. IilAHO Maho is the name given to blood magic, a means ofcasting spells using the power contained within blood to summon and control corrupted elemental spirits called kansen. Those who practice maho are serving Fu Leng, though (especially the Bloodspeakers) would like to deny that their power is coming from the Dark KamL Communing and commanding the kansen is far easier and simpler than earning the respect ofthe kami, making it an attractive option for the impatient and power-hungry. Maho is fast, dangerous, and often deadly. Using maho requires the spilling ofa sentient being's blood and prayers to the Dark God, even ifthe casters are unaware ofwhom they are entreating. Blood sorcerers, commonly known as maho-tsukai, practice a variety of magic that includes oni summoning, raising the dead, and cursing. Most of Rokugan believe that maho-tsukai are insane, but the unfortunate truth is that most are not mad, merely greedy for power. They are men and women who have abandoned the Celestial Order and who believe that they are seizing control of their destiny when they are only binding their fate to jigoku. Characters wishing to learn a maho spell must make an unopposed test with a Difficulty Modifier of +10 per Level of the spell. Deciphering a maho scroll is difficult for the average shugenja because the spell is written from an entirely different mindset. This test can be bypassed if the character wishes to summon dark spirits ofthe Shadowlands, which can be done with a successful casting of Summon. After doing so in two game sessions, the spirits have finally taught the character the basics of maho. Following this, the character must commit a blood rite that involves an act of ritual death. This is the final step toward damnation, and the character can now learn any maho spell as if it were a scroll written by an intimate acquaintance. She may now make an unopposed test with a DM of the spell's Mastety Level. A point of Shadowlands Taint is also gained. In addition to the basic principles of maho, these spirits will eagerly teach the summoner, her friends, anyone who wishes to learn maho how to cast any Mastery Levell Maho spell. Ifthe chataetet is willing to do favors fot the dark spirits, usually in the form ofprofane or blasphemous acts ofvio- lence and bloodshed, they will also teach highet tanked spells. WHO CAn L~A;l.n IilAHO? Bushi as well as shugenja may learn to use maho, but a warrior will be limited in what spells he can cast. He is limited to Mastery Levelt spells and suffers a -2 DM to all spell casting tests. CASTine; A IilAHO S7~LL Maho is cast in almost the same manner as a normal spell with the following exceptions: • A maho-tsukai must spill the blood of an intelligent being on the earth to cast any maho spells. He may also use his own blood. A numbet ofWounds equal to 2 x Mastery Level of the spell must be dealt. • Whenever a maho spell is cast the maho-tsukai gains a number of Taint Points equal to the Mastery Level ofthe spell. o Maho spells cast do not use up any spell slots fot the day. • To cast a maho spell use the Rank in Lore (Maho) + Earth Ring for the Opposed Test, gaining a +1 bonus for every Taint Rank. A maho-tsukai may learn any Maho spell with a Mastery Level equal 10 his Insight Rank. • Maho-tsukai may learn a 1 maho spell for each Rank in Lore (Maho). Ifenlisting the aid ofa dark spirit ofthe Shadowlands they may learn an additional maho spell every two game sessions. The character will gain the twice the Mastery Level of the maho spell learned in Shadowlands Points. mAHO AltO TH~ SHAOO\!lJ,.AltOS TAlltT Any shugenja who possesses at least one Rank in the Lore (Maho) Skill can perform a ritual to remove one Taint Point. This ritual must be carried out every game session and after four game sessions results in the loss of one Shadowlands Point. This ritual will not remove Taint Ranks. TK£ BLOODSi'£AI{£;tS The Bloodspeakers cult seeks to destroy Rokugan's current system of government, philosophy, and theology and replace it with a system based on greed and the importance of the individual Largely autonomous, the society is split up into dozens or hundreds of different cells across the Empire that are unaware of one another's existence. Only a handful of high-ranking members know the location of more than one cell. The cult believes in the survival of the fittest, and will not hesitate to sacrifice members oftheir order to further the cult's overall goals. The recent return of Iuchiban, the first Bloodspeaker and the cult's founder, and his subse- quent conquest ofthe Shadowlands has galvanized tbe cult. Any given cell is more active in the modern day than any time in history. StUl, most will not risk exposure, preferring to serve their lord from concealment. The Bloodspeakers epitomize the stereotypical view of maho·tsukai by most Rokugani. However, they are also the least affected by theTaint ofany blood sorcerers, and rarely bear any physical deformities, using rituals developed by Iuchiban to prevent such physical corruption. AOIiAltTAG~S AltO OISAOIiAltTAG~S AtlVAnTAGl5:S Taint Repression (5 points) YourTaint is well hidden. Your ShadowlandsTaint is considered two ranks lower for purposes of deformities and mental aberrations. Bloodspeaker Sensei (5 points, Bloodspeakers Only) You have a teacher who is well versed in maho. You may learn one addi- tional maho spell per Insight Rank. DISADIlAnTA<;5:S ShadowlandsTaint (1-5 points) For every 2 Shadowlands Points your character has, gain 1 Character Point to spend on your character. You can gain a maximum of 10 Shadowlands points in this fashion. mAKO 51'£1.1.5 AnJIilAT~ TH~ "~A" Mastery Level: 3 Duration: Permanent Area ofEffect: 1Target Range: Touch This ritual takes 4 hours and both the caster and the target are considered out ofgame for the duration of the casting. They will be unable to do any- thing but cast the spell. At the end of the ritual the target becomes an undead rotting creature that remains self-aware and is considered to be in control ofitselfwhen resisting the control ofother maho-rsukai. The target may cast any spells and use any skills they possessed before though all spells are cast as ifthey are maho. Undead may not spend Void. characters under the effects of this spell will remain conscious and functional until they have taken wounds that equal their Dead Wound Rank, at which point they are physically destroyed. con.T~OJ. Vn."~A" Mastery Level: 2 Duration: 1 Hour Area ofEffect: 1 undead target Range: 50' The caster seizes control of one undead target and it obeys the maho- tsukai's commands without question. If another caster is currently controlling the zombie) the players must make an Opposed test using their Earth Ring. CV~5~ Mastery Level: 2 Duration: Permanent Area ofEffect: 1Target Range: Line of Sight The caster must possess a sympathetic component from the target of this spell, possibly a lock of hair, fingernail clipping, or blood. It cannot be an item ofclothing, but must be something that contains the target's spiritual energy, although the target's katana or another family heirloom would be appropriate. If the curse is successful, the caster must maintain constant physical contact with the item. The curse is broken if the caster ever loses the item. The curse can be anything from not being able to lie, or always betraying those who trust them the most. 1701iUnion OF FU ~~nG Mastery Level: 5 Duration: 1 Hour Area ofEffect: 1Target Range: Line ofSight The caster seizes control of an undead creature and the target may not resist. The target will obey all of the caster's commands without question. 17~Aln SOU~ Mastery Level: 1 Duration: 5 minutes Area ofEffect: 1Target Range: 6' The target's Stamina is considered 1 Rank lower for the duration of the spell. The maho-tsukai may cast this more than once on a single target, and the effects are cumulative. The target may not drop below Stamina of 1. 7Aln Mastery Level: 1 Duration: 1 Round Area ofEffect: 1Target Range: 6' The target is racked by terrible pain. They automatically lose their next action. FU ~~nG's CHA1i\710n Mastery Level: 5 Duration: Permanent Area ofEffect: Self Range: 10' This ritual takes one game session to cast. The spell must be cast on a living target that is present throughout the ritual. The target becomes any type of undead that exists in Rokugan, though the GM can require Raises for exotic breeds. ST::AJ.lnG B~::ATH Mastery Level: 3 Duration: Concentration Area ofEffect: 1Tatget Range: 10' One of the target's lungs collapses, forcing him to make an Opposed Earth Ring test against the caster or collapse to the ground helpless. The target will be unable to take any actions other than an Opposed Test using the Earth Ring against the caster each round in the attempt to break the spell's grasp. summon G~::AT::~ KAnS::n Mastery Level: 4 Duration: 1 Hour Area ofEffect: 1 Kansen Range: 10' Over the nex't hour ofgame time a misty specter played by the GM or an NPC follows the commands ofthe caster withour question. Kansen Stats: Earth 4, Fire 4, Water 4, Earth 2 Considered ro have a skill of 1 in all appropriate offensive Skills. Artacks have a DR of 2. Damage is halved unless being artacked by a weapon made of jade or crysral sUlillilon un"£A.t7 CHA.1il710n Mastery Level: 1 Duration: Permanent Area ofEffect: Dead Body Range: Touch This spell creates a zombie if used on a newly dead body, or an animated skeleton if used on something more decayed. The creature will follow the caster's mental commands as long as the caster is within 25 feet of it. If it leaves the caster's radius ofcontrol, its natural instincts take over and it will attempt to kill the closest living, un-Tainted being. In order to regain control, the caster must cast the spell again. A GM or NPC should play out the role ofthe zombie. TH-£ nUnO;t CJ.AnS Minor Clans are groups with a status similar to those ofthe Great clans- a particular duty to the Emperor and the control ofsome of the Emperor's lands - but a much smaller scale of influence, power, and numbers. A single Minor Clan often does not hold the same resources and prestige as even a single family of A Great Clan, but they are clans nonetheless. The dury and status ofa Minor Clan can only be bestowed by the Emperor, usually as the reward for some significant service that agroup has continued to provide to the Empire for generations. Sometimes, a single man and his vassals can impress the Emperor so much that he is immediately granted his own clan and charged with a specific duty to the Empire. Being granted such a great honor is unquestionably glorious for the initial samurai who form such a group, but they are often treated as upstart children who do not know their place by the Great Clans. An ancient Imperial edict bans the Great Clans from making war on the Minor Clans, but that does not keep them absolutely protected from their more powerful counterparts. Since they possess extensive political capital, the Great Clans often take what they please from the Minor Clans ifsomething catches their attention. Usually these games result in a Minor Clan desperately attempting to remain intact as it is dragged into the dangerous conflicts between larger clans. At best} wise daimyo are able to play the Great Clans offofeach other and escape unscathed. Samurai from the Minor Clans are not necessarily inferior on an individual level to their Great Clan peers. Many Minor Clan samurai struggle constantly to prove themselves to the rest ofthe Empire, and there is always agroup of Minor Clan representatives at any test ofskill and cunning. This attitude is often tempered by the reality that such samurai may prove themselves as another man's equall but it is unwise to draw the Great Clans' wrath or enter into their dealings as if they are equals. The confrontations between the clans have been known to scatter Minor Clans to the winds, such as the recent destruction of the Dragonfly Clan during the war between the Dragon, Phoenix, and Lion. In less than two months, one of the oldest Minor Clans in the Empire was annihilated as a random consequence of a sudden conflict. Allies and Enemies: Like the Great Clans, the Minor Clans tend to be diverse in their attitudes and goals. In general, the Minor Clans tend to lack the influence to hold any tegular relations with any ofthe Great clans. The notable exception to this is the Mantis Clan, which was once aMinor Clan until the Mantis Champion, Yoritomo, proved his followets the equal ofa Gteat Clan. TH~ '"0.)( CLAn The oldest Minor Clan began as an offshoot of Shinjo's first followers. After the defeat of Fu Leng on the first Day ofThunder, Shinjo swore to travel beyond Rokugan's botdets and seek out any threats that lay beyond the horizon. The Kami left behind a group of her most loyal followers to tend the lands left to her care by her brother, Hantei, and began her long exile. The small group worked earnestly to fulfill the dury that Lady Shinjo had set before them, but after a generation passed, it was clear that their tiny numbers left them unable to stay on par with the other clans in agreat many ways. This reality was driven home when the Lion, wishing to have the Unicorn's fertile farmlands for their own, decided to make a small incursion into Unicorn lands and test the combat readiness of Shinjo's followers. Naturally, the Lion "proved" the weakness of the Kami's follow- ers and demanded the right to watch over the lands themselves. The Emperor Hantei Genji, Hantei's son, agreed, and moved them to the Mori Kitsune, the Kitsune Forest. There, they were charged with studying the unquiet woodlands and exploring the mysteries of nature there. Finally, Genji pronounced the group a Minor Clan (inventing the notion on the spot) and forbid any Great Clan from making war on a Minor Clan. In the centuries since, the Fox Clan have come to revel in their new surroundings. The Kitsune Forest was rife with forest spirits, and the gentle nature of Shinjo's former followers made them ideal candidates for befriending them. Their carefree nature has also flourished in the woods of Kitsune Mori, and other samurai tend to view them as uncivilized and "backwater." The Fox are at odds with the Hare, due to constant small skirmishes between the two Minor Clans, and the Mantis. During the Clan Wars, the Fox eagerly threw their weight behind Yoritomo's alliance of Minor Clans, bur afterward, Kitsune Ryosei (the daimyo of the Fox at the rime) refused to swear fealry to the Mantis as the Wasp and Centipede had. This eventually led to the Fox abandoning their ties to the Mantis and allying with the Crane briefly. The Fox Clan also holds relatively close ties to the Unicorn, who quietly attempt to bring their wayward "little brothers" back home. TH~ HA~~ CLAn During the second rise of the Bloodspeakets, the ciry of Ryoko Owari fell into the control of Iuchiban's forces. Though Iuchiban and his followers were not a threat to be taken lightly, they had been weak in the sense that they had no defensible base ofoperations. By taking the Ciry of Stories by force, the Bloodspeakers now controlled walls and ramparts from which to hurl their sacrilegious magic. In short, routing the maho~tsukai had gone from being a careful certainty to alogistical nightmare that would cost the lives of thousands. When there seemed little alternative, a lone ronin named Reichin presented himselfto the Scorpion and proclaimed that he could easily sneak into Ryoko Owari and spy on the city's defenses as well as sabotage what he could. The Scorpion had also considered such an alternative, but did not wish to send any oftheir most experienced "scouts" into a situation which heralded only certain doom for all involved. When several other samurai vouched for Reichin's prowess, the Scorpion agreed, knowing that should the ronin fail it would be no great loss. Not only did Usagi return with valuable information, he was also able to cause enough problems for the Bloodspeakers that retaking Otosan Uchi was far simpler than the Scorpion had hoped. For all his prowess, Reichin was granted both the honor ofcontrolling a Minor Clan and allowing his heirs to carry the name Usagi into the future. Since that time, the Hare have made it a point to act as hunters and investigators, always managing to "stumble" upon hidden cells of Bloodspeakers, minor Scorpion plots, and other would-be conspiracies. Their inquisitive natures led them into opposition with the Kolat several decades ago. Using highly placed agents, the Kolat convinced the Imperial Court that the Hare Clan was secretly harboring a cult of maho-tsukai under the Emperor's nose. Using the Scorpion's dislike of the Minor Clan to their advantage, the Kolat manipulated the Court until a Scorpion-led army crushed the Hare and brought their threat to an end. Fortunately for the Hare, the shadowy Kolat would be exposed to the Empire at large only a few years later, and the Usagi family was able to restore their honor and rerum the Hare to their rightful place as a Minor Clan. After their fall and subsequent resurrection, they have redoubled their efforts, their numbers (adding a second family - the Ujina), and their tenaciry in the face oftheir foes. Their attitude has earned them friends in the Lion clan and the Kitsuki family ofthe Dragon, as well as many allies among the Seppun. TH£ 57A~~O\!l CoLAn. Easily the most overlooked and least influential Minor Clan, the Sparrow Clan focuses on the concepts of enlightenment and denial of worldly wealth as away to strengthen one's spirit and honor. The clan was founded by the son of a prominent Doji courtier, who captured the attention of a great many samurai with his uncharacteristic philosophies regarding wealth as a distraction from duty and honor. Intrigued by the Crane's words, the Emperor took the Doji courtier's lands and divided them up amongst others, then named him the daimyo ofa Minor Clan to be located on the Golden Sun Plains. The Spatrow have flourished somewhat by debasing themselves with physical labor and working side by side with their peasants. Though this would be unfitting for any other samurai) the unique edict set by the Emperor regarding their formation makes it a Sparrow's duty to toil in such a matter in order to achieve a more enlightened state. The Sparrow are known for their keen intellect and vast knowledge on almost any subject. The Suzume family places great importance on oration, perhaps due to their Doji ancestry, and are particularly fond ofanempting to entertain others with stones on obscure subjects. Because ofa Sparrow's intense love for research and knowledge, these stories tend to be excep- tionally detailed and intensely boring. Only the most scholarly families (such as the Isawa and the Asahina) purposely maintain close ties to the Suzume, while others tend to ignore them completely. Their distance from every other clan, physically and politically, has caused more than one samurai to jokingly pretend they had forgonen the clan still existed. TH£ li\.oru{£,y CJ.An The youngest Minor Clan, the Monkey Clan enjoys prestige and political influence that are normally impossible for such a small entity. The reason for their unique position lies with the loyalty ofa single man to his master - the ronin Toku to the man who was first ronin then Emperor: Toruri. During the Clan War, the ronin Toturi drew a great number ofboth ronin and clan samurai to his banner, including a young and enthusiastic samurai named Toku. The young ronin carried a copy ofAkodo's treatise on bushido but he was completely illiterate and begged others to read it to him repeatedly. His energy was boundless, and even during the war's dark- est episodes Toku was an unyielding symbol ofhope and dedication to the ideal that a single man can make all the difference. When Toturi and the other Thunders faced Fu Leng and the world seemed to be doomed ro the corrupted touch of jigoku, Toku's strength never failed as he rallied his comrades again and again while the Dark Kami was defeated. When Toruri was placed on the throne as Emperor, he charged his loyal friend with commanding the Imperial Guard, and declaredToku and the ronin's closest followers to be the Monkey Clan. Since their creation, the Monkey Clan has come to serve as the Emperor's personal magistrates. They work closely with the Imperial fami- lies and the Emerald Magistrates. Monkey samurai are known for their inquisitive natures, limitless enthusiasm, and refusal to back down even in the face of an unbeatable foe. The Monkey are also unusual in that they have afamily name within their clan, but it does not belong to the daimyo's family. During the War Against the Shadow, a curious shugenja wandered the Empire, tending the sick and bringing laughter ro the hopeless with his stories. Though he did not topple any great beast or end a threat that could destroy the Empire, he was well regarded by almost every clan for his efforts. Ever one to reward such selflessness,Torun I grantedToku's request for the young man, Fuzake, to be remembered with a family name. TH£ TO~TOIS£ CJ.An Like the Monkey Clan, the Tortoise serve the Emperor and the Imperial families directly, but that is the only similarity the two Minor Clans share. Where the Monkey serve as magistrates, the Tortoise are expected to carry out some considerably less honorable duties the Emperor must bestow on his servants from time to time. As a Minor Clan, they escape the notice of . . '\:i" '01- .' • .;,~J~lJ'!> ¥ 'r '! most influential powers in the Empire, and are able to slip into places undetected where a Scorpion would be instantly viewed with suspicion. Though they share a role similar to that ofthe Scorpion Clan, the Tortoise's smaller size usually means they serve as lone agents or perform tasks that the Scorpion Clan finds beneath their efforts. The Minor Clan once based their efforts in the ports of Orosan Uchi and the nearby tower they called home, but since the destruction of that city they have split their numbers almost evenly between the new Imperial Capitol and the eastern shores where the ruins ofOtosan Uchi remain. 1ilITtO~ C.LATt CHA~ACT~~S Though the Minor Clans have developed their own schools and tech- niques, they often use their alliances with one Great Clan or another to send students to the schools of that clan on a regular basis. Below is a list- ing ofwhat schools characters from aMinor Clan may choose from (either due to mechanical similarity or political alliances): Fox: Mantis (bushi), Unicorn (shugenja) Hare: Scorpion (bushi) Sparrow: Crane (shugenja), Phoenix (bushi) Monkey: Lion (bushi), Crab (shugenja) Tortoise: Mantis (bushi), Mantis (courtier) ~onln The title samurai means "to serve." Much I .~ ofwhat asamurai is revolves around his Ifft} master and his duty to his master. The samurai vassal of a powerful daimyo, for example, carries , much more prestige than the vassal of some minor lord. Being able to declare that you are a samurai in service to an important lord and that you , and your family line have faithfully executed your duty for generations is considered the measure of a samurai's worth. Because much centers on service and a daimyo, samurai with no master hold a unique position in the Empire. The ronin, or wave- men, are still technically samurai as is their birth~ right; after all, it is by right ofblood that a samurai claims his position in the Celestial Order. However, with no master to kneel before and no record ofservice to call upon, ronin are generally treated with at best cold courtesy by other samurai. As samurai, they are allowed ro wear rhe daisho, hur wirh no political or milirary hacking behind them, they would be fools ro draw sreel on their more fortunare peers. Where most samurai are provided for by their daimyo, a ronin has no such luxury. Masterless samurai must make their own way in the world by hiring themselves out or ruming to a life ofcrime to survive. Historically, there are an equal number oftales ofronin who become great heroes and ronin who allow their difficult path to tum them into bandits. For those who are not the subject ofgreat stories, ronin who stay within the law tend to be ignored and wave-men turned to a life of crime naturally receive the attention they deserve. This disparity in the amount of "noticed n ronin only causes the masses to loathe ronin even more. Amasterless samurai can remain perfectly lawful from rhe day ofhis hirrh until he dies, hur rhe Imperial Magisrrares may never stop keeping an eye on him no maner where he roams. Ronin in general are considered a possible threat to peace, and large gatherings of ronin are frowned upon by the Emperor's agents. The daily life of a ronin is much less regimented than that of a clan samurai. With no master to serve, the ronin is forcibly in control ofhis daily activities, which some ronin find most appealing. Some wave-men are fortunate enough to find regular employment as the yojimbo to some minor daimyo, merchant, or similar figure. Others can spend months earning a sready pay only ro have rheir prospeers dry up and die from starvation. During wartime, many masterless samurai find work at the front lines of battle. No matter the prevailing opinion on ronin, few daimyo have any remorse towards hiring them for a pittance to die on the battlefield. Some ronin even distinguish themselves in this manner, and only rarely will a ronin prove himselfso useful rhar a daimyo will offer rhe ronin a chance at fealty. Allies and Enemies: As such a diverse and independent group, it is hard to categorize ronin by any sort of alliances or feuds. Most clans tend to ignore ronin as a group, except to hire masses of them during longer periods of conflict. The only major exception to this is the Crab Clan's custom of the Twenty Goblin Winter. If the Crab Champion becomes overly concerned that the ranks ofbushi on the Kaiu Wall are becoming too thin, he declares aTwenty Goblin Winter. During this time, any ronin who enters the Shadowlands and returns with the heads oftwenty slain goblins is granted fealry to the Crab and the Hida name with no questions asked. ~orurt B~OTH£~H-OODS Occasionally, ronin will band together in an attempt to increase their chances of survival. These brotherhoods are referred to as otokodate. Otokodate vary wildly in purpose. Some are brotherhoods of ronin dedicated to remaining honorable samurai, while others are usually little more than gangs ofbandits. TH~ T~SS~n This otokodate is based in the city ofToshi Ranbo, the Imperial Capitol. The Tessen (also known as the Brotherhood of the Tessen or the Order of Tessen) is a group ofronin that came together around a central cause: their disgust for the mindless chaos the Lion and Crane spread in their ceaseless conflicts. When the two most powerful clans in the Empire clash, countless peasants are killed and wounded, farmlands are destroyed, and famine runs unchecked while the samurai of the clans turn their attention elsewhere. TheTessen have taken it upon themselves to act in amore "ideal" fashion for a samurai, ensuring lawlessness and strife do not spread unnoticed while the Lion and Crane continue their petty feuds. When the Order was officially established, it was during a period two generations ago when the Crane held Toshi Ranbo beneath their control. The Crane proclaimed that only other Crane would be allowed to draw weapons in public, though other samurai (including ronin) would be allowed to still carry their swords. Because ofthis, theTessen take their name from the iron fan thatthey adopted as their symbol and weapon. Skilled members ofthe otokodate are able to weave a pairofsteel fans into an intricate pattern that even the most skilled swordsmen have trouble piercing. Because of their unusually vocal distaste for the Llon and Crane, the Tessen often come into conflict with the two clans. As far as the Crane are concerned, the Order ofthe Tessen are a group ofthugs and troublemakers no better than petty ronin. Whenever the chance presents itseI£ the Crane are only too happy to execute one or more of the group as criminals on what are at times questionable charges. Regardless, the Tessen continue in their self-appointed duties, patrolling the streets ofToshi Ranbo and the surrounding areas where the bushi of the Crane and Lion may not bother to look. After the city was named the new Imperial Capitol, the Seppun have come into conflict with this group more than once, as well. Many Seppun guardsmen see the ronin group's patrols as an insult, afact that the Order of the Tessen finds troubling. While the ronin have no lost love where the Crane and Lion are concerned, their honorable natures tell them to steer clear of any conflict with the legendary Imperial family. Ifthey become enemies ofthe Emperor's personal guardians, they wonder, what will that truly make them' TH~ ~Y~S Of' nAnASHI Easily one ofthe most well-known and respected groups ofronin, the Eyes ofNanashi take their name from the ronin~foundedcity ofNanashi Mura. The city of Nanashi was established with the intention of creating a safe haven for ronin to gather away from the constant harassment ofclan samu~ rai. The city is the only known permanent gathering ofronin, and so far it has proven itself honorable and civil enough to escape the wrath of the Imperial armies. The Eyes of Nanashi are an elite brotherhood of ronin dedicated to the ideals of honor and justice, and are the primary ruling force in the city. The unusual dedication of the ronin and the orderly nature ofthe city can easily be attributed ro the sohei (warrior monks) who rook up permanent residence in the city shortly after it was founded. The monks gave no particular reason for their actions and quickly established a temple ro practice their arts. The village's ronin were welcome ro learn the sohei's arts, and soon many wave-men were instilled with the sense of justice and duty that the monks carried in their hearts. The monks remain a highly respected force in the city, and even the Eye's leaders defer to their wisdom when it is offered. The Eyes ofNanashi mount regular patrols into the surrounding area to extenninate bandits and hold crime to a minimum. Their honorable and loyal nature means that every member of the orokodate is fiercely protective of each other and will give their lives for one another in the line of duty. The Eyes of Nanashi's reputation makes them welcome, as far as ronin go, to moSt samurai who know of them. Even the Crane, who- are notoriously intolerant of ronin, tend to overlook the otokodate's status and instead focus on their honorable natures. The Dragon in particular have forged close ties with the ronin group, and o&en hire them to assist in their conflicts. The Eyes are more than happy to assist the Dragon, as their philosophies and narures mesh well. TH~ 1i\ACHI- I{AnSHISHA In the City of the Rich Frog, the Kaeru family, vassals ofthe !koma, maintain order in their own way. Notorious for their somewhat malleable sense of honor (indeed, the very reason the !koma daimyo, Sume, offered them fealty), the Kaeru have conrrolled the city of generations. Their interests are the city's heart and soul, and the Kaeru do everything in their power to ensure this relationship endures. To this end, the family maintains a standing force of ronin known as the Machi~Kanshisha, who act as guardsmen and enforcers for the Kaeru. Though they are honorable enough given their public duty as servants of the Kaeru, their darker and secret duties would disgrace them in the eyes of many if they were ever exposed. Unlike typical guards. they do not necessarily punish those outside the law. Instead, the Machi-Kanshisha serve the Kaeru's interests above all else. Petty crimes are often beneath their notice, as are the activities oftheir patrons. Any who cross the Kaeru are likely ro receive a visit from the Machi~Kanshishalong before the city's magistrate pursues an investigation, however. Those who believe them- selves safe with the proper amount ofkoku to dissuade the ronin enforcers are often unpleasantly surprised. Though the Machi-Kanshisha are not particularly loyal, the Kaeru pay remarkably well. To facilitate their image as peacekeepers, the Kaeru insist the Machi- Kanshisha draw their swords as little as possible. Instead, the ronin employ long iron pipes that they are quite skilled at using. Typically, a member of the Machi-Kanshisha will use this weapon to disann, disable, then beat a foe completely senseless, sometimes even if the opponent gives no resistance. These pipes double as smoking instruments that the ronin use to relax after subduing particularly troublesome opponents. Exceptionally talented or flamboyant members use the pipe to blow smoke and ash in their opponent's eyes during combat as well. ~onln. CHA~CT£~S Ronin characters come from one of two categories: True Ronin and Clan Ronin. True Ronin are born into the life of a ronin and have known no other code of behavior. They begin the game with only the most basic equipment of average to poor quality - a katana, a wakizashi, one other weapon, one set of poor quality clothes, 2 koku, and a travel pack. True Ronin characters do not have techniques, nor do they gain any in the usual fashion. Instead, they begin with 30 more character points than normal to reflect the experiences their early life has given them. clan Ronin are samurai who once served in family and clan, but were exiled for some particular failure (for instance, allowing the death ofone's master is grounds for becoming ronin). clan Ronin begin the game with the outfit and first rank in their clan school. They may receive further training ifthey can find awilling reacher, but such a thing is highly unlikely. TH~ BU~ru"--G SAnDS The Burning Sands lie just past the Northern wall Mountains at the edge of Unicorn territory. This merciless desert lies sterile, waiting to destroy anyone foolhardy enough to traverse its unprotected dunes. It is a lethal place both feared and highly respected by those few in the Empire thar have visited and returned alive. A thousand years ago, Shinjo's clan, the Ki-Rin Clan, ventured into this vast nothingness to locate possible dangers outside the borders ofRokugan. Eight centuries passed without incident, and the Empire believed them to have been destroyed. When they returned, now calling themselves the Unicorn Clan, they brought back tales ofmerciless sorcerers, foreign cities, and exotic cultures. The clan was greatly changed by their experience, but the overall Rokugani view ofthe Sands as a deadly place was not altered by the Ki-Rin's survival. Having been exiled into the Burning Sands after being blamed for the disappearance ofToturi I decades ago, the Scorpion Clan is the only other clan to possess knowledge concerning the Burning Sands. The only other time the Empire has encountered the desen's powerful rouch was when the Kami Shinjo returned to the Unicorn and brought with her the united Mote tribes. The Moto aided the Unicorn in destroying the corrupted Dark Mota and took over leadership of the Unicorn Clan at Shinjo's command. Described below are afew details ofknown culrures and peoples inhabiting the great desert waste. TH£ ASHAJ.An. Ashalan are an inhuman, immortal race believed to predate the existence of all other known races. A Council ofTwelve rules the race and controls the only twelve souls shared between the entire race. Over the centuries, only two half-breed Ashalan have been born to the andenr race.The Ashalan feel responsible for the fledgling races of humanity and often interfere with human politics in secret. Most have decided that the Burning Sands has benefited enough from their influence and have retreated from the world. However, a small group of them ventured back into the Empire with the Scorpion clan and believe there are many problems in Rokugan that their ancient minds can fIx. Ashalan are disturbing to look upon. Tall, gaunt, with almost no hair, they have albino white and blue skin. Mystical tattoos cover their bodies and are believed to be the source of their strange powers. They wield weapons of a material called crysteelthat is as durable as folded steel, but has crystalline. TH£ C£J.£STIAJ. AJ.J.IAn.C£ An.D TH£ KHAY£J. The Khayel are a group of djinn, powerful spirit beings, that have been rerurned to the morral world from an ages old imprisonment. Ruled by Kaleel, the Burning Sands Moon God, the Khayel seek the reinstatement ofdjinn over the perry races ofhumanity. They are virrually immorral and tend to formulate highly detailed plans that take years to bear fruit. A faction of benevolent djinn has allied with morral sahir (wizards) and srand as the only group powerful enough to fight the IChayel. They call themselves the Celestial Alliance and are a powerful, reclusive group. TH£ I{HADI Khadi are not a culture, but simply a group of powerful mortal sahir that have undergone a ritual in which they remove their hearts to attain immorraliry Called Hearrless, they once ruled the great dty of Medinaat aI-Salaam until the ancient Ashalan purged the city of their presence. The Iuchi of the Unicorn are familiar with the Heartless, as is the First Bloodspeaker, Iuchiban, who is a IChadi himself TH£ mOTO The Burning Sands culture most Rokugani are familiar with are the nomadic More tribesmen. Shinjo returned from her imprisonment at the hands ofthe Living Darkness at the head ofa massive army ofMoto tribes- men. When she later purged her clan of the nefarious Kolar, she instated the Mow Khan, Gaheris, as the new Unicorn Clan Champion. There are still a few scattered tribes of Moto in the Burning Sands, but these groups are pale shadows of true Moto. They are mostly scavengers, outcasts, and raiders with little honor. They sometimes serve as scouts for Unicorn merchants traveling the vast desen. Rokugan is an extremely sheltered nation. Traditionally its people are distrustful ofoutsiders and, other than the Unicorn and Mantis Clans, less than curious about foreign lands. Travelers from abroad are referred to as gaijin, a term that technically means "foreigner" but generally has extremely derogatory connotations. Gaijin are viewed with extreme suspicion. Any gaijin who acts in an aggressive manner on Rokugani soil can expect merciless retribution. Those who approach in a more peaceful manner are generally turned away, or slain by distrustful samurai. On rare Tl-t£ QOJ.AT Members of the Kolat's Roc Sect in Rokugan also belong to a much wider sect of conspirators known as the Qalar. The Qalar is a continent - spanning conspiracy that has managed to infiltrate every house and society in the Burning Sands except for the Celestial Alliance and the Khayel In the Burning Sands, the Qalar consist of powerful merchant houses that seek the destruction ofgods, djinn, and immortal races that wish to enslave humanity. They are not an honorable group and often stoop to simple murder, assassination, brainwashing, and the& to achieve their goals. ~OI(UGAn.. B£,yOn.." TH£ S£ni'£T The Senpet have many holdings in me Cern ofme Desen, me city Medinaat aI-Salaam, but their Empire lies farther across the Burning Sands. Their homeland is roughly the size of Rokugan and is ruled by a powerful Pharaoh called Neferet. According to Senpet mythology, they are the first humans to have ever constructed buildings anywhere. When one visits their cities this is not hard to believe. Senpet architecture is typically crafted to venerate theirgods, a massive pantheon of10,000 deities, most of which center around Death. Some Senpet temples and monuments far exceed the size ofmany Rokugani cities. The Senpet Empire is downstream ofMedinaat aI-Salaam and has been running out ofresources recently. When the Scorpion were in the Burning Sands, a small number ofSenpet joined the clan and returned with them to Rokugan. Because ofthis, the Senpet are aware of the Empire and the vast resources of water and food it has within its borders. Within roughly 50 years the Senpet will be so in danger of running out of water they will likely attack Rokugan or wither and fade into nothing. ~•.. ~ • ol~ . j occasions gaijin have earned enough trust to establish embassies in the Imperial Capital, but a large gaijin presence has been unknown in Rokugan since the Battle ofWhite Stag. IIIO~Y l(.InG"01i\S The Ivory Kingdoms are located to the south of Rokugan, beyond the corrupted ocean known as the Seas of Shadow. The Ivory Kingdoms are a collection of allied city states, overseen by a Maharaja. Their society is a strictly caste-based system, ruled by a caste of holy warriors called the Kshatriya. Several decades ago their government was corrupted from within by a sinister cult worshipping a god known as the Destroyer but, with the aid ofthe Mantis Clan, was able to overthrow the cult and restore the Maharaja's power. The Ivory Kingdoms retain an embassy in Toshi Ranbo as the current Maharaja suffers a rare blood-born illness that can only be treated with a rare herb grown in Crane lands. Presumably the Ivory Kingdoms has access to waterways that lead around the Seas of Shadow to the lands beyond the Burning Sands, for they frequently associate with those nations as well. They are an adventurous people that enjoy exploring the mysteries offoreign shores. 1i\£~£nA£ Many centuries ago, a joint expedition between the nations of Merenae and Thrane landed on the shores of Rokugan. Their initial encounter with the Rokugani ended badly, culminating in the Battle of White Stag (the origin for much of Rokugan's severe anti-gaijin sentiment). Once a proud seafaring kingdom, Merenae was devastated when a party ofSenpet explorers unintentionally spread a rare disease (to which the Senpet had been long immune) through their lands. What is today called Merenae is in fact composed of the descendants of the survivors of Merenae and a dozen other neighboring nations ravaged by this plague. The continent these nations once ruled is now largely uncivilized. Merenae is governed by twelve noble houses, each representing the survivors of a fallen nation. These houses are overseen by a single monarch, whose family can claim ancestry to each of the twelve houses. The Merenae are a cunning, resourceful, and ambitious people tempeted by hardship. Though the noble houses frequently squabble among themselves, they readily set their differences aside when the kingdom as a whole is threatened. .YOBAn.jln T~IB£5 Though nowhere near as large or well-established as most of the nations listed here,the barbarian tribes ofthe Yobanjin merit inclusion due to their natural proximity to Rokugan. The Yobanjin live in the mountains immediately north ofRokugan, overlapping Phoenix and Dragon territory in a number ofplaces. They are descendants ofthe original tribes that ruled Rokugan, who fled the lands that would become the Empire rather than accept the kami's rule. They are thus suspicious of shugenja magic, which often draws upon the favor ofgods they refuse to acknowledge. They wield a powerful, primal version of elemental magic, which allows them to harness powerful elemental spirits similar to dragons in the form of "wynn" steeds. Most of Rokugan view the Yobanjin people as an irritating menace, particularly frustrating for their ability to vanish into the mountains when the Imperial Legions are sent to destroy them. The Isawa family quietly conduct trade with one ofthe more peaceful Yobanjin tribes via a loophole in Imperial Law, and the Kolat remain on good terms with many of the tribes, but Rokugan as a whole otherwise has a difficult relationship with the Yobanjin. .YO"ATAI £/ili'1~£ An ancient, and powerful empire located west of Rokugan, across the vastness of Yakamo's Heart. The Yodatai are a proud people, defined by expansion and conquest. Their civilization comprises the best ofcountless different conquered peoples, each assimilated into the totality of the Yodatai Empire. The Yodatai are ruled by an Emperor, who is advised in return by a Senate formed of elected representatives from every province under Yodatai rule. Though their military is fierce, the Yoclatai's true strength lies in their ability to encourage conquered nations to accept the fair rule and technological advancements the Yodatai have to offer. According to their beliefs, those who die at sea are dragged into a hellish realm beneath the waters, where their soul will never be free to join their ancestors. As a result, they only rarely venture across the seas. Even so, a Yodatai "scouting party" (a large army by Rokugani standards) lost at sea established a colony north of Medinaat-al-Salaam nearly forry years ago. rbese colonists have spent the time since their arrival eagerly studying the foreign lands where they now find themselves, as well as searching for a way out. ST~7 In.-TO "r.1+~ ~li\71:a~ Of" ~OI{UGAT\ 9781594 720314 lIS MSRP S2US Prmed in U.sA AEG 3141 52495
textdata/thevault/Legend of the Five Rings (d20) [multi]/EXTRAS/L5R - Oriental Adventures - Live-Action Roleplaying.pdf
GP Starting GP Lifestyle � None � Standard (12 gp x TU) � Rich (50 gp x TU) � Luxury (100 gp x TU) Lifestyle Cost Other Coin Spent Total Coin Spent - GP GP Spent GP Subtotal + GP GP Gained GP Subtotal + GP GP Gained GP Subtotal - GP GP Spent GP FINAL GP TOTAL Items Sold Total Value of Sold Items Add ½ this value to your gp value Items Bought Total Cost of Bought Items Subtract this value from your gp value XP Starting XP - XP XP lost or spent XP Subtotal + XP XP Gained FINAL XP TOTAL XP TU Starting TU 0 TU TU Cost - TU Added TU Costs TU REMAINING ITEMS FOUND DURING THE ADVENTURE Cross off all items NOT found APL 8 � Circlet of persuasion (Adventure; DMG) � +1 mithral full plate (Adventure; DMG) � +1 mithral heavy shield (Adventure; DMG) � Ring of mind shielding (Adventure; DMG) APLs 10-16 (all of APL 8 plus the following) � +1 unholy heavy pick (Adventure; DMG) Adventure Record# 598 CY A D V E N T U R E L E V E L O F P L A Y (CIRCLE ONE) APL 8 max 975 XP; 2,523 gp APL 10 max 1,170 XP; 1,367 gp APL 12 max 1,365 XP; 4,939 gp APL 14 max 1,590 XP; 3,614 gp APL 16 max 1,935 XP; 5,414 gp �Gratitude of the Lorinar family: For playing a major part in stopping Jolen Lorinar in his misguided coup attempt, you are granted the following: • If you are a Suel member of a noble house, you may retire and take over one of the recently vacant Honorable Chamber seats. • If you are a Suel member of a merchant house, you may spend one influence point with any noble house or member of a noble house to retire and take over one of the recently vacant Honorable Chamber seats. • If you are not a member of a merchant or noble house or not Suel, you may spend 1,000 gp to sponsor a member of a merchant or noble house of your choice to be your proxy in the Honorable Chamber. If you wish to have complete control over your proxy, you must retire your character. • You gain a permanent influence point with everyone in the Duchy of Urnst useable once per year. �Enmity of Dispater: For partially disrupting his plans to take over the Duchy of Urnst, Dispater almost acknowledges your existence, though he still considers you only a nominal waste of air. Still, you have killed one of his aspects and meddled where you are not wanted. In the future this will not be so easy. When in combat with a devil, you must re-roll any attack roll that results in a natural 20. This curse may only be removed by a miracle cast by a divine caster of a chaotic deity. �Eternal Night: You have failed to stop Jolen Lorinar in his attempt to take over the Duchy of Urnst and plunge it into Eternal Night in the name of Dispater. No sun shall shine on Urnst until Jolen is overthrown. You are personally responsible for the Duchy of Urnst becoming a barren wasteland ruled by a despot and his infernal underlings. Countless death and destruction is the result of your incompetence. Event:__________________________ Date: __________________ DM: _____________________________________________________ Signature RPGA # Play Notes: � Gained a level � Lost a level � Ability Drained ______________ � Died � Was raised/res’d � Was reincarnated ___________________________________________________ ___________________________________________________ ___________________________________________________ ___________________________________________________ ___________________________________________________ __________________________________________________ Home Region_________________________________ This Record Certifies that __________________________________________________ Character Name Classes and Levels __________________________________________________ Player Name RPGA # Has Completed URD8-04–Blood Runs Thicker than Water (Part 2: The Iron Citadel) A two-round regional adventure set in the Duchy of Urnst
textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/598/Normal Scenarios/URD8-05 - Blood Runs Thicker than Water (APL 8-16)/URD8-05 - Blood Runs Thicker than Water Part 2 AR.pdf
1 The Great Plague of Middle Earth A Variant of Blacksburg Tactical Research Centre’s Black Death by Nigel Hodge Game Overview The Great Plague of Middle Earth is a game of the Great Plague of TA 1636-37 that Sauron released into Middle Earth. It is suspected that his intention was for the plague to prepare the way for an invasion of the free lands of Middle Earth. In the event, his Orcs and other minions proved highly susceptible to the plague itself, so no invasion took place. However, large parts of Middle Earth were permanently depopulated and the royal family of Gondor was almost wiped out. The White tree of Gondor died at this time. Players compete in this game to become the scourge of Middle Earth. The Map The map represents Western Middle Earth. Regions are represented by one or more squares, which indicate the maximum population of a region. Regions are connected by lines of communication. Regions A region will have one or more squares, each of which can only hold one disease counter, never more. A multi- squared region is considered to be a single square for purposes of moving to other regions. So, for instance, any of Gondor's four squares are considered to be adjacent to any region connected to any other Gondor square. Some squares have numbers in them (e.g. -1 or +1), which modify the chances of infecting that particular square. (Large population centres often have poorer sections ripe for the spread of vermin and pestilence, represented by +1. Conversely, some population centres were much cleaner than normal for the time and they have a -1.) According to Tolkein's books, Gondor and the South were much harder hit by the plague than the Northern kingdoms. Lines of Communication Some lines of communication have numbered circles near them which act as a modifier against trying to infect or move to a region along that line of communication. Such lines of communication cost 2 movements points to move along. 1 is subtracted from a disease's virulence rating when trying to infect along that line. Example: A disease counter is in Laketown. Moving from Laketown to the Wood Elves or Dale would cost 1 movement point, but moving to the Iron Hills or Anduin vale would cost 2 movement points. SETUP Each player begins their phase by placing two of their own disease markers on the map in any region adjacent to an "entry" arrow. These are situated on the Eastern edge of the map. These regions are: Rhun, Mordor, Kand and Near Harad. If all of the available spaces are occupied by other players' markers, players may place their markers in Umbar. Cards The original game’s cards event cards are not used. Instead, use the small set of 20 event cards included with this variant to simulate certain events and conditions that can affect play. Each player starts the game with an event card. When a player reaches a body count of 5, 10 and 20 they draw an additional card. These cards can be played at any time (unless the card specifies otherwise), and may be played upon any player (unless the card specifies otherwise). Card effects usually last until the next turn of the player who played the card. Victory The instant a player reaches the game’s body count goal, they win the game & have become the scourge of Middle Earth and the most feared disease of the Great Plague of 1636 – 1637. * For 2-3 players, the body count goal is 20, * For 4-5 players, the body count goal is 15, * For 6 players, the body count goal is 10. Nigel Hodge 2008. 2 Event Card Descriptions Bad Weather 1. Slows travel. Subtract 1 from all movement die rolls until the beginning of this player’s next turn. Tip: Play this card at the end of your turn; that way it’ll affect other players but not you. 2. Unseasonably damp and cold weather aids the spread of disease. Add 1 to all Virulence ratings until the beginning of this player’s next turn. Famine 3. All diseases add 1 to their Mortality ratings until the beginning of this player’s next turn, but subtract 1 from all Movement die rolls. Good Weather 4. All Virulence ratings are reduced by 1 until the beginning of this player’s next turn. Tip: Play this card at the end of your turn; that way it’ll affect other players but not you. Fire 5. Pestilence-cleansing fire gets out of hand. Reduce a multi-square region by one square, as if there had been a catastrophic kill there. If the destroyed square has a disease marker on it, this marker is removed from the map. This is a “free kill”. If a diseased square is destroyed by the fire, the player whose disease marker was removed in this manner gains 1 body count. Mutation 6. For one turn only, the player may alter the Virulence or Mortality of any disease by 1 point in either direction. This card must be played at the start of the target disease’s turn (before any dice are rolled). It lasts until the beginning of the next turn of the affected disease. 7. For one turn only, the player may alter the Virulence and Mortality of any disease by 1 point in either direction. This card must be played at the start of the target disease’s turn (before any dice are rolled). It lasts until the beginning of the next turn of the affected disease. 8. For one turn only, the player may swap up to 2 points between the Virulence and Mortality ratings of any disease – one increases while the other decreases. The Virulence and Mortality ratings cannot be reduced below 0 or above 6 in this manner. This card must be played at the start of the target disease’s turn (before any dice are rolled). It lasts until the beginning of the next turn of the affected disease. Quarantine 9, 10. Fear of disease closes one region until the beginning of this player’s next turn. However, infection chances in this region are increased by 1 for any diseases already there. Tip: This keeps a plague-free area free of outside infection or movement (in or out), but the closeted conditions increase the chance of spreading for any disease already there (which obviously is of help only in a multi-squared region). Smugglers 11. Move infected goods past inspectors. This player’s disease markers may move up to 2 regions this turn, but are still limited to the total movement points indicated by the Movement die roll. Easterling Migration 12. The player gets one extra infection chance at +1 Virulence which must be used on Rhun, Mordor, Khan or Near Harad. 13. This player gets two extra infection chances which must be used on Rhun, Mordor, Khan or Near Harad. War 14, 15. Tensions cause any two lines of communication to be closed until the beginning of this player’s next turn. Place a “War” marker on these lines until then. This may apply to map entry routes, but cannot apply to the Grey Havens map exit route. The two lines of communication must be attached to one region. War Against Angmar 16. All players must move at least one disease marker towards Angmar until the beginning of this player’s next turn. Threat From Mordor 17. All players must move at least one disease marker away from Mordor until the beginning of this player’s next turn. Orc Fever 18, 19. Until this player’s next turn, add 1 to the Virulence of all diseases attempting to infect any Orc regions (Angmar, Mount Gundabad, Misty Mountains & Mordor). While this is in place, any catastrophic kills must be taken against an Orc region of this is possible. Magical Defences 20. Remove a disease marker from one selected Elf region (Wood Elves, Rivendell, Lothlorien, Grey Havens). Until this player’s next turn, all Elf regions gain the benefit of magical defences; any disease attempting to infect Elf regions have their Virulence reduced by a further 1 point (in effect, for one turn, Elf regions become “-2” instead of their usual healthy “-1”).
textdata/thevault/Collections/Blacksburg Tactical Research Center/Board Games/BTRC6001 Black Death (v1.01) (2008)/Black Death Extras/GPME_Variant_Rules.pdf
CHARACTER’S NAME SECTION 12 SECTION 1 SECTION 2 SECTION 3 SECTION 4 SECTION 5 SECTION 6 SECTION 7 SECTION 8 SECTION 9 SECTION 10 SECTION 11 CHARACTER ATTRIBUTES ITEMS & GADGETS SKILLS & DEFECTS CHARACTER HISTORY CHARACTER DESCRIPTION SIDEKICKS & HENCHMEN SOCIAL ELEMENTS CHARACTER GOALS SITUATION REPORTS CHARACTER ADVANCEMENT OTHER NOTES BASIC INFORMATION JUSTICE SECURITY PEACE LIBERTY BASIC INFORMATION Name: Identity: Occupation: First Appearance: Former Aliases: Place of Birth: Group Affiliation: Base of Operations: Notes: Original Character Points: Current Character Points: Unused Advancement Points: BODY MIND SOUL Attack Combat Value: Defense Combat Value: Health Points Max: Current: Energy Points Max: Current: Armour: Force Field: Force Field Modifiers: WEAPON/SPECIAL ATTACK Name: Modified Attack Combat Value: (Base ACV + Skill Bonuses + Miscellaneous Modifiers) 2-5 (100%) 6-10 (75%) 11-16 (50%) 17-20 (25%) Damage: Special Effects/Notes: WEAPON/SPECIAL ATTACK Name: Modified Attack Combat Value: (Base ACV + Skill Bonuses + Miscellaneous Modifiers) 2-5 (100%) 6-10 (75%) 11-16 (50%) 17-20 (25%) Damage: Special Effects/Notes: WEAPON/SPECIAL ATTACK Name: Modified Attack Combat Value: (Base ACV + Skill Bonuses + Miscellaneous Modifiers) 2-5 (100%) 6-10 (75%) 11-16 (50%) 17-20 (25%) Damage: Special Effects/Notes: Less Capable ( ) Less Capable ( ) Less Capable ( ) Less Capable ( ) Less Capable ( ) Less Capable ( ) JUSTICE SECURITY PEACE LIBERTY SECTION 12 SECTION 1 SECTION 2 SECTION 3 SECTION 4 SECTION 5 SECTION 6 SECTION 7 SECTION 8 SECTION 9 SECTION 10 SECTION 11 CHARACTER ATTRIBUTES BASIC INFORMATION ITEMS & GADGETS SKILLS & DEFECTS CHARACTER HISTORY CHARACTER DESCRIPTION SIDEKICKS & HENCHMEN SOCIAL ELEMENTS CHARACTER GOALS SITUATION REPORTS CHARACTER ADVANCEMENT OTHER NOTES CHARACTER ATTRIBUTES CHARACTERISTIC ATTRIBUTES POWER MODIFIER VALUES Point Attribute Level Area Duration Range Targets Cost Notes Rank/Effect Rank/Effect Rank/Effect Rank/Effect / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / SECTION 12 SECTION 1 SECTION 2 SECTION 3 SECTION 4 SECTION 5 SECTION 6 SECTION 7 SECTION 8 SECTION 9 SECTION 10 SECTION 11 CHARACTER ATTRIBUTES ITEMS & GADGETS SKILLS & DEFECTS CHARACTER HISTORY CHARACTER DESCRIPTION SIDEKICKS & HENCHMEN SOCIAL ELEMENTS CHARACTER GOALS SITUATION REPORTS CHARACTER ADVANCEMENT OTHER NOTES BASIC INFORMATION JUSTICE SECURITY PEACE LIBERTY CHARACTER ATTRIBUTES POWER ATTRIBUTES POWER MODIFIER VALUES Point Attribute Level Area Duration Range Targets Cost Notes Rank/Effect Rank/Effect Rank/Effect Rank/Effect / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / JUSTICE SECURITY PEACE LIBERTY SECTION 12 SECTION 1 SECTION 2 SECTION 3 SECTION 4 SECTION 5 SECTION 6 SECTION 7 SECTION 8 SECTION 9 SECTION 10 SECTION 11 CHARACTER ATTRIBUTES BASIC INFORMATION ITEMS & GADGETS SKILLS & DEFECTS CHARACTER HISTORY CHARACTER DESCRIPTION SIDEKICKS & HENCHMEN SOCIAL ELEMENTS CHARACTER GOALS SITUATION REPORTS CHARACTER ADVANCEMENT OTHER NOTES SKILLS & DEFECTS DEFECTS Defect Bonus Points Notes SKILLS Skill Level Cost Specializations Skill Level Cost Specializations SECTION 12 SECTION 1 SECTION 2 SECTION 3 SECTION 4 SECTION 5 SECTION 6 SECTION 7 SECTION 8 SECTION 9 SECTION 10 SECTION 11 CHARACTER ATTRIBUTES ITEMS & GADGETS SKILLS & DEFECTS CHARACTER HISTORY CHARACTER DESCRIPTION SIDEKICKS & HENCHMEN SOCIAL ELEMENTS CHARACTER GOALS SITUATION REPORTS CHARACTER ADVANCEMENT OTHER NOTES BASIC INFORMATION JUSTICE SECURITY PEACE LIBERTY ITEMS & GADGETS ITEM OF POWER Name: Level: Total Power Points: Description: Attribute/Defect Level Area Duration Range Targets Point Cost Notes GADGETS Gadget Notes / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / ITEM OF POWER Name: Level: Total Power Points: Description: Attribute/Defect Level Area Duration Range Targets Point Cost Notes / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / VEHICLES Vehicle Notes SECTION 12 SECTION 1 SECTION 2 SECTION 3 SECTION 4 SECTION 5 SECTION 6 SECTION 7 SECTION 8 SECTION 9 SECTION 10 SECTION 11 JUSTICE SECURITY PEACE LIBERTY CHARACTER ATTRIBUTES BASIC INFORMATION ITEMS & GADGETS SKILLS & DEFECTS CHARACTER HISTORY CHARACTER DESCRIPTION SIDEKICKS & HENCHMEN SOCIAL ELEMENTS CHARACTER GOALS SITUATION REPORTS CHARACTER ADVANCEMENT OTHER NOTES CHARACTER DESCRIPTION DESCRIPTION Ethnicity/Nationality: Gender: Age: Birthdate: Height: Weight: Hair Colour: Eye Colour: Distinguishing Marks: Notes: PERSONALITY PROFILE Personality Traits: Strengths: Weaknesses: Character Illustration SECTION 12 SECTION 1 SECTION 2 SECTION 3 SECTION 4 SECTION 5 SECTION 6 SECTION 7 SECTION 8 SECTION 9 SECTION 10 SECTION 11 CHARACTER ATTRIBUTES ITEMS & GADGETS SKILLS & DEFECTS CHARACTER HISTORY CHARACTER DESCRIPTION SIDEKICKS & HENCHMEN SOCIAL ELEMENTS CHARACTER GOALS SITUATION REPORTS CHARACTER ADVANCEMENT OTHER NOTES BASIC INFORMATION JUSTICE SECURITY PEACE LIBERTY CHARACTER HISTORY CHARACTER HISTORY & FAMILY Background Events of Note: Source of Powers: Family Member Name: Relation: Location: Notes: Family Member Name: Relation: Location: Notes: Family Member Name: Relation: Location: Notes: Family Member Name: Relation: Location: Notes: JUSTICE SECURITY PEACE LIBERTY SECTION 12 SECTION 1 SECTION 2 SECTION 3 SECTION 4 SECTION 5 SECTION 6 SECTION 7 SECTION 8 SECTION 9 SECTION 10 SECTION 11 CHARACTER ATTRIBUTES BASIC INFORMATION ITEMS & GADGETS SKILLS & DEFECTS CHARACTER HISTORY CHARACTER DESCRIPTION SIDEKICKS & HENCHMEN SOCIAL ELEMENTS CHARACTER GOALS SITUATION REPORTS CHARACTER ADVANCEMENT OTHER NOTES SOCIAL ELEMENTS Contact Name: Location: Allegiances: Abilities of Note: Notes: Contact Name: Location: Allegiances: Abilities of Note: Notes: Contact Name: Location: Allegiances: Abilities of Note: Notes: Contact Name: Location: Allegiances: Abilities of Note: Notes: Contact Name: Location: Allegiances: Abilities of Note: Notes: JUSTICE SECURITY PEACE LIBERTY SECTION 12 SECTION 1 SECTION 2 SECTION 3 SECTION 4 SECTION 5 SECTION 6 SECTION 7 SECTION 8 SECTION 9 SECTION 10 SECTION 11 SOCIAL ELEMENTS BASIC INFORMATION CHARACTER ATTRIBUTES ITEMS & GADGETS SKILLS & DEFECTS CHARACTER HISTORY CHARACTER DESCRIPTION SIDEKICKS & HENCHMEN SOCIAL ELEMENTS CHARACTER GOALS SITUATION REPORTS CHARACTER ADVANCEMENT OTHER NOTES PHILOSOPHY AND IDEALS Thoughts on Law and Order: Thoughts on Responsibility and Obligation: Thoughts on Love and Romance: Other Thoughts/Beliefs of Note: Contact Name: Location: Allegiances: Abilities of Note: Notes: Contact Name: Location: Allegiances: Abilities of Note: Notes: Contact Name: Location: Allegiances: Abilities of Note: Notes: JUSTICE SECURITY PEACE LIBERTY SECTION 12 SECTION 1 SECTION 2 SECTION 3 SECTION 4 SECTION 5 SECTION 6 SECTION 7 SECTION 8 SECTION 9 SECTION 10 SECTION 11 CHARACTER ATTRIBUTES BASIC INFORMATION ITEMS & GADGETS SKILLS & DEFECTS CHARACTER HISTORY CHARACTER DESCRIPTION SIDEKICKS & HENCHMEN SOCIAL ELEMENTS CHARACTER GOALS SITUATION REPORTS CHARACTER ADVANCEMENT OTHER NOTES SOCIAL ELEMENTS SUPERHERO TEAM Team Name: Role within the Team: Teammate Role within the Team Thoughts on Teammate Romances: Tensions and Rivalries: Team Dynamics: JUSTICE SECURITY PEACE LIBERTY SECTION 12 SECTION 1 SECTION 2 SECTION 3 SECTION 4 SECTION 5 SECTION 6 SECTION 7 SECTION 8 SECTION 9 SECTION 10 SECTION 11 SIDEKICKS & HENCHMEN BASIC INFORMATION CHARACTER ATTRIBUTES ITEMS & GADGETS SKILLS & DEFECTS CHARACTER HISTORY CHARACTER DESCRIPTION SIDEKICKS & HENCHMEN SOCIAL ELEMENTS CHARACTER GOALS SITUATION REPORTS CHARACTER ADVANCEMENT OTHER NOTES SIDEKICKS/HENCHMEN Name: Occupation: Body: Mind: Soul: Attack Combat Mastery: Defense Combat Mastery: Health Points: Weapon/Special Attack Name: Modified Attack Combat Value: 2-5 6-10 11-16 17-20 Damage: Special Effects/Notes: Attributes: Skills: Defects SIDEKICKS/HENCHMEN Name: Occupation: Body: Mind: Soul: Attack Combat Mastery: Defense Combat Mastery: Health Points: Weapon/Special Attack Name: Modified Attack Combat Value: 2-5 6-10 11-16 17-20 Damage: Special Effects/Notes: Attributes: Skills: Defects SIDEKICKS/HENCHMEN Name: Occupation: Body: Mind: Soul: Attack Combat Mastery: Defense Combat Mastery: Health Points: Weapon/Special Attack Name: Modified Attack Combat Value: 2-5 6-10 11-16 17-20 Damage: Special Effects/Notes: Attributes: Skills: Defects SIDEKICKS/HENCHMEN Name: Occupation: Body: Mind: Soul: Attack Combat Mastery: Defense Combat Mastery: Health Points: Weapon/Special Attack Name: Modified Attack Combat Value: 2-5 6-10 11-16 17-20 Damage: Special Effects/Notes: Attributes: Skills: Defects JUSTICE SECURITY PEACE LIBERTY SECTION 12 SECTION 1 SECTION 2 SECTION 3 SECTION 4 SECTION 5 SECTION 6 SECTION 7 SECTION 8 SECTION 9 SECTION 10 SECTION 11 CHARACTER ATTRIBUTES BASIC INFORMATION ITEMS & GADGETS SKILLS & DEFECTS CHARACTER HISTORY CHARACTER DESCRIPTION SIDEKICKS & HENCHMEN SOCIAL ELEMENTS CHARACTER GOALS SITUATION REPORTS CHARACTER ADVANCEMENT OTHER NOTES SITUATION REPORTS SITUATION REPORTS Companions/Allies/Teammates: Villains Involved: Notable Events: Outcome: Notes: SITUATION REPORTS Companions/Allies/Teammates: Villains Involved: Notable Events: Outcome: Notes: SITUATION REPORTS Companions/Allies/Teammates: Villains Involved: Notable Events: Outcome: Notes: SITUATION REPORTS Companions/Allies/Teammates: Villains Involved: Notable Events: Outcome: Notes: JUSTICE SECURITY PEACE LIBERTY SECTION 12 SECTION 1 SECTION 2 SECTION 3 SECTION 4 SECTION 5 SECTION 6 SECTION 7 SECTION 8 SECTION 9 SECTION 10 SECTION 11 SITUATION REPORTS BASIC INFORMATION CHARACTER ATTRIBUTES ITEMS & GADGETS SKILLS & DEFECTS CHARACTER HISTORY CHARACTER DESCRIPTION SIDEKICKS & HENCHMEN SOCIAL ELEMENTS CHARACTER GOALS SITUATION REPORTS CHARACTER ADVANCEMENT OTHER NOTES SITUATION REPORTS Companions/Allies/Teammates: Villains Involved: Notable Events: Outcome: Notes: SITUATION REPORTS Companions/Allies/Teammates: Villains Involved: Notable Events: Outcome: Notes: SITUATION REPORTS Companions/Allies/Teammates: Villains Involved: Notable Events: Outcome: Notes: SITUATION REPORTS Companions/Allies/Teammates: Villains Involved: Notable Events: Outcome: Notes: JUSTICE SECURITY PEACE LIBERTY SECTION 12 SECTION 1 SECTION 2 SECTION 3 SECTION 4 SECTION 5 SECTION 6 SECTION 7 SECTION 8 SECTION 9 SECTION 10 SECTION 11 CHARACTER ATTRIBUTES BASIC INFORMATION ITEMS & GADGETS SKILLS & DEFECTS CHARACTER HISTORY CHARACTER DESCRIPTION SIDEKICKS & HENCHMEN SOCIAL ELEMENTS CHARACTER GOALS SITUATION REPORTS CHARACTER ADVANCEMENT OTHER NOTES CHARACTER GOALS SHORT-TERM GOALS MEDIUM-TERM GOALS LONG-TERM GOALS JUSTICE SECURITY PEACE LIBERTY SECTION 12 SECTION 1 SECTION 2 SECTION 3 SECTION 4 SECTION 5 SECTION 6 SECTION 7 SECTION 8 SECTION 9 SECTION 10 SECTION 11 OTHER NOTES BASIC INFORMATION CHARACTER ATTRIBUTES ITEMS & GADGETS SKILLS & DEFECTS CHARACTER HISTORY CHARACTER DESCRIPTION SIDEKICKS & HENCHMEN SOCIAL ELEMENTS CHARACTER GOALS SITUATION REPORTS CHARACTER ADVANCEMENT OTHER NOTES OTHER NOTES JUSTICE SECURITY PEACE LIBERTY SECTION 12 SECTION 1 SECTION 2 SECTION 3 SECTION 4 SECTION 5 SECTION 6 SECTION 7 SECTION 8 SECTION 9 SECTION 10 SECTION 11 CHARACTER ATTRIBUTES BASIC INFORMATION ITEMS & GADGETS SKILLS & DEFECTS CHARACTER HISTORY CHARACTER DESCRIPTION SIDEKICKS & HENCHMEN SOCIAL ELEMENTS CHARACTER GOALS SITUATION REPORTS CHARACTER ADVANCEMENT OTHER NOTES CHARACTER ADVANCEMENT Designed by: Jeff Mackintosh Cover by: Storn Cook (Illustration) Jeff Mackintosh (Colouring) © 2003 GUARDIANS OF ORDER, INC. All Rights Reserved. GUARDIANS OF ORDER and SILVER AGE SENTINELS are trademarks of GUARDIANS OF ORDER, INC. All characters and artwork are trademark and © of their respective owners. ISBN 1-894525-52-3 Version 1.0 All rights reserved under international law. No part of this book may be reproduced in part or in whole, in any form or by any means, without permission from the publisher, except for Open Gaming Content. GUARDIANS OF ORDER, INC. • P.O. Box 25016 • 370 Stone Road • Guelph, Ontario • CANADA • N1G 4T4 Phone: (519) 821-7174 • Fax: (519) 821-7635 • [email protected] • http://www.guardiansorder.com OTHER NOTES ADVANCEMENT TRACKER Points Earned Attributes/Skills Gained or Defects Removed Your superheroes can’t be expected to keep all their notes on random pieces of paper. They deserve their own Character Folio! This is the ultimate Silver Age Sentinels character sheet and player bookkeeping tool. Inside you’ll find entries where you can record: • Stats • Derived Values • Attributes • Defects • character advancement • armour • weapons • items of power • gadget designs, • vehicle data • henchmen and sidekick profiles • team players • background information • and much more. The complete story of your superhero character — all in one place!
textdata/thevault/Silver Age Sentinels (tri-stat)/Silver Age Sentinels - Tri-Stat Character Folio.pdf
RC1 NG3002 The Full Moon Ransom By Thom Wilson Convenient Encounter Stat Blocks for: Swords & WizardryTM And An adventure for any Fantasy Roleplaying Game System! Area 9 Burial Vault of Family Albret 1 2 3 4 5 6 7 8 Deren This product complies with the OGL at: me- dia.wizards.com/2016/downloads/SRD- OGL_V1.1.pdf © Swords & Wizardry, by Matt Finch and Myth- mere Games Originally produced for © RPG Crate, by C. Hinson. (September, 2016) NomadGaming is owned and operated by Thom Wilson of ThrowiGames LLC. Recreated September 2017 for RPGNow. Vault Wandering Monsters Roll (d6) Result 1-3 Nothing 4 2d4 Giant Rats 5 1d6 Zombies 6 1 Grey Ooze The Full Moon Ransom by Thom Wilson 1 NomadGaming adventure originally produced for RPG Crate. RC1—NG3002—September, 2016; September 2017 [RPGNow] Table of Contents Introduction 2 The Adventure 2 Adventure Background 2 Beginning the Adventure 4 Deren 4 The Lottery 6 Graveyard on the Hill 7 Family Burial Vault 9 Wrap Up 13 Appendix 13 Credits Writer Thom Wilson Cover Illustration Isa de Mondonca Interior Illustrations Isa de Mondonca Cartography Thom Wilson Editor Tracey Wilson Playtesters Ryan Brown, Efraim Hermes, Hunter Riley, Riley Simmons, Cole Van Seters, Benjamin Wilson The Full Moon Ransom is a system-neutral, fan- tasy roleplaying game adventure set in the world of the game master’s choosing. The setting and encounter areas can be dropped into an existing campaign or played as a standalone adventure. This adventure was designed for 4-8 charac- ters of little to moderate experience. The chal- lenges within can be tailored to the adven- turer’s levels with a few simple changes by the game master. An Appendix has been included in the back of the adventure booklet to give the game master sample statistics from common FRPG systems. Additionally, main encounter areas contain a scratch space to allow game masters room for their own notes. Enjoy! Thom Wilson, Owner of Nomad Gaming Introduction The Adventure 2 When the first night of the full moon arrives each month, the villagers of Deren are para- lyzed with fear. The nearby graveyard, older than the village itself, is the source of the problem, yet no one can solve their dilemma. At midnight on that awful night, a ghastly hand emerges from an unmarked tomb, palm upward. This decrepit appendage remains exposed, awaiting a ransom payment from the village. When payment fails to meet the hand’s demands, a villager ends up dead. In- sufficient or missing payment both trigger the demise of the poor soul, seemingly selected at random although most often the messenger is targeted. Various attempts to avoid payment have failed. The Magistrate of Deren seeks help from the outside, brave individuals who can end the ransom once and for all. The town of Deren has been tormented by the Hand from the grave for over a year, losing nine villagers for insufficient payment along the way. Each month, the villagers have at- tempted to either pay the Hand’s tribute, or flee the town during the full moon. If the Hand does not receive adequate payment, one villager is slain and the unmarked tombstone of the Hand’s grave is awash in the victim’s blood. On the few months where payment was sufficient, the tombstone remains free of blood and the villagers are spared. In the last three months however, the Hand has been unsatisfied with the payment even though the villagers have correspondingly increased the volume of silver and gold jew- elry each full moon. The Hand’s demands are quickly stripping the villagers of their wealth. Almost no villager has any valuables left. Deren trades their surplus crops to nearby vil- lages and towns for glittery baubles and trin- kets. Soon, they may have to sell or trade needed crops just to satisfy the Hand’s pay- ment, leaving them without food. Deren’s Magistrate, Olun d’Traboyle, has at- tempted several options to end the Hand’s torment. Each has failed to work; see the ta- ble on the next page for the efforts and results. Adventure Background Adventure Background 3 Attempts to End the Hand’s Demands Idea/Option Outcome Skip payment Villager murdered Flee town (everyone) Villager murdered Fake gold/silver jewelry Villager murdered Dig up grave Empty Coffin! Chop off emerged Hand Villager murdered and a new hand emerges the next night / month Table 1-1 Villager’s have refused to leave their village either because they love their homes, family and community, or more likely, the very spe- cial nature of the farmland around Deren (see details in the Deren section). The soil has al- ways produced exceptional crops while sur- rounding areas have suffered from seasonal and occasional blights and plagues. The sur- plus crops have kept the Deren villagers fed and provided bartering options with neighboring villages and towns. Leaving the village is not an option for most. So What is Really Happening? Just over a year ago, an entombed noble was magically awakened in her burial vault under Deren’s graveyard. Much to her displeasure, she retuned to the world as an ugly, undead creature. Her mummified remains were barely covered in rotting bandages and stained wrappings. Wanting to be beautiful once again, she desired gold and silver jew- elry to cover her ghastly appearance. She found that she had the power to awaken other deceased beings in the vault, bringing them from their eternal slumber to do her bidding. She could use the zombies to fetch her jewels! Lady Hallessa formed a plan to demand a ransom from the villagers above, using one of her dead minions as her messenger. Crawling through dirt tunnels to an unmarked grave, the zombie moves through a false bottom cof- fin and extends a hand through the ground, palm upward. When the hand is filled with any weight, the zombie retracts the arm and returns to the lady with the ransom. On the first full moon of her plan, the zombie hand held a blood-inked note with the lady’s demands. Villagers, although too scared to follow the initial note’s instructions, wit- nessed the first murdered resident, which had been clearly stated in the demands. From then on, the villagers attempted to either pay the ransom or outwit the Hand. The death of each villager thereafter proved they were in- capable of avoiding the Hand’s ransom de- mand. Murdered villagers buried in the graveyard then become new zombies for Lady Hallessa, taking turns to act as the Hand on the full moon. Encounter statistics for Lady Hallessa are found in Area 9 of the family’s underground vault (page 12). Additional information about Lady Hallessa’s family and their tragic demise can be found in the extra downloadable con- tent found at the ThrowiGames company website. Deren is a small farming community set in a fertile valley, well protected by mountains to the north, east and west. For years, their lands have produced more than enough crops for the families of their town and several nearby villages. In truth, their soil is en- chanted, long ago blessed by a ancient and forgotten deity. This blessing increases the volume and growth rate of crops in most sea- sons to five times the normal rate, while still doubling output in poor seasons. Deren’s lands are valuable to her residents, worth dy- ing for to most who live here. The enchantment in the soil is slowly waning, its effects falling deeper into the ground each year. This enchantment has awoken Lady Hallessa in the burial vault, it’s power reach- ing her crypt late last year. Deren has several more generations before the enchantment no longer affects their soil, returning it to average producing farmland. Read the following passage to the players when their characters arrive in Deren: 4 Deren Beginning the Adventure The game master must find a way to lead the characters to Deren and get them involved in the storyline. Note that the Magistrate is of- fering a reward of 500 gold pieces to anyone who can end the monthly ransom. Hand From the Grave begins when the adven- turers arrive in Deren, just a few days before the next full moon. The farm trail turns one last time, and you notice a small village ahead. Several one and two story homes cluster in a neat square, while people bustle to and fro. Children chase dogs and chickens about as men appear in the distance, tending to their crops. A low picket fence surrounds the village, and two capable looking guards stand near the en- trance. Beyond the opening, a group of people crowd around a sign propped up against a large stone well in the center of the village. If the characters appear unthreatening, one of the guards will dash off to find the magistrate (Area 1). The other guard will welcome the adventurers to Deren. He will answer any general questions about the village, leaving any related to their current plight for the mag- istrate to address. The magistrate enters into view a few moments after the adventurers ar- rive at the gate. “Welcome! Welcome to Deren!” exclaims a well- dressed man entering into your view from the right. “I am Magistrate d’Traboyle but you may call me Olun, as most do here in the village. Why I must say, you look like a capable group of heroes! Are you here to answer our call for assistance?” His honest face looks troubled yet hopeful. The magistrate will answer any direct ques- tions about their current situation, hoping that the adventurers are truly there to help. If the characters are unaware of the ransom, he will try to tell the full story over the last year, including the attempts and failed outcomes. He will spend only a few minutes answering questions and discussing matters before being pulled away for pressing town business. 5 Deren Area 1. The Magistrate’s Home A two story stone home, Magistrate Olun D’Traboyle uses the first floor for town busi- ness while using the second floor for his fam- ily. First floor offices surround a great room, used for town meetings and discussions. A back stairwell ascends to the second floor where Olun, his wife Gwenlynn, and their two young children reside. Area 2. Lodge of the Frosted Falcon Owned by Kelli Nansator, the Lodge of the Frosted Falcon has been the only inn in Deren since anyone can remember. Kelli’s family has owned it just as long, having passed it down to male or female heirs each generation. Kelli is a strict owner and bartender, and al- lows no nonsense in her inn. A large tavern room converts to a sleeping area each night, providing less wealthy travel- ers a cost effective space to lay their heads. Alternatively, eight second floor rooms each contain four single beds. The common room costs 1sp per night, while each private room costs 1gp each night. The lodge serves common fare; nothing exotic or exquisite can be found on their modest menu. Likewise, their bar only serves local ales and wines. Prices for food and drink are based on the chosen system’s average costs. Magistrate d’Traboyle will recommend that the characters stay at the Lodge of the Frosted Falcon until they can talk more either later or the next day. He will excuse himself, stating that the town business at this time is very im- portant. Area 3. The Shiny Anvil Farming communities need blacksmiths who specialize in creating and repairing farm tools and common implements. Voldorf Sornen is a young yet talented smith, well trained in making shovels, picks and plows. His skills with swords and axes are rudimentary at best. He does have a few weapons in his shop, re- ceived in trade with various residents and travelers. His prices are more than fair for the common weapons (25% less than normal). Area 4. Church of Etu, Goddess of Life This three story stone structure is the tallest in Deren, its top floor open to the skies above. Etu, the goddess of life and creation, is an im- portant part of the farmer’s being; her bless- ings of bountiful crops and large families are critical to the survival of Deren’s residents. Tromas, the old priest of Etu administers the sunrise prayer service. The recent events of the Hand’s ransom have torn the community in two. Some believe that Etu has provided all that the villagers need, while others think that Etu has abandoned them. There is constant discussion at the Lodge of the Frosted Falcon between farmers and merchants on the matter, often resulting in heated exchanges. Although Tromas believes the ransom is not Etu’s concern, he has consulted with other priests in nearby villages, searching for a solu- tion. He desperately wants to find an answer for the town but lacks the experience and re- sources to help beyond offering prayer and funeral services. 6 Area 5. Deren Outfitter Hrun Dowles and his wife Grenda run a small trading shop in town. Although mostly filled to the rafters with farming supplies, a few ad- venturing items can be found tucked away on back shelves. Hun will charge fair prices for the gear, looking to make room for more use- ful supplies with the sales. He and his wife live in the second story of the shop. Deren Homes Several one and two story homes surround the center square of the town. Nearly all the villagers are farmers, each family growing dif- ferent types of crops than the others. The bar- ter system is the economic system in Deren, each family trading to get what they need. The homes found along the inside of the square each have a small stand out front where trading and the occasional purchase occurs. Families will sell goods to outsiders if approached with coin, but prefer to trade for silver and gold jewelry. In fact, adventurers will find they can benefit from each trade by using jewelry instead of coins. Area 6. Deren Town Well Deren’s town well is the source for the resi- dent’s water as well as their desired place to gossip. Additionally, a large wooden placard leans against the stone well and displays the latest news. Notifications for events, missing items, or odd jobs around town are posted on a daily basis. It is common to find residents making frequent trips to the sign board each day. When the characters arrive in town, a crowd of villagers will be at the sign board. The Lottery The day before the first full moon of the month, the notification for the Hand messen- ger selection is posted on the town square placard. It lists the time and place for the drawing and includes the names of villagers excluded from the lottery. Only children un- der the age of 16 and those already once se- lected are excluded from the selection. All other villagers are entered into the lottery. If the characters approach the crowd of villag- ers, they will overhear conversation about the lottery, the full moon, and the Hand. Villag- ers will not likely engage in conversation with outsiders and will leave the area when ap- proached. However, one woman at the well will answer questions. Felina d’Traboyle, the magistrate’s older and unmarried sister, will be fetching water when the characters enter the area. She was once selected as messenger and can answer many questions about the Hand and the cemetery on the hill. The other villagers will not discuss the Lot- tery or the Hand with outsiders but will po- litely direct the characters to talk to the Magis- trate. A few old farmers found at the Lodge of the Frosted Falcon after dinner may be will- ing to speak about the town’s troubles if a mug of ale or a bit of mutton is purchased. On the evening of the lottery, the entire town will gather at the well, awaiting the selection by Tromas, the Priest of Etu. He will select a name from a large woven basket, and call it out. The villagers will react as expected, with horrified exclamations as their loved one’s or 7 Graveyard on the Hill friend’s name is said aloud. The town guard will escort the chosen messenger to the magis- trate’s home to await their duty. Villagers will return to their homes, locking their doors and closing their windows to await the com- ing of morning. They will not open their doors for anyone, including the town guard or magistrate. The village will appear to be completely deserted. Even the Lodge will be empty except the owner, Kelli. The Latest Messenger The Drurdge family, multi-generation corn farmers, will hear their son’s name called out at the lottery. Grigg Drurdge, a strapping youth of 17 will appear stern faced as he walks forward after his name is called. Al- though his mother and sisters will plead with the magistrate, Grigg will willingly walk for- ward, knowing that he must fulfill his duty. If the characters haven’t met with the magis- trate yet, he will meet with them after the lot- tery. He will allow them to talk with Grigg before he is sent off with the bag of jewelry to the cemetery. Graveyard on the Hill About a half mile from town, Deren’s grave- yard sits atop a low, broad hill. Although dozens of generations have been buried here, there is still enough space for many more graves. A path from town leads directly to the gates of the graveyard. A steep, worn path leads directly to an old iron gate set in a low stone wall. The gate is open, it’s hinges appear rusty and corroded. Hundreds of tombstones and short monuments are arranged in straight lines, with the oldest graves appearing farthest away from the graveyard’s entrance. A few of the closer graves look freshly dug. Recently deceased villagers have been buried in the front of the graveyard. Hastily dug plots are barely covered as villagers were quick to bury the Hand’s victims. If uncov- ered, the pine boxes will be found to be empty, their bottoms broken and filled with dirt. A careful search will reveal loose ground underneath the coffins. The tunnels used to fetch the newly dead villagers from their cof- fins are sealed and impassable. The Hand emerges from one of the oldest graves in the burial site, found in the rear of the area (see A on the map). A weathered tombstone, cracked with age and bleached from untold years of sun exposure stands before a low pile of earth. Little tendrils of grass emerge from the loose soil as if recently planted. Surrounding graves look undisturbed yet are of similar age. Something has moved the earth here recently, perhaps in the last several weeks. 8 Area A. The Grave Although the soil is loose and appears re- cently disturbed, the area around this grave is ancient and overgrown. The tombstone is weathered and seems void of any writing or markings. Closer inspection reveals a faint, yet magical etching of two words and a three digit number. A successful investigation of the tombstone divulges the name “Lady Hallessa” and three numbers, “266” (the year of her death). There are no other markings on the tombstone on either side. The soil of the grave is very loose and easy to move, as if recently disturbed. If the adven- turers dig up the grave, they will find an or- nate coffin roughly two feet below the sur- face. The coffin is unlocked and empty. Adventurers who successfully search the cof- fin will find a hidden trap door that leads to a tunnel below the grave. The Grave After Midnight If the characters wait until midnight of the first full moon, they will eventually see a rot- ting hand and forearm push through the soil to await payment. If any weight is placed in the hand, it lowers back into the earth, firmly clutching whatever was placed in its palm. Cutting off the hand or arm causes it to re- tract as well. Use Table 1-1 on page 3 for likely results to these actions. Digging up the grave while the hand is ex- tended also causes it to retract. The Hand will only extend if the grave is intact and undis- turbed by the villagers or characters. If the characters can uncover the grave before the zombie can exit the coffin to the tunnels below, the zombie will attack instead of re- treating. Zombie (1): HD 2 (9 hp); AC 8 [11]; Atk: bony hand 1d8; Move 6; Save 16; CL/XP 2/30; Special: Immune to sleep and charm. Tunnel Below the Grave A narrow tunnel under the coffin declines sharply, stretching over 20 feet before open- ing into a finished hallway (to Area 1). Additional GM Notes: The narrow tunnel ends in a dark, unlit space sev- eral feet below the surface of the graveyard. Smooth stone under your hands and feet tell you that you’re in a place created by craftsman, per- haps stone masons. The sound of movement to your right immediately alerts your senses. 9 Burial Vault of Family Albret Burial Vault of Family Albret Six family members from a forgotten noble family (the Albret clan) were buried in this hill long before the town of Deren was formed. Their vault was naturally sealed by time as the soil and stone shifted around the entrance throughout the years. The youngest daughter of the Albrets was fortunate enough to marry into a prominent family. Both fami- lies’ lives were filled with tragedy, including premature deaths of many of the youngest members. After her death, Lady Hallessa was buried in her family’s vault. (Visit the company website for additional detail not printed here.) Zombies roam freely and aimlessly in the vault, awaiting the commands of their mis- tress. There is a 1 in 6 chance that the charac- ters will encounter d3 zombies moving through the halls or open rooms. Note that the entire level is unlit. The only room in the vault with light is Area 9. Area 1. Tunnel Entrance Guardians Most of the zombies are under the enchant- ment of the lady, their eyes acting as conduits for their master. Lady Hallessa can see what the zombies see, giving her the advantage of knowing the group’s location, strengths, and weaknesses. Four shambling creatures vaguely resembling hu- mans move toward you, their outstretched hands grasping for you and your compatriots. Their eyes emit a slight yellow glow as they approach... Enchanted Zombies (4): HD 3 (16 hp); AC 8 [11]; Atk: bony hand 1d8; Move 6; Save 16; CL/XP 3/60; Special: Im- mune to sleep and charm. Additional GM Notes: Area 2. Empty Burial Chamber This room was the original burial chamber for the family’s youngest daughter until Hallessa’s husband constructed a larger vault below (in Area 9). The stone block has the name “Hallessa” engraved on its side. The room is otherwise empty. A decrepit wooden door hangs loosely on ancient hinges, opened enough to barely see what’s beyond. A rectangular room appears empty, a lone stone block in its center. Nothing else of interest is seen from the hall. Area 3. Gusdesto’s Vault A steel-banded wooden door and large iron padlock keep this door closed and secure. Gusdesto, the family’s youngest son, is buried here, tragically killed after falling from his pony. The padlock is old but well made, making it difficult to open (see Table A-1 in the Appendix for Unlocking Options). A single stone block stands in the center of the room, the mummified remains of the small boy laying atop it. Three dozen silver toys are piled beside his remains (each worth between 25 and 50 sp). Lady Hallessa has not been able to enter this area yet, and has not en- chanted her brother’s form. 10 Area 4. Ensicando’s Vault Ensicando was the first family member to per- ish, falling on his own dagger while practic- ing swords with his older brother Hanfel. Three enchanted zombies shamble about the area, but quickly move toward any noise in the area or hallway outside the door. Broken pieces of a gilded wooden door clutter the entrance to this area. The faint noise of shuffling feet from within indicate that the room is not empty. Looking intently, you see tiny yellow lights in the rear of the dark room. Enchanted Zombies (3): HD 3 (16 hp); AC 8 [11]; Atk: bony hand 1d8; Move 6; Save 16; CL/XP 3/60; Special: Im- mune to sleep and charm. Additional GM Notes: Ensicando is missing from the stone slab, likely mixed in with the other zombies else- where in the family tomb. Lying atop the slab are two well crafted blades, a rapier and dag- ger. A bag of coins can be found behind a well hidden section of the stone slab (see Table A-2 in the Appendix for Searching Options). 125 sp and 50 gp are found within the leather sack. There is nothing else of value in this area. Rapier of the Rogue, +1 rapier (magical longsword), doubles Delicate Tasks and Traps (or Detect Traps) percentage, up to 100% maximum, for Thieves and Assassins only. The once ornate steel door has suffered from the wet underground climate, displaying rust on nearly every inch of its face. A giant padlock pre- vents opening the portal. However, the bottom one quarter of the door is missing and may allow entry into the darkness beyond. A grey ooze has disintegrated the bottom of the door and has made this area its home. It blends into the ceiling and awaits to drop on victims who may investigate the corpse laid upon the stone slab. Grey Ooze (1): HD 3 (17 hp); AC 8 [11]; Atk: 1 strike, 2d6; Move 1; Save 14; CL/XP 5/240; Special: Immune to spells, heat, cold, and blunt weapons. Additional GM Notes: The last of the children to perish, Hanfel died rescuing the family horses from a barn fire. His embalmed body still lays upon the marble block in the center of the tomb. Several bags of gems, and coins are stacked around his corpse. A bag of rubies (100, worth 10 gp each) and a bag of emeralds (50, worth 5 gp each) are mixed with several bags of silver and gold coins (250 sp and 75 gp). Area 5. Hanfel’s Vault 11 Burial Vault of Family Albret Area 6 and 7. Zombie Mob Area 8. Tomb of the Albrets Both of these areas of the map are congested with several zombies, making the hallway im- passable. Several zombies fill the hallway, leaving no space to pass by without alerting the foul creatures. They stand, slightly swaying, and partially alert. You notice that the creatures are in various stages of decomposition, many without arms or hands. Decayed Zombies (2d4+4): HD 1 (5 hp); AC 8 [11]; Atk: 1 strike 1d4; Move 4; Save 16; CL/XP 1/15; Special: Immune to sleep and charm. Additional GM Notes: A set of gilded double doors appear firmly closed, a raised house crest occupying the center of the por- tal. Three heads in the relief jut out behind a round blank shield; a falcon, a bear, and a wolf are clearly visible, their eyes gleaming red in the dark- ened hallway. There are no handles on the door. The double doors are unlocked but trapped— when the doors are touched, an electrical shock pulses through the gilded metal, deal- ing 1d4 damage to anyone in contact. The trap can be disarmed (see Table A-2 in the Ap- pendix for Disarming Traps Options). Other- wise, the trap emits the electrical impulse every other round until the doors are closed. Both Frulgar and Nanacia Albret are buried in this chamber, lying side by side on two mar- ble slabs in the center of the room. Two raised marble blocks sit side by side in the center of the square room. Beside each is a large wooden chest, gilded much like the doors to the room. A staircase occupies the northwest and northeast corners of the area, descending to dark- ness below. Opposite your location, two pair of yellow eyes stare in your direction, unmoving and unblinking... Lady Hallessa has raised her parents as zom- bies, enchanting their eyes for her remote vi- sion. The pair are waiting in the back of the room until the doors close. They attack if the characters move toward the staircases or chests. Noise in the area may attract the zom- bies from below in Area 9. Enchanted Zombies, Frulgar and Nanacia (3): HD 4 (21 and 20 hp); AC 7 [12]; Atk: 1 strike 1d8; Move 6; Save 16; CL/XP 4/120; Special: Immune to sleep and charm. Additional GM Notes: Each chest is unlocked and has been stripped of all the family jewelry by Lady Hallessa. She has left behind the rest of the family heir- looms, including dozens of silver and gold goblets, plates, and serving tools with the family crest. Additionally, there are 1,000 sp and 250 gp in the chests. A small wooden box contains a magical goblet. Waterswitch, a magical goblet. When water is poured into the goblet, there is a 10% chance that it will transform into some other liquid. See the Appendix for options. Area 9. Lady Hallessa 12 Descending the stairs, you immediately notice a brighter area, lit my several wall sconces around the rectangular room. Over a dozen zombies mill about the center of the room near a large sarcopha- gus. At the far end of the room, a lone form, wrapped heavily in old bandages, stares into a tall mirror. Above the wrappings, its arms, legs, head and torso are covered in silver and gold jewelry. Turning toward you, it speaks. “Who are you to disrupt my plans? Your meddling will be the death of you! Kill them! Kill them all!” With that, the zombies attack! Decayed Zombies (13): HD 1 (4 hp); AC 8 [11]; Atk: 1 strike 1d4; Move 4; Save 16; CL/XP 1/15; Special: Immune to sleep and charm. Additional GM Notes: The zombies in this room are literally falling apart. As they attack, the group will see bits and pieces falling away from their bodies. Lady Hallessa can use her magical ability to summon more zombies from upstairs (if any remain), or may throw her poisonous cloud potions at the group. She will avoid melee combat unless engaged or as a last resort. The GM may elect to allow her to surrender, claiming that she was only trying to make herself more beautiful. She will tell the char- acters that she didn’t ask to be returned after death and didn't know what else to do. Lady Hallessa, Lesser Mummy: HD 5 (30 hp); AC 2 [17]; Atk: 1 throw potion or 1 strike 1d8; Move 6; Save 10; CL/ XP 5/240; Special: Immune to normal weapons, magical weapons do half dam- age. Does not have mummy rot. Additional GM Notes: She has a supply of eight poisonous potions near her gazing mirror. Each potion affects a 20’ square area—anyone caught within that range must save versus poison to avoid 1d4 damage and a –1 penalty to actions for 1d4 rounds. She is covered in hundreds of rings, neck- laces, earrings and chains, all made of silver and gold. Several items are family heirlooms but most are from the Deren villager’s monthly tributes. In addition to the jewelry, there is an iron chest near her sarcophagus containing 750 gp. Table A-2 The GM can combine stats and abilities from a Mummy and Zombie to create statistics for Lady Hallessa, adjusted to the character’s lev- els. A suggested 5E stat block is provided in the downloadable material. Appendix Adventure Conclusion Neutralizing Lady Hallessa ends the adven- ture and frees Deren from the monthly tribute to the Hand. Magistrate d’Traboyle will re- ward the characters 500 gp for ending the town’s troubles, but would prefer to pay them after the full moon cycle completes (and no villagers perish). Once the Hand has been eliminated, Magis- trate d’Traboyle may have additional tasks for worthy heroes. Additional Deren adventures may be found in future RPG CrateTM subscrip- tions or at the ThrowiGames website. 13 Wrap Up / Appendix This section provides several options for game play, including ability checks for unlocking locks and searching areas. Of course, the GM can use their preferred system option instead. Additionally, a chart of ad- venture foes converted to newer systems is provided. Unlocking Options Base Check Easy Moderate Difficult Unskilled [DEX] 6d6 n/a n/a Unskilled [DEX] 5d6 6d6 n/a Skilled [DEX] 4d6 5d6 6d6 Skilled {DEX] w/ tools 3d6 4d6 5d6 Roll result must be under or match Ability score. Table A-1 Search Options Base Check Easy Moderate Difficult Thieves, Elves 3d6 4d6 5d6 Wizard Types 2d6 + d8 3d6 + d8 4d6 + d8 Everyone Else 2d6 + d10 3d6 + d10 4d6 + d10 Roll result must be under or match Ability score. Creatures in Fifth Edition Zombie (pg 316, MM) Armor Class: 8 Hit Points: 22 (3d8 + 9) Speed: 20 ft. Challenge: 1/4 (50 XP) STR13 (+1) DEX6 (-2) CON16 (+3) INT3 (-4) WIS6 (-1) CHA5 (-3) Saving Throws: WIS +2 Immunities: Poison Senses: Darkvision 60 ft Passive Perception: 8 Abilities: Undead Fortitude Actions: Slam +3 to-hit; Hit: 4 (1d6+1) bludgeoning Grey Ooze (pg 243, MM) Armor Class: 8 Hit Points: 22 (3d8 + 9) Speed: 10 ft., Climb 10 ft Challenge: 1/2 (100 XP) STR12 (+1) DEX6 (-2) CON16 (+3) INT1 (-5) WIS6 (-1) CHA2 (-4) Saving Throws: WIS +2 Resistances: see MM Senses: Blindsight 60 ft Passive Perception: 8 Abilities: Amorphous, Corrode Metal, False App. Actions: see MM The Full Moon Ransom For 4-8 Adventurers of 2nd to 4th Level Each month as the sun sets on Deren, the villagers hold their lottery to select a new messenger for the Hand. That night, under the full moon, the unlucky lottery winner takes the ransom payment to the graveyard, hoping that the tribute will be enough. In previous months, the bag of baubles was sufficient; recently, the Hand is unsatis- fied with the measly payment. Messengers and villagers disappear when payment fails to please the ghastly appendage. The Magistrate is tired of the ransom, and los- ing family members and friends. It is time to end the monthly tribute! Can the ad- venturers help? Can they stop the Full Moon Ransom? Nomad Gaming (ThrowiGames LLC) 103 Route 7 South, Falls Village, CT 06031 Look for More Products From NomadGaming: FF1—Wicked, Woeful Web FF2—The Shambling Thieves FF3— Ham Sri’s Revenge FF4—A Fouling of Glasswater An adventure designed to play in a single session! Additional downloadable content available at the website! Additional Story Background The Full Moon Ransom This content can be used to support the RPGCrateTM September adventure, “The Full Moon Ransom”. Although this content isn’t essential to the adventure, it provides addi- tional detail for GMs to use in preparation for the scenario. The Albret Family The Albret clan was once a wealthy and prominent family that lived amongst the farmers and simple folk of the area. They were kind people and used much of their wealth to help neighbors and friends in times of need. Many families in the region spoke highly of the Albret family, as their generosity and humanity were well known. One clan despised the Albrets, mainly due to jealousy and the locals’ love of the family. The Korak clan were known to dabble in the black arts and use magic to gain prosperity or influence over others. The head of the Korak family, Nemsaada the Third began a system- atic beguiling of the locals, attempting to dis- credit and undermine the Albrets. Merchants and farmers started to unintentionally and unknowingly disassociate themselves from the Albrets. Locals gossiped and spoke poorly of the clan. The Albret clan could not understand the slow transformation that was occurring with their friends and neighbors. Frulgar Albret, the head of his clan, discov- ered the plot too late, long after the irreversi- ble damage was done. His family was asked to leave the town and he decided to comply. They left the small hamlet and moved to the the current area (Deren), founding and creat- ing the small village of Albretsville. The Koraks weren’t satisfied with running the Albrets out of town and wanted to outright destroy the family. On the day the Albrets left, Wandea (Nemsaada’s wife) cursed the departing family, placing an unnatural death spell upon each and every member. The hex would guarantee that each Albret would die before their natural time. Early Albretsville The Albrets chose a fertile valley several days south of their old home, founding Albretsville on a warm summer day. Frulgar and his two eldest sons, Ensicando and Hanfel, built a large manor house while hired hands tilled fields and planted crops. Frulgar’s wife Nanacia visited distant neighbors, setting up trade and building friendly relationships. Within a year, several families had moved into the small village, building new homes and working the unusually rich soil. Albrets- ville thrived and all seemed well for the fam- ily in their new village. The family’s good fortune turned sour in their second year in Albretsville. Ensicando was the first child to die, tragically impaling him- self on his own dagger while practicing swords with his brother Hanfel. A few weeks later, the Albret’s youngest son Gusdesto fell from his pony into a stream and drowned. Although times appeared bleak, the Albrets were spared any further pain until the next year... Tragedy Strikes for the Albrets A1 At a time when the family was mourning their losses, a handsome and kind young sol- dier wandered into Albretsville. Both he and the Albret’s daughter Hallessa were instantly smitten with each other; before the year ended, Timnathy and Hallessa were engaged. A spring wedding returned joy to Albrets- ville, and within weeks, a new home was erected for the young couple. Crops were bountiful and trade between neighboring towns flourished. War! Within three months of the Albret wedding, war broke out in the far east. Inactive soldiers were called to duty and Timnathy left for the jungles of Nolgur-Wul. Several younger men from the village also enlisted and went east to protect the borders of the realm from the hor- rors of the vile jungles beyond. Word of Timnathy’s death reached Hallessa a month later. Heartbroken, the Albret’s only daughter perished in her sleep after a long, deep depression. At this time, neighbors be- gan to feel that the Albrets were cursed with tragedy and began to avoid the family. Less than two months after their only daugh- ter passed, the Albrets lost their oldest and only remaining child. Hanfel died in a barn fire as he attempted to rescue the family’s prized horses. With no remaining children and their neighbors increasingly distancing themselves each day, Frulgar and Nanacia each consumed a poisonous mix of tea and deadly Moonshade, ending the Albret family forever. The Refounding, Deren Villagers buried the last of the Albrets in their family tomb and permanently sealed the en- trance. A unanimous town vote to rename the town to Deren helped the villagers to for- get the tragic past. Life returned to normal in Deren as the crops continued to overproduce and flocks remained healthy. The thoughts of curses and hexes fell from the villagers’ minds. The Albret family properties were left empty for many years. New homes were built and the town grew to more than two dozen fami- lies. The first heavily laden merchant caravan arrived in Deren, as they were making their way across the southern part of the region along newly blazed trails. Soon after, mer- chants began passing through often, many looking for a better place to sleep beyond their cluttered wagons. One of the townsfolk, Brulle Nansator, decided to reopen the Albret family manor as a tavern and inn, naming it the Frosted Falcon. Timnathy and Hallessa’s small home eventually became the Deren Outfitter. Deren residents built a village graveyard over the Albret family tomb, hoping that future generations would either forget or never learn about the cursed family buried below. Only a handful of the older residents recall the sto- ries from those dark times. A2 Additional Story Background A3 So What About the Koraks? Shortly after the Albrets left town, the Koraks attempted to take the former family’s place in the villager’s eyes. Unfortunately for the Koraks, their thinly disguised masks were easily seen through by the locals, prompting an eventual town meeting. The Koraks infil- trated the secret meeting and revealed them- selves just as the townsfolk voted to cast them out. Nemsaada and his two sons attempted to strike down the town magistrate but quickly fell to guardsmen arrows. Wandea and her four daughters fled the town and were never seen from again. Deren Today The town of Deren continues to prosper to this day, the tragedies of the Albret family long forgotten. Wandea Korak’s curse suc- cessfully ended the Albret family but did no further damage to Deren’s other residents. Several prominent families have lived in the town, having several generations and off- spring to carry the family names onward. The Nansator family has always owned the town’s inn and tavern, the Frosted Falcon, since it’s initial opening dozens of years ago. The current owner and operator Kelli Nansa- tor, is a shrewd and intelligent business owner. She charges fair rates for food and drink, and always has rooms for weary travel- ers. She is unmarried and rejects all courters. Voldorf Sornen is the latest in a long line of Deren blacksmiths. As long as anyone in town can remember, a Sornen was crafting tools and working the small forge. Voldorf has a wife and three young sons. There is likely to be several more Sornens in the forge before long. Like the local blacksmith, Magistrate Olun D’Traboyle has followed in the footsteps of his forefathers. Several D’Traboyles have been magistrates including Olun’s father and grandfather. The magistrate position is elected by town vote each year, but no oppo- sition has run against Olun for several sea- sons. He has served Deren well, even through this most recent crisis. Deren’s Fertile Soil Little is known about the fertile fields of Deren, and how they remain so rich and bountiful year after year. The local priest Tro- mas claims that Etu, the Goddess of Life is re- sponsible for keeping the fields productive for Deren; this is partially true. An older god en- riched the soil in this small valley, long before Etu came into being. Departing older gods passed their knowledge and powers to newer deities, including Etu, and entrusted their realms to the young immortals. Etu has con- tinued to bless Deren’s soil but her powers in this realm are waning. The fertile valley will cease to produce an overabundance of fruits and vegetables in the coming generations. In fact, the enchantment in the area is settling into the earth, deeper each year, until it falls well below usable soil. Deren is safe for now, but will start to see changes in twenty to thirty years. Lady Hallessa (custom) Armor Class: 13 Hit Points: 61 (7d8 + 21) Speed: 20 ft. Challenge: 4 (1000 XP) STR16 (+3) DEX10 CON16 (+3) INT13 (+1) WIS10 CHA15 (+2) Saving Throws: WIS +4 Immunities: as Mummy Senses: Darkvision 60 ft Passive Perception: 10 Abilities: Multiattack (fist or throw, plus Glare) Actions: Dreadful Glare, +3 to-hit Lady Hallessa—Fifth Edition The Full Moon Ransom Appendix section suggests that GMs create a Fifth Edition ver- sion of Lady Hallessa by combining Mummy and Zombie statistics. We’ve added a sug- gested stat block here as well. Lady Hallessa, Alternate Ending Although Lady Hallessa will try to destroy the characters when they enter her chamber, there is a change that the encounter can end without conflict. Lady Hallessa’s mind is warped and confused, but she remains some- what intelligent and can interact with the ad- venturers. She is particularly susceptible to compliments about her “beauty” and may pause to listen to favorable words from char- ismatic characters. Any references to Timnathy, her parent’s sui- cide, or the villager’s plight to end the ransom will infuriate her. Enough successful checks (compliments or offers of help) may suspend the monthly ransom until the characters find a solution or at least allow the characters to leave unharmed. How the players help her (either through permanent death or resurrec- tion) is left up to the GM. Where to Find Information in Deren Most of Deren has forgotten the details of the Albrets and the early days of the village. Those that still remember the family and their history may have trouble recalling accurate details of the past. There are a few residents that have a bit of knowledge of the past. Kelli Nansator, owner of the Frosted Falcon, has a bit of knowledge of the Albrets, passed down from previous generations. She’ll know the history of both Albret homes and have fragments of information about the family tragedy. The Magistrate keeps records for the deceased in a small room in his home. He will likely let the characters go through the old scrolls if they insist on looking for information about the gravesite. The scrolls and tomes of previ- ous years are haphazardly stacked and unor- ganized. It will take characters 1d4+4 hours to find anything about the Albret history. It is up to the GM to determine how much of the story is revealed in this manner. Tromas, the priest at the Church of Etu, also has a bit of information on the Albrets. The church library has decent documentation on prominent family histories in town. A book entitled “Early Albretsville”, found on a dusty shelf in the back of the library, will reveal much of the story of the Albrets. Between the town records, the book in the church library, and the cloudy memories of a few residents, the characters should be able to piece together the Albret’s story. A4 Credits This downloadable document can be used for the adventure “The Full Moon Ransom” or any campaign set in Terra MinorTM, a Throwi- GamesTM world. The Terra Minor World Guide can be downloaded for free from the company website at http://throwigames.com. Deren is not found on the large Terra Minor map in the world guide, but future publica- tions will further detail the southern region of Sivona. Deren is approximately 50 miles southwest of the Helmsrow Mountains, the range that splits Sivona and Wynhelm. Additionally, the entire pantheon of the “new gods” can be found in the world guide, in- cluding more information on Etu, the God- dess of Life. Thank you for supporting indie publishers and especially our company! - Thom Wilson, owner ThrowiGames LLC Downloadable Document NG3002a Author: Thom Wilson © 2016, 2017 ThrowiGames LLC Website: http://throwigames.com More Adventures: http:// patreon.com/throwi Special Offer: Contact the author at [email protected] to receive one FREE Patreon Excursions adventure in PDF format. Additional Story Background A5
textdata/thevault/Swords & Wizardry (osr) [multi]/SnW 1e & 2e/Adventures & Settings/SnW - RC1 Full Moon Ransom.pdf
Designed by Bill Barsh Illustrations by Al Cook and Walt Robillard Q3 Death on Signal Island Pacesetter Games & Simulations 2699 Katie Lane Milford, Michigan 48380 pacesettergames.com 1904 ©2011, Pacesetter Games & Simulations First S&W Printing, February 2013 Signal Island—the easiest assignment in the navy! Simply man the small fort and watch the ships go by. Nothing to do but sit back and enjoy the sun. Until now. Without warning, communication from the island has ceased. The investigation must be quick and discrete. Only the bravest adventurers can defeat certain Death on Signal Island! Death on Signal Island is a Quick Play™ adventure designed for four to six characters of second to fourth level. The scenario requires the Swords & Wizardry™ rules system. Quick Play™ modules are designed for one or two game sessions and include optional pre-generated characters, quick reference charts, and a separate color, cardstock cover. Signal Island: DM Map Each Hex = 500’ Reef Rocks 1 9 8 3 4 5 7 6 2 Hill Hill Hill Hill Path Spring Stream Lagoon 10 Hill Pacesetter Games & Simulations © 2011 Death on Signal Island — Module Q3 Contents Signal Island DM Map .............................. Inside Cover Adventure Introduction ............................. 4 Player Introduction ..................................... 5 New Magic Items ........................................ 13 New Monsters ............................................. 13 Pre-Generated Characters ......................... 16 Open Gaming License ................................ 17 Signal Island Player Map ........................... 18 Quick Reference Charts .............................. Inside Cover Designer: Bill Barsh Cover Illustration: Al Cook Illustrators: Al Cook and Walt Robillard Editorial Board: Anthony Allen, Mike Badolato, Doug Bartholomew, John January, Jim Hare, Joan MacDonald, Scott McClenaghan, Ian Montgomery, Steve Rubin, Mark Shipley, Ryan Simm, Hugh Marbach, David White and Andrew Zambrzycki Special thanks to all the members at the Acaeum for their tireless support and enthusiasm. acaeum.com Credits Pacesetter Game & Simulations 2699 Katie Lane Milford, Michigan 48380 pacesettergames.com Product Number: 1904 First Printing, February 2011 Second Printing, May 2011 Third Printing, January 2013 First Swords & Wizardry Printing February 2013 ©2011, Pacesetter Games & Simulations Death on Signal Island 4 Pacesetter Games & Simulations © 2011 Death on Signal Island — Module Q3 Death at Signal Island is a Quick Play adventure de- signed for four to six characters of second to fourth level or about 12 character levels total. No particular character class is required. This module uses the Swords & Wiz- ardry™ game system rules. The player characters (PCs) are recruited to investi- gate the apparent disappearance of troops stationed at Signal Island. The location of this adventure is a small tropical island near a major port city. The island is strate- gically located just outside the harbor of a major port city and serves as both a beacon for incoming vessels as well as an early warning station in the event of attack. The is- land’s main feature is a small fort located on the wind- ward side of the island. The fort is designed to garrison no more than a dozen soldiers. The island is located within two miles of the city’s harbor. The island’s land features are fairly generic. There is a small lagoon on the leeward side of the island. A small, spring-fed stream originates on a craggy hill near the cen- ter of the island and drains into the lagoon. The island is completely surrounded by a reef and safe access is only possible via small boats at two points. This adventure can be located in virtually any cam- paign setting. The only requirement is that a large harbor city is present. The island, as described, is located in a tropical or subtropical environment. The location can be an ocean, inland sea or even a massive lake. There are no specific names associated with this adventure. DM’s Plot Summary Signal Island is currently a main topic of conversation at the highest levels of local government. More accurately, the cost of maintaining the fort and soldiers is the focus of the debate. Many high-ranking government officials have determined that the money could be better spent else- where (not necessarily more efficiently!). Several promi- nent government leaders have defended the staffing of Signal Island as a matter of critical importance. The politi- cians in favor of demilitarizing the island are secretly in the pockets of area pirates and smugglers who want a less vigilant island staff. The debate went public and the is- land’s supporters have won the debate, though consider- able resistance and opposition is still present. As fate would have it, only days after the political fight concluded, something has happened at the island. All communications with the fort have ceased. Fearing a renewal of debate, the issue has been hidden from all but a select few. The local military commander has decided that hiring some mercenaries to conduct an “unofficial” investigation was the best and quickest way to deal with the situation. This is how the PCs become involved in the scenario. Two days prior to the PCs involvement a small but powerful storm roared through the area. These storms are typical for the season and none thought much of it. How- ever, a merchant ship sailing from southern waters was approaching the island and harbor and was caught in the storm. The ship was thrown against the outer reef of the 5 Pacesetter Games & Simulations © 2011 Death on Signal Island — Module Q3 island at its closest point to the island. In fact, the ship is run aground and hidden from view (seaward) as it is par- tially submerged and its masts have collapsed. The ship was under commission of a local wizard who funded an expedition to capture various beasts and creatures from a far off jungle to the south. As the ship fought the storm, it sustained damage and one of the crea- tures escaped. The creature is a red ape – a massive, car- nivorous gorilla (see New Monster section). The red ape was taunted and tortured by the crew of the ship during the voyage and it attacked with malice. The red ape killed several crewmen as it made its way to the deck and the remaining either died fighting the ape or attempted to flee in a life raft. The ship, out of control, miraculously sur- vived the outer reef, but was dashed against a series of rocks just off the island’s north windward shore. The red ape survived, as did a few other dangerous creatures, and it fled the ship to the island. On the island, the red ape attacked the small garrison of soldiers. This effectively ended all communication with the nearby city. A single member of the doomed ship survived the storm and wrath of the ape. That man is hiding on the island. To complicate matters, the secret of the island’s prob- lem has found its way to a politician who opposes the island’s mission. This politician, a devious man, quickly formed a plan to land a band of cutthroats on the island and make sure that whatever has occurred will benefit his argument. Player Introduction The Seaside Tavern was closing when the mysteri- ous man approached your table. Though disguised, it was obvious he was a military man – most likely a na- val officer. The man’s offer of employment soon con- firmed your suspicions. The nameless man offered you 500 gp each to per- form a delicate mission requiring the utmost secrecy. The job was simple, at least according the man. A small naval outpost on a nearby island had mysteriously ceased all communications. No “official action” could be advanced due to a delicate political matter. The man would only say that there would be severe criticism if the incident was related to negligence on behalf of the garrison. That was last night. The early morning air is warm and heavy. A deep fog prevails as the sun has yet to rise. Only the sound of bells and creaking wood betrays the presence of nu- merous ships in the harbor and at the docks. A pair of navy sailors has guided you to the correct dock. The mystery man emerges from the fog, this time wearing a naval military uniform. He addresses you quickly, “I am glad that you have accepted my offer. We will transport you to Signal Is- land immediately. We can only get within a half mile of the island and you will have to take a longboat to reach the beach. You will have two days to complete your investigation. This ship will rendezvous with you in exactly 36 hours. Do not miss this appointment.” The man finishes as the ship, under oars, leaves the dock. “There is a small outpost on the island,” continues the officer. “It is located near the windward side of the island – that would be the side that faces the ocean. You will land on the leeward side – the side facing the har- bor. There is a small lagoon which is easily approach- able and there is little danger of hitting the reef that surrounds the island. You can follow the beach to the outpost, which will take you about four hours, or you can follow the overland trail that will cut your travel time in half. It is my opinion that the outpost was attacked by smugglers or pirates. By “disabling” the outpost, a ship could easily enter the harbor unnoticed. You see, the island uses smoke by day and fire by night to signal approaching ships and notify the harbor master that a vessel is approaching. There is a light located on the top of the outpost’s tower to warn ships of the reef. My superiors do not agree with my assessment and surmise that a disease or some other tragedy has be- fallen the outpost. Either way, you must investigate the island and find the soldiers. If you can determine the cause of the problem, so much the better. I have placed several packs on your longboat. They contain food and water. There are also a number of vi- als equal to your number. Each vial contains a single draft that will protect you from any sort of disease for two days. I suggest you drink the potions before you land on the island. The alchemist tells me the potion is useless if you have already contracted a disease. Good luck and safe voyage.” DM’s Description: The officer will answer some general questions, but he has no specific information about the mystery on the island. He also is not privy to the political machinations that are in play. He knows the garrison is comprised of 12 men; 11 are soldiers and one is a junior officer. The men are rotated every two weeks. Resupply occurs at the same time as the troop rotation. He will give the PCs are general map of the island (see PC Island Map on page 18). Two hours later the PCs will be loaded into a long- boat. The fog has lifted and the PCs can clearly see the 6 Pacesetter Games & Simulations © 2011 Death on Signal Island — Module Q3 lagoon. They can also see the surf crashing on the reef on the east and west sides of the island. The players may wish to have their PCs row their boat around the island, but this should be discouraged. The reef is a dangerous place and once out of the harbor, the seas are churning with some ferocity. The PCs would run aground on the reef and their boat become battered. Drowning would be a real possibility. There is a narrow channel that leads through the reef to the lagoon. It is easy to follow and marked with buoys. The PCs will arrive on the island at approximately 8 a.m. They will be picked up at 8 p.m. the following night. Signal Island This adventure takes place within the confines of Sig- nal Island. The island is approximately two miles wide and four miles long. There are five low hills, one of which produces a freshwater spring. The spring forms a small stream that runs the course of the island (north to south) and empties into the lagoon. Vegetation on the island is fairly dense and move- ment off the foot path is slow. Due to the dense under- growth, visibility is limited to 100’ in the interior of the island. Visibility along the path is 200’ (but still 100’ if looking into the jungle growth). Visibility along the beach is not limited. Movement off the path is reduced by 50%. The movement penalty only applies to PCs, NPCs and the smugglers. Creatures such as the red ape, giant snake and other animals suffer no penalty to their movement rate. There are numerous trees on the island and the tallest are palm trees. Climbing a palm tree is not overly difficult (5% chance of falling; 1d6 damage per 10’ fallen with a maximum fall distance of 30’). The view from the top of a palm tree will only offer the PC a general position. The jungle canopy is too thick and even the trail cannot be detected. However, the fort and lagoon can be seen from virtually any location. The shipwreck can be detected from the northern-most hill (if a tree is climbed). The only indigenous creatures that pose a hazard to the PCs are the giant crab (location 3) and the giant trap door spider (location 5). There are no wandering mon- sters on this island. The weather for the duration of this scenario is left to the DM. The DM may wish to warn of an impending storm on the horizon to add some tension. Also, if the island is located in a tropical environment, the air temperature is brutally hot. While this will not have a significant effect on the PCs, it will slow any overland march as they will need to take more frequent rest breaks and drink more water. The PCs’ central mission is to discover what has hap- pened to the men that are garrisoned on the island. There are several additional encounters including a group of sahaugin, a giant trap door spider, a giant snake, the lace- dons and the smugglers. The PCs are only required to stay on the island for one night. The most comfortable location for an overnight rest is the fort. There is no danger of attack by the red ape or giant snake if the PCs remain in the fort. If the PCs stay the night anywhere but the fort, they will either be at- tacked by the red ape (location 8) or the giant snake (location 2) in the middle of the night. 1. The Lagoon This sheltered lagoon is the perfect place to harbor a boat. The water is fairly deep and without obstruction. All sides of the lagoon feature a sandy beach that stretches 50’ from shore to tree line. A small, clear stream flows from the jungle into the lagoon. A large, stone-lined fire pit is located close to the stream. Only 50’ from the stream, a longboat rests upside down on the sand. A pair of jagged holes are located in the front hull of the boat. DM’s Description: The lagoon is a safe harbor for boat anchorage or beaching. The area is protected from seaside winds and rough surf. The depth of the lagoon is approxi- mately 30’ and it drops rapidly from the shoreline. The fire pit is unremarkable and only used periodically. The longboat was used by the current garrison. The red ape has visited the lagoon and recognizing the boat as some- 7 Pacesetter Games & Simulations © 2011 Death on Signal Island — Module Q3 thing man-made, it attacked and punched two great holes in the bow. A close investigation will reveal several red hairs stuck in the jagged wood. A path leads from the lagoon to the fort at the north end of the island. The path is located near the fire pit. The path is narrow and the PCs must traverse it single file or suffer a 50% reduction in their movement rate. If the PCs decide to stay the night at the lagoon beach, the red ape (location 8) or giant snake (location 2), if still alive, will attack in the middle of the night. 2. The Giant Snake DM’s Description: A giant snake has recently made its way to the island from the wrecked ship. The snake hunts at night. It has found a lair at the base of the island’s southern-most hill where a thick grove of mango trees flourish. Small island animals frequent the area in search of the mango fruit, and the snake has found easy hunting in the general vicinity. If the PCs make their way through the trees, the snake will attack from above. It will gener- ally gain surprise (1-4d6) and the victim will not receive dexterity or shield bonuses to their AC. If the snake strikes by four or more to hit, the target PC has been con- stricted by the snake’s tail section and raised into the tree canopy. The PCs on the ground will have to climb into the tree to help the constricted PC. The snake can still attack with its bite while it constricts. If a PC is killed by con- striction, the snake will attempt to constrict another PC. At night the snake roams the island in search of food. It generally feeds on small rodents and land crabs. The ape is aware of the snake and avoids it. If the PCs encamp at the lagoon, or anywhere outside the fort, the snake will attack them at night. If the snake is reduced to less than 50% of its base hit points, it will flee. The snake will re- treat to its lair where it will remain for the duration of the scenario. Giant Snake (1) HD 6 +1, hp 34; AC 5 [14]; #AT 2; Dmg 1d4 bite, 2d4 constriction; SA Constriction; MV 9; AL N; Save 11; EXP 7/600; The giant snake has no treasure. 3. The Sahuagin DM’s Description: As the ship carrying the red ape ap- proached the harbor and signal island, it was detected by a group of sahuagin. While not enough in number to overtly attack the ship, the sahuagin were aware of the approaching storm. They waited and watched for an op- portunity to attack the ship. The sahuagin witnessed the carnage exacted by the red ape, and determined that at- tacking the creature would be perilous. But all was not lost as several crewman of the doomed ship escaped the carnage and fled the ship in a life boat. The sahuagin at- tacked the boat, but a single sailor escaped their notice and swam for the island. It was not until the sailor was climbing out of the raging surf and onto the beach did the sahuagin become aware of their mistake. The sahuagin have watched the island, waiting for the sailor to reap- pear. They witnessed the slaughter of the garrison by the red ape, but noticed the sailor was not among the dead. Finally, they discovered the sailor as he moved along the beach. The sahuagin have captured the sailor and will be making their way out of the jungle back to the ocean when the PCs arrive. If the PCs are walking along the 8 Pacesetter Games & Simulations © 2011 Death on Signal Island — Module Q3 beach, a giant crab will emerge from the surf and attack. The sahuagin, who are just inside the tree line, will at- tempt to attack the PCs by surprise if they are engaged with the crab. The sahuagin will drop their prisoner on the sand as they engage the PCs. The sahuagin wish to keep their presence in the area a secret and will fight des- perately to silence any and all witnesses. The sailor, Jed, is battered and bruised. He made his way to the fort, but before he could raise the alarm of the sahuagin attack, the red ape attacked. Jed fled and re- mained hidden in the jungle for two days. Finally, he de- cided to go back to the beach and follow it around the island in hopes of finding salvation from either a passing ship or discovering the garrison’s boat. Jed will give the PCs a good description of the red ape, though he may exaggerate its size. He will tell the PCs that it was on his ship and the red ape escaped and killed the crew in a frenzy. He assumes the ship was lost and the red ape swam ashore. Giant Crab (1) HD 3, hp 16; AC 3 [16]; #AT 2; Dmg 2d4 per claw Special None; MV 9; AL N; Save 14; EXP 3/60 Sahuagin (6) HD 2+2, hp 17, 14, 13, 12, 11, 10; AC 5 [14]; #AT 1; Dmg 2d4 trident; Special None; MV 12/24 water; AL C; Save 14; EXP 3/60. Each sahuagin wears a gold ear ring inset with a black pearl worth 50 gp (which is their tribal symbol). Sahuagin Leader (1) HD 3+2, hp 21; AC 5 [14]; #AT 1; Dmg 2d4 trident; Special None; MV 12/24 water; AL C; Save 14; EXP 4/120. The leader wears a gold ear ring inset with a black pearl worth 50 gp. He wears a silver belt in- set with black pearls worth 150 gp. Sailor Jed (1) HD 1, hp 4 (1); AC 9 [10]; #AT 1; Dmg by weapon; Special None; MV 12; AL L; Save 17; EXP 2/30 4. The Spring Bubbling up through a circle of stones, a clear spring rushes forth and forms a small pool in the sandy ground before running to the south. The water is com- pletely clear and cold to the touch. DM’s Description: The spring is quite natural and its wa- ter safe to drink. On close inspection, the PCs may realize (intelligence check) that the ring of stones that form the small pool are too well organized to be a natural phe- nomenon. Indeed, the stones were set by a band of pirates almost 100 years ago. They used the island as a resupply point and safe harbor. The pirates buried a small brass box under the sand that forms the pool. The box is water tight and locked. It holds 25 emeralds worth 50 gp each and a silver scroll tube (which is also water tight). The tube holds a map of the coast with several notations. This map can be used to set up further adventures of the DM’s own design. Alternatively, the scroll could be a message or some other communication. The scroll tube is worth 75 gp and the box is worth 50 gp. 5. Giant Trapdoor Spider DM’s Description: Located on the far end of this hill, away from the spring, is the lair of a giant trapdoor spi- der. The spider arrived on the island several years ago, riding a piece of flotsam. The garrison soldiers are aware of its presence, but decided to leave it alone as the spider has put a nice dent in the local rat population. The spider has grown very large over the years and it will not hesi- tate to attack a PC that stumbles too close to its lair. Giant Trap Door Spider (1) HD 4+4, hp 28; AC 4 [15]; #AT 1; Dmg 2d4 bite; Special Poison (save or take 3d8 dam- age); MV 12; AL C; Save 12; EXP 6/400. This creature has no treasure. 9 Pacesetter Games & Simulations © 2011 Death on Signal Island — Module Q3 6. The Smugglers DM’s Description: Unbeknownst to the garrison or the harbor authority, a small group of smugglers uses Signal Island to fence stolen goods. The smugglers off-load ille- gal cargo from incoming vessels and transport them to the island via longboats. Later, the goods are loaded onto de- parting ships. The smugglers mostly deal in expensive wine and liquors. The transfers always take place at night. The smugglers have found a second gap in the reef and use it to access the island. The garrison never conducts island patrols; after all, who would dare land on a government-owned island gar- risoned with troops? The smugglers take great care to hide their movements and keep the beach raked so no signs of activity are evident. The smugglers have a small hut located inside the tree line. They have excavated a cave to hide their illicit product and keep it safe from the oppressive heat. The smugglers have a longboat, but keep it hidden inside the tree line. They do not maintain a pres- ence on the island as this would increase the chance of discovery by the garrison. In any event, the smugglers rarely spend more than a day at the secret island camp. The smugglers arrived on the island just hours prior to the PCs. They are aware of the current events on the island and have been paid to harass the PCs. The smugglers’ hut contains some basic furniture in- cluding a dozen cots, chairs and tables. The smugglers always bring food and water with them. Located within 100’ of the hut is a covered pit that is very well hidden. Unless the smugglers reveal its pres- ence, the PCs are not likely to discover it. An active search has a 10% chance of success. The pit is 10’ deep and is empty. Inside the pit, a thick, wood door leads to a stor- age chamber. The chamber holds several large wine racks and stacks of small kegs. Currently, the wine racks hold 100 bottles of fine wine worth 20 gp each. There are 20 kegs of expensive liquor worth 50 gp each. If the PCs de- clare the find, the government will allow them to keep the loot, but they will have to pay a tax of 50% (this is what motivates the smugglers). The PCs can attempt to secretly retrieve the loot at a later date, but there is a chance they will be discovered! Smuggler (8) HD 1, hp 8, 7, 7, 6, 5, 4, 3, 3; AC 8 [11]; #AT 1; Dmg 1d6 cutlass or 1d4 dagger; Special None; MV 12; AL C; Save 17; EXP 2/30. Each smuggler carries a pouch with 1d8 gp, 2d6 sp and 3d12 cp. They wield a cutlass and carry several daggers and wear leather armor. Smuggler Leader (1) HD 2, hp 15; AC 7 [12]; #AT 1; Dmg 1d6 cutlass or 1d4 dagger; Special None; MV 120 AL C; Save 14; EXP 3/60; The leader carries a pouch with 2d8 gp, 3d6 sp and two 10 gp gems. He also wears a ring of pro- tection +1 (he is unaware of its magical properties). Also, the leader carries a cutlass and three daggers and wears leather armor. 7. The Fort DM’s Description: Each area of the fort has its own de- scription. The fort map is on page 12. The morning after the ship ran aground, a soldier spotted it from the tower. The officer took seven men and left to investigate the shipwreck. The red ape ambushed the group as they re- turned from the wreck to the beach.. The red ape then made its way to the fort and killed the remaining soldiers. It then sought out more men in the compound, but found none remaining. The red ape has found a lair on the hill at the north end of the island. The ape has a good view of the shipwreck area from his new lair. The PCs can spend the night in the compound with- out fear of attack by the red ape. However, if the smug- glers have not yet been encountered, they will attempt to surprise the PCs in the middle of the night. 7a. The Courtyard and Patio A low hill slowly rises above the tall jungle growth as the land clears. No palms grow on the hill and it is clear that they have been cleared to make way for a small fort and compound. The 10’ tall walls of the com- pound are formed from palm tree logs. A single gate, again made from split palm tree logs, hangs open. A three-story tower, with open walls, rises at the north- west end of the compound. Inside the walls are two structures and an open air raised patio. A sickly smell drifts from the compound and flies are getting thick in the air. DM’s Description: The fort compound includes an outer wall made from palm logs. The wall is 10’ high. The open gate can be barred from within. The two interior struc- tures are a barracks for the soldiers and an officer’s hut. A raised wood platform serves as a dining area for the garri- son. The raised patio has a thatch roof, but no walls. There are several tables and a dozen chairs on the patio. The tables have been turned over and many chairs are broken into pieces. Plates and mugs litter the patio, some still holding the remains of a morning meal. Four soldiers lie dead on the patio. All have been badly beaten, mauled and torn. Some are missing limbs, which can be found scattered around the courtyard area. 10 Pacesetter Games & Simulations © 2011 Death on Signal Island — Module Q3 7b. The Barracks This squat building has several windows and a single door. Like the rest of the compound, it has been con- structed with palm tree logs. It has a thatched roof. The door to the barracks is heavily damaged and hangs from a single hinge. DM’s Description: The barracks building houses the gar- rison soldiers. The furniture in the house is basic and functional. Five sets of bunk beds and a lone cot line the walls. There are two small tables and six chairs. At the foot of each bunk there are two footlockers. A single foot- locker rests at next to the cot. Hanging on the walls of the room are 11 shields and 11 leather armor jackets. The sol- diers do not typically wear the armor or shields as it is simply too hot. A weapons rack holds 11 light crossbows and 250 quarrels – none of which are magical. The room is clean and well-organized. The footlockers are locked. The keys to each are held by the soldiers. Each footlocker contains a spare uniform and some other light-weight clothing. Each has a pouch containing 2d4 gp, 4d6 sp and 6d8 cp. Two of the foot- lockers hold a deck of cards. The footlocker by the cot contains the same contents (though the uniform is that of a sergeant). The sergeant’s pouch contains 19 gp, 21 sp and 84 cp and a pair of dice. The sergeant is not among the dead at the compound. In fact, he is the lone survivor of the red ape’s ambush of the patrol that went to investi- gate the shipwreck. The sergeant will be found on the shipwreck (location 10). 7c. The Officer’s Quarters The door to this small hut has been torn from its hinges and it lays broken in a heap 10’ from its previous mount. The hut has a single window, which is open but undamaged. DM’s Description: This hut belongs to the officer on duty. The hut holds a single cot, a table and two chairs, and a footlocker. Hanging from one wall is a suite of studded leather armor. The officer, like his troops, rarely wears the armor. The room appears undisturbed. The table holds an inkwell and quill and several sheets of parchment. Each piece of parchment holds various notes on daily operations and a log of ships passing by the is- land. The footlocker is locked; the key is held by the offi- cer who is at location 9. Inside the footlocker is a spare uniform (officer), some light-weight clothing, a journal (officers personal notes), and a pouch containing 27 gp, 31 sp and 41 cp. 7d. The Watch Tower and Light House A tall, open air tower rises from the northwest section of the fort. There are no outer walls and each of the three levels is supported by tall palm tree logs and planked floor. The roof of the tower is flat and serves as a platform for a square structure that resembles a tall glass cabinet. Each level is accessed by a fixed wooden ladder in the center of each floor. DM’s Description: There is nothing of interest on the first three levels of the tower. They are merely look out platforms. A single chair and small table are located on the third level of the tower. The fourth level, which is not covered, holds a glass paneled device that is used to signal approaching ships. The panels have covers which are folded down and are latched to the base of the device. The device is made in two sections. The base is made of brass and is four feet tall. A glass cube, which is two feet square, is mounted directly on top of the brass base. The top of the cube is covered with a brass plate. There are brass plates that can be raised (they are held in place by a track) and lowered to signal approaching vessels. Inside the cube are a series of mirrors; the mirrors forming a squared “c” with the open end facing outward. In front of each mirror “c” is a small globe is suspended from the top panel. The globe has been enchanted with a continual light spell. The mir- rors reflect the light forming a powerful spotlight that can be seen for ten miles on a clear night and two miles in the thickest fog. From the third and fourth level of the tower, the PCs will have a clear view of the island and its surroundings. The wrecked ship (location 10) is clearly visible. A further look around the island will reveal nothing of particular interest, but the PCs may notice that a clear view of the far southeast corner of the island is obstructed by the hill (southeast corner). The hill also obscures the portion of the reef that is navigatible. 8. The Red Ape DM’s Description: The red ape has found large copse of sugar cane. The cane is dense and moving through it is very difficult and slow. The ape has made a nest in the middle of the sugar cane grove. At the center of the grove is an ancient palm that towers over all others in the area. The ape will occasionally climb the tree to search for more victims to satiate its bloodlust. There is a 50% chance the ape will detect the approaching PCs from some distance. If this is the case, the ape will leave its nest and lay in ambush outside the grove. When some of the PCs enter the grove, the ape will attack those who have 11 Pacesetter Games & Simulations © 2011 Death on Signal Island — Module Q3 not yet entered. The ape will go into a berserk rage the moment it sustains damage. It will fight to the death. If the ape does not see the approach of the PCs, it will hear them approach the grove. The ape will climb par- tially up the ancient palm and hide just above the canopy of small trees. It will wait for the opportune time and leap down to attack, gaining surprise on a 1-4d6. The PCs will notice that the trunk of the palm tree is scratched and damaged (they can only see up 20’ as the tree then penetrates the ceiling of the grove). If the PCs investigate the wreck prior to finding the red ape’s lair, there is a 50% chance the ape will ambush the PCs as they emerge from the shipwreck and swim back to the beach. Red Ape (1) HD 7+7, hp 39; AC 4 [15]; #AT 3; Dmg 1d6+1 claw, 1d6+1 claw, 1d4+1 bite; Special Rend attack, addi- tional 1d4 damage if to hit roll is +4 over required score; MV 15; Save 8; AL C; EXP 9/1,100. 9 & 10. The Bloody Beach and Shipwreck As you approach the beach a foul odor fills the air. Ly- ing in disjointed and mangled heaps are the bodies of seven men. All look to have been severely beaten and mauled. They wear the uniform of the garrison soldiers. Approximately 100’ from the beach, lying in shallow water, is the remains of a merchant ship. The ship’s masts have fallen and debris lines the beach. Large pieces of the vessel appear to be missing where the rocks and reef ravaged the ship as it came to rest near the beach. DM’s Description: All of the garrison soldiers (including their officer) are dead. They were ambushed by the red ape as they returned from the ship. The PCs may notice that none of the soldiers are wearing boots or their top coats. They will find them neatly arranged near the tree line. Additionally, no weapons are evident. The red ape threw them into the water. A search has a 10% chance per round per character of finding a long sword. There are a total of seven in the water. One of the swords (formerly belonging to the officer) is a +1 long sword. A discerning PC will notice that there are eight sets of boots and eight shields, but only seven bodies. The garrison sergeant managed to escape back to the ship as the last of his men and the officer were destroyed by the red ape. The ape bellowed and stomped on the beach, but would not swim to the ship. The ape, having escaped the cage on the ship will never return. The sergeant attempted to swim back to the shore after the ape had disappeared into the woods. However, before he could make the shore, the red ape returned and nearly caught the sergeant. The sergeant has remained on the ship assuming troops will soon ar- rive to investigate. However, he has just recently become aware that something is moving below decks. The PCs will not immediately be attacked while on the beach by the ape. The ape has a 50% chance of notic- ing the PCs on the beach from its lair. However, unless the PCs hang around for some time, the ape will arrive after they have left to investigate the wreck (if they do so). It will take the ape three turns to reach beach once it spots the PCs. After the PCs have spent at least five rounds on the beach, the sergeant will notice their presence. He will shout for help, but the crashing of the ocean surge behind him will drown out his words. The PCs must be within 50’ of the sergeant before he can be clearly heard. He will, of course, warn the PCs of the great red ape. The PCs will be able to climb aboard the remains of the ship without trouble. The sergeant will greet them exuberantly. He will tell the PCs that the ape ambushed his men as they returned from the ship. He barely es- caped back to the ship. He is not aware that the remain- ing soldiers at the fort are dead. The sergeant explains that it appears the ship held numerous cages, but all ap- pear empty. He also suggests that something is moving in the hold, but it could just be the water and debris. The sergeant is armed with a long sword but nothing else. He is wounded from the battle with the red ape. 12 Pacesetter Games & Simulations © 2011 Death on Signal Island — Module Q3 A search of the upper portion of the ship will not re- veal much. The storm and surf did a near complete job of eliminating any treasure that was onboard. The sergeant managed to find a secret stash of treasure in the captain’s quarters. The sergeant has hidden the loot in a small bar- rel which he has tied to rope and hung over the side of the ship facing the ocean. The barrel and rope are mixed in with some rigging from the main mast that fell over that side of the ship. The treasure consists of 39 pp, 120 gp, and a fine silver necklace inset with three large rubies worth 750 gp. The ship has been discovered by a pair of lacedons. They are feeding on the corpses of the trapped creatures that were killed during the ship wreck. If the PCs enter the submerged hold area, the lacedons will attack. Sergeant (1) HD 2, hp 12 (3); AC 9 [10]; #AT 1; Dmg 1d8 long sword; Special None; MV 12; AL L; Save 15; EXP 3/60. Ghoul, Water (2) HD 2, hp 12, 11; AC 5 [14]; #AT 3; Dmg 1d3 claw, 1d3 claw, 1d6 bite; Special Paralyzation on suc- cessful hit; MV 12/12 swim; AL C; Save 15; EXP 3/90. The water ghouls have no treasure. Concluding the Adventure The adventure is concluded when the PCs rendez- vous with the ship after the 36 hour time period. The offi- cer will debrief them. If they have rescued the sergeant, he will verify the story of the red ape. The assumption will be that it escaped from the ship. This can be corroborated by sailor Jed. The PCs will be awarded 100 gp each with a bonus of 50 gp each if they dispatched the red ape. If the PCs encountered the smugglers, the officer will agree to let them keep the spoils of the operation but a 50% tax must be enforced. If the PCs are not forthcoming, they will have to make a plan to retrieve the contraband. This will mean obtaining a boat. They must also find a buyer. All things considered, they might be better off pay- ing the tax. The local government will act quickly to send new troops to the island clean up the mess left by the red ape. The government will publicly report that the island was attacked by pirates and the brave defenders repulsed the attack at a horrible cost. The sergeant will confirm the story and receive a commission as an officer. The people of the harbor city will be quick to react positively to the bravery displayed by the garrison soldiers and no more talk of demilitarizing the island will be tolerated. The Fort: DM’s Map Each Square = 10’ 7a 7b 7c 7d Platform 13 Pacesetter Games & Simulations © 2011 Death on Signal Island — Module Q3 The wizard that originally contracted the operation to obtain the red ape will not be pleased with the results of the PCs mission if the ape is killed. It will take several weeks for him to put all the facts together. When the wiz- ard learns that the PCs killed his red ape, he may decide on a little pay back. Conversely, he may want to hire the PCs to get a new ape, since they seem so capable. New Magic Items Potion of Disease Resistance This magical elixir, when consumed, will protect the imbiber from all forms of disease. The protection will last for 48 hours. This protection repels both magical and natural forms of disease. The potion will not remove a disease that is present prior to consumption. Value: 200 gp New Monster Section Red Ape Hit Dice: 7+7 Armor Class: 4 [15] No. of Attacks: 3 Damage: 1d36+1/1d6+1/1d4+1 claw/claw/bite Saving Throw: 8 Special Attacks: Berserk, Rend Special Defense: None Alignment: Chaotic Experience: 9/1,100 Red Apes are related to other apes, but have some intelligence. They also have a propensity toward evil and delight in destroying anything that is not red ape. They are generally solitary, but sometimes they can be found in ancient ruins forming a loose family structure. These brutes are generally 8’ to 10’ tall and extremely strong. They are clever and prefer to ambush their targets. When wounded as a result of combat, a red ape will enter a berserk state until it has killed its opponent. A berserk red ape will receive an additional +2 to hit and damage, but will suffer a -3 to its AC. While berserk, a red ape will often attack more than one opponent per round (50% chance). The ape can attack a maximum of two opponents per round; splitting its claw attacks between two targets. If the ape attacks two targets in a round, it may not use its bite attack. Whenever a red ape makes an attack and successfully strikes its target by four or more to hit, the ape adds 1d4 damage to the attack. Red apes are extremely stealthy and can surprise opponents on a 1-4d6. 14 Pacesetter Games & Simulations © 2011 Death on Signal Island — Module Q3 V1 The Vampire’s Curse The Vampire’s Curse is an adventure for 4 to 6 characters of 3rd to 5th level. This module requires the use of the 1st Edition Advanced Game System or the OSRIC system. A wedding and a murder. Is it the result of an ancient curse, or is something more sinister at work. Just what is the Vampire’s Curse? C1 The Circle of Fire The Circle of Fire is an adventure for 4 to 6 characters of 4th to 6th level. This module requires the use of the 1st Edition Advanced Game System or the OSRIC system. Trapped by a closing ring of fire, flaming death is coming fast. Then, salvation is at hand. But what is the cost and where does it lead? Perhaps, to another Circle of Fire! Another great adventure is just around the corner... Available now at pacesettergames.com or nobleknight.com 15 Pacesetter Games & Simulations © 2011 Death on Signal Island — Module Q3 T1 The Thing in the Valley The Thing in the Valley is an adventure for 4 to 6 characters of 3rd to 5th level. This module requires the use of the 1st Edition Advanced Game System or the OSRIC system. A terror has come to the valley. Death and destruction now mark what was once a peaceful land. What is the creature, where did come from, and what is its dark purpose? These are the questions that can only found with the Thing in the Valley. Q1 The Screaming Temple The Screaming Temple is a Quick Play™ adventure designed for 4 to 6 characters of 2nd to 4th level. This module requires the use of the 1st Edition Advanced Game System or the OSRIC system. The temple arose in the span of a single night. Only terror-filled screams escape its walls. The lure of danger and curiosity are too much resist. What lies behind the walls of the Screaming Temple? Q2 Eruptor’s Vengeance Eruptor’s Vengeance is a Quick Play™ adventure designed for 4 to 6 characters of 2nd to 4th level. This module requires the use of the 1st Edition Advanced Game System or the OSRIC system. The dragon is dead. Unfortunately, so are its slayers. Now the race is on to find and secure the unclaimed treasure horde. Yet, the treasure is not un- guarded and sometimes a dragon is never more dangerous than when it is dead. It will take courage, strength and wit to defeat Eruptor’s Legacy. 16 Pacesetter Games & Simulations © 2011 Death on Signal Island — Module Q3 Pre-Generated Characters Ravnir Human Fighter 2nd Level Lawful Good Strength 17 Intelligence 9 Wisdom 11 Dexterity 12 Constitution 13 Charisma 10 Hit Points: 15 Armor Class: 4 Armor: Chainmail and Shield Weapons: Long Sword +1, Heavy Crossbow, Quarrel (20) Equipment: Pack, Large Sack, Torch (5), Iron Spike (6) Magic: Potion of Healing Gami Halfling Fighter 2nd Level Neutral Good Strength 13 Intelligence 10 Wisdom 10 Dexterity 17 Constitution 11 Charisma 10 Hit Points: 13 Armor Class: 4 Armor: Scalemail Weapons: Short Sword, Short Bow, Arrow +1 (10), Arrow (10) Equipment: Pack, Waterskin, Blanket Magic: Potion of Herosim Vakk Dwarf Fighter 2nd Level Chaotic Good Strength 14 Intelligence 9 Wisdom 9 Dexterity 10 Constitution 18 Charisma 9 Hit Points: 21 Armor Class: 3 Armor: Platemail Weapons: Battle Axe, Hand Axe +1, Hand Axe (3) Equipment: Pack, Tinder Box, Torch (3), Iron Spike (4), Large Sack (3), Rope 25’ Magic: Potion of Healing Krieger Human Cleric 3rd Level Lawful Good Strength 11 Intelligence 10 Wisdom 18 Dexterity 13 Constitution 11 Charisma 10 Hit Points: 12 Armor Class: 1 Armor: Platemail and Shield Weapons: Mace, Hammer (3) Equipment: Pack, Lantern, Flask of Oil (2), Silver Holy Symbol, Holy Water (2) Magic: Scroll: Light and Cure Light Wounds (2) Spells: (4) 1st Level, (3) 2nd Level Saranse Elf Fighter/Magic User 2nd Level Neutral Good Strength 13 Intelligence 15 Wisdom 10 Dexterity 16 Constitution 10 Charisma 12 Hit Points: 9 Armor Class: 3 Armor: Chainmail Weapons: Long Sword, Long Bow, Arrow +1 (6), Arrow (10) Equipment: Pack, Pouch, Spell Components, Water Skin Magic: Ring of Feather Falling Spells: (2) 1st Level Astare Human Magic User 3rd Level Lawful Good Strength 9 Intelligence 17 Wisdom 10 Dexterity 15 Constitution 9 Charisma 11 Hit Points: 8 Armor Class: 7 Armor: Bracers of AC 8 Weapons: Dagger (3), Darts (12) Equipment: Pack, Candle (3), Pouch (2), Spell Components Magic: Scroll of Read Magic, Burning Hands Spells: (2) 1st Level, (1) 2nd Level Tegrel Human Thief 4th Level Neutral Good Strength 10 Weapons: Short Sword, Dagger +1 Intelligence 11 Equipment: Pack, Tinderbox, Torch (2), Thieves Tools Wisdom 10 Magic: Potion of Neutralize Poison Dexterity 18 Constitution 9 Open Locks 52%, Find Traps 40%, Remove Traps 40% Charisma 12 Climb Walls 88%, Hide in Shadows 35%, Pick Pockets 55% Hit Points: 14 Hear Noise 15%, Move Silently 43%, Read Languages 20% Armor Class: 4 Armor: Leather +1 17 Pacesetter Games & Simulations © 2011 Death on Signal Island — Module Q3 Q3 Death on Signal Island is completed under version 1.0 of the Open Game License and the System Reference Document by permission from Wizards of the Coast, Inc. 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Signal Island: Player Map Each Hex = 500’ Reef Rocks Lagoon Fort Path Hill Hill Hill Hill Spring Stream Path Hill Quick Reference Chart — Monster Statistics Monster AC HP THACO #AT Damage/Notes Location Giant Snake (1) 6[13] 34 13 2 1d4 bite Area 2 2d4 constriction Giant Crab (1) 3[16] 16 16 2 2d4 each claw Area 3 Sahaugin (6) 5[14] 17, 14, 13 16 1 2d4 trident Area 3 12, 11, 10 Sahuagin (1) 5[14] 21 16 1 2d4 trident Area 3 Leader Giant Spider (1) 4[15] 28 15 1 2d4 bite w/poison Area 5 Smuggler (8) 8[11] 8, 7, 7, 6 19 1 1d6 cutlass Area 6 5, 4, 4, 3 1 1d4 dagger Smuggler (1) 7[12] 15 16 1 1d6 cutlass Area 6 Leader 1 1d4 dagger Red Ape (1) 4[15] 39 13 3 1d6+1 per claw (2) Area 8 1d4+1 bite Ghoul (2) 5[14] 12, 11 16 3 1d3 per claw (2) +par. Area 10 1d6 bite + paralyzation Quick Reference Chart — Monster Saving Throw Chart Monster Save Giant Snake 11 Giant Crab* 14 Red Ape 8 Giant Spider 12 Water Ghoul* 15 Smuggler 17 * Sahuagin, Sahuagin Leader, Smuggler Leader Pacesetter Game & Simulations 2699 Katie Lane Milford, Michigan 48380 pacesettergames.com 1904 ©2011, Pacesetter Games & Simulations $10.00 Look for these exciting products from Pacesetter Games & Simulations T1 The Thing in the Valley — A nameless evil has come to the valley. What is the creature’s deadly purpose and will the PCs survive its terrible onslaught? An adventure for characters 3rd to 5th level. Q1 The Screaming Temple — A mysterious temple and nightmarish screams call those of adventurous spirit. A Quick Play™ Adventure designed for one or two game sessions. Designed for characters 2nd to 4th level. Q2 Eruptor’s Vengeance — A dead dragon leaves his treasure unguarded. Or so they say. A Quick Play™ Adventure designed for one or two game sessions. Designed for characters 2nd to 4th level. Q3 Death on Signal Island — An island outpost has gone silent. Some fiendish evil stalks the shores waiting and watching. A Quick Play™ Adventure designed for one or two game sessions. Designed for characters 2nd to 4th level. V1 The Vampire’s Curse — A murder. A vampire. A curse. It can’t be that easy! An adventure for characters 4th to 6th level. C1 The Circle of Fire — The first module in the City of Spire series finds the PCs trapped in a mysterious city and besieged by a horde of creatures called the wretched. An adventure for characters 4th to 6th level. I1 Grave of the Green Flame — The first module in the new SOLO adventure series finds you robbed and out for vengeance. Your attackers have fled into the forest. The chase is on! An adventure for a second level character. TM1 The Lost Caravan — The princess and her caravan disappeared 50 years ago. Now a clue has surfaced and the search is on for the lost caravan. A Michicon 1982 tournament module for characters 4th to 6th level. A special 2010 North Texas RPG Con Tournament Release. TM2 Storm over Skyreach — The Storm Dragons have returned to Skyreach. Before their terror can spread a mission to eliminate the threat must be organized. A Gen Con 1989 tournament module for characters 5th to 7th level. A special 2011 North Texas RPG Con Tournament Release. Swords & Wizardry SW1 The Secret of Redscar — Redscar found something he should not have. Now, after many years you have tracked the pirate to a hidden cave hiding an ancient secret. An adventure module for characters 5th to 7th level.
textdata/thevault/Swords & Wizardry (osr) [multi]/SnW 1e & 2e/Adventures & Settings/SnW - Q3 Death on Signal Island.pdf
¤ and “ designate trademarks of Wizards of the Coast, Inc. ' 2000 Wizards of the Coast, Inc. This certificate is the property of Wizards of the Coast and has $0 actual cash value. has acquired the following in the scenario Not All It’s Crocked Up to Be BBBBiiiiggggbbbbyyyy’’’’ssss bbbbooooooookkkkwwwwoooorrrrmmm m bbbbaaaannnneeee Evocation Level: Wiz/Sor 0 Components: V, S, M Range: Close (25 ft. + 5 ft./2 levels) Casting Time: 1 action Effect: Disembodied hand Duration: 10 minutes/level Saving Throw: None Spell Resistance: None When cast this spell creates a disembodied hand that will search through as many books or scrolls within the range of the spell as it can. The hand can search 100 pages of book or scrolls per minute. The hand searches the books and scrolls for bookworms, and when it finds them, the hand attacks relentlessly. When it attacks it will kill one bookworm per round. The spell cannot be used for any other purpose or set its attack on any other type of foe. This spell does not reverse any damage already done by bookworms. [ ] Check here if the scroll is expended in order to add it to a wizard’s spellbook or the repertoire of a bard or sorcerer. The scroll is consumed in the process, after which this certificate must be retained as proof of access to this special spell. If used in this fashion, this certificate cannot be traded. Special spells copied into spellbooks in this manner cannot be transcribed from one book to another. They can be scribed into scrolls, but said scrolls require a certificate issued by the campaign staff through an interactive opportunity. SSSSccccrrrroooollllllll:::: BBBBiiiiggggbbbbyyyy’’’’ssss bbbbooooooookkkkwwwwoooorrrrm m m m bbbbaaaannnneeee GP Value: 10 gp Weight: -- Use Restriction: Common Tradeable: YES Total Bonus: If this certificate is traded, a full record of the transaction must appear on the back. The record must include the player name, character name, and RPGA number of both the person traded from and the person traded to. Trade information must be legible. A questionable or illegible trade record is grounds for the certificate’s immediate disqualification from play. Judge Signature RPGA # Date Convention ¤ and “ designate trademarks of Wizards of the Coast, Inc. ' 2000 Wizards of the Coast, Inc. This certificate is the property of Wizards of the Coast and has $0 actual cash value. has acquired the following in the scenario Not All It’s Crocked Up to Be BBBBiiiiggggbbbbyyyy’’’’ssss ffffeeeeeeeelllliiiinnnngggg ffffiiiinnnnggggeeeerrrrssss Evocation Level: Wiz/Sor 0, Brd 0 Components: V, S, M Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Duration: 10 minutes + 10 minutes/level Effect: Effect: Disembodied hand Saving Throw: None Spell Resistance: None This spell creates a disembodied hand that cannot hold, grasp or carry, but can be commanded to touch objects. When it touches an object the hand searches for cracks, crevices or hidden latches that indicate secret doors or compartments. The hand will detect such things with a successful Search check, using the caster’s Search bonus with an additional +1 insight bonus. It can search a 10 ft. x 10 ft. square in 8 minutes (taking 20) When it finds such cracks, crevices, or hidden latches the hand will stop and point to the area of the secret door or compartment. The hand will not search out other secret doors once it has found one. [ ] Check here if the scroll is expended in order to add it to a wizard’s spellbook or the repertoire of a bard or sorcerer. The scroll is consumed in the process, after which this certificate must be retained as proof of access to this special spell. If used in this fashion, this certificate cannot be traded. Special spells copied into spellbooks in this manner cannot be transcribed from one book to another. They can be scribed into scrolls, but said scrolls require a certificate issued by the campaign staff through an interactive opportunity. SSSSccccrrrroooollllllll:::: BBBBiiiiggggbbbbyyyy’’’’ssss ffffeeeeeeeelllliiiinnnngggg ffffiiiinnnnggggeeeerrrrssss GP Value: 10 gp Weight: -- Use Restriction: Common Tradeable: YES Total Bonus: If this certificate is traded, a full record of the transaction must appear on the back. The record must include the player name, character name, and RPGA number of both the person traded from and the person traded to. Trade information must be legible. A questionable or illegible trade record is grounds for the certificate’s immediate disqualification from play. Judge Signature RPGA # Date Convention ¤ and “ designate trademarks of Wizards of the Coast, Inc. ' 2000 Wizards of the Coast, Inc. This certificate is the property of Wizards of the Coast and has $0 actual cash value. has acquired the following in the scenario VOID This is an invalid place-holder certificate. Do not give it out. VOID VOID VOID GP Value: 0 Weight: Use Restriction: N/A Tradeable: NO Total Bonus: ¤ and “ designate trademarks of Wizards of the Coast, Inc. ' 2000 Wizards of the Coast, Inc. This certificate is the property of Wizards of the Coast and has $0 actual cash value. has acquired the following in the scenario VOID This is an invalid place-holder certificate. Do not give it out. VOID VOID VOID GP Value: 0 Weight: Use Restriction: N/A Tradeable: NO Total Bonus: ¤ and “ designate trademarks of Wizards of the Coast, Inc. ' 2000 Wizards of the Coast, Inc. This certificate is the property of Wizards of the Coast and has $0 actual cash value. has acquired the following in the scenario Not All It’s Crocked Up to Be Kazgund leadership armor is often worn by the chieftain of a group of Kazgund orcs. This studded leather armor is studded not with metal rivets, but with the teeth of humanoids and goblinoids felled in battle. It offers no additional armor bonus. Kazgund leadership armor is easily recognizable to members of the Kazgund orc tribe, and any non-Kazgund wearing such armor will likely be singled out by Kazgund orcs in battle. The armor is sized for a Medium-size Humanoid. KKKKaaaazzzzgggguuuunnnndddd SSSSttttuuuuddddddddeeeedddd ““““LLLLeeeeaaaaddddeeeerrrrsssshhhhiiiipppp AAAArrrrm m m moooorrrr”””” GP Value: 50 gp Weight: 25 lb. Use Restriction: Common Tradeable: YES Total Bonus: If this certificate is traded, a full record of the transaction must appear on the back. The record must include the player name, character name, and RPGA number of both the person traded from and the person traded to. Trade information must be legible. A questionable or illegible trade record is grounds for the certificate’s immediate disqualification from play. If this certificate is traded, a full record of the transaction must appear on the back. The record must include the player name, character name, and RPGA number of both the person traded from and the person traded to. Trade information must be legible. A questionable or illegible trade record is grounds for the certificate’s immediate disqualification from play. If this certificate is traded, a full record of the transaction must appear on the back. The record must include the player name, character name, and RPGA number of both the person traded from and the person traded to. Trade information must be legible. A questionable or illegible trade record is grounds for the certificate’s immediate disqualification from play. Judge Signature RPGA # Date Convention Judge Signature RPGA # Date Convention Judge Signature RPGA # Date Convention
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1 The Genius Guide To The MaGisTer The magister is a hybrid spellcaster, combining arcane spells drawn from power within herself and the faith needed to also call upon divine spells. A magister may be a church wizard, a priestess of magic who has studied the arcane arts, or a dynamic spiritualist who sees no difference in the two traditional forms of magic. Magisters may be called bruxa, church mages, ecclesiathurges, ovates, spell lords, thaumaturges, white wizards, or other titles that suit the needs of your campaign. A magister is considered both an arcane and divine spellcaster and can count as either for purposes of requirements and prerequisites. The magister is similar to a sorcerer in that she draws spell power from within herself, casting a limited list of spells known with no need for advanced preparation. Unlike a sorcerer, a magister can draw from both arcane and divine spell lists when selecting spells known, allowing magisters to be prepared for a broader range of circumstances. This is important as the magister’s focus is spells to the exclusion of nearly everything else, even more so than other spellcasting classes. Depending on the mystic bond a magister makes, she may not have powers beyond her spells, but instead she’ll learn new ways to use the spells she knows to maximum benefit. Many magisters belong to orders within or associated with churches. Much as paladins are seen as warriors of the church, magisters are often seen as mages of the church and, for religions worshiping arcane magic, magisters may be as revered as clerics. Such magisters often study arcane magic 2 in their youth but find themselves called to serve the god of magic more directly as they grow older. But groups of magisters outside of religion also exist, and in some lands they are common as sages and wise women, with master-to-student traditions stretching back for generations. Role: The role filled by a magister is heavily dependent on what spells she selects. While this is true for any spellcaster, it is especially true for magisters because they can draw from nearly any spell list. A magister that selects spells almost exclusively from the spell list of one class can easily execute the most common roles that class is called on to fill. Magisters have a very small selection of spells known, but can be experts at getting the most out of the spells they do know. In that regard, the magister could be merely another minor variety of arcane or divine spellcaster, similar to how sorcerers and wizards can both be built to fill the highdamage or broad utility functions of spellcasters. Of course, treating the class this way ignores one of the magister’s greatest assets—the ability to learn spells from different class lists. The more a magister takes advantage of her ability to know disparate kinds of spells, the less she is able to fill the role normally taken by a given type of dedicated spellcaster. While a magister concentrating on wizard spells won’t become useless by taking cure light wounds as a single 2nd level spell, the fact that a magister knows so few spells makes each spell chosen significantly affect the character’s focus. However, a broad- based magister makes an excellent backup spellcaster, and may be the best option for a “third caster” in a group that already has the primary roles covered. A magister is also very useful for filling in gaps in a group’s abilities. Even if a party includes a cleric and wizard, those two casters may not always have access to spells that augment other party members and remove common afflictions. Because a magister can draw from any spell list, she is well equipped to cover any gaps in the abilities of her allies. This pushes a magister towards a varied list of spells known, and as she gains levels her role within the party is unlikely to resemble those of the more traditional spellcasting classes. Alignment: A magister may be of any alignment. If a magister worships a deity, her alignment must be within one step of her deity’s along either the law/chaos axis or the good/evil axis. Hit Die: d6 Starting Wealth: At 1st level a magister begins play with 4d4 x 10 gp. Class Skills: The magister’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Knowledge (arcana)(Int), Knowledge (history)(Int), Knowledge (local)(Int), Knowledge (planes) (Int), Knowledge (religion)(Int), Perform (oratory)(Cha), Perform (sing)(Cha), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). Skill Ranks per Level: 4 + Int modifier. hey, Wasn’T This The MaGus? When this class was originally released in early 2010 in a product called The Genius Guide to the Magus, the class was presented the magus. Then, more than a year later, the book Ultimate Magic was released, with an “official” class named the magus – which looked nothing like our class of the same name. Sometimes picking an awesome name means other people will use it too! To avoid confusion, we’ve decided to rename our magus “the magister.” As we update our backstock of products we’ll make the name change when referencing this class, but you should be aware that process takes time. For anything released in 2013 or later, a reference to the magus means the class from Ultimate Magic, and any reference to the class from this book will use the name “magister.” For books released before that, you’ll need to check context to know if a Super Genius Games book talking about the magus really means a magus – the class from Ultimate Magic – or if it is actually talking about our class, the magister. 3 3 Class FeaTures All of the following are class features of the magister. Weapon and Armor Proficiency: Mastering two sources of magic leaves little time for weapon training—a magister is proficient with only the club, dagger, light crossbow, and quarterstaff. A magister is also proficient with light armor, but not with any shields. Due to her mix of arcane and divine power sources, a magister can cast class spells while wearing light armor without incurring the normal arcane spell failure chance (even if casting a spell from an arcane spell list). However, a magister wearing medium or heavy armor incurs a chance of spell failure if the spell in question has a somatic component (even if casting a spell from a divine spell list). A multiclass magister still incurs the normal arcane spell failure chance for arcane spells she casts as another class. Spells: A magister casts arcane and divine spells drawn from any class’ spell list (see “Choosing Spells,” below). She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a magister must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magister’s spell is 10 + the spell level + the magister’s Charisma modifier. Like other spellcasters, a magister can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on “Table 1: The Magister.” In addition, she receives bonus spells per day if she has a high Charisma score. A magister need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level. The magister’s potential range of spells is extremely broad, but she may only know a limited total number of spells. A magister begins play knowing four 0-level spells and two 1st-level spells of the magister’ choice (see “Choosing Spells”, below). At each new magister level, she gains one or more new spells, as indicated on “Table 2: Magister Spells Known.” Table 1: The MaGisTer Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells Per Day 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1 +0 +0 +0 +2 Mystic bond 3 - - - - - - - - 2 +1 +0 +0 +3 4 - - - - - - - - 3 +1 +1 +1 +3 Mystic talent 5 - - - - - - - - 4 +2 +1 +1 +4 6 3 - - - - - - - 5 +2 +1 +1 +4 Bonus feat 6 4 - - - - - - - 6 +3 +2 +2 +5 6 5 3 - - - - - - 7 +3 +2 +2 +5 Mystic talent 6 6 4 - - - - - - 8 +4 +2 +2 +6 6 6 5 3 - - - - - 9 +4 +3 +3 +6 Bonus feat 6 6 6 4 - - - - - 10 +5 +3 +3 +7 6 6 6 5 3 - - - - 11 +5 +3 +3 +7 Advanced mystic talent 6 6 6 6 4 - - - - 12 +6/+1 +4 +4 +8 6 6 6 6 5 3 - - - 13 +6/+1 +4 +4 +8 Bonus feat 6 6 6 6 6 4 - - - 14 +7/+2 +4 +4 +9 6 6 6 6 6 5 3 - - 15 +7/+2 +5 +5 +9 Advanced mystic talent 6 6 6 6 6 6 4 - - 16 +8/+3 +5 +5 +10 6 6 6 6 6 6 5 3 - 17 +8/+3 +5 +5 +10 Bonus feat 6 6 6 6 6 6 6 4 - 18 +9/+4 +6 +6 +11 6 6 6 6 6 6 6 5 3 19 +9/+4 +6 +6 +11 Advanced mystic talent 6 6 6 6 6 6 6 6 4 20 +10/+5 +6 +6 +12 6 6 6 6 6 6 6 6 6 4 Upon reaching 3rd level, and at every other magister level after that (5th, 7th, and so on), a magister can choose to learn a new spell in place of one she already knows. In effect, the magister “loses” the old spell in exchange for the new one. The new spell’s effective level (see “Choosing Spells”, below) must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level class spell the magister can cast. A magister may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. A magister applies metamagic feats to her spells as if she were a sorcerer (unless she has metamagic points—see the metamagic pool mystic bond, below). A magister functions as both an arcane and a divine spellcaster, qualifying as either for purposes of prerequisites and magic effects (but only counts as one of the two for any specific requirement). Similarly, a magister’s spells can act as either arcane or divine spells (but not both at the same time). For example, while both a cleric 3/magister 4 and a magister 4/wizard 3 qualify for the mystic theurge prestige class, a magister 7/sorcerer 1 does not. (In no case should a GM allow things clearly designed for multiclass arcane/divine spellcasters to apply to a single-class magister character in a disruptive or unbalancing manner.) Choosing Spells: Choosing spells is a more complex process for the magister than for other spellcasting classes. To begin with, there is no set “magister spell list.” As a practitioner of both arcane and divine magic, a magister will be able to choose spells from the list of any base class (though not spells available only to prestige classes). However, a magister’s choices begin with her primary spell list. Primary Spell List: A magister must designate the class spell list of a devoted spellcasting class as her primary list. Devoted spellcasting classes are those that receive spells at 1st level, and have 0–9th level spells on their spell lists. (This includes the cleric, oracle, death mage, druid, sorcerer, witch, and wizard.) At least half of all the spells a magister knows at each spell level must come from her primary spell list. Even if a magister chooses to learn a new spell in place of one she already knows, she must maintain this ratio at every spell level. Some mystic bonds (see below), can also add bonus spells to a magister’s primary spell list. A magister can select spells from her primary spell list as known spells with no penalties or restrictions. Other Devoted Spellcasting Classes: A magister may select spells known from the list of any devoted spellcasting class other than her class list. If that class draws from the same magic source as the magister’s primary spell list—arcane or divine—she may choose these spells with 5 5 no penalties (though she is still under the restriction that at least half the spells she knows at each spell level must come from her primary spell list). So, for example, a magister who has selected the cleric spell list as her primary spell list could, upon reaching 7th level, decide to make flame blade her new known 2nd-level spell, since it is from the druid spell list—a devoted spellcasting class with the same magic source. However, the magister can only do this if both her other known 2nd-level spells are from the cleric spell list (her primary spell list). A magister may also select spells known from a devoted spellcasting class that draws from the magic source opposite to that of her primary spell list. However, for the magister, such spells have an effective spell level one higher than usual. Thus the magister from our example above (who selected the cleric spell list as her primary spell list) may select acid arrow as a spell known. But, because that is a 2nd-level spell from the sorcerer/wizard spell list—a devoted spellcasting class with a different magic source—this magister must count it as a 3rd-level spell known. For her, acid arrow is treated in all ways as a 3rd-level spell. Non-Devoted Spellcasting Classes: A magister may also select spells known from the spell list of a non-devoted spellcasting class (a class that either does not receive spells at 1st level, or that does not include 0-level through 9th level spells on its spell list). For the magister, such spells have an effective spell level two higher than usual, regardless of their magic source. Thus, a magister could, upon reaching 7th level, decide to select bless weapon as a spell known. Since this is from the paladin spell list (nondevoted spellcasting class), the magister counts it as a 3rd-level spell known. For her, bless weapon is treated in all ways as a 3rd-level spell. If a spell appears on more than one class spell list, the magister may treat it as being from whatever class list is most beneficial to her. For purposes of using magic items and meeting prerequisites, a magister’s spell list is considered to include all spells from her primary spell list, plus any other spell that the magister currently knows. Thus a magister can use a wand of magic missiles freely if she has taken the sorcerer/wizard spell list as her primary spell list or if she has a different primary spell list but has selected magic missile as a spell known. Otherwise, she must make a Use Magic Device check to use the wand. Chaotic, Evil, Good, and Lawful Spells: A magister can’t cast or choose to know spells of an alignment opposed to her own (even if they are arcane spells). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions. Cantrips/Orisons: Magisters learn a number of cantrips and orisons, or 0-level spells, as noted on “Table 2: Magister Spells Known”. These spells are cast like any other spell, but they do not consume any slots and may be used again. Mystic Bond (Ex): At 1st level, a magister forms a bond with the powers of magic. This bond can take one of eight forms listed below. Arcane Pool: The magister gains an arcane pool, as if she was a magus of the same level as her magister level. The magister does not naturally gain any magus arcana, but may select magus arcana instead of a bonus feat Table 2: Magus Spells Known Character Level Maximum Spells Known From Primary Spell List (+ From Any Spell List) Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1 2 (+2) 1 (+1) - - - - - - - - 2 3 (+2) 1 (+1) - - - - - - - - 3 3 (+2) 2 (+1) - - - - - - - - 4 3 (+3) 2 (+1) 1 - - - - - - - 5 3 (+3) 2 (+2) 1 (+1) - - - - - - - 6 4 (+3) 2 (+2) 1 (+1) 1 - - - - - - 7 4 (+3) 3 (+2) 2 (+1) 1 (+1) - - - - - - 8 4 (+4) 3 (+2) 2 (+1) 1 (+1) 1 - - - - - 9 4 (+4) 3 (+2) 2 (+2) 2 (+1) 1 (+1) - - - - - 10 5 (+4) 3 (+2) 2 (+2) 2 (+1) 1 (+1) 1 - - - - 11 5 (+4) 3 (+2) 3 (+2) 2 (+2) 2 (+1) 1 (+1) - - - - 12 5 (+4) 3 (+2) 3 (+2) 2 (+2) 2 (+1) 1 (+1) 1 - - - 13 5 (+4) 3 (+2) 3 (+2) 2 (+2) 2 (+2) 2 (+1) 1 (+1) - - - 14 5 (+4) 3 (+2) 3 (+2) 2 (+2) 2 (+2) 2 (+1) 1 (+1) 1 - - 15 5 (+4) 3 (+2) 3 (+2) 2 (+2) 2 (+2) 2 (+2) 2 (+1) 1 (+1) - - 16 5 (+4) 3 (+2) 3 (+2) 2 (+2) 2 (+2) 2 (+2) 2 (+1) 1 (+1) 1 - 17 5 (+4) 3 (+2) 3 (+2) 2 (+2) 2 (+2) 2 (+2) 2 (+1) 2 (+1) 1 (+1) - 18 5 (+4) 3 (+2) 3 (+2) 2 (+2) 2 (+2) 2 (+2) 2 (+1) 2 (+1) 1 (+1) 1 19 5 (+4) 3 (+2) 3 (+2) 2 (+2) 2 (+2) 2 (+2) 2 (+1) 2 (+1) 2 (+1) 1 (+1) 20 5 (+4) 3 (+2) 3 (+2) 2 (+2) 2 (+2) 2 (+2) 2 (+1) 2 (+1) 2 (+1) 2 (+1) 6 when she gains magister bonus feats. The magister treats her magister level as her magus level for all magus arcana, and must meet their prerequisites. The magister does not gain any other magus class feature (such as spell combat, spellstrike, or recall spell), and cannot select magus arcana that affect or depend on these abilities. Arcane Specialization: This represents a strong connection to one kind of magic, granting the magister a wizard school or elemental school specialization of her choice. The magister gains the granted powers of this specialization. When determining the powers granted by this specialization, the magister’s effective wizard level is equal to her magister level. A magister that selects this option receives no additional spell slots to prepare spells of her specialization (unlike a wizard), and does not have to pick opposition schools. Divine Heritage: This represents a close tie to the divine supernatural world, granting the magister one of the following cleric domains (or one of its subdomains): Air, Artifice, Charm, Chaos, Darkness, Destruction, Earth, Evil, Fire, Good, Knowledge, Law, Luck, Magic, Nobility, Rune, Sun, Travel or Water. The magister gains the granted powers of this domain. When determining the powers granted by this domain, the magister’s effective cleric level is equal to her magister level. A magister that selects this option receives no additional domain spell slots (unlike a cleric), and does not receive the domain’s spells as bonus spells known. However, the domain’s bonus spells are added to the magister’s primary spell list (see “Choosing Spells,” above). Divine Inspiration: This represents some force of the universe has taken an interest in the magister and her actions. This grants the magister one of the following oracle mysteries: Ancestor, Bones, Dark Tapestry, Flame, Heavens, Lore, Nature, Time, Waves, Wind, or Wood. The magister gains the class skills of the selected mystery. A magister that selects this option does not receive the mystery’s spells as bonus spells known (unlike an oracle). However, the mystery’s bonus spells are added to the magister’s primary spell list (see “Choosing Spells,” above). When she gains bonus magister feats, she may select them from the normal list of bonus magister feats, or take a revelation from her selected mystery. She must meet the revelation’s prerequisites. For purposes of the revelation’s effect and prerequisites, she treats her magister level as her oracle level. Martial Bond: The magister’s studies have shown her that martial skill is its own kind of magic. The magister receives one less spell known and spell per day of each spell level. Her base attack bonus, Fortitude saves, and hit points are determined as if she were a cleric of the same level as her magister class level. If she later selects the Second Bond advanced mystic talent, she has additional options of what choices to take with some bonds, as noted on the following list. Divine Heritage: Magister may select the Destruction, Glory, Strength, or War domain. Divine Inspiration: Magister may select the Battle or Mettle mystery. Sorceress Bloodline: The magister may select the Aberrant, Deep Earth, Destined, Draconic (any), Orc or Pestilence bloodline. Patron: The magister may select the Agility, Endurance, or Vengeance patron. Sorcerous Bloodline: This represents an affinity for arcane power, which may be part of the magister’s background or may have been bestowed by a ritual when the magister first gained magic powers. This grants the magister one of the following sorcerous bloodlines: Abyssal, Aquatic, Arcane, Celestial, Djinni, Dreampsun, Efreeti, Elemental (air, earth, fire, or water), Infernal, Maestro, Marid, Oni, Shadow, Starsoul, or Stormborn. The magister gains the class skills, bloodline arcana, and bloodline powers of the selected bloodline. When determining the powers granted by this bloodline, the magister’s effective sorcerer level is equal to her magister level. A magister that selects this option does not receive the bloodline’s spells as bonus spells known (unlike a sorcerer). However, bloodline’s bonus spells are added to the magister’s primary spell list (see “Choosing Spells,” above). When she gains bonus magister feats, she may select them from the normal list of bonus magister feats, or from the bonus feats of her sorcerous bloodline. Metamagic Pool: A magister selecting this option gains a bonus feat at 1st level (which must be a metamagic feat that shifts the level of a spell’s required spell slot by no more than 1) and has a pool of metamagic points equal to her magister class level. A magister regains her metamagic points when she regains her spells for the day. When casting a spell, a magister may use her metamagic points to add metamagic effects from feats she knows to the spell without 7 7 increasing the spell slot required to cast it. She expends one metamagic point for each extra level of spell slot the metamagic feat would normally require her to use. A magister may not partially reduce the cost of a metamagic feat, nor reduce the cost of only some of multiple metamagic effects added to a spell—she must spend enough metamagic points to counteract all metamagic changes to the spell’s spell slot. The magister may apply multiple metamagic feats to the same spell as long as she reduces the spell slot cost of each with metamagic points. The total (before reduction) of the level of a spell cast plus all metamagic points used may never exceed the highest level spell the magister can cast. A spell cast with metamagic points has its normal casting time, rather than the increased casting time a magister normally requires when adding metamagic to her spells. A magister with the metamagic pool mystic bond may select metamagic feats as magister bonus feats. A magister with a metamagic pool may still choose to use metamagic feats normally, casting spells as full-round actions and using a higher-level spell slot. Patron: The magister forges a bargain with a vague and mysterious force, granting the magister power for reasons that she might not entirely understand. The magister gains a familiar, treating her magister level as her witch level for purpose of the familiar’s advancement and any familiar-related prerequisites. The magister also selects one of the following patron themes; ancestors, animals, death, elements, enchantment, light, moon, occult, portents, shadows, spirits, stars, time, water, winter, or wisdom. The magister adds the bonus spells from this patron theme to her primary spell list (see “Choosing Spells,” above). Mystic Talents: As a magister gains experience, she learns a number of talents that assist her in manipulating spells and other forms of magic. At 3rd level, and again at 7th, a magister gains one mystic talent. A magister cannot select an individual talent more than once. Talents marked with an asterisk add effects to a magister’s spellcasting ability. Only one of these talents can be applied to an individual spell and the decision must be made before the spell is cast. Dazzling Spell (Su)*: As a swift action, the magister adds an element of bright energy to a spell she is casting. Only spells with a casting time of 1 standard action that allow a saving throw may be augmented in this way. Any target that fails its save against the spell is dazzled for 1 round per level of the spell. The magister may use this ability a number of times per day equal to 3 + her Wisdom modifier. Mystic Accuracy (Ex)*: When the magister casts a spell with an area and an instant duration, as a free action she may exclude a single target that would normally be affected. The magister must be able to see the target to exclude it. She may do this a number of times per day equal to 3 + her Wisdom modifier. Mystic Training: The magister may select a bonus feat from her list of available magister bonus feats. Spell Guard (Su)*: Whenever the magister casts a spell with a casting time of 1 standard action, she may instead cast it as a full round action. The magister channels some of the energy of the spell into a defensive shield around her, giving her a deflection bonus to her AC equal to the level of the spell being cast. This bonus lasts until the beginning of the magister’s next turn. 8 Spell Lore (Ex): The magister adds her level to all Spellcraft checks made to identify a spell being cast. (This is most often useful when attempting to counterspell.) Spell Restraint (Ex)*: Whenever the magister casts a spell with an area described as a radius, she may decide to make the radius smaller. She may reduce the radius down by any number of 5-foot increments, to a minimum of a 5-foot-radius. Spell Sage (Ex): When the magister attempts a Use Magic Device check to use a scroll or to activate a wand, staff, or other spell trigger item, she gains a +4 competence bonus to the check. Bonus Feats: At 5th, 9th, 13th and 17th level, a magister gains a bonus feat. The magister must meet all the prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from normal advancement. A magister’s bonus feats must be selected from the following list: Any feat with ‘Arcane’ in the title, Armor Proficiency (medium), Augment Summoning, Combat Casting, Cooperative Crafting**, Effective Caster*, Eschew Materials, Expanded Arcana**, Extra Spells Known*, Far Caster*, Greater Spell Focus, Greater Spell Penetration, Improved Counterspell, Lasting Caster*, Magister’s Channel Energy*, Magister’s Companion*, Magister’s Eidolon, Magister’s Familiar*, Magister’s Focus*, Magister’s Hex, Magister’s Performance*, Magical Aptitude, Parry Spell**, Plait Incantation*, Spell Focus, and Spell Penetration. *New feat, detailed below. **Indicates a feat found in the Advanced Player’s Guide. A magister’s choice of mystic bond may also expand her bonus feat options. Advanced Mystic Talents: At 11th, 15th, and 20th level, a magister learns further talents to assist her in manipulating spells and other forms of magic. She may gain one of the abilities described in the “Mystic Talents” entry or, if she prefers, one of the abilities described below. Advanced mystic talents follow the same rules as mystic talents. Augment Spell (Ex)*: Any spell the magister knows that has a variable that increases by caster level, and for which that variable has a maximum, that maximum is increased by the equivalent of one additional caster level per point of the magister’s Charisma bonus. Thus, a magister with this talent and a 16 Cha heals a maximum of 1d8+8 hit points with cure light wounds, and deals a maximum of 13d6 fire damage with fireball. Metamystic (Su): A magister must have the metamagic pool mystic bond to select this advanced talent. The magister gains additional metamagic points equal to her Wisdom bonus. Mystic Counter (Su)*: When the magister uses dispel magic or greater dispel magic to counterspell, she gains a +4 competence bonus to her dispel check. A magister must know dispel magic or greater dispel magic to select this talent. Mystic Discovery: The magister selects one wizard’s arcane discovery for which she meets the prerequisites (see Ultimate Magic for more information on arcane discoveries). For purposes of this discovery’s effects and prerequisites, the magister’s effective wizard level is equal to her magister level. Mystic Focus (Su)*: When the magister casts a spell with an area, as a free action she may choose to focus the entire might of the spell on a single target within that area. The spell’s save DC is increased by +2, but only one target is affected by the spell. She may do this a number of times per day equal to 3 + her Wisdom modifier. Mystic Power: The magister may learn two additional spells known. One must be from the magister’s primary spell list, and neither can be of the highest level spell she can cast. Second Bond: The magister selects a second mystic bond, though she cannot select a mystic bond she already has. Spell Diligence (Su)*: As a swift action, the magister may focus all her attention on casting a single spell. Only spells with a casting time of 1 standard action and a range of personal or touch may be cast in this way. The magister adds her level to any concentration check made to cast a spell when using spell diligence. The magister may use this ability a number of times per day equal to 3 + her Wisdom modifier. Steal Spell (Su): The magister can attempt to gain the benefit of a spell currently active on another creature. The magister must successfully dispel the spell to be stolen, using the mage’s disjunction, dispel magic, or greater dispel magic spells. If the spell is lower level than the highest level spell the magister could cast, has a duration greater than 1 round, and the magister could theoretically have selected it as a spell known (it does not have prerequisites the magister does not meet and is not available only to a prestige class the 9 9 magister does not belong to), the magister gains the benefit of the spell. It lasts for one round per 2 magister levels or until its original duration expires, whichever comes first. A magister may attempt this a number of times per day equal to 3 + her Wisdom modifier. Transfer Spell (Ex)*: The magister can cast some spells with a range of “personal” and a target of “you” as if they had a range of “touch” and a target of “1 willing creature.” Only spells that do not increase the target’s attack bonus or armor class and have a duration longer than 1 round may be cast in this way. The magister can only use this talent on spells with a spell level no greater than half of the highest level spell the magister knows. The magister may use this ability a total number of times per day equal to 3 + her Wisdom modifier. neW FeaTs The following feats are designed to work particularly well with magisters, and are all included in the list of magister bonus feats. Because a magister may be called upon to fill the traditional role of another spellcasting class, several of these are class-power feats designed to give a magister more of the tools needed to do so. In some campaigns these feats may not be appropriate, and a GM can exclude most of these kinds of feats (such as Magister’s Channel Energy, Magister’s Companion, Magister’s Familiar, and Magister’s Focus) and still allow a magister as a generalist spellcaster, well-balanced against other core classes. While at first glance it may seem a magister could use these feats to take on all the traditional spellcaster roles at once, this is not actually the case. First, it is difficult for a magister to qualify for more than one or two of these feats due to the requirement of spells known from specific spell lists. Because half a magister’s spells known must come from a single spell list, a magister trying to qualify for more than one of these feats must carefully focus what spells she knows (potentially foregoing useful spells simply because they come from the wrong spell lists). Second, even if a magister qualifies for more than one of these class-power feats, she never becomes as adept at using them as members of the classes the powers come from. This is because the magister has a penalty to her effective level built into the feats, must spend a feat to gain the power (and thus has fewer available to augment it), and is very likely to be trying to assist with multiple roles rather than mastering just one. Even so, these feats can allow a magister to encroach on another spellcaster’s bailiwick, which can irritate other players. Because the interpersonal dynamics of different groups of players is impossible for anyone not familiar with the groups to predict, this section is designed to point out this potential issue to GMs, but leaves it to each GM to decide how to resolve the question. There is clearly a tradition of multiple classes having access to the same powers (such as rangers’ animal companions and paladins’ channel energy), and these feats are designed to follow in that tradition. However, if you would discourage a rogue from taking 4 levels in fighter to gain Weapon Specialization with a shortsword because it eclipses the party’s fighter, you may similarly wish to disallow or limit access to these magister feats. eFFeCTive CasTer Your spells affect more targets and bigger areas than others of your power level. Prerequisites: Ability score that determines bonus spells 17, caster level 1. Benefit: When determining the number of targets your spell can affect, or the size of its effect or area, you treat your caster level as if it were two higher. exTra spell sloTs You have a great capacity for spellcasting. Prerequisite: Caster level 3. Benefit: You gain two additional spells slots for one spellcasting class you have levels in. You may never use this feat to have more spell slots at any level than you know at each level below it. Special: You can gain Extra Spell Slots multiple times. Its effects stack. Far CasTer You can send spells farther than others of your power level. Prerequisites: Ability score that determines bonus spells 13, caster level 1. Benefit: When determining the maximum range of your spells, you treat your caster level as if it were two higher. 10 lasTinG CasTer Your spells last longer than others of your power level. Prerequisites: Ability score that determines bonus spells 15, caster level 1. Benefit: When determining the duration of your spells, you treat your caster level as if it were two higher. MaGisTer’s Channel enerGy Your ties to divine energy have granted you the ability to channel energy. Prerequisite: Magister 5, 9 or more spells known from the cleric/oracle spell list. Benefit: You gain the supernatural ability to channel energy, as the cleric class feature. You channel positive energy if good aligned, negative energy if evil-aligned, and may choose which to channel when you select this feat if neutrally-aligned. Your effective cleric level for channeling energy is your magister level –4. MaGisTer’s CoMpanion Your ties to nature have attracted a guardian companion to assist you. Prerequisite: Magister 5, 9 or more spells known from the druid spell list. Benefit: You gain an animal companion. You may select from the following list: badger, bird, camel, cat (small), dire rat, dog, horse (heavy) or, if appropriate for the campaign, you may choose shark instead. This animal is a loyal companion that accompanies you on your adventures. This feat functions like the druid animal companion ability (which is part of the nature bond class feature), except that your effective druid level is equal to your magister level –4. MaGisTer’s eidolon Your ties to the outer planes have bonded a powerful extraplanar being to you. Prerequisite: Magister 5, 9 or more spells known from the summoner spell list. Benefit: You gain an eidolon, as if you were a summoner. You do not gain any other features of the summoner (not even life link). Your effective summoner level is equal to your magister level –2. In addition, your eidolon has 4 fewer evolution points and two fewer maximum attacks than normal. MaGisTer’s FaMiliar Your ties to arcane magic have attracted a guardian familiar to assist you. Prerequisite: Magister 5, 9 or more spells known from the sorcerer/wizard/witch spell list. Benefit: You gain a familiar. You may select from the following list: bat, cat, hawk, lizard, monkey, owl, rat, raven, viper, toad, and weasel. This feat functions like the familiar ability (which is part of the arcane bond class feature), except that your effective class level for all calculations regarding the familiar is equal to your magister level –4. You cannot use this feat to gain a second familiar, if you already have one from another source. MaGisTer’s FoCus You have a strong affinity from a group of spells outside your primary spell list. Prerequisite: Magister 1. Benefit: Select one level of spells for one class with a class spell list. Any spell known that you select from this level of this class spell list as a magister has an effective spell level one closer to its true spell level. Example: Xasha is a magister who has selected cleric as her primary spell list. She takes Magister’s Focus, selecting 1st level paladin spells. Now when she selects 1st level paladin spells as spells known, they have an effective spell level just one higher than their normal spell level (rather than two levels higher, as would be normal). Special: You may select this feat more than once. Each time you select a different level of spells from a class spell list. 11 11 MaGisTer’s hex Your ties to the magic of a mysterious patron- like force have granted you hex abilities. Prerequisite: Magister 5, 7 or more spells known from the witch spell list. Benefit: Select one hex (not major hex or grand hex). You can use this hex a number of times per day equal to your Wis bonus (minimum 1/day). Your effective witch level for this hex is equal to your character level 2. Additionally, you are vulnerable to the plans and machinations of your patron, the identity of which may not even be known to you. Select one of the following creature types: aberration, dragons, fey, humanoids, magical beasts, monstrous humanoids, outsiders, or undead. Your patron has plans regarding you that involve this creature type. All creatures of this type gain a +2 bonus to Bluff and Sense Motive checks made against you. Special: You may take this feat more than once, but not more often than once per 4 levels. Each time you take it, you may select one additional hex you may use a number of times per day equal to your Wis bonus. Each additional time you take this, creatures of the type you select gain an additional +1 to Bluff and Sense Motive checks made against you. MaGisTer’s perForManCe Your ties to the magic of song and story have granted you magic performance abilities. Prerequisite: Magister 9, 7 or more spells known from the bard spell list. Benefit: You gain the bardic performance abilities of countersong, distraction, fascinate, and inspire courage. Your effective bard level for these abilities is equal to your magister level –4. While you do gain additional rounds of performance per day, the ability to begin performances more easily, and the improved effect of fascinate and inspire courage based on your effective bard level, you never gain new forms of bardic performance (such as inspire competence, suggestion, or dirge of doom). plaiT inCanTaTion You can weave your spells together with another caster, augmenting their mystic power. Prerequisites: Spell Focus (any), caster level 1. Benefit: As a standard action, you can ready an action to plait one of your spells into that of a second spellcaster, weaving the mystic energies of the two spells together. When the allied spellcaster casts a spell, you take your readied action to cast your spell in response. Rather than have its normal affect, your spell grants your allied spellcaster a +2 enhancement bonus to his caster level for the spell that triggered your readied action. The spell you use to plait with your ally’s must be within 2 levels of the spell cast by your ally, and cannot be a 0-level spell (which lacks the power to plait). The MaGisTer in your CaMpaiGn Magic, and the people who master it, are two of the linchpins of fantasy gaming. The feel of any fantasy RPG campaign is heavily affected by who has magic, what kind of magic they have, and how common that magic is. In the 12 Pathfinder Roleplaying Game, magic is broken into two camps, arcane and divine, with very little overlap between the two. Though it is possible for a character to access both sources of magic (through multiclassing), it is difficult to be effective with both types. This works well for game balance and enforces some strong genre conventions. But not every fantasy campaign matches those conventions, and players often wish to create characters with broader access to more kinds of magic. In many fantasy stories white wizards are the best healers, and priests are different from mages more in attitude than magical abilities. Neither of these concepts— the healing wizard or the church mage—is handled well by the standard spellcaster rules. But, they are popular and reasonable fantasy character concepts. It should be possible to create a framework to allow such characters while retaining game balance and without invalidating the standard division between arcane and divine power sources. When adding the magister to an existing campaign, the class can easily be introduced as part of a small cult that PCs have never heard of before, or a powerful tradition of spellcasters from a faroff land to the east (for some reason, rare and powerful mystics always seem to come from the east). An evil magister makes a crafty and versatile villain, while a good magister can become an ally with broad resources (to fill in any holes in the PCs’ own spellcasting options). If using magisters as a small group of foreign spellcasters, it’s useful to have a rough idea of what culture they come from and how their training differs from other spellcasting groups in your campaign. For example, magisters may come from cultures based on Arabic legends, with each magister being the hand-picked apprentice of an older magister (taught individually but in keeping with traditions centuries old). Perhaps magisters prefer to convert their enemies into magister apprentices rather than kill them. Some magister councils may have long traditions of selecting only street urchins, young criminals, and members of enemy armies to be new magisters. Of course this means that many magisters come from nations (and even races) sworn to destroy the magister’s homeland. Because of this, magisters may be seen as sinister and suspicious by commoners. If magisters are more common, they may still have an unsavory reputation. Within churches and other religious organizations, magisters could be seen as a necessary but dangerous group who require constant watching. Senior church officials might trust the magisters, giving them vast leeway in interpreting the vows and following the commands of the religious hierarchy, or there may be a powerful traditional cleric who wishes to see the magisters’ order end. The effect of either of these ideas is to make church magisters very independent, but also frequently mistrusted and resented by other priests. The magister class also lends itself well to campaigns that need competing classes of spellcasters. Magisters could be divided into different groups, each related to but mistrustful of the others. For example, all magisters with cleric domain mystic bonds might be good-aligned (dawn magisters), all those with sorcerous bloodline mystic bonds evil-aligned (night magisters), and all those with metamagic pools neutrally-aligned (dusk magisters). To further complicate matters, a GM could decide that all three classes are aware of, and have worked together to defeat, some ancient threat from the earliest days of their order. This creates a situation where the three orders of magisters do not trust one another, but each knows that they may need the other two groups if a final confrontation with the ancient threat ever arises. 13 13 We err on The side oF aWesoMe! CrediTs Designer: Owen K.C. Stephens Editor: Jeremy Miller Creative Director: Stan! Cover Art: Joseph J. Calkins and Cerebus Illustrations Interior Art: Shaman Stockart and Peter Szabo Cabor Graphic Design and Typesetting: Hyrum Savage and Lj Stephens Produced by: Super Genius Games www.supergeniusgames.com Contents Copyright ©2012 Owen K.C. Stephens Used with permission For more information about Super Genius Games, and our upcoming products, follow us on Facebook: www.facebook.com/SuperGeniusGames, via Twitter: Owen: @Owen_Stephens, Stan!: @Stannex, and/or Super Genius Games: @SuperGeniusRPG, or at our Yahoo Group: http://Games.Groups.Yahoo.com/Group/Super-Genius/ All logos are the trademark of Super Genius Games All rights reserved. Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc. Compatibility with the Pathfinder Roleplaying Game requires the Pathefinder Roleplaying Game from Paizo Publishing, LLC. See http://Paizo.com/PathfinderRPG for more information on the Pathfinder Roleplaying Game. 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COPYRIGHT NOTICE Open Game License v 3 Copyright 2000, Wizards of the Coast, Inc. Designation of Product Identity: All artwork, photos, logos, and maps are Product Identity. All other material is considered Open Content. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Reference Document. Copyright 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn Pathfinder RPG GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. 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Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Companion: Cheliax, Empire of Devils. Copyright 2009, Paizo Publishing, LLC; Authors: Jonathan H. Keith, Colin McComb, Steven E. Schend, Leandra Christine Schneider, and Amber E. Scott. The Genius Guide to the Magister. Copyright 2012, Super Genius Games, LLC; Author: Owen K.C. Stephens
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The Reaper and the General Or The Death of Azharadian Recounted by Ciryan Quillan, poet, minstrel and wanderer, upon the 21st day of Planting in this, the Common Year, 591. Of the death of the great Aerdi general Azharadian, it is recorded by Ferenbrand in "History of the Aeredi" that he succumbed to an affliction of the breathing and lungs whilst on campaign against the Suel tribes of Onnwal in the autumn of the five hundred and ninety eighth year of the Oerid Reckoning, two score years and six before Nasran Cranden had the Crown of Aerdy set upon his head as first Overking of the Great Kingdom in Rauxes. Amongst those that fought and bled for him there was told another tale that is still recounted among the common folk of Onnwal to this day: By the time the eyes of the kings of Aerdy turned at last to the rich ore seams of the Headlands and the fertile vales of the Dragonshead beyond, Azharadian the Great had already borne the banner of the Golden Sun for two score years and ten. No general was so wise or cunning in the arts of war as he and no leader so commanded the loyalty and love of the men he led. It was said that he saw the future, that he could look into the souls of his foes and know the secrets of their hearts, uncovering their fears as easily as their stratagems. Under his hand, the Sun of Aerdy had never seen defeat and its radiance had spread from the shores of the Solnor to the white peaks of the Yatils and from the mires and medes of Sunndi to the frigid Barrens where Telchur walks. Where lesser men might have lent an ear to the whisper of hubris, that deadliest of venoms to the great, Azharadian never once wavered in his loyalty to his realm and to his king. Thus when that king called upon him to take up the war banner once more, this time against the Onnwi Sueloise of the Dragonshead, though he was grey with age and the weight of his years bore heavily upon his shoulders, Azharadian answered without hesitation. Bidding his wife and daughters and their children farewell, he marched forth from Rel Astra at the head of a host of ten thousand, knowing that he would see neither them nor his beloved city again in this life. Azharadian first marched for the broad green fields of Ahlissa and setting his pavilion there, received embassies from the Dwurking of the Iron Hills. Meeting face to face, the general and the king found much worthy of respect in the other and swore a pact of brotherhood - a rare honour, bestowed on few by the Highborn of the Dwur. Together they pledged allegiance to a common cause against the Suel. For the most part, the Onnwi were a wicked people • the cruel and debased blood of the Suel ran true in the veins and they reveled in the torment of others. When they beheld the banners of Aerdy drawing nigh to their marches, they sent the war flag through their kingdom and mustered a host to hold the passes though the Headlands to their heartlands. Now Azharadian knew full well that to assail them in these narrows was folly. "No glory comes from slaughter", he used to say. "And no victory from striking an enemy who awaits the blow". Therefore he set upon a cunning course of action. Sending companies of his vanguard forward with the Dwur, he sought to enspell the Onnwi in the way the fakirs of the Bakluni lands bind cobras and vipers with the music of a flute. Holding them ever at the guard with feints, raids and skirmishes, Azharadian locked their eyes eastwards, while in secret he prepared the stroke that would prove to be their undoing. Upon the shores of Relmor, the general ordered that a great fleet be built enough to carry his hosts across the sea to strike the heartlands of the Onnwi from the west. All that winter his men laboured and when once Procan's wrath had been spent the following spring, the mighty fleet set forth their masts like the trees of a forest, their banners like a blazoned sky overhead. With Gearnat the Navigator's unwavering hand upon the rudder, Azharadian and his host passed swift and sure over the waves, and came in time to the shores of Onnwal. Now some few of the Onnwi had not forsaken the paths of honour and virtue. One such man was Jherlo. He had refused to send the men of his household east against so noble a people as the Aerdi. For his troubles, he had been banished from the court of the Onnwi king to his lands in the far western tip of the Dragonshead, where the cliffs glower out over the narrows of the sea. Looking out from his tower in wonder, he saw the forested masts of the Aerdi as they drew nigh the shore. Going directly down to the strand of Obelton, he lit a great beacon to guide the Aerdi to a safe landing among the reefs and shoals. First to alight upon Onnwal's shore was Azharadian. As he did, Jherlo fell to his knees and begged forgiveness for the wickedness of his people, asking that even if he himself should perish that the Aerdi might in their mercy spare his wife and daughters who had wrought no ill upon any man. The general, taking up his axe Bardinar, knighted the man as he knelt in the name of his god, his liege and his life - Heironious the Invincible, the king of Aerdy and the Golden Sun - and bade him rise as a friend of Aerdy and a man of virtue. Now the host of Aerdy swept up from the shores and found the Onnwi unready for a stroke from that quarter. Too late the Suel rushed their companies from the hills to face the onslaught and the Aerdi drove them from the plains as a broom sweeps ashes from a hearthstone. In desperation the chieftains of the Onnwi gathered the last remnants of their strength in a narrow vale in the hills for one last cast of the die, to break the strength of the Aerdi or to sell their lives dearly if they should not prevail. Azharadian thus faced a desperate foe with nothing to lose, and knew that only battle, hard fought and costly would suffice for the banner of the Golden Sun to win dominion over the land. Yet even as the strength of his hosts grew, his own strength ebbed. The general fell ill with a sickness of the lungs. Though it troubled him greatly, he never once shirked his duty nor relinquished his command. Instead he led his men onwards as he always had, astride his great white stallion Altarin. Despite this, or because of it perhaps, Azharadian grew steadily weaker, as the disease spread within his chest. His own faith in the Invincible One and the ministrations prayers of the priests of his retinue were to no avail. Upon the morn of the battle, the general lay gravely ill in his tent. Nonetheless, he asked that his Captains, the Sires of the Great Houses that rule Onnwal to this day, carry his bed where he might see the field of battle and decry the disposition of the enemy. Dutifully, the captains carried their general to the brow of a low hill overlooking the vale where the Suel were drawing up their battle lines. From this vantage he surveyed the field. As he looked, upon a hill close by, Azharadian spied a lone horseman clad in black sitting astride a mount the colour of polished onyx and the rays of the rising sun touched them not. Even as the general watched, the rider raised his sword towards him in salute. At this, Azharadian ordered for his arms and armour be brought to him and that Altarin be saddled that he might ride forth. His Captains objected, saying that he was surely too ill to ride, but the general replied: "You do not question me when I would marshal my hosts, why then do you question me when I would marshal myself?" Thus chastened, the Captains brought the general's armour, and though weakened by his sickness, he donned it without aid and took up his great twin-headed axe Bardinar (or in the Common - Glaive of Victory), forged by the smiths of Rel Astra and blessed by the Invincible One himself, or so t'was said. His faithful mount, Altarin was brought to him, and slowly and painfully he mounted and sat tall and proud once more, his armour shining in the morning sun. When his men saw their general, they cheered for they thought him well once more. They stood to attention in serried ranks, unfurled their banners and as one saluted their beloved commander. It is said that tears came to the eyes of the old general then, and he spoke to them is a loud, clear voice which belied the sickness in his chest: "You have followed me to foreign lands and far reaches. You have marched and fought, bled and died, with neither complaint nor question, nor ever giving cause for complaint or question against you. Am I not the most fortunate man to have lived for Heironeous to have given me such an army of men to command? My tears now are because the Oerth shall never see our like again. "Now once more this morn we face battle. It will be hard and it will be bitter, but you are soldiers of Aerdy and there is no better breed of warrior alive on the Oerth. Therefore, go forth today and prove the truth of my words to those who would doubt them." At this the Host of Aerdy cheered with a single voice and marched forth singing into battle. Then Azharadian called his Captains to him and gave to them his commands for the dispositions of the host and for the order of battle for the coming fray. Having done all this, he rode alone into the morning to meet the black horseman, who waited for him yet upon the hilltop. The black rider neither stirred nor gave any sign that he marked Azharadian's approach. He was clad all in mail that was darker than a moonless midnight and which seemed to swallow the bright morning light. Upon his head he wore a tall helm which covered his face. At his side was sheathed a great sword forged from steel the colour of ebon. When he drew close Azharadian spoke. "Pray show me your face, sir - that I might know you truly." Without a word the black horseman opened the helm and the general looked upon his face. Grim and gaunt it was, without expression - a face that had known neither joy nor sorrow, love nor loss, hatred nor pity - only duty. No colour touched it, no glow of living blood, for it was the colour of sun-bleached bone. The eyes were strangest of all - for they were but a pair of black orbs, having neither white nor colour. As Azharadian looked into them, he thought that if mortal man could behold eternity, then it would appear such as these eyes did - fathomless depths wherein all the world and all who walked and breathed beneath the sun, moons and stars would be swallowed. All life, all love, all hope, all pain, all suffering and all sorrow would find an end in the night eternal that those two holes in the world encompassed. 1 Then Azharadian spoke once more : "Well met, sir. For by your face, I know you and though I have long awaited you, I cannot say that I am glad to finally meet you." "Few are, save those who would seek Me", replied the horseman in a deep voice like a winter wind amongst gravestones. "Yet all must kneel before Me in the end" "Your pardon sir, but I kneel before my god and my king alone and you are neither - I say to you I shall not kneel." "All must kneel" "Once more I must beg your pardon, sir, when I say that I will not" "You would defy My will"? "I would" "It is futile, for I may not be vanquished. My Edict is law. My will shall be done, as surely as Pelor rises in the east and sets in the west, as surely as winter follows summer, as surely as night follows day. Would you seek to oppose the setting of the sun or the falling of the leaves or the ebb and flow of Procan's tides? Opposing Me is no less fruitless than opposing these, for it is to oppose the natural order of Creation. Many have tried and many shall yet try, but I tell you this - all shall fail ere the End." "For a third time I must beg your indulgence, sir, for I mean you no disrespect. I am a soldier and I am a man, willful and proud. All my life I have striven against my foes and against the foes of my king and my country and opposed them on battle's field. I have carried the banners of my people from the eastern ocean to the distant west, from the empty north to the torrid and sweltering south. For two score years and ten I have led armies of men in battle and in war. In all those years I have never known the taste of defeat. And though I know that I cannot win this final battle, it would be a mockery of my life and a denial of the essence of what I have been to submit to you now, without dignity, without struggle. Therefore, sir, I shall not kneel." With these words Azharadian drew forth Bardinar for the last time, and the great axe blazed in the morning light, such that upon the field of battle below it seemed that a star had fallen onto the Oerth from Celestian's Field. The Suel quailed and cried out in fear at this strange omen, but the Aerdi raised their voices once more in song, for they knew that their general watched over them yet. Yet even as Bardinar burned forth, the black horseman unsheathed his ebon blade and it seemed to the general that the morning sun was diminished and grew dim and distant. For a moment the two adversaries were still and each looked into the eyes of the other. Azharadian saw the certainty of his own death in those bottomless eyes. His foe saw no trace of fear, only proud and resolute defiance. At this the black horseman raised his sword to salute the general, for it was rare that he found a mortal man who did not dread him. Azharadian raised Bardinar reply. Then lowering the axe, he spurred forward to meet his fate. Bardinar met the ebon blade with a ring which resounded across the plain below. Stroke for stroke, the general matched the horseman for a time, and his heart sang with the joy of battle. Even as the armies met and clashed in the vale, the duel continued on the hilltop above. Yet, though he fought gallantly, Azharadian was but flesh and blood, old in years and weakened with sickness besides, while his foe was tireless and unfaltering. So it was that in the end, the ebon blade slipped beneath the general's guard, passed through his breastplate and found his heart. Thus mortally wounded, Azharadian spoke his last: "Well struck sir, and so I am ended. Yet, I am not sorry, for the battle is won" With that he spoke no more and was still. The Captains of Aerdy led their hosts as their general had commanded and they fell with strength where the Suel line was weakest and it shattered like a dry, brittle twig before their onset. Those of the Suel who stood were left dead on the field, and those that fled were hunted down like beasts by the relentless Aerdi pursuit. The battle won, the Captains sought out Azharadian, that they might bring him tidings of the victory and they decried him still upon the hill top astride his faithful Altarin. Yet when they approached, he marked them not and gave no reply to their greeting. Rather he seemed to stare down upon the field, a faint smile upon his lips, Bardinar gripped tight in his hand. Only when one was bold enough to touch his hand and found it cold, did they realise their general was dead, for he bore no mark or hurt upon him. Though they bore Azharadian's body back to Rel Astra where his tomb yet lies, his Captains, the Fathers of Onnwal raised a great pillar of basalt ten yards high upon the crown of the hill where the general met his end. In the heart of the pillar they interred Bardinar, or so it is said, and there the blade remains yet to this day. Some say Azharadian will return someday when the need of the children of the Aerdi is greatest, to claim the glaive and raise the Golden Sun once more to its former glory. If so, say others, then surely that day must soon be at hand. So passed Azharadian the Great, soldier, general, conqueror, unvanquished even in death 1 Though this tale is universally called the Reaper and the General in the lands of Onnwal, the description of "the Reaper" given here in no way resembles any known depiction of Nerul. Rather it harks back to representations of the "Ebon Knight", a shadowy figure found in the ancient tales of the Oeridians from their original homelands on the distant plains of the west that predate the great migrations. The Ebon Knight was supposed to gather the great heroes of the Oerids into a heroic afterlife when their time upon the Oerth was spent.
textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Splintered Suns and Scarlet Signs/Onnwal/Onnwal Gazetteer/_LG Regional Onnwal The Death of Azharadian.pdf
Tiny Magic Companion A Basic Fantasy RPG Supplement Release 2 Copyright © 2014 Alexander-Lars Dallmann All Rights Reserved Distributed under the terms of the Open Game License version 1.0a Basic Fantasy Website: basicfantasy.org INTRODUCTION This supplement offers additional game options for player and non-player characters for use with the Basic Fantasy Role-Playing Game rules. If you do not already have a copy of the Basic Fantasy RPG rules, please visit the website and download a copy Tiny Magic Companion a companion expansion for Basic Fantasy, and other old school role playing games. Progress in Magical Sciences Tiny Magic Companion describes an evolution of magic and magical research, and different schools of magic adhering to various approaches to using magical energy. It is based on both the Tiny Hit Point Companion, and &Pain companion expansions. The following rules for magic can be used for all existing magic-user spells, cleric spells, and psionic powers. Standard Use of Hit Points There are two types of standard hit points: A creature's hit points generated by its hit dice, and hit points of damage scored against a creature (e.g. by rolling 1d6 after a successful attack in combat.) Hit point loss has no consequence until the current hit point total drops to 0, in which case the creature is dead. Hit Points as Currency Tiny Magic Companion is based on the Tiny Hit Point Companion which utilizes hit points to buy in-game effects in addition to standard hit point use. (That is, reduce a creature's hit points by applying damage hit points at a 1:1 ratio.) Tiny Magic Companion allows a creature's (usually the caster's) hit points to be used for magic effects. Following the rules found in the companion expansion &Pain instead of reducing a creature's hit points the damage hit points caused by using magic can always be transferred to pain. Schools of Magic It is generally assumed that progress in the magic sciences will make the world a better place, and the art of magic safer for the casters, as well. Some schools have found ways to harness magical energy, and control them safely. But the early approaches were different, more dangerous, wild even, and many magic-users, and clerics who used the power of magic had to pay a price: They had to release their life energy, and transform it to magical energy in order to cast spells. Or, more gruesome even, they used the life energy of other beings... The magic system of the Basic Fantasy core rules is safe to use, and research costs for spells are high. Neither caster, nor other creatures are harmed to release magical energy. But some schools of magic use hit points that are transformed to magical energy. This kind of magic is quite dangerous. Spells, and rituals must be studied first, but generally no preparation time is necessary. As long as the required hit points are available the spells can be cast. The standard magic system requires the magic-user to study spells first, and prepare them again before each time they will be used. True magic is the safest, and most powerful kind of magic. The few magic-users that were successful in their research of true spells guard them with utmost secrecy. It is rumored that powers of divine beings, and spirits are based on true magic. It is possible for a spellcaster to know, and use both the standard magic system, and hit point magic, after initiation into both schools. However, hit point magic is A BASIC FANTASY SUPPLEMENT Tiny Magic Companion generally seen as a deviant form of magic. So, a caster initiated into the standard system may have to keep his knowledge of hit point magic secret. Standard Magic System The standard magic system requires the casters to think, and plan ahead during the game. This includes spell selection, spell research, resting, and spell preparation. Spells normally do not backfire. Preparing Spells Spells must be prepared with the caster fully rested. This companion expansion assumes that one game turn (10 minutes) of preparation is required per spell level. Preparation time = spell level x 10 minutes (1 turn) E.g.: to prepare a 1st level spell the caster must be rested, and spend 10 minutes (1 game turn) to prepare the spell. A 2nd level spell would require him to prepare for 20 minutes (2 game turns). If he was to prepare two 1st level spells, and one 2nd level spell it would take 40 minutes, or 4 turns. If the caster is interrupted, or distracted while preparing a spell, the effort is lost, and the spell must be prepared from the beginning. If the caster is not fully rested, preparation time may simply be doubled. E.g. Frith, a 1st level elven magic-user/fighter, is in the middle of a dungeon along with the rest of the adventuring party. He wants to prepare a detect magic spell. After a fight with giant rats the party found a room suitable enough to lay low for some time, so Frith can prepare the spell, while the others keep guard. The preparation takes 2 turns (20 minutes) enough time for some wandering giant rats to come along. If they were detected, and Frith was attacked the spell would be lost, and had to be prepared again. Magical Research The Basic Fantasy core rules for magical research apply. Hit Point Magic Hit point magic must be learned, just as the standard magic-system. So, spellcasters interested in aquiring access to hit point magic, must find a way to get initiated either by finding an appropriate master, or getting in contact with a deity, or demon (see below.) Pain Magic Spells can be cast by spending an amount of hit points, that are deducted as damage from the caster's hit points. If the &Pain companion expansion is used, these damage hit points may be transferred to pain. And the pain may be ignored for a while with a successful saving throw vs. pain (=death/posion). Note that both constitution, and wisdom modifiers are used with that save. Hit points are restored by normal means (rest, healing), or magic (healing spells, potions etc.) Standard formula for hit point magic Spell cost = 1 + spell level x 2 Thus a first level spell would cost 2 hp that are directly deducted from the caster's hit point total, and must be healed normally. A 9th level spell would cost 19 hp. A 0- level spell would cost only 1 hp. Some spells may require the caster to spend hit point permantently. They are deducted from the caster's hit point total, and his hit dice are recorded appropriately. E.g. A caster (magic-user level 3) loses 2 hit points permamenty. He reduces his hit point total by 2, and records his hit dice as 3d4-2. Using another creature's hit points A caster may use another creature's hit points to cast a spell, or perform a ritual. In such cases the caster must cause damage to the creature (e.g. by using a ritual dagger.) The inflicted damage hit points can be used by the magic-user to cast the spell. It is possible to use this kind of magic in combat. The attacking magic-user must successfully attack an opponent and cause damage. The scored damage hit points can be used to cast a spell in the following round. The GM may rule, that the energy is lost, if the caster takes damage before the spell is cast. E.g. a magic-user successfully attacks an opponent, and causes 3 points of damage with his staff. He harnesses the energy, and uses 2 generated hit points to cast a magic missile (1st level) spell (spell cost 2 hp), and the remaining hit point to add a +1 modifier to his AC against the next attack (see the Tiny Magic Companion for further details on using damage hit points for special maneuvers.) If the &Pain companion expansion creatures that suffer hit point loss may transfer the damage to pain, instead. 2 Tiny Magic Companion A BASIC FANTASY SUPPLEMENT It is known that the agents of some magic schools 'outlawed' such practices, and hunt down anyone who performs these acts of magic. Optional: Deities, and Demons Quite a few entities gain their power by feeding on hit points (ecstasy, and/or pain) of living creatures. Since they normally cannot travel between planes, nor manifest deliberately, they sometimes seduce spell casters to bond with them, granting them some powers in return. The bond enables the entities to have some influence on the plane of the caster. The deity/demon can initiate the caster into the school of hit point magic. The deity/demon will help the caster during magical research (reduce research time, resources, better the chance of success.) The deity/demon may grant special skills, and powers. Especially knowledge skills (secondary skills), languages, or for example saving throw modifiers. Clerics have a similar bond with their deity, and gain spell casting abilities, as well as the power to turn undead. Example: Bond with Deity/Demon This bond, and the powers granted to the caster are meant to be an example, as different deities, and demons have various demands, and powers to grant. The bond requires the caster to spend 1 hit point permanently. The bond can be undone only if the demon is destroyed, is given something in trade (e.g. another bond), or dispel magic (or another appropriate spell) by a powerful caster (9th level) is cast on the bonded character. One half of the damage hit points caused against other beings are for the deity/demon, the other half is stored by the deity/demon for a period of time (usually 1 day, or 1 night) and can be used by the caster to cast spells. The demon feeds on hit point loss in a radius of 10' around the caster. The energy of hit points suffered by the caster is absorbed by the demon, as well. So, while the caster suffers pain, and loses hit points the demon feeds off the energy. The demon helps the caster during magical research, and grants the ability to read, write, understand, and speak all languages. Research in Pain Magic Research in pain magic is cheaper, and more painful than standard magic. Halve all costs from standard research. Casters researching, or studying a new spell must successfully save vs. death, and spend the necessary amount of hit points to cast the spell in order to learn it. If they fail the save, they may try again, if they have enough hit points left. Hit points spent in this process heal normally. Optional: If the researcher is in bond with a demon, or other such being, research time may be reduced to a quarter of the standard time, and chance of success is doubled. Ecstasy Magic Spells may be cast by harnessing the energy created by experiencing ecstasy, and enormous pleasure. E.g. a caster who created 2 hit points of pleasure may use it to cast a 1st level spell. Energy created by ecstasy is recorded as the ecstasy status (xs). Of course, it is known that agents of some magic schools 'outlawed' these practices, as well... Research in Ecstasy Magic Research in pain magic is cheaper, and more pleasurable than standard magic. Halve all costs. Casters researching, or studying a new spell must spend the necessary amount of ecstasy hit points to cast the spell in order to learn it. Optional: 0-Level Spells – Temporary Hit Point Loss 0-level spells cost only temporary hit points which are restored after a short period of time (usually 1 round). True Magic The safest and most powerful magic are true spells, or true rituals, that can be used by anyone who knows, and correctly pronounces, or performs the spell, or ritual respectively. Research for true spells needs special resources of money, time, and expertise. Even demons, and like spirits are forbidden to partake in the research of true magic. 3 A BASIC FANTASY SUPPLEMENT Tiny Magic Companion Open Game License INTRODUCTION Tiny Magic Companion: A Basic Fantasy Supplement (hereinafter “the Supplement”) is based on the System Reference Document v3.5 ("SRD"), which is Open Game Content. The text of the Open Game License itself is not Open Game Content. Instructions on using the License are provided within the License itself. Designation of Open Game Content: The entire text of the Supplement (except the Open Game License, as noted above) is Open Game Content, released under the Open Game License, Version 1.0a (reproduced below) as described in Section 1(d) of the License. Artwork incorporated in this document is not Open Game Content, and remains the property of the copyright holder. Designation of Product Identity: Product identity is not Open Game Content. 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Tiny Magic Companion: A Basic Fantasy Supplement Copyright © 2014 Alexander-Lars Dallmann Tiny Hit Point Companion: A Basic Fantasy Supplement Copyright © 2014 Alexander-Lars Dallmann Hit Points as Currency: A Basic Fantasy Supplement Copyright © 2014 Alexander-Lars Dallmann &Pain: A Basic Fantasy Supplement Copyright © 2014 Alexander-Lars Dallmann END OF LICENSE 4
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CC-EPI01-02 Hordes of Thar: The Bloody Crescent An Adventurers Anonymous Manila Adventure Melvaunt’s guards are found dead in the barracks, the mark of an orcish murder god splattered on their walls. While the assassins are elusive, the Emerald Enclave has found a way to track them to their shadowy hold in the form of a strange hermit. Will the adventurers bring light to the situation or be lost in the dark? A Four-Hour Adventure for Tier 2 Characters. Optimized for APL 8| by Lance Tan and Smimo Credits Designer:​ Lance Tan and Smimo Editing:​ Marielle Ko D&D Adventurers League Guildmaster:​ Chris Lindsay Art Director & Graphic Design:​ Camille Chua Map Design: ​Ross McConnell D&D Adventurers League Wizards Team:​ Adam Lee, Ari Levitch, Chris Lindsay, Mike Mearls D&D Adventurers League Administrators:​ Alan Patrick, Amy Lynn Dzura, Travis Woodall, Ma’at Crook, LaTia Jacquise, Claire Hoffman, Greg Marks Playtesters: ​Ian Viernes, Iza Hernandez, Aldrick Daven, Al Teo, Mikaela Montalvan Rama, Nikka Lao, Paulo Agustin, Raphael Fulgar, Paul Gabat, Toby Fernando, Febie Magno DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, ​Player’s Handbook, Monster Manual, Dungeon Master’s Guide,​ D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. Adventure Primer This adventure is designed for ​three to seven 5 10-level characters​ and is optimized for ​five characters with an average party level (APL) of 8​. Characters outside this level range cannot participate in this adventure. This adventure occurs in the outskirts of Melvaunt. *Author’s Note:​ Due to the nature of this module’s mechanics concerning vision, it is highly recommended but not required that it be played with a mat to represent the adventurers. Furthermore, this adventure was designed to challenge your players to use their wits and ingenuity to solve the problems and defeat their foes with the environment stacked against them. BACKGROUND Thar​ is an inhospitable wasteland ravaged by various humanoid tribes who are constantly at war with one another. Most prominent of these are the powerful and savage orcish tribes that fight tooth and nail for whatever scarce resources are available to them. As though by the design of the orcish gods themselves, the birth rate of orcs has increased exponentially over the past few generations, causing a rapid increase in the most prominent tribes and the addition of various new tribes. Three months ago, the two largest orcish tribes, the Howling Thunders led by Brogug the Stormlord and the Wyvern Breakers led by Thork Fleshrender engaged each other in the largest turf war seen in the past few decades. Their war spanned several battles over hundreds of miles stretching from the River Thent to the edge of the Highfells. After several bloody encounters, Brogug towered victoriously over the broken corpse of Thork. With their leader dead, Brogug was able to subjugate the rest of the Wyvern Breakers under his banner. Brogug swore to unite the various orcish tribes and go on a vicious warpath in the lands beyond Thar. Once upon a time, the wretched and ugly orc known as Gnott made a pact with a hag, trading his loyalty for beauty. The hag granted him his wish, turning him into a vampire. Though beautiful beyond compare, Gnott was unable to see his own reflection. Cursing her name, ​Gnott ​set out to join Warchief Brogug’s growing force, serving as his avatar of Shargaas. After establishing his home base in the shadowy demiplane of Gehenna, the vain chieftain orchestrates assassinations on Melvaunt’s guardsmen with impunity. Overview The adventure’s story is spread over ​four parts and takes approximately ​4 hours​ to play. The adventure begins with a Call to Action scene. If you’re planning to play the entire adventure at once, you only need to introduce the Call to Action once. However, if you plan to play them over several sessions, you’ll want to revisit the Call to Action​ each time you play. Part 1: TITA MALAS (Call to Action).​ ​Khorgol of the Emerald Enclave sends the adventurers to meet with his ally, Tita Malas. The party is sent over to a small hovel in the outskirts of Melvaunt where she was last seen. Tita Malas briefs the adventurers on the last known location of the orcish chieftain, Gnott. She provides the party with a lantern of fey light, which will allow them to navigate a lair veiled in magical darkness. Part 2: ​THE NIGHT BELOW​.​ ​The adventurers are sent into a network of caves which slowly intertwines with a pocket dimension steeped in magical darkness. With only the Lantern of Fey Light to shed light for them, they must navigate the temple’s many shadowy foes and deadly traps. Part 3. THE PRICE OF BEAUTY​. ​Upon reaching the lowest layer of the temple, the adventurers enter the orc chieftain’s lair in the depths of the Night Below to find that he is far more than a simple chieftain. Part 4. CONCLUSION. ​Tita Malas thanks the adventurers for slaying the warlord Gnott, breaking the Bloodmoon Tribe’s leadership and involvement in the larger orc horde. Only time will tell how the adventurers’ actions steer the fate of the battles to come. Adventure Hooks Faction Requests.​ The threat to Melvaunt is quite dire and the various factions have been issued a call to arms. All able bodied adventurers are promised a reward for dealing with the one responsible for butchering the city guardsmen. Emerald Enclave. ​Members of the Enclave are to serve at the behest of a Master of the Wild. The Enclave believes that the orcs of Thar have become quite active as of late, and that the nearby city of Melvaunt might bear the brunt of any plans that come of it. Citizen of Melvaunt. ​The City of Melvaunt is under lockdown due to the death of one its sergeants. The leadership of the city have sounded a call to arms from all able bodied citizens who are also competent adventurers. White Hand of Death. ​If the adventurers played the first part of this adventure, CCC EPI01-01: The White Hand of Death, then they find themselves embroiled in Melvaunt’s plight as it struggles to contain the chaos following the plague. Adventure Flowchart This section provides a basic understanding of not only the flow of the adventure, but also the outline of the different paths that your players may take in reaching their stated objective. Part 1: Tita Malas Estimated Duration:​ 20 minutes A. The Balete Tree Over the past few tendays, word has spread throughout the Moonsea Region of the deaths of several of Melvaunt’s finest. Many of these were members of the City Watch who were found murdered in their houses. A call to arms has been sounded by the Emerald Enclave to investigate these killings. Evidence has emerged linking these murders to the recent outbreak of the White Rot, a disease that would have culled the population of the City of Swords had it not been for the efforts of brave adventurers. Those who answer the call are asked to find Tita Malas, who lives in a Balete Tree due southwest in the outskirts of Melvaunt. Sitting on top of a hill is a distinctly beautiful grove. Streaks of daylight shine through the tree’s many vines whose shade creates a beautiful kaleidoscopic pattern. Sitting just beneath the tree is a young woman who bears a savage regality about her. Alongside her is a brawny half-orc with a stag antlered helm. She greets the adventurers with a curt nod. “I am Tita Malas, and this is my colleague, Khorgol. What can we humble servants of nature do for you?” Area Information Light.​ ​The sun is shining in the summer sky. Not a cloud in sight. Sounds.​ ​ ​The sounds of birds singing and the wind blowing through the trees grace this serene grove. Call to Action A call to arms has been sounded by the Emerald Enclave to aid Melvaunt against a series of gruesome murders by Orcish assassins of the Bloodmoon Tribe. The adventurers are invited to sit with them under the Balete Tree to share in some tea. Tita Malas invites them to introduce themselves. Once pleasantries have been exchanged, she and Khorgol move on to filling the adventurers in on the matter at hand. What Tita Malas knows: ● Tita Malas presents herself as a kind and warm soul, offering to aid the adventurers in their quest to bring the orcs to justice. ● Using her druidic magic, she is able to create a means for them to strike at the heart of the Chieftain’s lair. ● The Chieftain's lair is located in the fourth layer of Gehenna, Krangath. It is a cave with frigid cold temperatures and is completely engulfed in magical darkness. ● When asked how she has any history with the Chieftain, she says that she and he are bound by ‘old wounds,’ implying that they have faced off before. Tita Malas lies about being ambushed by the orc Chieftain, Gnott the Harbinger, stating that she was the sole survivor of her group of Autumnreavers (this is a rank in the Emerald Enclave). Swearing to lay her friends to rest, she was biding her time until the evil orc would show himself once again. What Khorgol knows: ● At the scene of every murder is the symbol of Shaargas, the orcish god of murder, a crescent moon intersected by a grimacing skull. Khorgol finds it strange though, for Shaargas’ servants usually act with more discretion. ● The latest victim’s name is Sergeant Conner of the Melvaunt’s City Watch. He has served for many years, and is no slouch in a fight. Other deaths were Privates, killed either while on patrol or in their own beds. All of them died from vicious stab wounds to their necks. ● Khorgol had been there during the outbreak of the White Rot and discovered that a tribe of orcs had been poisoning a major well in Melvaunt’s town square. Among the Enclave, he finds himself responsible for investigating the matter regarding his fellow Orcbloods running amok in the Moonsea Region. ● With the help of Tita Malas, he found that these assassins of the Bloodmoon Tribe were using strange shadow magic to move to and from the plane of Gehenna. ● If asked why he doesn’t come along, he says that there is another matter he must attend to regarding rumors in the nearby Cormanthor Forest. Roleplaying Tita Malas Tita Malas is a member of the Emerald Enclave with a dark secret. She is actually a hag who delights in playing tricks in the form of twisted favors. The adventurers are not supposed to know she is a hag at this point. In terms of appearance, she is a young tan-skinned woman with brown eyes and black hair. Tita Malas presents herself with a feigned serenity and a soft countenance that belies her sadistic and evil nature. Those who doubt her words may find that something is slightly off via an Insight Check (DC 25). She has Nystul’s Magic Aura cast on her to hide her fiendish nature. Those who check find that she seems to be a regular human. Roleplaying Khorgol Ul-Gorgosh The half-orc Khorgol is a high ranking member of the Emerald Enclave who wears a black wolf pelt. He stands roughly over six feet tall with a strong build. Raised in the Savage North by his now extinct orcish tribe, he turned to the life of adventuring before starting a tribe of his own. His primary goal is to maintain the power equilibrium in Thar. He has a gruff no nonsense attitude, wearing a scowl most of the time. The objective is of utmost importance, and he is not afraid of knocking heads to get things done. Once the adventurers are ready to proceed, Tita Malas reaches into a ray of sunlight that has kissed the grove’s floor and grounds it into a dense sphere. She then breathes into it before placing it into a green lantern that glows a dim ephemeral green magical light. The Lantern of Feylight is presented to the party. It is the only one of its kind, and she warns them not to lose it. Should they need to restore its light, they may use some of their energy to light it up again (see Lantern of Feylight section below). Tita Malas then knocks against the Balete Tree three times. At first, nothing happens. Before any of the adventurers question her actions however, the tree reveals a winding staircase into the dark underbelly of the tree. The adventurers descend into The Night Below. The Lantern of Feylight Barring the party having the means to create a light source that bypasses magical darkness, the Lantern of Feylight will be their only means of seeing their surroundings. The lantern sheds a 20ft of dim light in all directions. The lantern is with the adventurers only for the duration of the module, it loses its magical properties and returns to being a regular lantern. The lantern has 30HP. If it drops to 0HP, the light goes out. Player characters may spend their hit dice to restore 10hp per hit die. Part 2: The Night Below Estimated Duration:​ 160 minutes Setting Information This section describes any features that are common throughout a location, below. Exceptions should be conveyed under an Area Information entry in specific areas. Ceilings.​ The cavern is 40ft high. Light.​ ​There is no light in this place. The DM must note that the entirety of the cavern is covered in ​magical darkness​. Sound.​ The cavern is filled with an eerie silence. Weather.​ The cavern is cold, a bitter cold that seeps into the blood. Krangath, The Fourth Layer of Gehenna The Darkness of Gehenna As mentioned in the Setting Information section, the rest of the adventure will take place in complete and total magical darkness. This darkness suppress any light from magical items and magical spells to 20 feet dim light. The darkness holds some dangers however, as entering it without a light source allows a Shadow Assassin (or a Shadow if the adventure is set to Very Weak or Weak) to take root unto a characters shadow. They register as undead, and defend themselves when attacked, but are otherwise undetectable until they spring up to kill the adventurers in the final battle. Note that Shadow Assassin (or Shadow) creatures will only latch unto adventurers at the Offal Pit or beyond. Chilling Cold When the characters reach the cavern, each must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. Characters who fail this saving throw by 5 or more suffer two levels of exhaustion. These levels of exhaustion can only be removed by taking a long rest in a warm, dry environment. Characters wearing clothing appropriate to extreme cold weather or those who are otherwise resistant to cold damage make this check with advantage. Volcanic Remains The temperature is far below freezing that the acid rain has long since frozen into ice. If a character lights a torch or casts a spell that emits heat, the ice underneath them creates an acidic puddle. Characters who step on the puddle will have their footgear melted, and those s stepping on the puddle with their bare feet will need to succeed a DC 15 Dexterity saving throw or take 2d6 acid damage, half on save. A. The Mirror Puzzle This section describes any features that are common throughout a location, below. Exceptions should be conveyed under an Area Information entry in specific areas. Ceilings.​ The cavern is a dome, 60ft high, 60ft radius. Sound.​ The cavern is filled with an eerie silence. Temperature.​ The cavern is cold, a bitter cold that seeps into the blood. From what little light could be gleamed, the adventurers see familiar faces walking toward them. Their reflections stare back in equal bewilderment. A large mirror is lodged unto the wall at the end of the path, looming over the cavern. However, it does not take long for the mirror to reveal its eccentricity. Passed a certain point, the path seems to differ, leading further down into the lair. The Mirror of Shaargas The 30ft by 30ft mirror barring the way is a magical door devised by Shaargas to prevent those who refuse to walk into shadow from entering. Those who attempt to walk through bump into their mirror images. Any attack or damage done to the mirror images deals damage to the original. Any ​area of effect​ damages all those reflected in the mirror. Reward players who come up with creative ways to bypass the door. The usual ways to bypass the door that we could think of are: ❖Covering the mirror from the Lantern of Feylight’s glow, thus not creating a mirror image to bump into ❖Turning a character invisible. Important notes about the mirror: ❖ The ideal solution is to cover the Lantern of Feylight from the mirror while keeping the adventurers in the light. ❖Teleporting through the mirror does not work in bypassing the mirror ❖The mirror cannot be broken or damaged. It is immune to all kinds of damage and cannot be detached from the dungeon ❖Ethereal characters still create a reflection and thus cannot pass through P1. The First Cave Painting Just around the bend in the hallway beyond the mirror is a crude cave painting depicting a wretched looking orc like humanoid with pale white skin, looking at its own reflection in a pool. A tree with a dense crown of leaves looms over him. The face of the orc is scratched off. B. The Offal Pit Map for this location is to be found in ​Appendix 3a​. The descent into the Chieftain's lair underneath the Balete tree is precarious. Jagged rock formations are illuminated by the Lantern of Feylight, a beacon in the dark. Bloody red moons mark the cave walls in various stages of the lunar cycle. The words “​I am beautiful. I am not​” and “​DAMN THAT WOMAN​” also mark the walls. Mirror shards are scattered all over the floor, seemingly broken in a violent fashion. A fetid stench wafts through the air. The smell of refuse and decay overpower any other scent in the room. Shining some light into the room reveals a refuse pit. There is an unsettling silence that places grim emphasis on each foot step. A soft breeze from behind caresses the rocky walls forming a whisper that breaks into a bleak howl. There is nothing in the distance beyond the light of the lantern. Only darkness. The party enters a winding cavern which mercifully opens into a straight pathway. The walls are marked with dried blood depicting gruesome acts of savagery, murder, and assassinations done by gnarled and twisted looking orcs. With a ​Passive Perception of 10​, adventurers notice that the floor and walls are caked in a thin but hardy layer of ice. With a Passive Perception of 15,​ adventurers notice that a strange gas seems to be trapped inside the ice. Have the players roll Perception checks to sense any foreboding movement. a. Ambush Point Have the players roll ​Perception ​checks to sense any foreboding movement once they reach this point in the map. Those who roll 15 or higher are not surprised by the ambush. ADJUSTING THIS ENCOUNTER Very Strong: ​8 Red Fangs of Shaargas and 8 Giant Bats; 2 Ropers Strong: ​6 Red Fangs of Shaargas, 6 Giant Bats; 2 Ropers Average: ​5 Red Fangs of Shaargas, 5 Giant Bats; 2 Ropers Weak: ​4 Red Fangs of Shaargas, 4 Giant Bats, 1 Ropers Very Weak: ​3 Red Fangs of Shaargas, 3 Giant Bats, 1 Roper The ropers will only attack players within the light of the lantern b. Spike Traps Spike Traps are set at points marked ‘b’. Those who step on these spaces trigger spike traps that shoot out sharpened bone bits from the cave paintings. Those with a passive perception of 15 (assuming they have a means to illuminate the magical darkness) detect small and crude trap mechanisms. These traps may be disarmed with the use of DC 12 thieves tools skill check. Those standing on a spike trap must make a DC 15 Dexterity Saving Throw or take 4d4 piercing damage, taking only half on a successful save. Additionally, those who fail the save must make a DC 15 Constitution Saving Throw or be poisoned for an hour. The Darkness of Gehenna As mentioned in the Setting Information section, the rest of the adventure will take place in complete and total magical darkness. P2. The Second Cave Painting At the northern edge of the room is another crude painting. The scene depicts a radiant butterfly winged woman bursting from the tree catching the pale orc by surprise. Both faces were violently scratched off. C. The Wandering Gnome An arcanaloth named Leah Megillah wanders this cavern in search for oddities and new tales. The path opens up to a room that smells of stale salted meat and soot. With what illumination the Lantern of Feylight provides, pots and crates filled with various insects, fish, and fruits litter the edges of the room. A small hooded figure sits down with her legs crossed in the center of the room, roasting a dead bat on a spit. Fifteen charred orc corpses could be found lining the room, their skin singed off. She looks up at the party, her honey-brown eyes magnified by a pair of thick spectacles. By her side is an iron flask which seems shoddy and damaged. Cocking her head sideways, she can be heard muttering while tinkering with broken mirror shards, “Curious.” The gnome immediately turns to meet the party, as though their presence was a regular occurence. “You must be adventurers! Come now, join me for a tale. Show me something I have never seen.” An arcanaloth named ​Leah Megillah​ wanders this cavern in search for oddities and new tales. The orc corpses that littered the room were her would be assailants, burned to death for their audacity. She is disguised as a forest gnome using the ​Alter Self​ spell. Those who attempt to discern her true nature by magical means find nothing as she also applied ​Nystul’s Magic Aura​ to make her appear as a non-magical forest gnome. Those with a ​passive perception of 16​ or higher will find the words “Property of Shin” carved unto the iron flask. If the party asks about the flask, she will not disclose the source, saying it belonged to an old travelling companion of hers. The truth is that Shin was a high level wizard who used the iron flask to capture her and take her on many fantastical adventures. Though she is glad to be free, she does not bear ill will toward her former master. Leah is a curious creature, providing more questions than answers in simple conversation. When asked what she is doing there, she simply says she is travelling around in search of knowledge. Gehenna is a dangerous place, and she offers to watch over them as they rest if they can complete her challenges. The party may elect up to two members per challenge. Encourage players who have not yet taken on challenges to have a turn, with Leah expressing curiosity toward the quieter members of the adventuring group. CHALLENGE OF MATHEMATICS Leah offers the party a riddle. This riddle was created to be misleading and is preferable read fast and only ONCE. Warn the party to listen very carefully. Leah’s Riddle​: You are driving a caravan with four people that starts at Waterdeep and is going north to Bryn Shander. On the way, the caravan stopped by Nightstone, 2 people enter, and 3 people leave. Next, it stops by Goldenfields, 6 people enter, 4 people leave. Then, it stops at Shadowtop Cathedral, where 7 people leave and 6 people enter. Finally, the caravan stops at Bryn Shander where 8 people leave and 9 people enter. Question​: How old is the driver? Answer​: The answer is the age of the party member who answers, as it is established in the beginning of the dialogue that Instead of asking them for their age, ask them why they chose that number. If they can’t answer it, then they probably have it wrong. CHALLENGE OF STRATEGY Leah challenges the adventurers to a game of Interplanar Hexadecagonal Multilinear Four Dimensional Chess. It’s basically a game of dots and boxes, the rules of which are found in Appendix 3b​. CHALLENGE OF SONG The adventurers are asked to sing a song she has never heard or a song she knows in a way she’s never heard it sung before. The party needs to make a ​Performance check​. It is important to note what languages they are using to sing the song. If asked, Leah admits she can speak and understand all languages but is mostly fluent with Common, Dwarven, Infernal, Gnomish, and Elvish. If the adventurers sing a song in ​Common, Dwarven, Infernal, Gnomish, ​or​ Elvish​,​ the​ ​DC is 20. If the adventurers sing in languages ​other​ than Common, Dwarven, Infernal​, ​Gnomish​, or ​Elven​, the DC is reduced to 14. If the player sings an actual song, the check is made with advantage. If the player sings a song the DM is familiar with but in a different genre as the original song, grant the entire party inspiration. *Adventurers caught attempting to cheat in this challenge (i.e. singing for other party mates) lose their voice until they get treated to a Greater Restoration. Completing two out of the three challenges merits the party a long rest under the protection of Leah. Completing 1 out of the three challenges merits only a short rest. Completing none of them causes Leah to grow bored of them, making her leave. When the party’s long rest is over, Leah is gone, leaving a note to thank them for the short time they spent together before teleporting away. Roleplaying Leah Leah is an arcanaloth in disguise. She was imprisoned in an Iron Flask but was able to escape when her captor was distracted in a particularly difficult fight. With her new found freedom, she travels the world and interacts with anyone she finds interesting. At the moment, she takes the form of her former master, a forest gnome. Attacking Leah Attempting to attack Leah causes her to teleport away, preferring to run instead of risking capture. She joins Gnot in the final battle against the party as revenge, appearing in round 2. This will likely make the fight quite difficult for some parties, and it is important that Leah attempts to dissuade the party from using violence. P3. The Third Cave Painting At the eastern section of the room is another crude painting. The scene shows the orc kneeling before radiant fairy woman whose hands are raised up at the great tree. Both faces were violently scratched off. D. Altar to Shaargas A large jagged stone stands in the center of a large room like a dagger jutting through the backside of a corpse. Dry bloodstains cake the rock in various shades of red and a crude carving of a crescent moon with a skull rests at its center. The rest of the room is empty, save for a passage to the west. Characters who succeed on a ​DC 14 Religion check​ (those of orcish descent make this check with advantage) realize that the bloodstained rock is an altar to Shaargas. Captives are often sacrificed to the altar by bashing their skulls against the blunt tip of the rock. A ​DC 14 Medicine check​ shows that bloodstains are of different shades of deep red, implying that they are from different sources. Characters who succeed on a ​DC 13 Perception check​ will find bits of scattered bones on the floor. Further inspection reveals that they are actually skull fragments, supposedly from victims whose heads have been bashed against the blunt tip of the rock. The Secret Door: The secret door to the eastern hallway cannot be opened by any means, as the magic that protects it can only broken by shattering the coffin in the room accessed by the western hallway. P4. The Fourth Cave Painting At the southern face of the room is another crude painting. Green energy emanating from the winged woman transforms the weak and sickly orc’s body into one of herculean physique. Though their faces are scratched off, a triumphant smile is left on the woman’s face. E. The Scythes of Darkness The path twists ahead like the gnarled claw of a great beast. After a lengthy walk, the party finds itself in the midst of a grotesque chamber. Three dead pale-skinned orcs with their faces clawed off are pinned against the walls by large iron stakes. Huge, beautifully crafted Jade Statues stand at the three edges of the room, posed in bombastic ways to highlight the perfection of their physique. The only imperfection though, is that the upper part of their faces were clawed off, leaving only their mouths which have both fangs and tusks. The room’s centerpiece is a black stone coffin with iron chains holding it aloft. It shakes violently, rattling the chains. Two blades sliding off each other could be heard in the darkness behind the party, with increasing ferocity and speed. Please see ​Appendix 3b​ for a map of this room. Have the party roll initiative as soon as they enter the room. The Bloody Crescent Scythes trap is activated The Bloody Crescent Scythes Trigger. ​This trap activates as soon as a player enters the room. A magic portal opens at both ends of the hallway. The southern portal disgorges two enormous bloody scythes. When the scythes reaches the end of the hallway they will enter a small portal which will propel the scythes back the same way it came. Initiative​. The trap acts on initiative count 10 (but see Speed Kills for trap progression). The Bloody Crescent Scythes (Initiative 10)​.The trap's active element are two bloody scythes that almost fills the 10-foot wide hallway and rolls to the other end of the hallway on its turn. Each creature in the scythe's path must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 22 (4d10) magical slashing damage. On a successful save, a creature takes half as much damage. Objects that block the scythes, such as a conjured wall, take maximum damage from the impact. Speed Kills.​ The scythes gain speed each round of combat. After its turn, increase the scythes’ damage by 11 (2d10). While its damage is 55 (10d10) or greater, it acts on initiative count 20 and 10. What do they see?​ When the trap is revealed, it is seen to be a couple of whirling interlocking scythes that swirl inward of each other accelerating at an alarming rate. Countermeasures: The trap can be neutralized either by stopping the scythe or preventing it from teleporting. Stop the Scythes. ​Stopping the scythes is the easiest way to disrupt the trap. A wall of force can do so easily, as can any object placed in its path that has enough hit points to absorb damage from the scythes without being destroyed. Disrupt the Portals. ​Either portal can be neutralized with three successful DC 17 Intelligence (Arcana) checks, but the process of analyzing a portal to disrupt it takes time. Faint runes on the statues are involved in the functioning of the portals. A creature must first use an action to examine a set of runes, then use a subsequent action to attempt to vandalize the runes. Each successful check reduces the scythe's damage by 11 (2d10), as the disrupted sphere loses speed moving through the failing portal.Alternatively, a rune can be disabled with successfully casting Dispel Magic (DC 19). Disabling the three runes will destroy the portal. Once the portal is destroyed, the scythes will slam into the southern wall and comes to a halt. ADJUSTING THIS ENCOUNTER Very Strong: ​One ​Stone Golem​, One ​Sacred Statue​, and One ​Eidolon​ (Hidden in the coffin) will immediately use the ​Sacred Animation​ feature on one of the Vampire statues Strong: ​One ​Jade Vampire Statues​, One ​Stone Golem Average: ​Two ​Jade Vampire Statues​ (No Legendary Actions) Weak: ​ One ​Jade Vampire Statue Very Weak: ​One ​Jade Vampire Statue​ (No Legendary Actions) Blood Crescent Scythes Very Weak: ​No Speed Kills. Set Dexterity Saving throw to DC 15 Weak: ​ No Speed Kills Very Strong: ​Damage already at maximum, 2nd initiative already in play, and damage becomes non magical. Strategy: Stone Golem​: The stone golem will use its slow ability on its first turn. On succeeding turn it will grapple players and drag them to the scythe’s path. Eidolon​: When the sacred statues are destroyed, it will attempt to use its Divine Dread and position itself where the player can only run towards the scythe’s path. The coffin violently rattles because it contains a spring trap scythe! The trap may be detected via a ​DC 15 Investigation or​ ​Perception check​. A DC 15 Thieves Tools check​ could disable the trap. Opening the coffin activates the trap, wherein all within 10ft of the coffin have to make a ​DC 15 Dexterity Saving Throw​ or take 4d6 magical slashing damage or half on save. Inside the coffin they find a bloody rune. A ​DC 12 Arcana​ will reveal that this is a blood rune depicting a contract between an orc and a hag, exchanging one’s loyalty for beauty. P5. The Marble Pact Inside the coffin is another scene carved in black marble. The now muscular orc looks down at the pool but no reflection appears in the water. The woman’s wings turn into that of a bat’s as her legs melt away from her body. A cruel grin stretches past the confines of her face. Both faces are scratched off. PART 3: The Price of Beauty Estimated Duration:​ 45 minutes The cavern turns impossibly dark, as though there is no world outside of what is shined by the Lantern of Feylight. Red eyes penetrate the darkness. “So. She has sent you to kill me. Her insult was not enough it seems.” the figure says with a low growl. A beautiful man emerges from the shadows, his skin pale and white. Lavish satin black hair crowns his head, curving to match his broad shoulders. Tiny curved tusks adorn his lower lip and sharp fangs leer down from his upper lip. The pained expression of his elegant face turns to rage when he eyes the party. He reaches into the darkness, drawing from it a scythe that looks to be made out of pure shadow. “I am tired of her games. Your bodies will be offered to Shaargas. That wench will get her due.” At this point the battle against the warchief begins. There are environmental points to take note of when running this encounter There are several notable environmental factors to take into account: The Mirrors The mirrors in the room reflect a light that is 80ft long and 15 ft wide in the direction of the mirror across from it in the room. This only reflects light from the Lantern of Feylight. The Blade of Shaargas! During his turn, Gnott may trigger the Bloody Crescent Trap at will by swinging his scythe in a wide arc. This sends a deadly executioner’s pendulum fashioned as a red crescent moon down on those standing in the kill zone of the trap (diagonal from one corner of the room to the other). Those caught in the trap have to make a ​DC 17 Dexterity Saving Throw,​ or take ​4d10 magical slashing damage​, only taking half on a success. Note that Gnott has to decide on which way the Blade of Shaargas swings, either ​southwest to northeast or ​northwest to southeast. See ​Appendix 3a​ for the map of this room. ADJUSTING THIS ENCOUNTER Very Weak: ​One ​Vampire​ (Remove all his Legendary Actions), replace all ​Shadow Assassins​ with Shadows. Weak: ​One vampires (One Legendary Action per combat round), replace all ​Shadow Assassins​ with Shadows​. Average: ​One​ Vampire​, three ​Red Fangs of Shaargas​, three ​Giant Bats Strong: ​Add one ​Sacred Statue​, one ​Eidolon​. Increase the ​Blade of Shargaas​ damage to 5d10 instead of 4d10. ​Vampire ​gains the ​Cunning Action and ​Hand of Shargaas​ ability (See Red Fangs of Shargaas statblock). Very Strong: ​Replace ​Vampire ​with one ​Vampire spellcaster ​(See Variants: Vampire Warrior and Spellcasters).​ ​Add two ​Sacred Statue​, two ​Eidolon​, two ​Red Fangs of Shaargas​, and two ​Giant Bats​. Increase the ​Blade of Shargaas​ damage to 6d10 instead of 4d10. ​Vampire ​gains the ​Cunning Action and ​Hand of Shargaas​ ability (See Red Fangs of Shargaas statblock). MAKING ENEMIES ALONG THE WAY ❖If the party had any ​Shadow Assassins​ latch unto them for entering the darkness, they emerge during this fight. ❖If the party attacked Leah, she aids Gnott and his minions before teleporting away. She uses the stats of an ​Arcanaloth. GNOTT THE HARBINGER: Gnott uses the stats of a ​Vampire ​but with the following changes: -Gnott can see in Magical Darkness. -He is armed with the ​Harbinger​, a magical weapon of warning shaped like a scythe (uses a glaive’s stats). The vampire gains the following attack option: Harbinger. Melee Weapon Attack: +9 to hit, reach 10ft., one creature. Hit 9 (1d10 + 4) slashing damage. He uses the 10ft reach of the weapon to hit the prettiest (or highest charisma target). Alternatively, if he has the chance to, he will use his Unarmed Strike to grapple a target and bring them into the darkness beyond the Feylight. Roleplaying Gnott Gnott is the vain orcish vampire who leads the Bloody Crescent Tribe. He offered his services to a hag in exchange for beauty. Though the fey creature indeed gave him beauty, it came in the form of vampirism, and he has no way to see his own reflection. His extreme insecurity does not allow him to believe others when they say he is indeed beautiful, and he does not trust illusions to reflect it. Now he has nothing but scorn in his black empty heart. In battle he bemoans his curse, loudly proclaiming his own troubles while taunting the adventurers for being lesser beings. P6. Final Piece of the Puzzle At the south end of the room, a single carving stands out amidst the many blood moons splattered along the walls. Gnott can be seen roaring, his hands outstretched in anger. The winged woman is now replaced by a grotesque creature whose upper body separates itself from its bottom half, her head thrown back in laughter. The once beautiful tree has rotted away as winter came to cull its vibrance. CONCLUSION Estimated Duration:​ 15 minutes With the death of Gnott, the party backtracks to the surface where they are met by the ever serene, Tita Malas under the Balete tree which seems to have lost all its vines. Light snowfall graces those who stand underneath the tree despite the hot summer sky. “You have done well. Another threat to the waking world has been vanquished,” Tita Malas begins, “The children of Gruumsh have been dealt a deep wound. Yet, that is not the end.” Tita Malas greets the party with a warm smile, thanking them for vanquishing the vampiric orc warchief. She gives the adventurers their gold reward (max gold for a Tier 2 4 hour adventure), thanking them for a job well done. In addition, Tita Malas offers to give them a parting gift (See THE MARK OF SEASONS Story Award in the Rewards section below). Those with a passive insight score of 18 or higher will notice an almost sadistic glee in her reception of the news. Should she be confronted about the truth behind her pact with Gnott, she will revert to her true form, a disgusting and putrid hag. Her torso detaches itself from her lower body, she sprouts a pair of batlike wings, which stretches out for about a foot. If the party moves to attack her, she simply laughs before teleporting back into the Shadowfell, promising them that this will not be their last meeting. REWARDS At the ​end of the session​, the characters receive rewards based upon their accomplishments. Player Rewards The characters can earn the following rewards: Advancement Advancement Upon completing this adventure, each character gains a level. At their discretion, they may choose to decline advancement. Remind those that express an interest in this that they have a limit to how much gold they can earn per level; declining advancement means that they may reach a point where they earn no gold. Gold Gold Award each character gold for each hour of the session. Adventures typically features cues for this, but you can add it where you see fit. The maximum gold that you can award a character per hour is determined by their tier, as follows: Tier Hourly Gp Award Gp Limit per Level 1 20gp 80gp 2 30gp 240gp 3 200gp 1,600gp 4 750gp 6,000gp Magic Item Unlock If found during the adventure, the characters can keep the following magic items; these items are described in Appendix 4. ❖​The Harbinger (Weapon of Warning - Glaive) Story Award The characters unlock the following downtime activity for ​completing the adventure​: SILENCING THE SHADOWS: Defeating Gnott stops the servants of Shaargas from joining the main orc horde. No doubt this would have some effect on future adventures involving the battle to come. THE MARK OF SEASONS: As thanks for killing Gnott, Tita Malas offers adventurers a tattoo that can tell the seasons. Adventurers who choose to accept gain a tattoo (characters can decide where on their body) of a balete tree that changes its appearance to match the current season (spring, summer, autumn, or winter) of the area they are in. Bearing this mark may have some bearing on future adventures. Dungeon Master Rewards For running this adventure, you gain a DM Reward. This reward can be redeemed for levels, magic items, and other season-themed things. See the Adventurers League DM Rewards document for more info. Appendix 1: Dramatis Personae The following NPCs and locations feature prominently in this adventure. ● Gnott Bloodmoon (Naught Bludmoon).​ Gnott is the vain orcish vampire who leads the Bloody Crescent Tribe. He offered his services to a hag in exchange for beauty. Though the fey creature indeed gave him beauty, it came in the form of vampirism, and he has no way to see his own reflection. His extreme insecurity does not allow him to believe others when they say he is indeed beautiful, and he does not trust illusions to reflect it. Now, he has nothing but scorn in his black empty heart. Personality: ​Vain to a fault and only finds validation in beauty and style. Ideal: ​To perfect the art of the kill and become more beautiful. Bond:​ His vengeance against Tita Malas for cursing him is his deepest desire. Flaw: ​Vain to a fault. Insipid and spiteful. Image of Gnott Bloodmoon above ● Khorgol Ul-Gorgosh (Korgol Ul Gorgosh).​ The half-orc Khorgol is a Maser of the Wild of the Emerald Enclave who wears a black wolf pelt. He stands roughly over six feet with a strong build. Raised in the Savage North by his now extinct orcish tribe, he turned to the life of adventuring before starting a tribe of his own. His primary goal is to maintain the power equilibrium in Thar. He has a gruff no nonsense attitude, wearing a scowl most of the time. The objective is of utmost importance, and he is not afraid of knocking heads to get things done. Personality: ​Puts little stock in wealth. It cannot help in a fight. Ideal: ​Tyranny must be opposed! Freedom is most important! Bond: ​Is loyal to orc kind and is invested in their place in the world. Flaw: ​Prone to using violence to solve his problems. ● Leah Megillah.​ Leah is an arcanaloth in disguise. She was imprisoned in an Iron Flask but was able to escape when her captor was distracted in a particularly difficult fight. With her new found freedom, she travels the world and interacts with anyone she finds interesting. At the moment, she takes the form of her former master, a forest gnome. Personality:​ Matter of fact and curious, Leah is bored of reality and seeks only to expand her already considerable pool of knowledge. Ideal: ​Growing the pool of aggregate knowledge is the highest ideal. Bond: ​Those who entertain her are adorable and must be protected! Flaw:​ Leah is ruthless in her pursuit of knowledge being extremely curious. ● Melvaunt.​ A city that sits on the northern coast of the Moonsea, adjacent to Thar. It was a city of smithing and mercantile services, serving as the port of entry to many travelers coming to the region. The city itself is cold and gray, with a mist that rose from the Moonsea seeming to cover it entirely. ● The Night Below.​ This is an immense cavern system below the lowest layer of Gehenna, Krangath. It was said these caverns extended forever, and were all pitch black. It is home to the ● evil orcish god of murder and darkness, Shaargas, and his most devout follower ● Tita Malas.​ Tita Malas is a member of the Emerald Enclave with a dark secret. She is actually a hag who delights in playing tricks in the form of twisted favors. In terms of appearance, she is a young tan skinned woman with brown eyes and black hair. Tita Malas presents herself with a feigned serenity and a soft countenance that belies her sadistic and evil nature. Personality: ​She finds nothing more fulfilling than tricking others into ironic pacts. Ideal: ​Nothing is sacred and she wants everyone to see that. Bond: ​Her word is her bond. Flaw: ​She fixates on deals without considering the consequences of angering her victims. Appendix 2: Creature Statistics Arcanaloth Medium fiend (yugoloth) neutral evil Armor Class ​17 (natural armor) Hit Points ​104 (16d8 +32) Speed ​30 ft., fly 30 ft. STR DEX CON INT WIS CHA 17 (+3) 12 (+1) 14 (+2) 20 (+5) 16 (+3) 17 (+3) Saving Throws ​ Dex +5, Int +9, Wis +7, Cha +7 Skills​ Arcana +13, Deception +9, Insight +9, Perception +7 Damage Resistances ​cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities​ ​acid, poison Condition Immunities​ charmed, poisoned Senses ​ truesight 120 ft., passive Perception 17 Languages​ all, telepathy 120ft. Challenge​ ​12 (8,400 XP) Innate Spellcasting.​ The arcanaloth's innate spellcasting ability is Charisma (spell save DC 15). The arcanaloth can innately cast the following spells, requiring no material components: At will: ​alter self, darkness, heat metal, invisibility (self only), magic missile Magic Resistance.​ The arcanaloth has advantage on saving throws against spells and other magical effects. Magic Weapons.​ The arcanaloth's weapon attacks are magical. Spellcasting. ​The arcanaloth is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arcanaloth has the following wizard spells prepared: Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation 1st level (4 slots): detect magic, identify, shield, Tenser's floating disk 2nd level (3 slots): detect thoughts, mirror image, phantasmal force, suggestion 3rd level (3 slots): counterspell, fear, fireball 4th level (3 slots): banishment, dimension door 5th level (2 slots): contact other plane, hold monster 6th level (1 slot): chain lightning 7th level (1 slot): finger of death 8th level (1 slot): mind blank Actions Claws. ​Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. The target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Teleport. ​The arcanaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Eidolon Medium Undead Armor Class ​9 Hit Points ​63 (18d8-18) Speed ​0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 7 (-2) 8 (-1) 9 (-1) 14 (+2) 19 (+4) 16 (+3) Saving Throws ​Wis +8 Skills ​Perception +8 Damage Resistances ​ acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities ​cold, necrotic, poison Condition Immunities​ charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses ​Darkvision 60 ft., Passive Perception 18 Languages ​the languages it knew in life Challenge ​12 (8,400 XP) Incorporeal Movement.​ ​The eidolon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object other than a sacred statue. Sacred Animation (Recharge 5–6).​ ​When the eidolon moves into a space occupied by a sacred statue, the eidolon can disappear, causing the statue to become a creature under the eidolon's control. The eidolon uses the sacred statue's statistics in place of its own. Turn Resistance.​ The eidolon has advantage on saving throws against any effect that turns undead. Actions Divine Dread.​ Each creature within 60 feet of the eidolon that can see it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. While frightened in this way, the creature must take the Dash action and move away from the eidolon by the safest available route at the start of each of its turns, unless there is nowhere for it to move, in which case the creature also becomes stunned until it can move again. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to any eidolon's Divine Dread for the next 24 hours. Giant Bat Large beast, unaligned Armor Class ​13 (natural armor) Hit Points ​22 (3d10 + 6) Speed ​10 ft., fly 60 ft. STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 11 (+0) 2 (-4) 12 (+1) 6 (-2) Skills​ Perception +3 Senses ​ Blindsight 60 ft., Passive Perception 11i Languages​ understands Common but can’t speak Challenge​ ​1/4 (50 XP) Echolocation. ​The bat can't use its blindsight while deafened. Keen Hearing. ​The bat has advantage on Wisdom (Perception) checks that rely on hearing. Actions Bite. ​Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage. Orc Red Fang of Shaargas Medium humanoid (orc), chaotic evil Armor Class ​15 (Studded Leather) Hit Points​ 52 (8d8 + 16) Speed ​30 ft. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 15 (+2) 9 (-1) 11 (+0) 9 (-1) Skills ​Intimidation +1, Perception +2, Stealth +5 Senses ​Darkvision 60 ft., Passive Perception 12 Languages​ ​Common, Orc Challenge ​3 (700 XP) Cunning Action. ​On each of its turns, the orc can use a bonus action to take the Dash, Disengage, or Hide action. Hand of Shargaas. ​The orc deals 2 extra dice of damage when it hits a target with a weapon attack (included in its attacks). Shargaas’s Sight. ​Magical darkness doesn’t impede the orc’s darkvision. Slayer.​ ​In the first round of a combat, the orc has advantage on attack rolls against any creature that hasn’t taken a turn yet. If the orc hits a creature that round who was surprised, the hit is automatically a critical hit. Actions Multiattack. ​The orc makes two scimitar or dart attacks. Scimitar. ​Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage. Dart. ​Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 10 (3d4 + 3) piercing damage. Veil of Shargaas (Recharges after a Short or Long Rest). The orc casts darkness without any components. Wisdom is its spellcasting ability. Roper Large monstrosity, neutral evil Armor Class ​20 (Natural Armor) Hit Points ​93 (11d10 + 33) Speed ​10 ft., climb 10 ft. STR DEX CON INT WIS CHA 18 (+4) 8 (-1) 17 (+3) 7 (-2) 16 (+3) 6 (-2) Skills ​Perception +6, Stealth +5 Senses ​Darkvision 60 ft., Passive Perception 16 Languages​ -- Challenge ​5 (1,800 XP) False Appearance. ​While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite. Grasping Tendrils. ​The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. Spider Climb.​ The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. ​The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite. Bite. ​Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage. Tendril. ​Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target. Reel. ​The roper pulls each creature grappled by it up to 25 feet straight toward it. Sacred Statue Large construct, as the eidolon's alignment Armor Class ​19 (natural armor) Hit Points ​95 (10d10 + 40) Speed ​25 ft. STR DEX CON INT WIS CHA 19 (+4) 8 (-1) 19 (+4) 14 (+2) 19 (+4) 16 (+3) Saving Throws ​Wis +8 Skills ​Perception +8 Damage Resistances ​ acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities ​cold, necrotic, poison Condition Immunities​ charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses ​Darkvision 60 ft., Passive Perception 14 Languages ​the languages it knew in life False Appearance. ​While the statue remains motionless, it is indistinguishable from a normal statue. Ghostly Inhabitant. ​The eidolon that enters the sacred statue remains inside it until the statue drops to 0 hit points, the eidolon uses a bonus action to move out of the statue, or the eidolon is turned or forced out by an effect such as the dispel evil and good spell. When the eidolon leaves the statue, it appears in an unoccupied space within 5 feet of the statue. Inert. ​When not inhabited by an Eidolon, the statue is an object. Actions Multiattack. ​The statue makes two slam attacks. Slam. ​Melee Weapon Attack​: +8 to hit, reach 10 ft., one target. ​Hit​: 43 (6d12 + 4) bludgeoning damage. Rock. ​Ranged Weapon Attack​: +8 to hit, range 60/240 ft., one target. ​Hit​: 37 (6d10 + 4) bludgeoning damage. Shadow Medium undead, chaotic evil Armor Class ​12 Hit Points ​16 (3d8 + 3) Speed​ 40 ft. STR DEX CON INT WIS CHA 6 (-2) 19 (+4) 14 (+2) 13 (+1) 12 (+1) 14 (+2) Skills ​Stealth +4 Damage Vulnerabilities ​Radiant Damage Resistances ​acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities ​Necrotic, Poison Condition Immunities ​exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses ​Darkvision 60 ft., Passive Perception 10 Languages ​— Challenge​ 1/2 (100 XP) Amorphous. ​The assassin can move through a space as narrow as 1 inch wide without squeezing. Shadow Stealth. ​While in dim light or darkness, the assassin can take the Hide action as a bonus action. Sunlight Weakness. ​While in sunlight, the assassin has disadvantage on attack rolls, ability checks, and saving throws. Actions Multiattack. ​The assassin makes two Shadow Blade attacks. Strength Drain. ​Melee Weapon Attack:​ +4 to hit, reach 5 ft., one creature. ​Hit:​ 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later. Shadow Assassin Medium undead, chaotic evil Armor Class ​14 Hit Points ​78 (12d8 + 24) Speed​ 40 ft. STR DEX CON INT WIS CHA 6 (-2) 19 (+4) 14 (+2) 13 (+1) 12 (+1) 14 (+2) Saving Throws ​DEX +8, INT +5 Skills Perception ​+9, Stealth +12 Damage Vulnerabilities ​Radiant Damage Resistances ​Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities ​Necrotic, Poison Condition Immunities ​Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained Senses ​Darkvision 60 ft., Passive Perception 19 Languages ​understands the languages it knew in life but can’t speak Challenge​ 9 (5,000 XP) Amorphous. ​The assassin can move through a space as narrow as 1 inch wide without squeezing. Shadow Stealth. ​While in dim light or darkness, the assassin can take the Hide action as a bonus action. Sunlight Weakness. ​While in sunlight, the assassin has disadvantage on attack rolls, ability checks, and saving throws. Actions Multiattack. ​The assassin makes two Shadow Blade attacks. Shadow Blade. ​Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. Unless the target is immune to necrotic damage, the target’s Strength score is reduced by 1d4 each time it is hit by this attack. The target dies if its Strength is reduced to 0. The reduction lasts until the target finishes a short or long rest. Vampire Medium undead (shapechanger), lawful evil Armor Class ​16 (Natural Armor) Hit Points​ 144 (17d8 + 68) Speed​ 30 ft. STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 18 (+4) 17 (+3) 15 (+2) 18 (+4) Saving Throws ​DEX +9, WIS +7, CHA +9 Skills ​Perception +7, Stealth +9 Damage Resistances​ Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Senses ​Darkvision 120 ft., Passive Perception 17 Languages ​the languages it knew in life Challenge ​13 (10,000 XP) Shapechanger. ​If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. Legendary Resistance (3/Day)​. If the vampire fails a saving throw, it can choose to succeed instead. Misty Escape. ​When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. Regeneration. ​The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. Spider Climb. ​The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Vampire Weaknesses.​ The vampire has the following flaws: Forbiddance. ​The vampire can't enter a residence without an invitation from one of the occupants. Harmed by Running Water.​ The vampire takes 20 acid damage if it ends its turn in running water. Stake to the Heart. ​If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. Sunlight Hypersensitivity. ​The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack. (Vampire Form Only). ​The vampire makes two attacks, only one of which can be a bite attack. Unarmed Strike (Vampire Form Only).​ Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18). Bite. (Bat or Vampire Form Only). ​Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control. Charm. ​The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. Children of the Night (1/Day). ​The vampire magically calls 2d4 swarms of bats or rats (swarm of bats, swarm of rats), provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves (wolf) instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. Legendary Actions The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn. Move.​ The vampire moves up to its speed without provoking opportunity attacks. Unarmed Strike. ​The vampire makes one unarmed strike. Bite.​(Costs 2 Actions). The vampire makes one bite attack. Variants: Vampire Warriors and Spellcasters Some vampires have martial training and battlefield experience. A ​warrior vampire​ wearing plate armor (AC 18) and wielding a greatsword has a challenge rating of 15 (13,000 XP) and the following additional action options: Multiattack.​ The vampire makes two greatsword attacks. Greatsword.​ Melee Weapon Attack: ​+9 to hit, reach 5 ft., one creature. ​Hit​ ​11 (2d6 + 4) slashing damage Some vampires are practitioners of the arcane arts. A spellcaster vampire​ spellcaster has a challenge rating of 15 (13,000 XP) and the following trait: Spellcasting. ​The vampire is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The vampire has the following wizard spells prepared: Cantrip (at will): ​mage hand, prestidigitation, ray of frost 1st level (4 slots): ​comprehend languages, fog of cloud, shield 2nd level (3 slots): ​detect thoughts, gust of wind, mirror image 3rd level (3 slots): ​animate dead, bestow curse, nondetection 4th level (3 slots): ​blight, greater invisibility 5th level (1 slot): ​dominate person Vampiric Jade Statue Large construct Armor Class ​14 (Natural Armor) Hit Points ​114 (12d10 + 48) Speed ​30 ft​. STR DEX CON INT WIS CHA 16 (+) 14 (+2) 18 (+4) 6 (-2) 10 (+0) 5 (-3) Damage Vulnerabilities ​Force Damage Immunities​ Lightning, Poison Condition Immunities​ Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses ​Darkvision 60 ft., Passive Perception 10 Languages ​understands the languages of its creator but can’t speak Challenge ​8 (3,900 XP) Immutable Form.​ The statue is immune to any spell or effect that would alter its form. Legendary Resistance (3/Day).​ If the statue fails a saving throw, it can choose to succeed instead. Actions Multiattack.​ The statue makes three attacks: one with its bite and two with its claws. Bite.​ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, that creature becomes cursed by the statue. The curse lasts for 10 minutes. While the creature is cursed, the statue has advantage on all attacks against it. Claws. ​Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Legendary Actions The statue can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The statue regains spent legendary actions at the start of its turn. Bite.​ The statue makes one bite attack. Blood Reaper.​ All creatures currently cursed by the statue and within 20 feet of it take 5 necrotic damage. Move.​ The statue moves up to its speed without provoking opportunity attacks. Appendix 3: Maps, Player Handouts, Etc. Appendix 3a ​*(Each Square is 5ft) . Appendix 3b Deltohedron Interplanar Octagonal Bipyramid 4-D Wizard’s Chess 1. Create a grid of dots at least 4 dots wide and four dots long 2. Determine who gets to go first by roll off. 3. Each turn, draw one horizontal or vertical line to connect two dots. 4. Drawing the fourth wall of a box grants you a score. 5. The player who scores a box must take an extra turn 6. Count each players boxes once the whole board is covered Appendix 4: Story Award MAGIC ITEM UNLOCK: The Harbinger (Weapon of Warning - Glaive) The Harbinger is a massive scythe was forged from the darkest shadows from the plane of Gehenna, home of the orcish god Shaargas. The material is light, and does not cast its own shadow. However, the item gives its user an uncanny ability for shadows to warn the user of impending danger. This magic weapon (glaive) warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins Appendix 5: Dungeon Master Tips To DM an adventure, you ​must​ have 3 to 7 players—each with their own character within the adventure’s level range (see Adventure Primer). Characters playing in a ​hardcover adventure may continue to play to but if they play a different hardcover​ ​adventure, they ​can’t return​ to the first if outside its level range. New to D&D Adventurers League? http://dnd.wizards.com/playevents/organized-play New to the Annual Storyline? http://dndadventurersleague.org/storyline-seasons/ waterdeep-adventures/ Preparing the Adventure Before you start play, consider the following: ● Read through the adventure, taking notes of anything you’d like to highlight or remind yourself of while running the adventure, such as a way you’d like to portray an NPC or a tactic you’d like to use in a combat. Familiar yourself with the adventure’s appendices and handouts. ● Gather any resources you’d like to use to aid you in running this adventure--such as notecards, a DM screen, miniatures, and battlemaps. ● Ask the players to provide you with relevant character information, such as name, race, class, and level; passive Wisdom (Perception), and anything specified as notable by the adventure (such as backgrounds, traits, flaws, etc.) Players can play an adventure they previously played as a Player or Dungeon Master but may only play it once with a given character. Ensure each player has their character’s adventure logsheet (if not, get one from the organizer) with their starting values for advancement and treasure checkpoints, downtime days, and renown. These are updated at the conclusion of the session. The adventure information and your information is added at the end of the adventure session—whether the completed the adventure or not. Each player is responsible for maintaining an accurate logsheet. If you have time, you can do a quick scan of a player’s character sheet to ensure that nothing looks out of order. If you see magic items of very high rarities or strange arrays of ability scores, you can ask players to provide documentation for the irregularities. If they cannot, feel free to restrict item use or ask them to use a standard ability score array. Point players to the D&D Adventurers League Players Guide for reference. If players wish to spend downtime days and it’s the beginning of an adventure or episode, they can declare their activity and spend the days now, or they can do so at the end of the adventure or episode. Players should select their characters’ spells and other daily options prior to the start of the adventure, unless the adventure specifies otherwise. Feel free to reread the adventure description to help give players hints about what they might face. Adjusting This Adventure To determine whether you should consider adjusting the adventure, add up the total levels of all the characters and divide the result by the number of characters (rounding .5 or greater up; .4 or less down). This is the group’s average party level (APL). To approximate the ​party strength for the adventure, consult the table below. Determining Party Strength Party Composition Party Strength 3-4 characters, APL less than Very weak 3-4 characters, APL equivalent Weak 3-4 characters, APL greater than Average 5 characters, APL less than Weak 5 characters, APL equivalent Average 5 characters, APL greater than Strong 6-7 characters, APL less than Average 6-7 characters, APL equivalent Strong 6-7 characters, APL greater than Very strong
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1 CypherHeroes I Requires the Cypher System Rulebook from Monte Cook Games. Distributed through the Cypher System CreatorTM at DriveThruRPG. CypherHeroes I 2 CYPHERHEROES I By Nathan Rockwood INTRODUCTION CypherHeroes I provides advice and inspiration for the use of cyphers in superhero campaigns. It is ideally used in conjunction with a fleshed-out superhero setting, such as one based on the rules sketched out in pages 266-272 of the Cypher System Rulebook. Part I: Kinds of Heroic Cyphers provides four ideas for superhero-themed subtle cyphers, and Part II: Gaining Heroic Cyphers offers optional rules for distributing cyphers in genre-appropriate ways. The Appendix: Sample Heroic Cyphers contains exactly what it sounds like: some examples to get you started. Of course, all CypherHeroes content can be used together or piecemeal, at the GM’s whim. Future CypherHeroes releases may include lists of cyphers, foci, superheroic and supervillainous NPCs, story seeds for CypherHero campaigns, and more. Written by Nathan Rockwood Additional writing and editing by Annalee Flower Horne Cover art by Sarah ‘Neila’ Elkins, colored by Annalee Flower Horne Interior art by Sarah ‘Neila’ Elkins and Robert Pitturru Larcenous Designs, LLC, is owned by Nathan Rockwood, and is dedicated to both creating games and promoting the treatment of games as literature. www.LarcenousDesigns.com This product was created under license. CYPHER SYSTEM and its logo, and CYPHER SYSTEM CREATOR and its logo, are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC. www.montecookgames.com This work contains material that is copyright Monte Cook Games, LLC and/or other authors. Such material is used with permission under the Community Content Agreement for Cypher System Creator. All other original material in this work is copyright 2016 by Larcenous Designs, LLC, and published under the Community Content Agreement for Cypher System Creator. CypherHeroes I 3 PART I: KINDS OF HEROIC CYPHERS While gadgets, crystals, ancient or alien relics, and other physical objects can make for good manifest cyphers in a heroic setting, subtle cyphers offer a wide range of possibilities that can be tailored to the genre beautifully. Here are some examples. They can be used with any method of subtle cypher distribution, but are especially appropriate with the two methods suggested below in Part II: Gaining Heroic Cyphers. They each also include individual examples of how they might be delivered to PCs, tailored to their natures. HEADLINES The Dapper Pugilist strikes fear into the hearts of evildoers! And also their faces! He strikes those, too! A CypherHero is defined as much by her reputation as by her intentions and abilities. Headlines can be subtle cyphers that grant social abilities, such as intimidation, persuasion, the favor of the city’s cops, and so on--but they can also be used to provide the inspiration that a hero needs in order to keep going, providing recovery, protection, or even power boosts (CSRP, pg 365). When starting with new PCs, or after a large chunk of downtime, it could be particularly interesting to let players come up with a recent headline about their CypherHero, and then have the GM fill in the power it grants. GMs can provide headlines as cyphers when the CypherHeroes check the news the day after a major confrontation, or even in a moment of dire need: An-almost defeated hero, about to give up, is contacted by their team, and told of how Their City is Counting on Them! ROGUE’S GALLERY “We’ve dealt with The Wizard of Zo before; I bet I can find a way to suppress his heinous magicks!” Other than a hero’s reputation, the villains they face are probably their most important measure of self. From evil clowns to baddies in costumes with the inverse of the PC’s color scheme, an iconic nemesis (or even a recurring anti-hero who switches sides at the drop of a hat) is going to massively influence both what a hero needs to do, and how they feel about themselves and their job as they do it. A defeated villain can be a source of knowledge or reluctant assistance, their weaknesses can be exploited in future conflicts, or even (for truly dramatic moral ambiguity) their villainous powers used for ‘good.’ GMs can easily grant villain-based cyphers by saying, for example, the heroes learned a trick last time they fought a particular baddie, which can disable/destroy/detect/etc. similar enemies. However, this could also be an opportunity for CypherHeroes with a large Rogue’s Gallery to face down new opponents by asking the GM for a cypher based on fights with a previous villain. During a gearing-up scene, Freedom’s Friend might ask, “Last second-day we managed to shut down DarkMaster’s mental control powers. Is it possible we learned something we can use against The Wizard of Zo today?” Perhaps the GM will call for a “search” roll, to represent the research, crafting, and testing of new tricks they learn from their villain... or, if it fits well enough, perhaps they will simply grant the cypher. CypherHeroes I 4 extremely powerful cypher, but one that could only be useful in this particular situation, or against this particular foe While a secret weakness might seem to be too ‘reusable’ to be a cypher, keep in mind that the villain can return later having learned from their mistakes and compensated for these vulnerabilities. Finding these cyphers might be the subject of an entire story arc, as the CypherHeroes track down leads and follow clues, or they could be gained through social interaction with a villain’s family, former friends, spurned love-interest out for revenge, and so on. PART II: GAINING HEROIC CYPHERS The Cypher System rulebook (page 343) is clear that gaining subtle cyphers should be managed by the GM and should not be something the players can trigger at will. However, here are some suggestions inspired by superhero fiction that rely on tweaking this rule a bit. These two methods trade some (but certainly not all) of the GM’s control of cyphers for better thematic support of the genre. SIGNATURE MOVES Before leaving his Basement of Brooding, Grittyman took a moment in front of his mirror to practice Walking Away from Explosions, limbering up his hips in case he should be unable to stop the bomb beneath Cityville Stadium. At least he’d survive, no matter how sad- and-angry-at-the-world surviving made him. Sometimes protagonists in heroic fiction have powers that, mysteriously, only work at plot-convenient times; such as when they remember them, or after a side-character’s exposition explains how they recharge it very rarely. These moves might be too powerful or unusual to fit into normal character abilities, but CypherHeroes can be given recurring cyphers to simulate them, just like dungeon crawling adventurers have recurring cyphers to account for healing potions, scrolls, and so on. However, because it would be too convenient to let players both dictate and summon cyphers, GMs should consider working out with their players a set of suggestions for appropriate ‘signature moves.’ The GM can refer to this list when doling out cyphers, which lets the player have some input without giving them total control. Whether they are subtle or even manifest (iconic pieces of gear like tracking devices, grappling hooks, etc), how often they come into play should depend not on when they might be useful, but on the pacing at which the story can handle them. Their absence can be explained as unstable powers, budget problems, time constraints, the dangers of overuse, and so on. TIPS AND SECRETS It took some digging, but once they were able to track down Tantrum’s secret identity, his mother was more than willing to explain how his powers worked--in exchange for their promise to bring him to justice alive! CypherHeroes will sometimes find themselves facing villains or challenges that are seemingly impossible, even for them. In these situations, research, planning, and great effort will often result in them learning a secret that levels the playing field. This information offers an CypherHeroes I 5 in safe conditions, and so on. Just keep in mind that these skills, abilities, and gadgets are indeed cyphers, and not the more permanent artifacts, skills, and abilities that cost XP. CypherHeroes are constantly rotating the abilities they use, even when they might logically want to be using one of them much more often (and if they decide the power of a cypher they once used was so important to their character that it should come back into play, you can of course discuss adding it as an artifact, a power, or simply a cypher you grant them more frequently). This method is essentially a re-skinning of the standard ‘loot the room and search the bodies’ mechanic, but the re-skinning is important. If the heroes can’t make it back to their usual base, what do they do? Build a new, temporary hideout, and gain appropriately altered cyphers? Stay with a different group of CypherHeroes, and borrow their gear for a while? RECOVERY ROLLS This method of cypher distribution signficantly alters the normal pattern of ‘search for cyphers- identify cyphers-discard or store excess cyphers.’ It requires the GM to be good at making up cyphers on the fly, have a list planned out, or be willing to randomize frequently. However, in exchange, it allows CypherHeroes and GMs to have a greater degree of control over the PC’s current abilities, at times and in ways that reflect many common elements of the superhero genre. For this method, modify the four standard recovery rolls to include the following benefits, but only if the characters can justify the bonus in a thematically appropriate way. For example, a character in battle can easily take advantage of Plan B! but wouldn’t have the time for a 10-minute rest, let alone be able to Gear Up! On the other hand, someone sleeping for 10 hours can’t participate in a training Montage! unless being asleep is thematically or comically appropriate for their character as a method of preparing for combat. The descriptions below suggest changes to cypher identification. This is meant to reflect that CypherHeroes may have repeating abilities and gear, but the GM still has final say. And, as a last note, if as a GM you like these options but think they grant PCs too much control over cypher generation, consider adding the ‘search’ roll back in: PCs make recovery rolls normally, but must ALSO succeed in searching in order to gain cyphers. BACK AT BASE Considering your close call with DarkMaster and his mind-controlled cronies, you and your teammates make it back to your base in Barry’s Book Barn relatively unscathed. This being the one store in the city that no-one ever goes into, you should be safe for now, and can spend some time trying to figure out a way to counter his new Hypno-Blast…. This is the simplest method of cypher regeneration for CypherHeroes. Research, training, building and testing new gear, arguing loudly with each other--however superhero comics, movies, and shows flavor it thematically, these are the interludes when heroes gain new and boosted abilities that only last for one issue or episode. After most major conflicts, heroes who take time to prep or practice should be allowed a chance to regain cyphers, just like dungeon crawlers take time after a big fight to search the area for treasure. Mechanically, treat this just like searching for and identifying cyphers, in terms of the number found and the identification of them, but flavor it as appropriate to the CypherHeroes in question. That might mean this is described as ‘crafting gear,’ ‘learning new skills,’ testing and trial-runs, practicing new applications of their power sets CypherHeroes I 6 APPENDIX: SAMPLE HEROIC CYPHERS HEADLINE: DAPPER PUGILIST DECLARED KNOCKOUT NEWBIE! Level: 1d6+1 Effect: Earned for making a strong first impression, the Dapper Pugilist can use this headline to keep up the streak by K.O.ing a number of mooks or henchmen, in immediate range, equal to the cypher’s level. ROGUE’S GALLERY: THE SECRET OF DARKMASTER’S HYPNO-BLAST Level: 1d6+3 Effect: DarkMaster whispered an alluring and powerful secret to you as he was being hauled away. You may dominate the will of one NPC of the cypher’s level or lower, implanting a long- term goal or changing one major ideal of theirs permanently; the target also finds all of their emotions, especially love, joy, and happiness, dulled. Or, with an effort of will, forget this secret to render the Hypno-Blast useless, and gain an asset to resist mind-influencing effects for one day. SIGNATURE MOVE: FREEDOM’S FRIEND’S COLLAPSING CANE STRIKE Level: 1d6 Effect: Stun one target in immediate range for one round; the next round, they are dazed. TIPS AND SECRETS: TANTRUM’S MOM Level: 1d6+2 Effect: Since he believes his identity is secret, asking Tantrum about his mother or revealing you know how he got his powers will surprise him, leaving him unable to use his auto-stun ability, Cry of the Giant Baby, for a number of rounds equal to the cypher’s level. FIRST RECOVERY ROLL: PLAN B! Crouched behind the overturned car, your armor still smoldering from that last attack, you radio your team: “Alright, so now it’s angry….” One action. You may choose to either regain Pool points as normal, or gain a cypher. The cypher is impromptu and poorly planned, and so is unidentified. The GM may tell you more-or- less what it does, or what you hope it will do, but it must be used as if unidentified (requiring an Intellect roll against its level), unless you have 1-10 minutes to spend studying it. SECOND RECOVERY ROLL: GEAR UP! Before heading out on patrol, you hydrate and consider your options. The new toy the Doc built? Or is it time to see what was in the pile of gear you took off The Wizard of Zo when you arrested him yesterday? 10 minutes. You regain Pool points as normal, and also gain a cypher. At the GM’s option, the cypher is identified already, if it is a cypher common in your campaign. If not, you may use the 10 minutes of the rest to make a single roll to identify it. Further attempts will take additional time, and be at the GM’s discretion. THIRD RECOVERY ROLL: REGROUP! “DarkMaster says he’ll kill the mayor if we don’t surrender to him before midnight. I say it’s finally time we take the fight to him!” You regain Pool points as normal, and gain two cyphers. They are unidentified, unless common. FOURTH RECOVERY ROLL: MONTAGE! Speedrun races on her treadmill and simultaneously works on beating her best time in Portal. Freedom’s Friend meditates in the sanctuary, holding her teammates in the Light. You put the finishing touches on Doc’s new anti-telepathy helmets and give your weapons a thorough cleaning. The next time you face DarkMaster, he won’t get away! You regain Pool points as normal, and gain one already-identified cypher per allied PC who also participates in this Montage (up to your maximum cypher limit). At least one of these cyphers should reflect a goal you are preparing for, but the GM decides how it does that. Note that each allied PC who participates also gets their own new cyphers. Three CypherHeroes would generate up to three new cyphers for each of them, if they can hold that many.
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Black Hack Polska Wersja Językowa Autor: David Black Tłumaczenie: Tomasz Misterka - 2 - Spis treści Wstęp..................................................4 Co to za gra?.......................................4 Jak w nią grać?....................................4 Statystyki postaci................................4 Wybierz klasę postaci.........................5 Kup ekwipunek...................................5 Punkty Ochrony............................5 Ograniczenia zbroi...................5 Rzuty Obronne....................................7 Tura gracza..........................................7 Czas i tury...........................................7 Poruszanie się i odległości..................8 Inicjatywa............................................8 Kostka Trafień potworów...................8 Atak, obrona i trafienia.......................9 Broń dwuręczna............................9 Trafienia krytyczne.......................9 Śmierć i umieranie......................10 Mocni Przeciwnicy......................10 Leczenie......................................10 Ułatwienia i Utrudnienia.............11 Odpoczynek......................................11 Doświadczenie..................................11 Zdobycie poziomu.......................11 Obciążenie........................................12 Broń klasowa....................................12 Spotkania losowe..............................12 Reakcje stworzeń........................12 Odpędzanie nieumarłych..................13 Kości zużycia....................................13 Magiczne przedmioty.......................13 Wojownik..........................................14 Łotr....................................................15 Kleryk...............................................16 Mag...................................................17 Rzucanie zaklęć................................18 Komórki zaklęć Kleryka.............19 Komórki zaklęć Maga.................19 Boskie Zaklęcia...........................20 Zaklęcia Sztuki............................23 Przykład gry......................................30 Licencja.............................................32 - 3 - Wstęp Jest to pierwsza (wersja 1.2), OSR’owa edycja Hacka, stworzona przez Davida Blacka. Zawiera w sobie elementy pochodzące z „oryginalnej” epoki gier rpg oraz współczesnych teorii, wykorzystujących kostkę k20 (dwudziestościenną). Podziękowania: W losowej kolejności — Peter Regan, Tony Tucker, Olav Nygård, Chris McDowall, Mick Reddick, Eric Nieudan, Brian Wille, Jarret Crader, Greg Welty, Wszystkim „Brodaczom”, za ich wkład w rozwój gry, załodze UK OSR Hangouts, każdemu, kto wsparł akcję na Kickstarterze (jesteście wspaniali!) i wszystkim tym, którzy przyłożyli swoją rękę do rozwoju naszego hobby. Co to za gra? Black Hack (BH) to klasyczna gra fabularna, do której potrzebne są kartki papieru, ołówki i kostki – jej podstawą są oryginalne zasady z 1970 roku, ale poszczególne elementy zostały zmienione, by jak najlepiej oddać ducha staroszkolnych gier fabularnych. Jak w nią grać? Efekt każdego działania podejmowanego przez postać, które może zakończyć się porażką, powinien być sprawdzony za pomocą testu na związaną z nim statystykę. By odnieść sukces, gracz musi wyrzucić mniej niż jej wartość na kostce dwudziestościennej (k20). Potwory nie wykonują testów – postacie muszą uniknąć ich ataków, odpowiednimi testami. Jedyny moment, w którym rzuca się za potwory, to ustalenie ile zadały trafień. Statystyki postaci Statystyki postaci są losowane serią rzutów 3k6 (trzema kostkami sześciennymi), w następującej kolejności: Siła, Zręczność, Wytrzymałość, Inteligencja, Mądrość, Charyzma. Jeśli wyrzucisz którąś z nich w wysokości 15+, następną generujesz, rzucając 2k6+2, a potem kontynuujesz z 3k6, do końca lub póki nie wyrzucisz kolejnej w wysokości 15+. Gdy wszystkie statystyki zostaną wylosowane, możesz zamienić między sobą wartości dwóch z nich. - 4 - Wybierz klasę postaci Masz do wyboru cztery klasy. Wojownik, Kleryk, Mag i Łotr – od wybranej klasy zależy, jak dużo obrażeń będziesz mógł zadawać, ile trafień jesteś w stanie otrzymać oraz jakie masz unikalne umiejętności. Kup ekwipunek Każda nowa postać zaczyna z 3k6*10 monet, które może wydać na zakup ekwipunku. Już na samym początku posiada również ubranie i jednoręczną broń, dozwoloną przez jej klasę. Punkty Ochrony Zbroje zapewniają ochronę, przez zmniejszenie otrzymywanych obrażeń. Każdy z typów zbroi może zredukować inną ilość obrażeń. Podczas odpoczynku, zbroja może być naprawiona, co przywraca Punkty Ochrony. Jeśli postać lub potwór użyją zbroi, by zmniejszyć obrażenia o jej maksymalną wartość, będą zbyt zmęczeni lub ranni, by zrobić to ponownie. Po takim jej użyciu będą otrzymywać pełne obrażenia. Typ Przeszy- wanica Zbroja Skórzana Kolczuga Zbroja Płytowa Mała tarcza Duża tarcza Punkty 2 4 6 8 2 4 Potwory mają jeden Punkt Ochrony (maksymalnie 10) za każdą Kostkę Trafień powyżej pierwszej, by to określić, po prostu odejmij jeden od ilości ich Kostek Trafień. Mogą również nosić tarcze. Ograniczenia zbroi Jeśli postać używa zbroi, która nie jest przeznaczona dla jej klasy, gracz dodaje wartość wszystkich Punktów Ochrony do każdego rzutu związanego z jej atakiem lub próbą uniknięcia obrażeń. - 5 - Przedmiot Cena Kości zużycia Uwagi Przeszywanica 50 - 2 Punkty Ochrony Zbroja Skórzana 100 - 4 Punkty Ochrony Kolczuga 350 - 6 Punktów Ochrony Zbroja Płytowa 600 - 8 Punktów Ochrony Mała / Duża Tarcza 50/100 - 2/4 Punkty Ochrony Plecak 5 - Można nieść +2 przedmioty Butelka oleju 2 k6 - Narzędzia 2 - - Święty Symbol 25 - +2 do Mądrości podczas testu odpędzania Woda Święcona 25 k4 - Żelazne kolce 1 - - Latarnia 10 - - Lusterko 5 - - Suchy prowiant 15 k8 - Świeże jedzenie 5 k4 - Lina 1 Około 20 m. (50’) Mały / Duży Worek 1/2 - - Narzędzia Złodziejskie 25 - - Krzesiwo i Hubka 3 - - Pochodnie 1 k6 Każda pochodnia ma swoją kostkę zużycia. Bukłak 1 k6 - Wino 1 - - Zestaw Typowych Ziół 10 k8 Tyczka 1 - Około 4 metrów (10’) Kołczan Strzał / Bełtów 10 k10 - Broń dwuręczna 50 - - - 6 - Rzuty Obronne W Black Hacku nie ma rzutów obronnych. Zamiast tego, gracze wykonują testy na odpowiednie statystyki, gdy jakieś zaklęcie, pułapka lub inny efekt może im zagrozić. Poniższa tabelka ilustruje ideę. Przeczytaj też poradę umieszczoną w rozdziale Mocni Przeciwnicy. Siła Zręczność Wytrzymałość Fizyczne obrażenia, których nie da się uniknąć. Fizyczne obrażenia, które da się uniknąć. Trucizna, choroba lub śmierć Inteligencja Mądrość Charyzma Opieranie się czarom i magii. Niewrażliwość na oszustwa i iluzje. Negowanie Uroków. Tura gracza Podczas swojej tury kierujesz swoją postacią, która może się poruszać, walczyć, szukać niezwykłych rzeczy, rozmawiać z Bohaterami Niezależnymi i rzucać zaklęcia – po prostu robisz różne rzeczy w fantastycznym świecie. Często będziesz testować statystyki swojej postaci, by poznać efekty jej działań. Czas i tury Są dwie istotne miary czasu – Chwile (rundy) i Minuty (tury). Chwile są używane podczas walki i szybko zmieniających się, niebezpiecznych scen a Minuty, gdy podróżujesz, eksplorujesz teren i szukasz przygód. Mistrz gry może zmieniać ten zakres czasu tak bardzo, jak tego potrzebuje przygoda, zastępując je godzinami, dniami, a nawet miesiącami. - 7 - Poruszanie się i odległości W Black Hacku używane są cztery, abstrakcyjne miary odległości, zamiast dokładnych liczb: bezpośredni, bliski, daleki i odległy. W swojej turze każda postać może przemieścić się na bliską odległość, jako część jej akcji, w dowolnym momencie. Może też poświęcić swoją akcję, by przenieść się na daleką odległość. Wszystko, co mieści się poza dystansem dalekim, jest określane jako odległe i wymaga poświęcenia trzech ruchów. Ten system jest opracowany tak, by wspierać raczej narracyjne opisy, niż pilnować konkretnych pól i odległości. Jeśli będziesz potrzebować łatwej konwersji, z opracowanych już szybkości poruszania lub odległości (np. efektów zaklęć lub obszarów efektów), użyj poniższej tabeli: Bezpośrednio Blisko Daleko 0 – 5 stóp 5 – 60 stóp 60 – 120 stóp 0 – 2 metry 2 – 25 metrów 25 – 50 metrów Inicjatywa Gdy dochodzi do walki, trzeba określić, w jakiej kolejności są przeprowadzane działania. Każda postać testuje swoją Zręczność. Ci, którym się udało, działają przed przeciwnikami jako grupa, wewnątrz której muszą ustalić kolejność samodzielnie. Ci, którym się nie udało, wykonają akcje po przeciwnikach. Kostka Trafień potworów Kostka Trafień (KT) potworów reprezentuje ich poziom i liczbę kostek k8, używanych do określenia trafień, jakie mogą wytrzymać. - 8 - Atak, obrona i trafienia Kiedy postać atakuje przeciwnika, musi wyrzucić na kostce mniej, niż wynosi jej Siła (atak bezpośredni) lub Zręczność (atak z dystansu). Analogicznie, gdy przeciwnik atakuje, postać rzuca kostką na Siłę przeciwko atakom bezpośrednim i Zręczność przeciwko dystansowym, aby uniknąć trafień. Najczęściej to Mistrz Gry określa, którą statystykę postać ma testować. Trafienia zadawane przez atak, zależą od klasy postaci lub KT potwora. Aby wykonać atak bezpośredni, przeciwnik musi być w bezpośredniej odległości, ataki dystansowe na takich przeciwników są możliwe, ale atakujący ma wtedy utrudnienie. Potwory zadają trafienia w zależności od ich KT – zgodnie z poniższą tabelą, ale jeśli preferujesz uzależnić je od innych statystyk (np. dostępnych w używanym module), zrób to. Broń dwuręczna Większa, bardziej śmiertelna broń wymaga dodania +2 do każdego testu. Zadaje więcej trafień, ale jest jej trudniej używać. Trafienia krytyczne Jeśli gracz wykonujący atak wyrzuci na kostce 1, podwaja wynik kostki trafień, którą rzuca. Jeśli, unikając ataku, wyrzuci 20, otrzymuje podwójne trafienia. Punkty Ochrony są używane normalnie. KT Potwora Trafienia KT Potwora Trafienia 1 k4 (2) 6 k6+k8 (7) 2 k6 (3) 7 2k8 (8) 3 2k4 (4) 8 3k6 (9) 4 k10 (5) 9 2k10 (10) 5 k12 (6) 10 k10+k12 (11) - 9 - Śmierć i umieranie Gdy postać straci wszystkie Punkty Trafień (PT), pada nieprzytomna i jest traktowana jako wyłączona z akcji. Gdy walka dobiegnie końca lub niebezpieczeństwo minie, postacie wyłączone z akcji rzucają kostką, by sprawdzić jaki efekt nastąpił z opisanych w poniższej tabeli. Jeśli przeżyły – otrzymują 1k4 PT. Jeśli postacie przegrały walkę lub nie są w stanie uleczyć swoich ciał, giną na zawsze! Mocni Przeciwnicy Jeśli spotykacie przeciwników o KT wyższym od poziomów postaci, dodajcie +1 do każdego rzutu gracza na dowolny test atrybutu, wykonywany podczas wyzwania lub walki pomiędzy nimi. Postacie na poziomie 3, które bronią się przeciwko potworom o KT 5, dodają 2 do wyrzuconych wartości na kostce. Leczenie Postacie mogą uzyskać Punkty Trafień z zaklęć, eliksirów i umiejętności. Nigdy nie mogą posiadać więcej, niż wynosi ich maksymalna liczba PT i nigdy nie mogą mieć ich mniej niż zero. Gdy jest podejmowana próba leczenia postaci wyłączonej z akcji, przyjmij, że ma 0 PT i dodawaj w górę. Taka postać wstaje na nogi i może dalej działać. 1k6 Efekt wyłączenia z akcji 1 Po prostu ogłuszony. 2 Rozbita głowa – utrudnienie we wszelkich testach przez kolejną godzinę. 3 Połamane kości – Siła, Zręczność i Wytrzymałość tymczasowo są zmniejszone o 2 do następnego dnia. 4 Okaleczony – Siła i Zręczność są na stałe zmniejszone o 2. 5 Oszpecony – Charyzma jest zmniejszona do 4. 6 Martwy. - 10 - Ułatwienia i Utrudnienia Mistrz Gry może zdecydować, że pewne działania mają większą lub mniejszą szansę powodzenia. W takim wypadku gracz rzuca dwoma kostkami k20 podczas testu. Jeśli jest on ułatwiony, brany jest pod uwagę niższy wynik. Przy teście utrudnionym – wyższy. Odpoczynek Jeśli postacie odpoczywają przez godzinę, mogą zregenerować Punkty Ochrony. Raz na dzień, po odpoczynku, mogą również rzucić Kostką Trafień zgodną z ich klasą i odzyskać taką liczbę Punktów Trafień. Doświadczenie Poszukiwacze przygód nabierają doświadczenia poprzez pokonywanie i obchodzenie przeciwności. Zabicie jednego Kobolda nie nauczy ich zbyt wiele. Przetrwanie w lochu, zrealizowanie zadania albo po prostu wycofanie się, by móc opowiedzieć komuś co się w danym miejscu dzieje, to rzeczy, które dają naukę i rozwijają postać. Zapomnij o starym systemie doświadczenia. Za każdą sesję / zbadany poziom lochu / wykonane zadanie / ważne wydarzenie, które postać przetrwała, otrzymuje ona poziom. Mistrz Gry decyduje, które elementy gry go dają i ta decyzja powinna być stała podczas kampanii – a Mistrz Gry powinien jasno zakomunikować graczom, jakie działania powodują rozwój ich postaci. Zdobycie poziomu Gdy postać zdobywa poziom, jej maksymalna ilość Punktów Trafień zwiększa się, poprzez rzut odpowiednią kostką, adekwatną do jej klasy. Grający powinien również rzucić 1k20 na każdą ze statystyk. Jeśli wyrzuci więcej, statystyka zwiększa się o 1 punkt. - 11 - Obciążenie Postać może nieść ilość rzeczy ograniczoną przez jej Siłę, bez żadnych negatywnych efektów. Jeśli przekroczy ten limit, jest przeciążona i wszelkie testy atrybutów są wykonywane z utrudnieniem – również poruszanie się jest ograniczone do zasięgu bliskiego. Nikt nie może nieść więcej niż jego podwojona Siła. Broń klasowa Jeśli postać używa broni, która nie jest zgodna z jej klasą, testy walki są wykonywane z utrudnieniem. Spotkania losowe Mistrz Gry powinien rzucić k4 co 15 minut realnego czasu gry (zwróć na to uwagę). Rezultat 1-2 oznacza spotkanie z losowo wybranym stworzeniem albo zgubienie się przez najbliższe minuty (turę). Reakcje stworzeń Niektóre stworzenia i Bohaterowie Niezależni mają ustalone osobowości i cele, które pomagają Mistrzowi Gry w odgrywaniu ich zachowań i reakcji przed postaciami. Część z nich może mieć je określane losowo. Jeśli tak jest, sprawdź ich reakcję w poniższej tabeli. k8 Reakcja 1 Uciekają, rzuć ponownie. 2 Starają się uniknąć spotkania. 3 Chcą handlować. 4 Oferują pomoc. 5 Pomyliły postacie z sojusznikami. 6 Próbują oszukać postacie (rzuć ponownie). 7 Szykują się do walki. 8 Próbują porwać / zabić / zjeść postacie. - 12 - Odpędzanie nieumarłych Kleryk może podjąć próbę odpędzenia nieumarłych znajdujących się w pobliżu podczas swojej akcji. By to zrobić, muszą zdać z sukcesem test na Mądrość przeciwko każdej grupie stworów, które próbuje odegnać, dodając ich KT do rzutu. Jako Mistrz Gry decydujesz, które stwory należą do której grupy. Nieumarłe stwory, które zostają odegnane przez Kleryka, muszą wydać cały swój ruch (włącznie z akcją, którą też wydają na ruch), by się od niego oddalić na 2k4 rundy. Kości zużycia Każdy przedmiot, wpisany na liście ekwipunku, który ma Kości zużycia, jest traktowany jako zużywający się (ograniczony). Gdy jest używany, w następnej Minucie (turze) wykonywany jest test jego kostką zużycia. Wynik 1-2 oznacza, że kostka jest zmniejszana o jeden poziom zgodnie z poniższą kolejnością: k20 > k12 > k10 > k8 > k6 > k4. Jeśli wypadnie 1-2 na k4, przedmiot jest zużyty i uważa się go za stracony. Magiczne przedmioty Większość magicznych przedmiotów dodaje +1 do atrybutu, który jest testowany i +1 do każdej kostki obrażeń. Silniejsze bronie (+2 / +3) mogą być również znalezione, jeśli Mistrz Gry zdecyduje się je wprowadzić. Magiczna zbroja podwaja ilość Punktów Ochrony, którą ma zwykła zbroja tego samego typu. Magiczna kolczuga ma 12 Punktów Ochrony. Ich działanie jest takie samo jak w wypadku zwykłej zbroi. Tradycyjne gry z nurtu OSR ograniczają działanie magicznych przedmiotów do +1 lub +2 do rzutów ataku i obrony. Jeśli Mistrz Gry chce wprowadzić mocniejsze magiczne pancerze, dla postaci na wyższych poziomach, może rozważyć potrojenie Punktów Ochrony. - 13 - Wojownik • Początkowe Punkty Trafień: k10+4, • Punkty Trafień na Poziom / Odpoczynek: 1k10, • Broń i Zbroja: Dowolna, może używać każdej. • Zadawane trafienia: 1k8 / 1k6 wręcz lub bronią improwizowaną. Zdolności specjalne: • Raz na godzinę, podczas walki, Wojownik może zregenerować k8 straconych Punktów Trafień. • Jako część jego akcji, Wojownik może wykonać dodatkowy atak na każdy swój poziom. • Jeśli Wojownik nie zda testu na Siły lub Zręczności i otrzyma trafienia w wyniku ataku, może poświęcić swoją tarczę (która ulega zniszczeniu), o ile jej używa, w zamian ignorując obrażenia. Awans na kolejny poziom: • Rzuć, by sprawdzić, czy możesz podnieść atrybut. Na Siłę i Zręczność rzuć dwa razy. - 14 - Łotr • Początkowe Punkty Trafień: k6+4, • Punkty Trafień na Poziom / Odpoczynek: 1k6, • Broń i Zbroja: Wszystkie miecze, łuki, sztylety, przeszywanice, skórznie i małe tarcze. • Zadawane trafienia: 1k6 / 1k4 wręcz lub bronią improwizowaną. Zdolności specjalne: • Rzuć z ułatwieniem, gdy testujesz Zręczność, by uniknąć obrażeń lub efektów pułapki i magicznych urządzeń. • Rzuć z ułatwieniem, gdy atakujesz od tyłu. Twoje obrażenia w takiej sytuacji wynoszą 2k6 / 2k4 + poziom łotra. • Rzuć z ułatwieniem, gdy wykonujesz precyzyjne działania, wspinasz się, nasłuchujesz, skradasz, próbujesz odczytać inskrypcje i otwierać zamki. Awans na kolejny poziom: • Rzuć, by sprawdzić, czy możesz podnieść atrybut. Na Zręczność lub Mądrość rzuć dwa razy. - 15 - Kleryk • Początkowe Punkty Trafień: k8+4, • Punkty Trafień na Poziom / Odpoczynek: 1k8, • Broń i Zbroja: Wszystkie bronie obuchowe, przeszywanice, skórznie, kolczugi i wszystkie tarcze. • Zadawane Trafienia: 1k6 / 1k4 wręcz lub bronią improwizowaną. Zdolności specjalne: • Rzuć z ułatwieniem, gdy testujesz Wytrzymałość, by uniknąć obrażeń od trucizny lub sparaliżowania. • Kleryk może zużyć swoją akcję na odpędzenie wszystkich znajdujących się w pobliżu nieumarłych, testując swoją Mądrość i dodając KT potworów do rzutu. Awans na kolejny poziom: • Rzuć, by sprawdzić, czy możesz podnieść atrybut. Na Siłę lub Mądrość rzuć dwa razy. Boskie moce: • Począwszy od drugiego poziomu, Klerycy mogą rzucać zaklęcia pochodzące od ich bogów. Ich ilość na dzień jest ograniczona – sprawdź rozdział „Rzucanie zaklęć”. Księga zaklęć: • Klerycy rozpoczynają grę z olbrzymią księgą zaklęć, zawierającą 1k4 czarów z pierwszego poziomu boskich zaklęć i 2 czary z drugiego poziomu boskich zaklęć. - 16 - Mag • Początkowe Punkty Trafień: k4+4, • Punkty Trafień na Poziom / Odpoczynek: 1k4, • Broń i Zbroja: jednoręczny miecz i długi kij. • Zadawane Trafienia: 1k4 / 1 wręcz lub bronią improwizowaną. Zdolności specjalne: • Rzuć z ułatwieniem, gdy testujesz Inteligencji, by uniknąć obrażeń, efektów magii lub magicznych urządzeń. Awans na kolejny poziom: • Rzuć, by sprawdzić, czy możesz podnieść atrybut. Na Inteligencję lub Mądrość rzuć dwa razy. Zaklęcia Sztuki: • Magowie mogą rzucić pewną ilość zaklęć sztuki w ciągu dnia. Sprawdź rozdział „Rzucanie zaklęć”. Księga zaklęć: • Magowie rozpoczynają grę z olbrzymią księgą zaklęć, zawierającą 1k4+2 czarów z pierwszego poziomu zaklęć sztuki i 2 czary z drugiego poziomu zaklęć sztuki. - 17 - Rzucanie zaklęć Magowie i Klerycy mają możliwość rzucania zaklęć sztuki lub (odpowiednio) boskich, których listy znajdują się poniżej. Mogą rzucić dowolne ze znanych sobie zaklęć poprzez przeczytanie go z ich księgi albo mogą zapamiętać ilość zaklęć równą ich poziomowi i rzucać je bez pomocy księgi. Są ograniczeni również ilością „komórek czarów”, które mogą rzucić każdego dnia – tak, jak jest to pokazane w poniższych tabelach. Reprezentuje to ich „magiczną energię” i jej cenę za każde zaklęcie w dłuższym czasu. Gdy ich komórki czarów się skończą, nie mogą już tego dnia rzucić więcej zaklęć. Podczas rzucania zaklęć Mag / Kleryk sprawdza swoją Inteligencję / Mądrość – dodając poziom czaru do rzutu. Jeśli mu się nie uda, zmniejsza ilość dostępnych komórek czarów z odpowiedniego poziomu o jedną. Zapamiętany czar nie znika z pamięci. Po 8-godzinnym odpoczynku, komórki zaklęć się odnawiają do poziomu maksymalnego. Jeśli zaklęcie, z tradycyjnej gry OSR lub jakiejś innej wymaga od przeciwnika wykonania testu, rzucający zaklęcie musi pokonać również jego obronę. Dodaj jej wartość do efektu rzutu (przypomnij sobie rozdział „Mocni Przeciwnicy”). Kleryk pierwszego poziomu nie ma żadnej komórki czarów. Kleryk drugiego poziomu ma jedną na czar pierwszego poziomu itd. - 18 - Komórki zaklęć Kleryka W kolumnach są umieszczone poziomy zaklęć. W wierszach poziomy kleryka. 1 2 3 4 5 6 7 1 - - - - - - - 2 1 - - - - - - 3 2 1 - - - - - 4 2 2 - - - - - 5 2 2 1 - - - - 6 2 2 2 - - - - 7 2 2 2 1 - - - 8 2 2 2 2 1 - - 9 3 3 2 2 2 1 - 10 3 3 3 2 2 2 1 Komórki zaklęć Maga W kolumnach są umieszczone poziomy zaklęć. W wierszach poziomy maga. 1 2 3 4 5 6 7 1 1 - - - - - - 2 2 - - - - - - 3 3 1 - - - - - 4 3 2 - - - - - 5 4 2 1 - - - - 6 4 3 2 - - - - 7 4 3 2 1 - - - 8 4 3 3 2 1 - - 9 4 3 3 2 2 1 - 10 4 3 3 2 2 2 1 - 19 - Boskie Zaklęcia Poziom 1: • Leczenie lekkich ran: Przywraca 1k8 Punktów Trafień bliskiemu celowi. • Wykrycie zła: Wszystko, co ma złą aurę, rozjaśnia się blaskiem – 5 minut. • Światło: Tworzy łagodne światło, wydobywające się z pobliskiego punktu lub obiektu – 1 godzina. • Ochrona przed złem: Ułatwienie we wszystkich testach obrony pochodzących od źródła zła – 1 godzina. • Oczyszczenie jedzenia i picia: Usuwa wszelkie trucizny ze wszystkich napojów i jedzenia znajdującego się w pobliżu. Poziom 2: • Błogosławieństwo: Sojusznicy znajdujący się w pobliżu otrzymują +1 do statystyk, gdy wykonują ataki i rzuty obronne – 1 godzina. • Odnajdywanie pułapek: Pozwala wykryć pobliskie pułapki – 10 minut. • Zatrzymanie osoby: Paraliżuje 1k4 pobliskie cele. W każdej turze wykonaj test Mądrości, by sprawdzić, czy efekt się utrzymał. • Cisza: Magiczna cisza otacza wszystko wokół celu – 1 godzina. • Rozmowa ze Zwierzętami: Możesz rozumieć i rozmawiać ze zwierzętami – 1 godzina. Poziom 3: • Światło dnia: Pobliski obszar zostaje oświetlony mocnym światłem, adekwatnym do słonecznego blasku – 1 godzina. • Wyleczenie Choroby: Leczy pobliski cel ze wszystkich chorób. • Wykrycie Obiektu: Pozwala poznać kierunek, w którym znajduje się znany obiekt – 1 minuta / poziom. • Modlitwa: Wszyscy pobliscy sojusznicy mają ułatwienie podczas rzutów obrony – 1k4 rundy. • Usunięcie klątwy: Usuwa przekleństwo z pobliskiego celu. • Rozmowa z Martwym: Martwe ciało jest w stanie odpowiedzieć na 3 pytania. - 20 - Poziom 4: • Stworzenie jedzenia / napoju: Tworzy wystarczającą ilość jedzenia / napoju, by zaspokoić potrzeby znajdujących się w pobliżu stworzeń przez jeden dzień. • Leczenie poważnych ran: Przywraca 3k8+3 Punktów Trafień pobliskiemu celowi. • Neutralizacja trucizny: Usuwa / uodparnia na truciznę z pobliskiego jej źródła – 10 minut. • Ochrona przed złem: Pobliscy sojusznicy otrzymują 6 tymczasowych Punktów Ochrony przeciwko złym istotom – 10 minut. Poziom 5: • Połączenie: Kleryk łączy się ze swym bóstwem, które odpowiada na 3 pytania – 10 minut. • Rozproszenie zła: Rozprasza pobliskie boskie (Złe) zaklęcie. • Palec śmierci: Wybierz pobliski cel i sprawdź swoją Mdr, jeśli zdałeś, cel jest wyłączony z walki. • Plaga: Sprawdź swoją Mdr dla wszystkich pobliskich celów, jeśli się uda, tracą 2k8 Punktów Życia przez następne 1k6 rund. • Rozkaz: Zmuś pobliską istotę do wykonania polecenia. • Podniesienie Umarłego: Przywróć pobliski cel do życia, o ile nie zginął później niż 7 dni temu. Poziom 6: • Animacja obiektu: Daj pobliskiemu obiektowi możliwość prostego poruszania się i podstawowej inteligencji – 10 minut. • Bariera Ostrzy: Pobliski obszar zmienia się w wirującą ścianę ostrzy. Sprawdź swoją Mdr, by zaatakować nią obiekty z bezpośredniej odległości (3k8) – 10 minut. • Przyzwanie żywiołaka: Przyzywa żywiołaka z ilością KT równą poziomowi kleryka – 1 godzina. • Odnajdywanie Ścieżki: Poznajesz drogę do wybranego miejsca – 1 godzina. • Rozmowa z potworami: Możesz rozmawiać i rozumieć potwory – 1 godzina. • Powrót: Daje możliwość teleportacji do miejsca, w którym to zaklęcie było wypowiedziane – 1 rok. - 21 - Poziom 7: • Eteryczny sługa: Przyzywa sługę, który może przynosić odległe obiekty. • Astralne widmo: Tworzy awatara rzucającego na wybranym planie – 1 godzina. • Kontrola pogody: Pozwala kontrolować pogodę na pobliskim terenie, w dowolny sposób – 10 minut. • Trzęsienie ziemi: Sprawdź swoją Mdr przeciwko wszystkim pobliskim celom, powodzenie wyłącza je z walki. • Święte Słowo: Pobliskie istoty posiadające mniej niż 5 KT umierają, te z 6-10 KT są sparaliżowane na 1k4 tury. • Powietrzna podróż: Zamieniasz się w mgłę i z powrotem, zgodnie ze swoją wolą – 1 dzień. • Przywrócenie: Przywraca wszystkie stracone poziomy podczas starcia z potworami posiadającymi wyssanie poziomu. - 22 - Zaklęcia Sztuki Poziom 1: • Urok: Pobliski cel znajduje się pod kontrolą. W każdej turze sprawdzaj Mdr, czy nadal udaje się ją utrzymać. • Wykrycie magii: Wszystko w pobliskiej odległości, co jest magiczne, świeci – 5 minut. • Światło: Tworzy łagodne światło, wydobywające się z pobliskiego punktu lub obiektu – 1 godzina. • Magiczny pocisk: Bliskie, dalekie lub odległe cele otrzymują 1k4 trafień / poziom rzucającego. • Tarcza: Otrzymujesz 2 Punkty Ochrony / poziom. • Uśpienie: usypia istoty, których łączna ilość KT wynosi 4k6 – 8 godzin. Poziom 2: • Ciemność: Tworzy ciemność okrywającą pobliski obszar, która blokuje wszystkie możliwości widzenia – 1 godzina. • Niewidzialność: Pobliskie stworzenie staje się niewidzialne, dopóki nie zaatakuje lub czar nie zostanie rozproszony. • Kołatka: Zamek w pobliskich drzwiach lub same drzwi się otwierają. • Lewitacja: Rzucający unosi się do sześciu stóp (około 2,5 metra) nad ziemią – 10 minut / poziom. • Pajęczyna: Tworzy pułapkę na pobliskim obszarze, która unieruchamia cel. Sprawdź Mądrość co godzinę, by zobaczyć, czy efekt dalej działa. Poziom 3: • Widzenie w ciemnościach: Umożliwia widzenie w absolutnej ciemności – 10 minut / poziom. • Rozproszenie magii: Usuwa pobliskie zaklęcia sztuki. • Kula ognia: 1k6 pobliskich stworzeń otrzymuje 1k6 / poziom rzucającego trafień. • Czytanie języków: Umożliwia czytanie we wszystkich językach, również magicznych – 10 minut. • Magiczne usta: Tworzy iluzję magicznych ust, które powtarzają ustaloną kwestię wszystkim pobliskim stworzeniom. - 23 - Poziom 4: • Dezorientacja: 2k6 pobliskich stworzeń musi wykonać natychmiast test reakcji. • Wrota wymiarów: Teleportuje cel do odległego miejsca. • Polimorfia: Zmienia kształt rzucającego lub celu w inny. • Usunięcie klątwy: Usuwa przekleństwo z pobliskiego celu. • Ściana ognia / lodu: Na pobliskim obszarze powstaje ściana złożona z ognia lub lodu. Wykonaj test Mądrości, by zaatakować nią pobliskie cele (3k6) – 10 minut. • Ściana kamienia / żelaza: Na pobliskim obszarze powstaje ściana złożona z żelaza lub kamienia – 1 godzina. Poziom 5: • Animacja umarłych: Tworzy 2k4 szkieletów / zombie z KT równym poziomowi rzucającego, z pobliskich ciał. • Chmura śmierci: Za każdą istotę z KT równym 5 lub mniej, która znajdzie się w jej zasięgu, wykonaj test Inteligencji. Jeśli się powiedzie, istota jest wyłączona z akcji – 1 godzina. • Stworzenie żywiołaka: Tworzy żywiołaka wybranego typu z 3k4 KT. • Kontakt z wyższym planem: Możesz zadać jedno pytanie / poziom. • Oszołomienie: Redukuje Inteligencję pobliskich celów do 4 – 10 minut / poziom. • Telekineza: Przesuwa pobliskie obiekty – 1 godzina. • Teleportacja: Przenosi pobliski obiekt do dowolnego miejsca znanego rzucającemu. Poziom 6: • Strefa antymagii: Tworzy w najbliższym otoczeniu wokół rzucającego strefę blokującą wszelką magię. • Zaklęcie śmierci: 2k8 pobliskich celów z KT 7 lub mniej umiera. • Dezintegracja: Zmienia pobliski cel lub obiekt w pył. • Niewidoczny prześladowca: Przyzywa międzywymiarowego potwora, który wykonuje jedno zadanie. • Ciało-kamień: Zmienia pobliskie ciało w kamień lub odwrotnie. - 24 - Poziom 7: • Ograniczone życzenie: Zmienia rzeczywistość w pewnym ograniczonym zakresie lub czasie. • Słowo mocy, Giń: Pobliski cel z 50 Punktami Trafień lub mniej ginie i nie może być ożywiony. • Wezwanie demona: Przyzywa demona z 2KT / poziom rzucającego. • Rój meteorów: Efekt analogiczny jak rzucenie kuli ognia cztery razy. • Zatrzymanie czasu: Zatrzymuje czas w najbliższej okolicy na 1k4+1 rund. - 25 - Stworzenie KT Specjalne akcje Punkty Trafień: 1k8, Trafienia 1k4 (2) Człowiek berserker 1 Utrudnienie podczas rzutów obronnych, gdy Berserker atakuje. Gigantyczny nietoperz wampir 1 Dodatkowe 1k6 obrażeń w następnej rundzie po ataku. Goblin 1 Ma tylko 1k6 Punktów Życia. Hobgoblin 1 Zazwyczaj posiada zapasową tarczę, gdy jego główna się zużyje. Kudłaty demon 1 2 ataki pazurami (1k12) i 1 ugryzienie (1k4), połowa obrażeń z broni niemagicznej. Ognisty żuk 1 Gruczoły świetlne mają kostkę zużycia k8. Śmiertelna stonoga 1 Ugryzienie wymaga dodatkowego testu Wytrzymałości. Niezdany kończy się wyłączeniem z akcji. Punkty Trafień: 2k8, Trafienia: 1k6 (3) Gigantyczny, mrówczy wojownik 2 Zatrute ugryzienie 1k6 + test Wytrzymałości. Niezdany to dodatkowe 2k6 obrażeń. Ghul 2 2 ataki pazurami (1k3) i 1 ugryzienie (1k4), test na Wytrzymałość lub paraliż. Trupie pnącza 2 Gryzie (1), ma 6 oplątujących macek, test na Wytrzymałość lub paraliż. Wielka pijawka 2 Wysysa poziom, natychmiast po zadaniu obrażeń. - 26 - Stworzenie KT Specjalne akcje Punkty Trafień: 3k8, Trafienia: 2k4 (4) Cień 3 Dotyk (1k4 i -1 Siły), może być trafiony tylko magiczną bronią. Harpia 3 Śpiewa – test Charyzmy lub postacie się do niej zbliżają. Mimik 3 Może zmienić kształt w dowolnej chwili, utrudnienie przy testach magii. Strach 3 Wszystkie testy zręczności są utrudnione. Strzyga 3 Może być zraniona tylko magiczną lub srebrną bronią, wysysa 1 poziom / trafienie. Szczurołak 3 Nie można uzyskać ułatwienia podczas próby zaskoczenia szczurołaka. Punkty Trafień: 4k8, Trafienia k10 (5) Eteryczny ogar 4 Może się teleportować w pobliże przeciwnika raz na walkę. Gargulec 4 2 ataki pazurami (1k4) + ugryzienie (1k4) + atak rogiem (1k6). Galaretowaty sześcian 4 Przy dotknięciu test Wytrzymałości albo paraliż. Niewrażliwy na zimno i błyskawice. Niedźwiedź Grizzly 4 Dwa ataki pazurami (1k3), jeśli oba trafią uścisk 1k8. Ogr 4 Wszelkie testy Charyzmy przeciwko niemu mają ułatwienie. Wilkołak 4 Tylko srebrna broń może go zranić. - 27 - Stworzenie KT Specjalne akcje Punkty Trafień: 5k8, Trafienia: k12 (6) Kokatrica 5 Ugryzienie (1k3) i test Wytrzymałości lub zamiana w kamień. Pierzasty niedźwiedź 5 2 ataki pazurami (1k6), 1 ugryzienie (2k6) i uścisk (2k8), jeśli rzut na trafienie od 1 do 4. Punkty Trafień: 6k8, Trafienia: k6+k8 (7) Bazyliszek 6 Test Wytrzymałości, przy kontakcie wzrokowym. Niezdany to zamiana w kamień. Mumia 6 Ataki blokują leczenie, póki nie zostanie rzucone zaklęcie leczenia. Niewrażliwa na broń normalną. Połowa obrażeń od broni magicznej. Sukub / Inkub 6 2 ataki pazurami (1k6), Ułatwienie przy testach magii, niewrażliwe na niemagiczną broń, wyssanie poziomu (-1) przez pocałunek, może rzucić zaklęcie zauroczenia raz na godzinę. Punkty Trafień: 7k8, Trafienia: 2k8 (8) Banshie 7 Wrzask – test Wytrzymałości lub paraliż na 2k6 rund. Dżin 7 Może przyjmować formę gazu, tworzyć przedmioty i iluzje, rzucać zaklęcie niewidzialności jako akcję. Punkty Trafień: 8k8, Trafienia: 3k6 (9) Chimera 8 2 ataki pazurami (1k3), 2 baranimi rogami (1k4), 1 ugryzienie głową lwa (2k4), 1 ugryzienie głową smoka (3k4) lub zionięcie ogniem jako smok (3k8). Widmo 8 Osoba zabita przez widmo staje się widmem w ciągu 1k6 minut. - 28 - Stworzenie KT Specjalne akcje Punkty Trafień: 9k8, Trafienia: 2k10 (10) Mroczny demon 9 2 uderzenia pazurami (1k3), Ugryzienie (2k8), może wywołać ciemność lub strach (jak przy odpędzaniu) raz na walkę. Ognisty demon 9 Miecz (1k12+2), bicz (0) – test na Zręczność, jeśli niezdany, zostaniesz przyciągnięty do demona i otrzymasz 3k6 obrażeń od ognia. Punkty Trafień: 10k8, Trafienia: k10+k12 (11) Czarna masa 10 Metalowe obiekty, które go dotkną, topią się w kolejnej rundzie. Lodowy gigant 10 Rzuca kamieniami albo wielkimi, lodowymi soplami. Punkty Trafień: 12k8, Trafienia: 2k10+k6 (13) Gigantyczny Ślimak 12 Pluje kwasem (1k12) w 1k4+2 pobliskich celów. Test Zręczności, by otrzymać połowę obrażeń. Kamienny golem 12 Działają na niego tylko zaklęcia, które są w stanie naruszyć kamień. Broń musi być magiczna +2, by zadać mu obrażenia. Punkty Trafień: 9k8-11k8, Trafienia: 2k10 (10) - 2k12 (12) Smok 9-11 2 ataki pazurami (1k8), ugryzienie (1k10), zionięcie ogniem (3k8) w 1k4+2 pobliskie cele. Może rzucić 1k4 zaklęć z pierwszego poziomu i 1k2 zaklęć z drugiego poziomu. - 29 - Przykład gry MG: Jesteście w podziemiach, grzęźniecie w błocie po kolana, jest ciemno. W północnej ścianie widać kratę, co robicie? Łotr: Czy ona jest blisko? MG: Tak. Łotr: Podchodzę do niej i sprawdzam, czy są jakieś pułapki. Wojownik: Jeśli będzie bezpieczna i spróbuję rozgiąć pręty. Mag: A ja rzucam światło na moją laskę. MG: Ok, Łotr testuje Mądrość – musisz rzucić na 1k20 poniżej twojej statystyki, by sprawdzić, czy odkryjesz jakieś pułapki. Łotr: rzuca, zdałem! MG: Jesteś pewien, że nie ma tu nic, co by mogłoby wam zaszkodzić, Wojowniku, dalej chcesz rozgiąć pręty? No to testuj Siłę! Wojownik: rzuca, bez problemu! MG: Dobra robota, teraz Mag, rzucasz światło na swoją laskę, to czar poziomu pierwszego tak? Mag: Tak. MG: Ok, sprawdźmy zatem Inteligencję twojej postaci, pamiętaj, by dodać 1 do testu k20, jeśli ci się nie uda, stracisz komórkę czaru pierwszego kręgu na cały dzień. Mag: rzuca, powinienem rzucić poniżej cechy, a nie równo, tak? MG: Tak. Mag: No to mam pecha. MG: Trudno. Za rozgiętymi prętami kraty widać ciemny tunel schodzący w dół. Co robicie? Wojownik: Zbadamy go...? Łotr: Zgadzam się, będę się skradał z przodu. Mag: a ja osłonię tyły! MG: Ok, Łotr podąża w dół korytarza tuż przed swoimi towarzyszami, sprawdź Zręczność, byśmy wiedzieli, jak cichy jesteś – pamiętaj, że masz ułatwienie przy skradaniu się, więc rzuć 2k20 i wybierz lepszy wynik. Łotr: rzuca dwoma kostkami, mam 17 i 19. Co się wydarzyło? MG: Ups. Robisz sporo hałasu jak na kogoś, kto się skrada, Ghul ukrywający się w ciemności, niedaleko ciebie, skacze w twoim kierunku, atakując! - 30 - Łotr: Łobuz! MG: Ustalmy inicjatywę! Każdy sprawdza swoją Zręczność, zdana oznacza, że działacie przed Ghulem, niezdana – po nim. Łotr sprawdza z utrudnieniem. Wojownik: Działam przed. Mag: Ja po. MG: Łotr? Łotr: To jak długo się tworzy nową postać? Działam po. Wojownik: Pędzę podziemiami, by rozsiekać Ghula moim mieczem. DM: Ok Wojowniku, podbiegasz bezpośrednio do Ghula. Sprawdź Siłę, by zobaczyć czy trafiłeś, musisz dodać jeden do testu, bo Ghul jest mocnym przeciwnikiem. Wojownik: rzuca, Udało się, 7! rzuca ponownie, trafiłem go za 8. MG: Dobry wynik!, Czas na Ghula, Łotrze, sprawdź swoją Zręczność, by spróbować odbić jego paraliżujący atak pazurami i ugryzienie. Pamiętaj o +1. Łotr: rzuca, Och, 18. MG: O rany. Czujesz straszliwy ból rozlewający się po twoim ciele. Sprawdź Wytrzymałość, jeśli ci się nie uda, zostaniesz sparaliżowany. Łotr: rzuca, Czy tu również dodaję 1? MG: Tak. Magu, widzisz, jak Łotr pada sztywno na ziemię, co robisz? Mag: Wycofuję się powoli. Łotr: Dopadnę cię w następnym wcieleniu, tchórzu! - 31 - Licencja DESIGNATION OF PRODUCT IDENTITY The name The Black Hack and all artwork, logos and layout are product identity. DESIGNATION OF OPEN GAME CONTENT All text and tables are open game content. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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COPYRIGHT NOTICE ◦ Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. ◦ The original roleplaying game "The Black Hack" text, tables, all artwork, logos and layout are Copyright 2016, David Black. ◦ The Polish translation of TBH is Copyright 2020, Tomasz Misterka. - 35 -
textdata/thevault/Wolsung [PL]/TheBlackHackPL.pdf
Based on the original Dungeons & Dragons® rules created by E. Gary Gygax and Dave Arneson and the new Dungeons & Dragons game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 This is an official RPGA ® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2006 Wizards of the Coast, Inc and the adventure author or authors. Visit the LIVING GREYHAWK website at www.rpga.com For questions specific to this document and your region, please e-mail your triad point of contact (POC) at [email protected]; for LIVING GREYHAWK campaign questions email [email protected]. SHL6-02 Knightly Distractions A One-Round D&D Living Greyhawk ® Shield Lands Regional Adventure Version 1.0 By Christopher J. Banks Reviewed by Chris Tulach Gensal has been reduced to rubble. Only the brave sacrifices of Shield Lands men and women prevented its ultimate destruction. During the horrific attack, good Shield Landers were lost. In the aftermath, a contingent of Knights of Holy Shielding went to Gensal to recover prisoners of war. Many never returned, and those that did refused to speak of what they found. Now their story can now be told. An unfolding adventure for audacious adventuring parties APLs 2 through 10. RPGA SANCTIONED PLAY Most likely you ordered this adventure as part of an RPGA even from the RPGA website, or you received it from your senior gamemaster. To play this adventure as part of the LIVING GREYHAWK™ campaign—a worldwide, ongoing D&D campaign set in the GREYHAWK setting— you must sanction it as part of an RPGA event. This event could be as elaborate as a big convention, or as simple as a group of friends meeting at the DM’s house. To sanction an RPGA event, you must be at least a HERALD-LEVEL gamemaster. The person who sanctions the event is called the senior gamemaster, and is in charge of making sure the event is sanctioned before play, runs smoothly on the date sanctioned, and then reported back to the RPGA in a timely manner. The person who runs the game is called the table Dungeon Master (or usually just DM). Sometimes (and almost all the time in the cases of home events) the senior gamemaster is also the table DM. You don’t have to be a HERALD-LEVEL GM to run this adventure if you are not the senior GM. By sanctioning and reporting this adventure you accomplish a couple of things. First it is an official game, and you can use the AR to advance your LIVING GREYHAWK character. Second player and DMs gain rewards for sanctioned RPGA play if they are members of the DUNGEONS & DRAGONS REWARDS program. Playing this adventure is worth one (1) point. This adventure retires from RPGA-sanctioned play on December 31, 2007. To learn more about the LIVING GREYHAWK character creation and development, RPGA event sanctioning, and DUNGEONS & DRAGONS REWARDS, visit the RPGA website at www.rpga.com. PLAYERS READ NO FARTHER If you are planning on playing this adventure, stop reading now. The rest of the information in this adventure is for the DM only. If you read farther than this section, you’ll know too much about its challenges, which kills the fun. Also, if you’re playing this adventure as part of an RPGA-sanctioned event, reading beyond this point makes you ineligible to do so. PREPARING FOR PLAY To get the most out of this adventure, you need copies of the following D&D books: Player’s Handbook, Dungeon Master’s Guide, and the Monster Manual. Throughout this adventure, text in bold italics provides player information for you to paraphrase or read aloud when appropriate. Sidebars contain important information for you, including special instruction on running the adventure. Information on nonplayer characters (NPCs) and monsters appear in abbreviated form in the adventure text. Full information on NPCs and monsters are given in Appendix 1. Along with this adventure you’ll find a RPGA Table Tracking sheet. If you’re playing this adventure as part of an RPGA-sanctioned event, complete and turn in this sheet to your senior GM directly after play. You’ll also find a LIVING GREYHAWK Adventure Record (AR). LIVING GREYHAWK LEVELS OF PLAY Because players bring their own characters to LIVING GREYHAWK games, this adventure’s challenges are proportionate to the modified average character level of the PCs participating in the adventure. To determine this modified Average Party Level (APL) follow the steps below: 1. Determine the character level for each of the PCs participating in the adventure. 2. If PCs bring animals that have been trained for combat (most likely dogs trained for war), other than those brought by virtue of a class ability (such as animal companions, familiars paladin’s mounts) or the warhorse of a character with the Mounted Combat feat, use the sidebar chart to determine the number of levels you add to the sum of step one. Add each character’s animals separately. Animals with different CRs are determined separately using the chart; then, take the highest CR animal (or animals), and add 2 (drop fractions). This result is the effective character level for a mixed-CR group of animals. A single PC may only bring four or fewer animals of this type. CR 1 2 3 4 1/4 and 1/6 0 0 0 1 1/3 and 1/2 0 0 1 1 1 1 1 2 3 2 2 3 4 5 3 3 5 6 7 4 4 6 7 8 5 5 7 8 9 6 6 8 9 10 7 7 9 10 11 3. Sum the results of step 1 and 2, and divide by the number of characters playing in the adventure. Round up to the nearest whole number. 4. If you are running a table of six PCs, add one to that average. Throughout this adventure, APLs categorize the level of challenge the PCs face. APLS are given in even- numbered increments. If the APL of your group falls on an odd number, ask them before the adventure begins whether they would like to play a harder or easier Knightly Distractions Page 1 adventure. Based on their choice, use either the higher or the lower adjacent APL. APL also affects the amount of experience and gold a PC can gain at the end of the adventure. If a player character is three character levels or more either higher or lower than the APL at which this adventure is being played, that character receives only one-half of the experience points and gold for the adventure. This simulates the fact that either the PC was not challenged as much as normal or relied on help by higher-level characters to reach the objectives. Furthermore, a PC who is four or more levels higher than the highest APL supported by the adventure may not play the adventure. LIVING GREYHAWK adventures are designed for APL 2 and higher. Four or five 1 st-level characters may find the challenge of an APL 2 adventure difficult. Suggest the following to these groups to help increase their chances of success: 1. Enlist a sixth player. 2. Advise characters to buy riding dogs to help protect them, and fight for them. TIME UNITS AND UPKEEP This is a standard one-round regional adventure, set in the Shield Lands. Characters native to the Shield Lands pay one Time Unit per round; all others pay two Time Units per round. Adventurer’s Standard Upkeep costs 12gp per Time Unit. Rich Upkeep costs 50gp per Time Unit. Luxury Upkeep costs 100gp per Time Unit. Characters that fail to pay at least Standard Upkeep will retain temporary ability damage until the next adventure, must buy new spell component pouches and healer’s kits, and may suffer other in-game penalties (or possibly gain in-game benefits) as may be detailed in this scenario. A character that does not pay for at least Standard Upkeep may also avoid the above-described penalties by living off the wild. If the character possesses four or more ranks in the Survival skill and succeeds at a Survival check (DC 20), the character will heal temporary ability damage as if he or she paid for Standard Upkeep, may refill spell component pouches and healer’s kits, and may restock up to 20 arrows or bolts if the character has at least four ranks in Craft (bowmaking). The player is allowed to Take 10 on this roll. More information about Lifestyle and Upkeep can be found in the “Lifestyle and Upkeep” section of Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. ADVENTURE BACKGROUND The Shield Lands is ruled by the Council of Lords. One of those council members is Lord Natan Enerick. Technically, he is not a lord at all, but a placeholder for the true lord to be, Simen Sharn of Bright Sentry. Simen has just turned 14, and is old enough to be given an advisory position on the council. When he turns 16, he is legally entitled, with council support, to replace his uncle Enerick. Regardless of council support, he will automatically take rightful place upon his 18th birthday. In the meantime, other matters have come to light. A few years ago it was learned that some merchants in the Shield Lands have been willing to deal with Iuz. The exact identity of those merchants is unknown. However, someone was outfitting goblin mercenaries with excellent equipment and more importantly, excellent information. Again, the source of this information is unknown. Gensal was reduced to rubble by the armies of Iuz nearly two years ago. Since then, the Shield Lands has been hard at work re-establishing border forts and rebuilding the walls of Gensal. However, not all the bodies of the defeated army were ever found. A group of the Shield Lands’ finest was sent to Gensal in the aftermath of the attack to search for survivors, particularly for the once commander of Gensal Keep, Knight Baronette Lemanda. Many of the retrieval group returned, many did not. Of those that returned, none will speak of the events that unfolded in the lands near Gensal. ADVENTURE SUMMARY Introduction: One or more of the PC’s are approached by a mysterious traveler of some exotic race. He informs the PC that he knows the location and fate of Lemanda. He will share this information with the PC, but there is a price for such desirable information. In encounter one, an optional encounter, the party is told by a representative of the council of lords that this is useful, perhaps important information. The PC(s) are requested to investigate this information. A group will be assembled to assist the PC(s). Any PC not currently involved will be given Player’s Handout #1, inviting them to join the expedition. Encounter two pits the PC’s against a small, heavily equipped, Iuzian strike force. Once the patrol is defeated, the PC’s discover that nearly all the patrol’s equipment is masterwork! Knightly Distractions Page 2 In encounter three the PC’s stop to recuperate in Gensal. Encounter four has the PC’s witnessing a disturbing scene as a dozen or so orcs are horribly killed. Encounter six puts the PC’s at the border camp that the informant spoke of. It is a small farmhouse turned fort with some three dozen guards wandering the perimeter. The PC’s must find a way to discover the secret tunnel built into the nearby hill structure to locate the cell of Lemanda. During encounter seven, the PC’s must gain entrance to the underground prison cell without setting off the general alarm. A cunning trap bars the way to open the prison cell’s locking mechanism. The party cannot proceed further without solving the puzzle or using significant magical means. The party finds Lemanda in encounter eight being horribly tortured by the prison cell’s warden and her assistants. The party drives off or kills the warden and frees the Knight Baronette. During encounter nine, Lemanda tells the party the horrible truth regarding her fall and the arrival of the retrieval force, as well as its fate. During game play, any PC who has the Prophecy special from SHL6-01, Blood and Rain, might attempt to use their augury ability. After the augury finishes, the PC enacting the augury will experience the vision encounter in encounter 10A – Visions of Future Past. If no PC uses their augury ability, they will experience the vision in encounter 10A at the modules conclusion. PREPARATION FOR PLAY This is part of a new story arc for the Shield Lands. Players are encouraged to understand that high level characters will probably not see the entire three year adventure through to its ultimate conclusion. INTRODUCTION This introduction will be for only one of the PCs. The rest of the party is free to listen to the introduction and subsequent conversation between the NPC and the named PC, but is not considered present at the meeting. The NPC will choose one of the PC’s based on the following criteria. It is important to note that this meeting will take place between one and only one of the PCs. Choose which PC to approach based on the following criteria in descending order. 1) A Knight of the Holy Shielding 2) A member of the Church of the Holy Shielding. 3) A cleric of any good-aligned deity. 4) A pathfinder 5) Any PC that has a reputation for honorable or just behavior. 6) The PC with the highest Charisma modifier. 7) If there are multiple of the highest hierarchical listing, the one with the highest level. 8) Any female over any male. This means that any Knight of the Holy Shielding will be chosen over any other PC, while a level eight, female pathfinder will be chosen over a level seven, male pathfinder. Once the PC has been chosen, read or paraphrase the following. It is a crisp, spring day in the Shield Lands. You find yourself roaming the outskirts of Critwall, enjoying the first good break in the winter. Tent Town is busting at the seams. Everyday it grows noticeably, and you wonder how long a semblance of order can be maintained among the chaos that is Tent Town. You cease your musings as a figure draped heavily in cloaks approaches you. It stops a few feet from you, its head and face obscured by two thick pieces of fabric. The figure will address the PC by name and be very polite and cordial, though his voice will be raspy and somewhat strained. The figure will introduce himself as Rinola’. His people live near Gensal, though mostly out of sight. He was present at the Gensal assault and knows where the Orcs and their masters brought the prisoners they took. He will answer all of the PC’s questions to the best of his ability. Below are questions to some of the most common questions the PC may ask. What are you? My people are not known by your kind. We live close to the earth and mind our own business. Why do you not tell this information to the council? We do not trust your so-called council completely. We have heard rumors of deception and know your leaders are divided. For that reason we have chosen to bring this message to one who has a reputation for honor and kindness. Knightly Distractions Page 3 Where are the prisoners? Ah, so now we come down to it. I am taking a great risk in telling you this information In return for my generosity, I desire someth ng. Information is power and for the relinquishment of such power, I desire a favor from you. . i f t t i I am in a position where I will need support in the future; as such, I desire an oath for a single service to be performed later. I can promise you it will not be to the detriment o your lands or anyone you hold dear, and if it is, I would release you from your oath. Swear to help me in the future and I will tell you the location of your prisoners. If the PC agrees, Rinola’ will tell the PC’s the following. The orcs have an encampment a few hours north and east of Gensal. If you follow the main road east toward Lardon and turn north at the two double dead trees, you should find i after another hour or so of travel. There, in the farmhouse, are your prisoners, including the former commander of your once-proud keep. If the PC refuses to agree, or will not agree, then Rinola’ will make the offer one last time to the PC, attempting to play on the PC’s sense of honor and kindness. Most good aligned PC’s should have no qualms about offering their services to someone to save lives. Rinola will make sure the PC knows they may be condemning these people if she does not agree. Rinola’ will talk with the PC, but claims to distrust mages and will not talk with any arcane magic-users. He will also not enter the city or talk with any authority figures. Once the PC has agreed and Rinola’ has answered any questions, read or paraphrase the following. I have delivered my message and feel my task is complete. I must leave now as I have important business with my people. Your gods watch over you, resident of the shield. He will then make his way into the crowd of people in tent town. Once out of site, he will change shape inside a tent and wonder away. The truth is that Rinola’ is a doppelganger agent of Zhayne the Succubus. Her motives are unknown, but it can be assured that they have ill intent. PCs may, of course, ask for Sense Motive checks. Zhayne, though not outlined here, has at least a +24 bonus on her Bluff check and may take a ten on the roll. If for some reason she fails, the PC should be told the creature is holding something back, but it is hard to say exactly what. The DM is encouraged to use creative role- playing to convince the PCs everything is on the up and up. All APLs Rinola’ (1): doppelganger; Hp 22. See Monster Manual page 67. ENCOUNTER 1: GAINING SUPPORT The PC is free to gather the party of PCs at her table and head out toward Gensal. If this happens, they will skip this encounter. The more likely scenario is, however, that the PC(s) will report this information to the council or someone else in authority that they trust. Whoever it is that the PC(s) wishes to speak to regarding this information, allow the NPC to be available to the PC(s), within reason! The entire Council of Lords will not meet to hear out the PCs, but a single member would be happy to hear the PC(s) business. Whoever the PCs go to, they will be rerouted to Lord Bohdon, who is heading the investigation of Lemanda’s disappearance. The following bit of box text applies to a meeting with Lord Bohdon. The DM should alter the text as needed. Lord Bohdon will offer any aid within reason and will be honest and sincere with the group regarding his investigation into Lemanda’s disappearance. Lord Bohdon listens patiently as you pass on your information. A look of concern crosses his face as you finish telling your tale. After several seconds of milling over your words, he leans forward inten ly. “Th s is interesting and troubling news my friend. As you may know, Knight Baronette Lemanda, the former commander of Gensal Keep, was lost in the attack. If there is even a remote chance that she and other prisoners may be returned, I think it worth the risk. “I would request that you undertake this mission for the council. A small party would be best, to avoid scrutiny, perhaps five or six in all. Would you like me to find other trustworthy souls, like your self to assist in the mission?” If the PC(s) has not yet involved the other PC at the table and agrees to the recruitment of others, read or paraphrase the following. “Very well then. I will gather a force of brave heroes to join you on this mission. I would like you to meet Knightly Distractions Page 4 them on the road to Gensal tomorrow morning at dawn. Is this acceptable?” Each PC not involved will be given Player’s Handout #1, an invitation to join in the rescue mission. Once the PC’s meet on the road, allow them to introduce each other before heading off toward Gensal. ENCOUNTER 2: ON THE ROAD The road leading to Gensal is quite busy. Soldiers in small groups move to and from, families can be scene relocating, and merchants peddle their wares all along the road. Gensal is again being repopulated after the recent Iuzian incursion. Once the PCs have spent several hours traveling, have them make spot checks. Spot DC 10: You spot a rather large caravan coming down the road. It is about five hundred feet away and approaching quickly. l i i Spot DC 30: A ways down the road, along the northern hills, you see several humanoid shapes lying in the grass watching the wagons approach. It ooks as f they are setting up an ambush. Read or paraphrase the following, adjusted for results of the spot checks. You’ve been journeying along the main road to Gensal for several hours. It seems you can hardly go twenty minutes without seeing a family, merchant, or soldier moving to or from the once-decimated land. The weather is fine and the road clear as a small caravan of three wagons approaches you from ahead. It is being lead by a gnome with a giant smile, and flanked by three grim-looking men with spears, all wearing holy symbols of Heironeous. Have the PC’s make Spot checks once again. A DC 25 Spot check allows the PC to act during this surprise round. The gnome greets you with a bellowing, “Hello friends!” just as a half dozen battle cries erupt from atop the northern hill. You spin to the source of the cries to see several heavily armed orcs rush out from beh nd the hill, wielding crossbows. In seconds the caravan is thrown in confusion, and screams and cries echo all around you as bolts stream down. The orcs are an elite raiding party sent into the reclaimed lands to stir up fear and disorder. They are all armed with light crossbows and will use ranged weapons on the caravan until engaged in melee. Half the group will engage the PCs while the other half engages the caravan guards. Creatures APL 2 (EL 4) Orcs (4): Ftr 1; Hp 11 each. See Appendix One. APL 4 (EL 6) Orcs (6): Ftr 1; Hp 11 each. See Appendix One. APL 6 (EL8) Orcs (8): Ftr 1; Hp 11 each. See Appendix One. APL 8 (EL 10) Orcs (8): Ftr 1; Hp 11 each. See Appendix One. Orc Sergeant (3): Fig 3; Hp 23. See Appendix One. APL 10 (EL 12) Orcs (8): Ftr 1; Hp 11 each. See Appendix One. Orc Sergeant (5): Ftr 1; Hp 23 each. See Appendix One. ALL APL’s Caravan Guards (3): HP 8 each. See Appendix One. Tactics: The orcs are a stealthy strike force designed to operate within the reclaimed Shield Lands and destroy morale. They will use their ranged attacks until engaged in melee combat, targeting any magic users first. Once engaged in melee, they will drop their crossbows and switch to falchions. Treasure: APL (ALL) All the orcs gear is masterwork. However, it has all been marked and permanently decorated with orcish and Iuzian symbols. As such, no merchant in the Shield Lands will buy it off the PC’s. They have nothing else of value on them. Development: The caravan guards will stay with their charges, the caravan, until one round after the party engages the orcs in melee combat. Once so engaged, the guards will lend their skill to driving off the orcs. Once the orcs have been defeated or driven off, read or paraphrase the following. The gnome jumps down from his caravan and waddles over to you. “Good day chaps! I’m Wilkin Willbroke and this here is my caravan. I extend my finest gratitude to you for your protection, and would Knightly Distractions Page 5 be del ghted f you’d allow us to cook a fine meal for you. i i i i i The gnome is simply grateful for the PC’s protection. The meal is a delicious one of sausages, cheese, and bread, but is otherwise not unusual. He and his crew, four other cheerful gnomes and a most unpleased dwarf named Skiper, will listen intently to the PC’s stories and answer any questions they may have, especially regarding Gensal. The gnomes have just returned from bringing food and other provisions for sale to Gensal. All their items were well received and they made a good profit on the transaction. They will describe Gensal as, “Thoroughly trashed, but getting better. All in all, a good place to do business.” Of interest to the PCs is the orcs’ gear. Just about everything they own is of masterwork quality. Their crossbows, armor, and swords are all very new and very well-made. ENCOUNTER 3: GENSAL AGAIN Gensal consists of a newly constructed wooden barricade, a half dozen quickly constructed buildings, two stone barracks, a shrine to Fortubo, and a tavern known as the “Jousting Mug.” In addition, the ruins of Gensal keep is still there, though its rubble is beginning to lighten as people use the loose bricks and mortar for building material of their own. A more detailed description of Gensal can be found in SHL6-01, “Blood and Rain.” If the PCs stop here at all, it will most likely be at the “Jousting Mug.” The owned of the “Jousting Mug” is one Gendor Meadbow, a large man who is never without his falchion. He is fair and will offer a room for a good rate, but dislikes wizards (anyone able to cast spells, really) and will warn about using magic in his establishment. There are currently three other patrons staying in the “Jousting Mug.” All three are looking for work, but prefer to deal with people of authority to find employment. • Bavlin Singer, a roaming bard from Greyhawk. He loves to sing and has journeyed to the Shield Lands to gather information for his ballad, “How We Brought Old Wicked to His Knees.” • Anon Poris, a simple farmer from Furyondy who had all his lands destroyed by orcs. He’s come here to seek revenge on the brutes and look for cheap farming lands. • Ta’dora Lemki, a Kentish mercenary looking for work. He is heavily scarred and very tightlipped about his ordeals. He is simply “looking for work.” ENCOUNTER 4 – THE ROAD EAST Once the PC’s begin their travels again to the east, read or paraphrase the following. You head out on the eastern road. As you leave, farmers stop farming and guards stop guarding. Some of them give you a half smile, others a quick bow, but all seem to think they may be seeing you for the last time. As you head off, one of the guards yells out, “Give ’em hell, pathfinders!” The cry is echoed by others near-by and a cheer goes up as you leave. Obviously, this road isn’t used much; at least, it isn’t returned on much. After the party has been traveling for nearly an hour, read or paraphrase the following. You’ve been traveling for about an hour and are amazed at the contrast in your surroundings. In the reclaimed lands the road was clear and the weather bright and sunny. Somehow, this road seems full of loose rocks and footfalls, and the weather has been chilly and the wind blustering. As you wonder about the rapid weather change, the sound of steel on steel comes from beyond the southern hills. If the PCs go to investigate, read or paraphrase the following: You peak out over the hill and your jaw drops. Down in the valley, about three hundred feet away is a creature unlike anything you’ve ever seen. It has the body of and is dressed like a normal human, but its head is that of a jackal. Orbiting the creatures head are a half dozen stones, seemingly mov ng of their own volit on. The creature is surrounded by a dozen or so orcs. Another dozen l e dead at its feet along with two unmoving ogres. This creature is an Arcanaloth, a Yugoloth of unspeakable evil; it is here for reasons of its own. The orcs, unfortunately for them, happened upon the creature and engaged it. It will not see the PC’s unless they make their Knightly Distractions Page 6 presence known. This is not to be a combat-orientated encounter. The Arcanaloth would wipe the floor with even an APL 10 group. A Knowledge (Arcana) DC 30 or Knowledge (planes) DC 25 will reveal the name of the beasts’ species and knowledge that they are rumored to be extremely powerful. If the PC’s watch the remainder of the fight, read or paraphrase the following: As you watch, the jackal headed beast rips open an orc with its clawed hands. Another orc stabs the beast viciously in the back with its spear, only to have the wound close immediately. As one, the remain ng orcs turn in flight. i f ! In a rapid, fluid motion the beast gracefully casts a quick spell and a massive ball o fire erupts in the midst of the fleeing group. The beast then casually walks among the survivors, breaking necks and ripping out throats. It seems to almost relish the process. All APL’s Arcanaloth (1): Hp 54. See Appendix One If the party does nothing (good for them) the Arcanaloth will finish the orcs off, stack them in two neat little piles, and teleport away with them. If for some reason the PC’s decide to fight the Arcanaloth, they are in trouble. The DM is encouraged to not kill the PC’s, but punish them severely. Recommended punishment choices include draining one PC’s strength to one, cursing another one, burying another to the neck in the ground, or removing all of a PC’s teeth. The beast is vicious and cruel, and virtuously immune to any PC attack, so will take its time. A few, well placed Ques spells might also be appropriate. However, it should be stressed that this is only if the PC’s engage the Arcanaloth in battle, otherwise it has no reason or compulsion to go out of its way to crush a few ants. ENCOUNTER 5 – FOUR DEAD TREES Once the PC’s have returned to the road, read or paraphrase the following: After witnessing the demonic creature so easily destroy lives, you tread a little softer as you head down the eastern road. Finally, after a few more hours of travel, you find four dead trees, two on each side of the road, reaching up into the sky. As you approach, the trees seem to grow mouths. They shriek out at you, “All hail Iuz, lord and master of all Oerth ” The trees simply have a permanent magic mouth spell cast on them and are of no further harm. The PC’s are free to ignore them or do as they please. As long as they remember to head north at this junction, all is well. If the PC’s continue down the eastern road, however, they have a problem. They are getting deeper and deeper into Iuzian lands. Every hour they travel past these trees there is a 35% chance of a random encounter. It is important to note that these random encounters happen only if the PC’s past these trees and continue east, into Iuzian lands. If they head north, as instructed, ignore the random encounters. These encounters are designed to encourage the players to believe they are going the wrong way (which they are). Random Encounter Table (2d6) 2-3) A lone Hill Giant. See Monster Manual page 123. 4-5) 1d2 Ogres. See Monster Manual page 199. 6) 1d3+1 worgs. See Monster Manual page 257. 7) Patrol of 1d8+4 orcs. See Monster Manual page 203. 8) A gang of 2d8 kobolds. See Monster Manual page 161. 9-10) A gang of 1d6+3 Hobgoblins. See Monster Manual page 153. 11-12) A pair of cockatrice. See Monster Manual page 37. ENCOUNTER 6 – THE FARM HOUSE Once the party has journeyed north for another hour, read or paraphrase the following: Your journey north through the rough foothills has been trying. It seems every footfall, crevice, and hole in the entire land lies along this path. Finally, you reach what must be your goal. Lying about two hundred paces away, tucked into the hills, is an old farm house. It looks as if it is guarded by two dozen orcs, roaming the perimeter. The adjoining fenced area houses a half dozen worgs, and you can see more orcs and a few ogres going to a from the farm house. The PC’s have reached their destination. However, getting in may be difficult. The best course of action is to abduct a patrol of orcs and find out as much information as they can. Proper persuading will reveal to the PCs that they don’t actually have to enter the farmhouse at all. It is simply a decoy to detract from the real jail cell, a cleverly concealed cave entrance a ways from the farm house. It is Knightly Distractions Page 7 located on the eastern hill, directly under the distance key. Of course, the PC’s have the option of engaging the entire camp, but that could very well be lethal. The PCs are encouraged to find unique and interesting solutions to their situation. If a PC does gain entrance to the farmhouse, through stealth, invisibility, magic, etc, it is simply a large, one story house that has had its walls removed to make one big, open structure. Inside are eight ogres, two hill giants, and a “tame” umber hulk, cooking and sleeping. A large, locked chest that contains the group’s valuables is in one corner. (Keeping the groups valuables is a way to restrict desertion.) Give the PC’s Player’s Handout # 2, which is simply a map of the area. If any PC scouts the perimeter, give them a Spot check DC 20 to notice the hidden cave entrance if they pass by guard post “C”. All the orcs and ogres know that there is nothing being held in the farm house and that it is simply a red herring to distract from the real prison cells in the hill. With the proper persuading, any of the orcs will reveal this information. ENCOUNTER 6A – A FINE WAGON The wagon stationed on the outskirts of the farmhouse is a large, sturdy vehicle that is currently attached to four massive heavy horses. The wagon could support twenty people comfortably without loosing any speed. The wagon is currently manned by a worm of a goblin named Juio. He will not fight in the face of danger and will run away and hide if seriously threatened. Alternatively, he will serve as a pilot for the PC’s if threatened to do so. However, the loss of the wagon will not go unnoticed and the orcs will dispatch worg-riders to chase the wagon and its thieves. How many worgs are present depends on the APL of the party. Creatures APL 2 (EL 2) Orcs (1): Hp 6 each. See Monster Manual page 203. Worgs (1): Hp 30 each. See Monster Manual page 256. APL 4 (EL 4) Orcs (1): Hp 7 each. See Monster Manual page 203. Worgs (2): Hp 30 each. See Monster Manual page 256. APL 6 (EL5) Orcs (2): Hp 8 each. See Monster Manual page 203. Worgs (2): Hp 30 each. See Monster Manual page 256. APL 8 (EL 7) Orcs (3): Hp 8 each. See Monster Manual page 203. Worgs (3): Hp 30 each. See Monster Manual page 256. APL 10 (EL 8) Orcs (4): Hp 8 each. See Monster Manual page 203. Worgs (4): Hp 30 each. See Monster Manual page 256. Tactics: The worg-riders will chase the PC’s wagon and attempt to engage them in combat. They will flee if reduced to 1/3 hp of less. Treasure: APL (ALL) All the orcs gear is masterwork. However, it has all been marked and permanently decorated with orcish and Iuzian symbols. As such, no merchant in the Shield Lands will buy it off the PCs. They have nothing else of value on them. Development: None. i l i ENCOUNTER 7 – THE HILLS HAVE EYES Once the PC’s see the opening in the hill, read or paraphrase the following: The open ng in the hill is on y about four feet h gh and half as wide, and obscured by braches and bushes. It appears to not be guarded. The outside is, in fact, not guarded, as that would give away its position. However, if anyone approaches the cave, an orcish voice will ask, in orcish, “password!” However, the orc is used to other orcs forgetting the password, so will simply verbally berate anyone that cannot give a good answer. But if no response comes, or the response is in common or some other languag, the orc will begin to raise the general alarm. Because of the remote location or the cave, and its unique geographical Knightly Distractions Page 8 situation, the orc must be able to yell for a full round for any of the other guards to hear it. If the orcs does yell, then the two closest guards will arrive in two rounds to see what the disturbance is. One will fight while the other tries to go from help. If the PC’s can not stop the guard from going for help, their only hope is to gain entrance to the cell, (as only the warden knows the proper sequence to open the door) or to face the entire farm house guard. The troops from the guard house will gather and arrive in ten rounds after the initial orc gets away. Once the PCs have secured or looked around the inside of the cave, read or paraphrase the following: The inside of the cave is wholly unremarkable. The on y item o interest is the eastern wall, which is inscribed with dozen of runes and symbols. l f f Give the PC’s Player’s Handout #3, the puzzle to unlock the earthen door. The puzzle is a complex locking mechanism. The door has seven colored bars set into it. Above the bars, are six slots that the bars could fit in. Above that is a small, indented hole in the door, and finally, above that; is a message, “May the purity of light shine upon you and the power of magic embolden you.” The following things must happen in the proper sequence for the door to open. First, the six proper bars must be placed in the correct order. The colored bars to be placed are; red, orange, yellow, green, blue, and indigo, in that order from left to right OR right to left. Once this is accomplished, the indented circle will shine with the six primary colors of the rainbow. Second, any arcane spell of any level must be cast on the door. The spell, for all intents and purposes is “used up.” The spell may come from a wand, staff, scroll, or person, but only an arcane spell will work. Alternatively, a Use Magic Device check DC 25 will suffice. Once both of these conditions are met, the door will open. If, at any time a mistake is made, I.E. The bars are placed in the improper order, the brown bar is placed in the door, or a divine spell is placed on the door, an electrical, fire, or cold shock will issue out in a ten foot radius. There is a 33% chance of each, with all three issuing out on the roll of 100%. Each shock does a different amount based on the APL of the group. Shocking Door Trap: APL 2 CR 4; magical; touch trigger, automatic reset; Atk – (2d6) 33% chance for fire, 33% chance for electricity, 33% chance for cold, 1% chance for all three; all targets in a 10 ft. radius; Search DC 25, Disable Device DC 29; DC 18 Reflex save for half. APL 4 CR 6; magical; touch trigger, automatic reset; Atk – (4d6) 33% chance for fire, 33% chance for electricity, 33% chance for cold, 1% chance for all three; all targets in a 10 ft. radius; Search DC 30, Disable Device DC 29; DC 20 Reflex save for half. APL 6 CR 8; magical; touch trigger, automatic reset; Atk – (6d6) 33% chance for fire, 33% chance for electricity, 33% chance for cold, 1% chance for all three; all targets in a 10 ft. radius; Search DC 30, Disable Device DC 30; DC 22 Reflex save for half. APL 8 CR 10; magical; touch trigger, automatic reset; Atk – (8d6) 33% chance for fire, 33% chance for electricity, 33% chance for cold, 1% chance for all three; all targets in a 10 ft. radius; Search DC 25, Disable Device DC 30; DC 25 Reflex save for half. APL 10 CR 12; magical; touch trigger, automatic reset; Atk – (10d6) 33% chance for fire, 33% chance for electricity, 33% chance for cold, 1% chance for all three; all targets in a 10 ft. radius; Search DC 25, Disable Device DC 30; DC 30 Reflex save for half. ENCOUNTER 8 – INTO THE JAWS The prison cell is a simple affair. It is thirty feet into the hill and consists of ten cells on either side of a hallway, with a door at the far end for the cell keeper and the interrogation room. See DM’s aid #1. Once the PC’s access the cells read or paraphrase the following: You enter the cave’s entrance and immediately notice that the walls are worked stone. This place was obviously constructed for some specific purpose. Moving down dim, dungy hallway, you find two dozen or so cells, lining either side o you. The cells begin abruptly, and immediately the smell of old feces washes over you. The odor is almost enough to send you reeling, and you have to catch yourself from gagging. Inside the cells are a few scattered humans, most badly beaten or bleeding. One or two open blackened eyes to stare up at you, but most lie unconscious. Knightly Distractions Page 9 At the far end of the hallway is a battered metal door. From behind the door comes screams of pain and the occasional crack of a whip. The PC’s will either head directly to the back room or attempt to free the prisoners. There are fifteen prisoners still alive. Of those, only three are conscious, the others require serious healing before they can even open their eyes. The locks are simple locks and can be opened with an Open Locks DC 20. The keys are located on the cell keeper in the next room. If the PCs begin to bash in cells or make a loud ruckus, read or paraphrase the following: Your noise appears to have caused some commotion from behind the next door, the screams and cracks of whipping stop and low grunting issues from beyond the door. The door opens and a stooped Bugbear sticks its head out. The Bugbear, the Hobgoblin, and the cell keeper are cunning opponents. They will not fight the PCs in the hallway, but ready for them to approach the doorway before barring their entrance. If the PCs open the door or wait for the creatures to come to them, read or paraphrase the following: The door opens fully and you see the bleeding, bruised form of a middle-aged woman. Blood flows freely from a wound on her face, but a fiery defiance still glows in her one, unclosed eye. Creatures APL 2 (EL 5) Bugbear (1): Hp 16. See Monster Manual page 29. Hobgoblin (1): Hp 6. See Monster Manual page 153. Cell Keeper (1): Rog3; Hp 17. See Appendix One. APL 4 (EL 7) Bugbear (1): Hp 16. See Monster Manual page 29. Hobgoblin (2): Hp 6. See Monster Manual page 153. Cell Keeper (1): Rog5; Hp 28. See Appendix One. APL 6 (EL 9) Bugbear (2): Hp 16. See Monster Manual page 29. Hobgoblin (2): Hp 6. See Monster Manual page 153. Cell Keeper (1): Rog7; Hp 39. See Appendix One. APL 8 (EL 11) Bugbear (2): Hp 16. See Monster Manual page 29. Hobgoblin (4): Hp 6. See Monster Manual page 153. Cell Keeper (1): Rog9; Hp 58. See Appendix One. APL 10 (EL 13) Bugbear (3): Hp 16. See Monster Manual page 29. Hobgoblin (4): Hp 6. See Monster Manual page 153. Cell Keeper (1): Rog11; Hp 69. See Appendix One. Tactics: The cell keeper and her minions are all very intelligent. They will ready their actions to attack anyone who enters the room, attempting to bottleneck the group in the doorway. If the PCs refuse to enter, the cell keeper will strike at Lemanda from cover using her whip. A few well placed blows and screams should be enough encouragement for any good-aligned PC’s to enter. Treasure: APL (ALL) The cell keeper has a chest in the torture room. On top of it is a note in infernal reading, “Payroll.” It consists of gold and some loose silver and platinum. This is the primary source of wealth for the adventure. See the conclusion for exact numbers. Development: In the light of any unforeseen action of the PC, like a fireball to the room, Lemanda will most likely perish. In such a case the PC’s have failed, and killed a good knight of the realm. May their gods have mercy upon their souls. Adjust the remaining text for such a development. Once the PC’s have defeated the cell keeper and her minions, read or paraphrase the following. The last of the creatures fall and the woman in the chair looks down upon their corpses, breathing hard. She gathers all her strength and spits on the woman’s body before looking up at you. “Thank you, soldiers. Please, release my bonds so that we may see to my people.” This is the Knight Baronette Lemanda. She feels strongly that the fall of Gensal was her fault and will do everything in her power to make sure these few survivors make it back to Gensal. She will be very curious of the state of Gensal and the Shield Lands in general and answer any questions the PC’s may have. If the farm house has been alerted to the PC’s presence, then the PC’s will either have to fight their way out or find an alternate escape route, I.E. magic. Knightly Distractions Page 10 Once outside it will quickly become apparent that most of the prisoners can’t move very well on their own, without extensive healing. The wagon and horses near the farm would do nicely as a mode of transportation for the survivors. See encounter 6A, a fine wagon, for details on this development. If the PC’s do not think of this and cannot heal all the NPC’s, at least half of the NPC’s will not be able to make the long march home. ENCOUNTER 9 – LEMANDA’S STORY While the prisoners are being freed, Lemanda will pull them aside and speak with them. It is obvious that she has beaten and tortured extensively, but the same spark that made her a knight is still evident in her personality and words. Read or paraphrase the following: “Tel me my friends, a group of Knights of the Holy Shielding, along with members of the Church of the Holy Shielding and the Arcanist Society attempted to rescue us a few months past. Did they return?” l l i t i it l l A Knowledge (local, Iuz Meta-region) DC 10 will reveal that the PC has heard that this group did indeed return, though they would not speak to anyone about what they found. If the PCs reveal this information to the Knight, she will respond with a “Thank Heironeous,” before continuing. I must speak with you before you continue your current course of action. Will you hear me?” “The group of knights did indeed find us. At that time we were being held in the farmhouse. They stormed the farm house and killed the guard. We gathered the peop e who had survived and journeyed west. On the way back is when we ran into them.” “I’ve never seen beasts like them before, massive, hideous beasts with v cious looking claws. They were lead by a man with the head of a jackal. One of the wizards with us said they were denizens of Gehenna, Yugoloths. Our first charge decimated 1/3 of our number, but injured them as well. It seemed we were evenly matched.” “We hesitated. Then the jackal-headed creature sought a parlay. I spoke with i myself. It said that t had no qualm with us, but that s minions would not let them leave alive. Something to do about a hierarchy the beasts had. A compromise was made; the beasts would leave the service of Iuz, if I and any that were imprisoned with me, agreed to be taken by them. They promised they would not harm any of the prisoners.” “None of the knights would agree, but I knew, just from speaking with the creature, that every single one of us would die taking the creatures to the grave with us. I ordered the knights to secrecy and agreed.” “Little did I know that the creatures were only in the service of Iuz to bring me back. The creatures left after Old Wicked’s minions arrived to take us back. They moved us back and tortured my people to near death, punishment for our escape.” “So, you see, I cannot guarantee that we won’t make it halfway back to Gensal before the creatures track me down again. If that happens, I doubt any of you or my peop e would survive. Do you still wish to free us? Lemanda will accept whatever the party decides. If they decide the risk is too great, she will appear somber, but understanding. If they decide to take the prisoners with them, she will smile and set her mind to the task. ENCOUNTER 10 – THE TRIP HOME The trip home should be a frightful thing for the PCs. Have them make numerous Spot and Listen checks, keep them on their toes. Once they have journeyed west for about four hours, read or paraphrase the following: Suddenly, from up ahead comes the loud baying of some lupine creature. It appears to be getting closer from over the next rise. You watch and see a humanoid figure break the next rise. It stops when it sees you and looks down at your wagon. You breathe a sigh of relief as you see it is a patrol from Gensal, its leader holding the chain of a guard dog. “Pathfinders!” He yells out. “Welcome home.” His troop salutes you as they move past. As you make your way into Gensal, it seems as if the place has grown more already. Lemanda pulls you aside and gives a curt bow. “Thank you my friends, you have given me much. More then my freedom, you have given me back hope, something far more va uable. I’m sure our paths will gross again in the future. Know that you have made an eternal friend in me.” With that, she bows again and heads off toward the two stone barracks. Knightly Distractions Page 11 ENCOUNTER 10A – VISONS OF FUTURE PAST This portion of the adventure is for those who received the Prophecy special from SHL6-02, Blood and Rain. If the PC or PCs never used their augury ability during the adventure, they will receive this vision. That night your sleep is restless. You dream all night, though before you wake, the dreams wash from you like a cascading waterfall. However, one portion of a dream you hang onto. It is a cool night. The wind blows lightly from the open window n the Council of Lords Chamber. The room is deserted except for one man, Lord Nathan Enerick. He works studiously in some books, writing. The wind kicks up and sends the torchlight dancing. Enerick, annoyed by the disturbance rises and goes to the window. At the windows, he ooks outside with annoyance. As he closes the window the wind kicks up again. As the torch light dances, you catch the briefest glance of his shadow, thrown long from the torchlight. His shadow dances and waves in the flickering torchl ght and it appears as i his shadow has grown two extra pairs of arms. He closes the window and the torchlight returns to normal, as does his shadow. i l i f This resolves Knightly Distractions. EXPERIENCE POINT SUMMARY To award experience for this adventure, add up the values for the objectives accomplished. Then assign the experience award. Award the total value (objectives plus roleplaying) to each character. Encounter 2 Defeat the orcs APL 2 120 XP APL 4 180 XP APL 6 240 XP APL 8 300 XP APL 10 360 XP Encounter 7 Gain entrance to the cells, by pass the trap APL 2 120 XP APL 4 180 XP APL 6 240 XP APL 8 300 XP APL 10 360 XP Encounter 8 Defeat the cell keeper and her minions APL 2 150 XP APL 4 210 XP APL 6 270 XP APL 8 330 XP APL 10 390 XP Story Award Objective met – Lemanda is saved: APL 2 60 XP APL 4 105 XP APL 6 150 XP APL 8 195 XP APL 10 240 XP Total possible experience: APL 2 450 XP APL 4 675 XP APL 6 900 XP APL 8 1125 XP APL 10 1350 XP TREASURE SUMMARY During an adventure, characters encounter treasure, usually finding it in the possession of their foes. Every encounter that features treasure has a “treasure” section within the encounter description, giving information about the loot, coins, and magic items that make up the encounter’s treasure. The loot total is the number of gold pieces each character gains if the foes are plundered of all their earthly possessions. Looting the bodies takes at least 10 minutes per every 5 enemies, and if the characters cannot take the time to loot the bodies, they do not gain this gold. If you feel it is reasonable that characters can go back to loot the bodies, and those bodies are there (i.e., not carted off by dungeon scavengers, removed from the scene by the local watch, and so on), characters may return to retrieve loot. If the characters do not loot the body, the gold piece value for the loot is subtracted from the encounter totals given below. The coin total is the number of gold pieces each character gains if they take the coin available. A normal adventuring party can usually gather this wealth in a round or so. If for some reason, they pass up this treasure, the coin total is subtracted from the encounter totals given below. Knightly Distractions Page 12 Next, the magic items are listed. Magic item treasure is the hardest to adjudicate, because they are varied and because characters may want to use them during the adventure. Many times characters must cast identify, analyze dweomer or similar spell to determine what the item does and how to activate it. Other times they may attempt to use the item blindly. If the magic item is consumable (a potion, scroll, magic bolts, etc.) and the item is used before the end of the adventure, its total is subtracted from the adventure totals below. Once you have subtracted the value for unclaimed treasure from each encounter add it up and that is the number of gold pieces a characters total and coin value increase at the end of the adventure. Write the total in the GP Gained field of the adventure certificate. Because this is a Regional scenario, characters may spend additional Time Units to practice professions or create items immediately after the adventure so this total may be modified by other circumstances. Loot = Looted gear from enemy; Coin = Coin, Gems, Jewelry, and other valuables; Magic = Magic Items. Encounter 8 APL 2: Coin: 300 gp APL 4: Coin: 450 gp APL 6: Coin: 600 gp APL 8: Coin: 900 gp APL 10: Coin: 1575 gp Total Possible Treasure APL 2: Coin: 300 gp APL 4: Coin: 450 gp APL 6: Coin: 600 gp APL 8: Coin: 900 gp APL 10: Coin: 1575 gp Special Thanks of Knight Baronette Lemanda: You have saved the life and honor of the lady Lemanda. Having such high friends will surely have its uses in the future. In addition, she has made available to you several of her family’s heirlooms. ITEMS FOR THE ADVENTURE RECORD Item Access APL 2: • Heavy Plate (Adventure; Races of Stone); 2,000 gp. • Earth Silk Jersey (Adventure; Races of Stone); 150 gp. • Heward’s Handy Haversack (Adventure; DMG) APL 4 (all of APL 2 plus the following): • Wand of False Life (Adventure; DMG) • Ring of the Ram (Adventure; DMG) • +1 Buckler of Arrow Catching (Adventure; DMG) APL 6 (all of APLs 2-4 plus the following): • +1 Chain Shirt of Light Fortification (Adventure; DMG) • +1 Thundering Heavy Flail (Adventure; DMG) APL 8 (all of APLs 2-4 plus the following): • Potion of Good Hope (Adventure; DMG) • Amulet of Mighty Fists +2 (Adventure; DMG) APL 10 (all of APLs 2-4 plus the following): • Lyre of Building (Adventure; DMG) • Pearl of Power, 5 th level (Adventure; DMG) • +1 Shocking, Giant Bane Long Spear (Adventure; DMG) Knightly Distractions Page 13 APPENDIX 3: ENCOUNTERS BY APL APL 2 Encounter Two Orc Fighter1: Male Orc Fighter 1; CR 1; Medium Humanoid (Orc); HD 1D10+1 ; hp 11; Init +0 ; Spd 30'; AC 13 (flatfooted 13, touch 10); BAB +1; Grp +4; Atk: masterwork falchion +4 (2d4+4 18-20) Melee, masterwork light crossbow +1 (1d8/19-20) Ranged; Face/Reach 5'/ 5'; SA: -; SQ: Darkvision 60 ft., light sensitivity; AL: CN; Sv: Fort +5, Ref +0, Will +0; STR 17 DEX 11, CON 12, INT 8, WIS 7, CHA 6 Skills and Feats: Listen -1, Spot -1; Iron Will, Power Attack Possessions: Masterwork falcion, masterwork light crossbow, 20 crossbow bolts, masterwork studed leather armor Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of s daylight spell. Caravan Guard Warrior 1: Male Human Warrior 1; CR 1/2; Medium Humanoid (Human); HD (1d8)+1 ; hp 5; Init +0 ; Spd 30'; AC 15 (flatfooted 15, touch 10); BAB +1; Grp +2; Atk: Spear +2 (1d8+1) Melee, long spear +1 (1d8) Ranged; Face/Reach 5'/ 5'; SA: -; SQ: -; AL: NG; Sv: Fort +3, Ref +0, Will +1; STR 13 DEX 11, CON 12, INT 10, WIS 11, CHA 10 Skills and Feats: Listen +3, Spot +3; Alertness Possessions: Chain Shirt, light steel shield, long spear, spear x3. Encounter Four Arcanaloth: Male Arcanaloth; CR 17; Medium Outsider; HD 12d8; hp 54; Init +7; Spd 30', Fly 50' (poor); AC 28 (flatfooted 25, touch 13); BAB +12/+7/+2; Grp +12; Atk Claw +12 Melee(1d4+poison); Full Atk 2 Claws +12 Melee(1d4+poison) and bite +7 Melee (1d6); Face/Reach: 5'/5'; SA: Poison, Spell-like abilities, Spells; SQ: DR 15/magic, Darkvision 60 ft., partial immunity to spells, SR 24, yugoloth traits; AL: NE; SV: Fort +8, Ref +11, Will +14; STR 11, DEX 16, CON 11, INT 20, WIS 18, CHA 17 Skills and Feats: Bluff +17, Concentration +14, Diplomacy +19, Gather Information +18, Intimidate +19, Knowledge (Arcana) +19, Knowledge (The Planes) +19, Profession (scribe) +19, Sense Motive +20; Empower Spell, Improved Initiative, Iron Will, Spell Focus (Abjuration) Partical Immunity to Spells (Su): Mind-affecting spells have no effect on arcanaloths. Poison (Ex): An arcanalot’s claws are coated with poison. It delivers this poison (Fortitude save DC 16) with each successful claw attack. This initial and secondary damage is the same (1 point of Strength damage.) Spell-Like Abilities (Sp): At will – darkness, fly, heat metal, invisibility (self only), magic missile, shapechange, telekinesis, warp wood; 1/day – fear, major image. Caster leverl 12 th; save DC 13+ spell level. Summon Yugoloth: Once per day, an arcanaloth can summon another arcanaloth with a 40% chance of success. Yugoloth Traits: A yugoloth is immune to poison and acid. It has cold, fire, and electricity resistance 20. Yugoloths can communicate telepathically with any creature within 100 feet that has a language. Spells (Sp): 6/7/7/7/6/5/3 (Save DC 13+ spell level, or 15 + spell level for Abjuration spells) 1 st- protection from good, mage armor, shield, magic missile, sleep, color spray, ray of enfeeblement, expeditious retreat, cause fear; 2 nd- see invisibility, scorching ray, bull’s strength, knock, touch of idiocy; 3 rd- dispel magic, fireball, suggestion, haste, slow; 4 th- charm monster, dimensional anchor, fire shield, invisibility greater;, 5 th- teleport, dominate person, mind fog; 6 th- geas/quest, true seeing; 7 th- forcecage Possessions: None Spells prepared:(4/5/4/3; Base DC= 14 + spell level(*base DC 16 + spell level for enchantment)) 0- Daze*, Ghost sound, Mage Hand, Resistance; 1- Charm Person*, Expeditious Retreat, Mage Armor, Protection from Good, Silent Image; 2- Blur, Fox's Cunning, Tasha's Hideous Laughter*, Invisibility; 3- Displacement, Haste, Heroism* Encounter Eight Cell Keeper: Female Human Rogue 3; CR 3; Medium Humanoid (Human); HD (3d6)+6; hp 17; Init +4; Spd 30'; AC 20 (flatfooted 16, touch 14); BAB +2; Grp +4; Atk: Masterwork shortsword +6 Melee (1d6+2 19-20/x2); Face/Reach 5’/5'; SA: Sneak Attack +2d6, scrolls; SQ: trap Knightly Distractions Page 14 sense +1, evasion; AL: LE; Sv: Fort +3, Ref +7, Will +2; STR 14, DEX 19, CON 15, INT 10, WIS 12, CHA 16 Skills and Feats: Hide +10, Listen +3, Move Silently +10, Spot +7, Use Magic Device +9, Swim +8, Tumble +10; Iron Will, Weapon Focus, short sword. Possessions: Masterwork Chain Shirt, Masterwork buckler, Masterwork Shortsword x3, wand of mage hand (37), scroll of haste, scroll of shield x2 Knightly Distractions Page 15 APL 4 Encounter Two Orc Fighter1: Male Orc Fighter 1; CR 1; Medium Humanoid (Orc); HD 1D10+1 ; hp 11; Init +0 ; Spd 30'; AC 13 (flatfooted 13, touch 10); BAB +1; Grp +4; Atk: masterwork falchion +4 (2d4+4 18-20) Melee, masterwork light crossbow +1 (1d8/19-20) Ranged; Face/Reach 5'/ 5'; SA: -; SQ: Darkvision 60 ft., light sensitivity; AL: CN; Sv: Fort +5, Ref +0, Will +0; STR 17 DEX 11, CON 12, INT 8, WIS 7, CHA 6 Skills and Feats: Listen -1, Spot -1; Iron Will, Power Attack Possessions: Masterwork falcion, masterwork light crossbow, 20 crossbow bolts, masterwork studed leather armor Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of s daylight spell. Caravan Guard Warrior 1: Male Human Warrior 1; CR 1/2; Medium Humanoid (Human); HD (1d8)+1 ; hp 5; Init +0 ; Spd 30'; AC 15 (flatfooted 15, touch 10); BAB +1; Grp +2; Atk: Spear +2 (1d8+1) Melee, long spear +1 (1d8) Ranged; Face/Reach 5'/ 5'; SA: -; SQ: -; AL: NG; Sv: Fort +3, Ref +0, Will +1; STR 13 DEX 11, CON 12, INT 10, WIS 11, CHA 10 Skills and Feats: Listen +3, Spot +3; Alertness Possessions: Chain Shirt, light steel shield, long spear, spear x3. Encounter Four Arcanaloth: Male Arcanaloth; CR 17; Medium Outsider; HD 12d8; hp 54; Init +7; Spd 30', Fly 50' (poor); AC 28 (flatfooted 25, touch 13); BAB +12/+7/+2; Grp +12; Atk Claw +12 Melee(1d4+poison); Full Atk 2 Claws +12 Melee(1d4+poison) and bite +7 Melee (1d6); Face/Reach: 5'/5'; SA: Poison, Spell-like abilities, Spells; SQ: DR 15/magic, Darkvision 60 ft., partial immunity to spells, SR 24, yugoloth traits; AL: NE; SV: Fort +8, Ref +11, Will +14; STR 11, DEX 16, CON 11, INT 20, WIS 18, CHA 17 Skills and Feats: Bluff +17, Concentration +14, Diplomacy +19, Gather Information +18, Intimidate +19, Knowledge (Arcana) +19, Knowledge (The Planes) +19, Profession (scribe) +19, Sense Motive +20; Empower Spell, Improved Initiative, Iron Will, Spell Focus (Abjuration) Partical Immunity to Spells (Su): Mind-affecting spells have no effect on arcanaloths. Poison (Ex): An arcanalot’s claws are coated with poison. It delivers this poison (Fortitude save DC 16) with each successful claw attack. This initial and secondary damage is the same (1 point of Strength damage.) Spell-Like Abilities (Sp): At will – darkness, fly, heat metal, invisibility (self only), magic missile, shapechange, telekinesis, warp wood; 1/day – fear, major image. Caster leverl 12 th; save DC 13+ spell level. Summon Yugoloth: Once per day, an arcanaloth can summon another arcanaloth with a 40% chance of success. Yugoloth Traits: A yugoloth is immune to poison and acid. It has cold, fire, and electricity resistance 20. Yugoloths can communicate telepathically with any creature within 100 feet that has a language. Spells (Sp): 6/7/7/7/6/5/3 (Save DC 13+ spell level, or 15 + spell level for Abjuration spells) 1 st- protection from good, mage armor, shield, magic missile, sleep, color spray, ray of enfeeblement, expeditious retreat, cause fear; 2 nd- see invisibility, scorching ray, bull’s strength, knock, touch of idiocy; 3 rd- dispel magic, fireball, suggestion, haste, slow; 4 th- charm monster, dimensional anchor, fire shield, invisibility greater;, 5 th- teleport, dominate person, mind fog; 6 th- geas/quest, true seeing; 7 th- forcecage Possessions: None Spells prepared:(4/5/4/3; Base DC= 14 + spell level(*base DC 16 + spell level for enchantment)) 0- Daze*, Ghost sound, Mage Hand, Resistance; 1- Charm Person*, Expeditious Retreat, Mage Armor, Protection from Good, Silent Image; 2- Blur, Fox's Cunning, Tasha's Hideous Laughter*, Invisibility; 3- Displacement, Haste, Heroism* Encounter Eight Cell Keeper: Female Human Rogue 5; CR 5; Medium Humanoid (Human); HD (5d6)+10; hp 28; Init +4; Spd 30'; AC 20 (flatfooted 16, touch 14); BAB +3; Grp +5; Atk: Masterwork shortsword +7 Melee (1d6+2 19-20/x2); Face/Reach 5’/5'; SA: Sneak Attack +3d6, scrolls; SQ: trap sense +2, Evasion, Uncanny Dodge; AL: LE; Sv: Fort +3, Ref +8, Will +2; STR 14, DEX 19, CON 15, INT 10, WIS 12, CHA 16 Skills and Feats: Hide +12, Listen +5, Move Silently +12, Spot +9, Use Magic Device +11, Swim +10, Tumble +12; Iron Will, Weapon Focus, short sword. Knightly Distractions Page 16 Possessions: Masterwork Chain Shirt, Masterwork buckler, Masterwork Shortsword x3, wand of mage hand (37), scroll of haste, scroll of shield x2 Knightly Distractions Page 17 APL 6 Encounter Two Orc Fighter1: Male Orc Fighter 1; CR 1; Medium Humanoid (Orc); HD 1D10+1 ; hp 11; Init +0 ; Spd 30'; AC 13 (flatfooted 13, touch 10); BAB +1; Grp +4; Atk: masterwork falchion +4 (2d4+4 18-20) Melee, masterwork light crossbow +1 (1d8/19-20) Ranged; Face/Reach 5'/ 5'; SA: -; SQ: Darkvision 60 ft., light sensitivity; AL: CN; Sv: Fort +5, Ref +0, Will +0; STR 17 DEX 11, CON 12, INT 8, WIS 7, CHA 6 Skills and Feats: Listen -1, Spot -1; Iron Will, Power Attack Possessions: Masterwork falcion, masterwork light crossbow, 20 crossbow bolts, masterwork studed leather armor Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of s daylight spell. Caravan Guard Warrior 1: Male Human Warrior 1; CR 1/2; Medium Humanoid (Human); HD (1d8)+1 ; hp 5; Init +0 ; Spd 30'; AC 15 (flatfooted 15, touch 10); BAB +1; Grp +2; Atk: Spear +2 (1d8+1) Melee, long spear +1 (1d8) Ranged; Face/Reach 5'/ 5'; SA: -; SQ: -; AL: NG; Sv: Fort +3, Ref +0, Will +1; STR 13 DEX 11, CON 12, INT 10, WIS 11, CHA 10 Skills and Feats: Listen +3, Spot +3; Alertness Possessions: Chain Shirt, light steel shield, long spear, spear x3. Encounter Four Arcanaloth: Male Arcanaloth; CR 17; Medium Outsider; HD 12d8; hp 54; Init +7; Spd 30', Fly 50' (poor); AC 28 (flatfooted 25, touch 13); BAB +12/+7/+2; Grp +12; Atk Claw +12 Melee(1d4+poison); Full Atk 2 Claws +12 Melee(1d4+poison) and bite +7 Melee (1d6); Face/Reach: 5'/5'; SA: Poison, Spell-like abilities, Spells; SQ: DR 15/magic, Darkvision 60 ft., partial immunity to spells, SR 24, yugoloth traits; AL: NE; SV: Fort +8, Ref +11, Will +14; STR 11, DEX 16, CON 11, INT 20, WIS 18, CHA 17 Skills and Feats: Bluff +17, Concentration +14, Diplomacy +19, Gather Information +18, Intimidate +19, Knowledge (Arcana) +19, Knowledge (The Planes) +19, Profession (scribe) +19, Sense Motive +20; Empower Spell, Improved Initiative, Iron Will, Spell Focus (Abjuration) Partical Immunity to Spells (Su): Mind-affecting spells have no effect on arcanaloths. Poison (Ex): An arcanalot’s claws are coated with poison. It delivers this poison (Fortitude save DC 16) with each successful claw attack. This initial and secondary damage is the same (1 point of Strength damage.) Spell-Like Abilities (Sp): At will – darkness, fly, heat metal, invisibility (self only), magic missile, shapechange, telekinesis, warp wood; 1/day – fear, major image. Caster leverl 12 th; save DC 13+ spell level. Summon Yugoloth: Once per day, an arcanaloth can summon another arcanaloth with a 40% chance of success. Yugoloth Traits: A yugoloth is immune to poison and acid. It has cold, fire, and electricity resistance 20. Yugoloths can communicate telepathically with any creature within 100 feet that has a language. Spells (Sp): 6/7/7/7/6/5/3 (Save DC 13+ spell level, or 15 + spell level for Abjuration spells) 1 st- protection from good, mage armor, shield, magic missile, sleep, color spray, ray of enfeeblement, expeditious retreat, cause fear; 2 nd- see invisibility, scorching ray, bull’s strength, knock, touch of idiocy; 3 rd- dispel magic, fireball, suggestion, haste, slow; 4 th- charm monster, dimensional anchor, fire shield, invisibility greater;, 5 th- teleport, dominate person, mind fog; 6 th- geas/quest, true seeing; 7 th- forcecage Possessions: None Spells prepared:(4/5/4/3; Base DC= 14 + spell level(*base DC 16 + spell level for enchantment)) 0- Daze*, Ghost sound, Mage Hand, Resistance; 1- Charm Person*, Expeditious Retreat, Mage Armor, Protection from Good, Silent Image; 2- Blur, Fox's Cunning, Tasha's Hideous Laughter*, Invisibility; 3- Displacement, Haste, Heroism* Encounter Eight Cell Keeper: Female Human Rogue 7; CR 7; Medium Humanoid (Human); HD (7d6)+14; hp 39; Init +4; Spd 30'; AC 20 (flatfooted 16, touch 14); BAB +5; Grp +7; Atk: Masterwork shortsword +9 Melee (1d6+2 19-20/x2); Face/Reach 5’/5'; SA: Sneak Attack +4d6, scrolls; SQ: trap sense +2, Evasion, Uncanny Dodge; AL: LE; Sv: Fort +4, Ref +9, Will +3; STR 14, DEX 19, CON 15, INT 10, WIS 12, CHA 16 Skills and Feats: Hide +14, Listen +7, Move Silently +14, Spot +11, Use Magic Device +13, Swim +12, Tumble +14; Iron Will, Weapon Focus, short sword, Mobility Knightly Distractions Page 18 Possessions: Masterwork Chain Shirt, Masterwork buckler, Masterwork Shortsword x3, wand of mage hand (37), scroll of haste, scroll of shield x2 Knightly Distractions Page 19 APL 8 Encounter Two Orc Fighter1: Male Orc Fighter 1; CR 1; Medium Humanoid (Orc); HD 1D10+1 ; hp 11; Init +0 ; Spd 30'; AC 13 (flatfooted 13, touch 10); BAB +1; Grp +4; Atk: masterwork falchion +4 (2d4+4 18-20) Melee, masterwork light crossbow +1 (1d8/19-20) Ranged; Face/Reach 5'/ 5'; SA: -; SQ: Darkvision 60 ft., light sensitivity; AL: CN; Sv: Fort +5, Ref +0, Will +0; STR 17 DEX 11, CON 12, INT 8, WIS 7, CHA 6 Skills and Feats: Listen -1, Spot -1; Iron Will, Power Attack Possessions: Masterwork falcion, masterwork light crossbow, 20 crossbow bolts, masterwork studed leather armor Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of s daylight spell. Orc Sergeant: Male Orc Fighter 3; CR 3; Medium Humanoid (Orc); HD 3d10+3 ; hp 23; Init +0 ; Spd 30'; AC 13 (flatfooted 13, touch 10); BAB +3; Grp +6; Atk: masterwork falchion +7 (2d4+4 18-20) Melee, masterwork light crossbow +4 (1d8/19-20) Ranged; Face/Reach 5'/ 5'; SA: -; SQ: Darkvision 60 ft., light sensitivity; AL: CN; Sv: Fort +7, Ref +1, Will +1; STR 17 DEX 11, CON 12, INT 8, WIS 7, CHA 6 Skills and Feats: Listen -1, Spot -1; Iron Will, Power Attack, Weapon Focus falchion, Weapon Focus light crossbow Possessions: Masterwork falcion, masterwork light crossbow, 20 crossbow bolts, masterwork studed leather armor Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of s daylight spell. Caravan Guard Warrior 1: Male Human Warrior 1; CR 1/2; Medium Humanoid (Human); HD (1d8)+1 ; hp 5; Init +0 ; Spd 30'; AC 15 (flatfooted 15, touch 10); BAB +1; Grp +2; Atk: Spear +2 (1d8+1) Melee, long spear +1 (1d8) Ranged; Face/Reach 5'/ 5'; SA: -; SQ: -; AL: NG; Sv: Fort +3, Ref +0, Will +1; STR 13 DEX 11, CON 12, INT 10, WIS 11, CHA 10 Skills and Feats: Listen +3, Spot +3; Alertness Possessions: Chain Shirt, light steel shield, long spear, spear x3. Encounter Four Arcanaloth: Male Arcanaloth; CR 17; Medium Outsider; HD 12d8; hp 54; Init +7; Spd 30', Fly 50' (poor); AC 28 (flatfooted 25, touch 13); BAB +12/+7/+2; Grp +12; Atk Claw +12 Melee(1d4+poison); Full Atk 2 Claws +12 Melee(1d4+poison) and bite +7 Melee (1d6); Face/Reach: 5'/5'; SA: Poison, Spell-like abilities, Spells; SQ: DR 15/magic, Darkvision 60 ft., partial immunity to spells, SR 24, yugoloth traits; AL: NE; SV: Fort +8, Ref +11, Will +14; STR 11, DEX 16, CON 11, INT 20, WIS 18, CHA 17 Skills and Feats: Bluff +17, Concentration +14, Diplomacy +19, Gather Information +18, Intimidate +19, Knowledge (Arcana) +19, Knowledge (The Planes) +19, Profession (scribe) +19, Sense Motive +20; Empower Spell, Improved Initiative, Iron Will, Spell Focus (Abjuration) Partical Immunity to Spells (Su): Mind-affecting spells have no effect on arcanaloths. Poison (Ex): An arcanalot’s claws are coated with poison. It delivers this poison (Fortitude save DC 16) with each successful claw attack. This initial and secondary damage is the same (1 point of Strength damage.) Spell-Like Abilities (Sp): At will – darkness, fly, heat metal, invisibility (self only), magic missile, shapechange, telekinesis, warp wood; 1/day – fear, major image. Caster leverl 12 th; save DC 13+ spell level. Summon Yugoloth: Once per day, an arcanaloth can summon another arcanaloth with a 40% chance of success. Yugoloth Traits: A yugoloth is immune to poison and acid. It has cold, fire, and electricity resistance 20. Yugoloths can communicate telepathically with any creature within 100 feet that has a language. Spells (Sp): 6/7/7/7/6/5/3 (Save DC 13+ spell level, or 15 + spell level for Abjuration spells) 1 st- protection from good, mage armor, shield, magic missile, sleep, color spray, ray of enfeeblement, expeditious retreat, cause fear; 2 nd- see invisibility, scorching ray, bull’s strength, knock, touch of idiocy; 3 rd- dispel magic, fireball, suggestion, haste, slow; 4 th- charm monster, dimensional anchor, fire shield, invisibility greater;, 5 th- teleport, dominate person, mind fog; 6 th- geas/quest, true seeing; 7 th- forcecage Possessions: None Spells prepared:(4/5/4/3; Base DC= 14 + spell level(*base DC 16 + spell level for enchantment)) 0- Daze*, Ghost Knightly Distractions Page 20 sound, Mage Hand, Resistance; 1- Charm Person*, Expeditious Retreat, Mage Armor, Protection from Good, Silent Image; 2- Blur, Fox's Cunning, Tasha's Hideous Laughter*, Invisibility; 3- Displacement, Haste, Heroism* Encounter Eight Cell Keeper: Female Human Rogue 9; CR 9; Medium Humanoid (Human); HD (9d6)+27; hp 59; Init +4; Spd 30'; AC 20 (flatfooted 16, touch 14); BAB +6/+1; Grp +8; Atk: Masterwork shortsword +10 Melee (1d6+2 19- 20/x2), Full Atk: Masterwork shortsword +10/+5 Melee (1d6+2 19-20/x2); Face/Reach 5’/5'; SA: Sneak Attack +5d6, scrolls; SQ: trap sense +3, Evasion, Improved Uncanny Dodge; AL: LE; Sv: Fort +5, Ref +10 Will +4; STR 14, DEX 19, CON 16, INT 10, WIS 12, CHA 16 Skills and Feats: Hide +16, Listen +9, Move Silently +16, Spot +13, Use Magic Device +19, Swim +14, Tumble +16; Iron Will, Weapon Focus, short sword, Mobility, Skill Focus, Use Magic Device, Combat Reflexes Possessions: Masterwork Chain Shirt, Masterwork buckler, Masterwork Shortsword x3, wand of mage hand (37), scroll of haste, scroll of shield x2 Knightly Distractions Page 21 APL 10 Encounter Two Orc Fighter1: Male Orc Fighter 1; CR 1; Medium Humanoid (Orc); HD 1D10+1 ; hp 11; Init +0 ; Spd 30'; AC 13 (flatfooted 13, touch 10); BAB +1; Grp +4; Atk: masterwork falchion +4 (2d4+4 18-20) Melee, masterwork light crossbow +1 (1d8/19-20) Ranged; Face/Reach 5'/ 5'; SA: -; SQ: Darkvision 60 ft., light sensitivity; AL: CN; Sv: Fort +5, Ref +0, Will +0; STR 17 DEX 11, CON 12, INT 8, WIS 7, CHA 6 Skills and Feats: Listen -1, Spot -1; Iron Will, Power Attack Possessions: Masterwork falcion, masterwork light crossbow, 20 crossbow bolts, masterwork studed leather armor Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of s daylight spell. Orc Sergeant: Male Orc Fighter 3; CR 3; Medium Humanoid (Orc); HD 3d10+3 ; hp 23; Init +0 ; Spd 30'; AC 13 (flatfooted 13, touch 10); BAB +3; Grp +6; Atk: masterwork falchion +7 (2d4+4 18-20) Melee, masterwork light crossbow +4 (1d8/19-20) Ranged; Face/Reach 5'/ 5'; SA: -; SQ: Darkvision 60 ft., light sensitivity; AL: CN; Sv: Fort +7, Ref +1, Will +1; STR 17 DEX 11, CON 12, INT 8, WIS 7, CHA 6 Skills and Feats: Listen -1, Spot -1; Iron Will, Power Attack, Weapon Focus falchion, Weapon Focus light crossbow Possessions: Masterwork falcion, masterwork light crossbow, 20 crossbow bolts, masterwork studed leather armor Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of s daylight spell. Caravan Guard Warrior 1: Male Human Warrior 1; CR 1/2; Medium Humanoid (Human); HD (1d8)+1 ; hp 5; Init +0 ; Spd 30'; AC 15 (flatfooted 15, touch 10); BAB +1; Grp +2; Atk: Spear +2 (1d8+1) Melee, long spear +1 (1d8) Ranged; Face/Reach 5'/ 5'; SA: -; SQ: -; AL: NG; Sv: Fort +3, Ref +0, Will +1; STR 13 DEX 11, CON 12, INT 10, WIS 11, CHA 10 Skills and Feats: Listen +3, Spot +3; Alertness Possessions: Chain Shirt, light steel shield, long spear, spear x3. Encounter Four Arcanaloth: Male Arcanaloth; CR 17; Medium Outsider; HD 12d8; hp 54; Init +7; Spd 30', Fly 50' (poor); AC 28 (flatfooted 25, touch 13); BAB +12/+7/+2; Grp +12; Atk Claw +12 Melee(1d4+poison); Full Atk 2 Claws +12 Melee(1d4+poison) and bite +7 Melee (1d6); Face/Reach: 5'/5'; SA: Poison, Spell-like abilities, Spells; SQ: DR 15/magic, Darkvision 60 ft., partial immunity to spells, SR 24, yugoloth traits; AL: NE; SV: Fort +8, Ref +11, Will +14; STR 11, DEX 16, CON 11, INT 20, WIS 18, CHA 17 Skills and Feats: Bluff +17, Concentration +14, Diplomacy +19, Gather Information +18, Intimidate +19, Knowledge (Arcana) +19, Knowledge (The Planes) +19, Profession (scribe) +19, Sense Motive +20; Empower Spell, Improved Initiative, Iron Will, Spell Focus (Abjuration) Partical Immunity to Spells (Su): Mind-affecting spells have no effect on arcanaloths. Poison (Ex): An arcanalot’s claws are coated with poison. It delivers this poison (Fortitude save DC 16) with each successful claw attack. This initial and secondary damage is the same (1 point of Strength damage.) Spell-Like Abilities (Sp): At will – darkness, fly, heat metal, invisibility (self only), magic missile, shapechange, telekinesis, warp wood; 1/day – fear, major image. Caster leverl 12 th; save DC 13+ spell level. Summon Yugoloth: Once per day, an arcanaloth can summon another arcanaloth with a 40% chance of success. Yugoloth Traits: A yugoloth is immune to poison and acid. It has cold, fire, and electricity resistance 20. Yugoloths can communicate telepathically with any creature within 100 feet that has a language. Spells (Sp): 6/7/7/7/6/5/3 (Save DC 13+ spell level, or 15 + spell level for Abjuration spells) 1 st- protection from good, mage armor, shield, magic missile, sleep, color spray, ray of enfeeblement, expeditious retreat, cause fear; 2 nd- see invisibility, scorching ray, bull’s strength, knock, touch of idiocy; 3 rd- dispel magic, fireball, suggestion, haste, slow; 4 th- charm monster, dimensional anchor, fire shield, invisibility greater;, 5 th- teleport, dominate person, mind fog; 6 th- geas/quest, true seeing; 7 th- forcecage Possessions: None Spells prepared:(4/5/4/3; Base DC= 14 + spell level(*base DC 16 + spell level for enchantment)) 0- Daze*, Ghost Knightly Distractions Page 22 sound, Mage Hand, Resistance; 1- Charm Person*, Expeditious Retreat, Mage Armor, Protection from Good, Silent Image; 2- Blur, Fox's Cunning, Tasha's Hideous Laughter*, Invisibility; 3- Displacement, Haste, Heroism* Encounter Eight Cell Keeper: Female Human Rogue 11; CR 11; Medium Humanoid (Human); HD (11d6)+32; hp 69; Init +4; Spd 30'; AC 20 (flatfooted 16, touch 14); BAB +8/+3; Grp +10; Atk: Masterwork shortsword +12 Melee (1d6+2 19- 20/x2), Full Atk: Masterwork shortsword +12/+7 Melee (1d6+2 19-20/x2); Face/Reach 5’/5'; SA: Sneak Attack +6d6, scrolls; SQ: trap sense +3, Evasion, Improved Uncanny Dodge, Opportunist; AL: LE; Sv: Fort +5, Ref +11 Will +4; STR 14, DEX 19, CON 16, INT 10, WIS 12, CHA 16 Skills and Feats: Hide +18, Listen +11, Move Silently +18, Spot +15, Use Magic Device +21, Swim +16, Tumble +18; Iron Will, Weapon Focus, short sword, Mobility, Skill Focus, Use Magic Device, Combat Reflexes Possessions: Masterwork Chain Shirt, Masterwork buckler, Masterwork Shortsword x3, wand of mage hand (37), scroll of haste, scroll of shield x2 Opportunist: (Ex) Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round. Knightly Distractions Page 23 PLAYER’S HANDOUT # 1 Greetings noble and courageous citizen of the realm, Because of your past deeds, we have singled you out to join a small, elite group for a covert mission. Because of the nature of the mission, it can not be disclosed here. The trip should take no more then five days, but will require extensive travel. Our people once again need your help. If you agree, please meet the others you will be traveling with on the main, eastern road to Gensal at sun up tomorrow morning. We pray Heironeous watch over you and that your mission be successful. Sincerely, Earl Lyndon Bohdon Council of Lords Knightly Distractions Page 24 PLAYER’S HANDOUT # 2 Knightly Distractions Page 25 PLAYER’S HANDOUT # 3 Knightly Distractions Page 26 DM’S AID # 1 Cell Room layout Knightly Distractions Page 27
textdata/thevault/Living Greyhawk/Modules/Shield Lands/596/Normal Scenarios/SHL6-02 - Knightly Distractions (APL 2-10)/SHL6-02 - Knightly Distractions.pdf
White StarTM isa trademark of James M. Spahn. The Structure of this Adventure I provide the players with problems, not solutions. And Game Mechanics are not a solution system they are a resolution system. That means players suggest the solutions, and I decide, with the help of the game mechanics, how effective those solutions are. I say this because you will notice that all I do is present problems. There is no “if they try this then solve it like this”. Sorry, I am not a computer, and I am not competing with one. Computers do that kind of thing very well. That is not why I GM. I Gm because it is an art, and that art is found when I pose problems to the players (things that keep them from achieving their goal) they offer a solution (however silly it may seem, we are playing a game) and I then use the rules to decide if that solution works or not, and how well. I say this because I don't want you to feel ripped off because I don’t provide pages and pages of how to solve problem “x”. I am not doing that, at all, not even one example. Because I want you to find how enjoyable it is and how easy it is, as a GM, to play this way. Yes it is improv, but with a lot of structure. Trust your players to provide solutions to the problems, and then trust the mechanics to help you figure out how well those solutions to work. Synopsis The PCs are on their way to Seti Beta Seven to drop off a group of cybernetically enhanced criminals. On the way they are waylaid by solar storms, ship system malfunctions, and the criminals themselves. On top of this they only have about 48 hours to get to Seti Beta Seven. Can they get the criminals to Seti Beta Seven on time? Set in your captain seat, read the computer readout, and get ready to find out in this One Shot Adventure for the White Star role playing game. ACT ONE: TO PRISON, AND DON’T SLOW DOWN GM ADVICE In the first act you the GM are the guide. Hell you are the Plot Railroad Chief Engineer. Drive that Train hard. In this act, to set the stage, there are specific things that need to happen. Your players need to be introduced to the world and the adventure. So you dictate the rolls: when, how, now! But take that hat off when you get to Act Two. There the players get to drive. Don’t worry, if you have laid down a strong track, they will know which direction to go, they just might take a different route. That is okay, as long as they have a goal, you’re golden. You may read the following paragraph out, or choose to play out the scenes listed below this paragraph. Either one will provide the necessary expositional material to get the adventure rolling. If I was running this adventure I would vote for the scene work, but this is your game so I don’t get to vote. Read, or paraphrase, the following paragraph: You are crew members on the United Stellar Starship Nimoy, or USS Nimoy. Your mission is to take a group of cybernetically enhanced criminals to the Penal planet of Seti Beta Seven. Currently you are en route to the prison. By all estimates you have a two day window to get into the system, drop off the criminals, and get back out. If you don’t get there, or out, in time you will have to wait approximately thirty days. This is due to the planetary rotation, gravity wells, and the solar radiation from the system’s sun. On top of this the ships systems are overburdened with normal system operations and the cryogenic containers housing the criminals. If you do not want to just drop all this information on your players, you can instead play out the following scenes with the players. The same information from the above paragraph can be related in these scenes to your players as you act them out. In fact make sure to reference the above material as it will enhance your GMing of these scenes. In scene work it will greatly help to do your best to talk in character to the PCs. This doesn’t mean come up with silly accents, unless you want to, it means role playing with the players to give them this information like you would see in your favorite TV show. In other words Act it out. SCENE ONE: Takes place on the Starship Bridge. It deals primarily with Helms or Navigation Officer. The Captain will request that the officer plot the next leg of the course to the Penal Colony of Seti Beta Seven. Have the PC make a Saving Throw: Skill with a +2 bonus to the roll. The PC will also find out that they have two days to get to the System. The trip itself normally only takes about a day. SCENE TWO: Opens in Engineering section of the ship. A junior officer comes to the PC asking them to perform a diagnostic test of ship systems. If you want have them roll a Saving Throw: Skill with a +2 bonus to the roll. Then pass on the information that the ship systems are overloaded and it is going to take a keen eye to keep all systems powered. When they ask why have another crew member remind them that the ship has been equipped with cryogenic equipment. SCENE THREE: Opens in the Med bay. A partly robotic woman is tossing staff around. Equipment is scattered about. A med tech stabs the woman with a sedative stick. The staff relaxes. One of the ensigns is amazed at the strength of the criminal. Another chimes in that the criminal must be put back in cryogenic storage without further treatment. Another slyly suggests copious amounts of sedatives be administered to all the frozen criminals. Have the PC make a Saving Throw: Skill +2 to check the criminals vitals. The sedative is corrosive to cybernetics and the woman will die if the sedative is not neutralized immediately. If the sedative is neutralized she will wake up. SCENE FOUR: Takes place on the Starship Bridge, at the Science Station. The captain asks the Science Officer for a report on the Seti Beta Seven planetary system. Have the player make a Saving Throw: Skill with a +2 bonus. The PC finds out that the system has a more active sun that disrupts electronic equipment. Unless entrance to the system is directly blocked by Seti Beta Six, the ship will be damaged beyond repair. This eclipse only happens once every thirty days. The next alignment will be in two days. Time is of the essence. After all these scenes have been played out (and more if you need/want it) you can move into the Inciting Incident. The PCs now have a goal: Get the Prisoners to the Prison on Time. Now is the time to mess with that goal. Solar Block SPF 100000000000000 SCENE FIVE: INCITING INCIDENT: The scene starts with the Science Officer running standard space scans. Have the Science Officer make a Savings Throw: Skill with a -2 modifier. On a successful save the Science Officer notes a Level 12 Deep Space Solar Flare headed directly towards the Ship. For every system on the ship one PC may make a Savings Throw: Skill at a -2 modifier. If a PC fails this Savings Throw that specific system is shut down. On a failed save the Science Officer fails to note the Deep Space Solar Flare before it hits and no crew may make a savings throw. In this case the ship suffers a complete shut down. Back up power is all that is available. Additionally every player takes 1d6 points of damage as the ship lurches. ACT TWO Deeper Into the Problem Initially the damage is not that large, beyond the power outages. Once the storm has passed the PCs can easily reboot any of the systems. It will be after they get the systems up and running that they discover larger problems. Firstly there is the power distribution ship wide. Already there was not enough power to meet ship demands AND keep the criminals in cryogenic suspension. This alone is a problem. However, after the initial reboot it is discovered that the power system no longer has enough power to keep all of the systems AND the cryogenic suspension units operating. There is simply not enough power. Secondly, Starship systems have been compromised unavoidably by the Solar Flare. The damage is not noticeable until it fails. At which point the crew must deal with multiple system failures that intoxicate the crew, release the criminals, and inhibit the engines. Thirdly it is your job in this act to just throw problems at players and let them come up with ways to solve these problems. You get to react to them. This is your opportunity to tighten the screws by escalating problems left unattended. Do this. It will provide the necessary tension as chaos ensues and the players wonder how they will ever solve it all. But be careful you don’t want to overwhelm them, just make them feel the heat. You’ll be able to tell when it is too much - and when it is not enough. Listed below are the problems you can throw at your players to keep them from completing their goal. Present them in any order that makes sense to you. Rocky Mountain High! Somewhere somehow there is a gas leak and it is going to make being on the ship a funky experience. The PC will notice the crew around them acting odd, or not acting at all. Then they will descend into this madness. In essence everyone on board is being subject to the Confusion Meditation. No there is no Star Knight causing it, the gas just acts like that. After 1d6 rounds have each of the PCs start making a Savings Throw. If they fail use the chart below to determine their actions for the next minute or two. If they pass, great, next round they are going to have to make another Saving Throw. Do this until the entire crew is dead, or they find a way to stop the gas from affecting them. Put some type of time limit on the amount of exposure before death. A nice standard is 10 minutes, but choose a time frame that you think would be the most dramatic. Especially since you will want to throw another problem at them before that count down is up. No rest for the wicked! Altered Confusion Chart *If this is rolled again, the affected crew turns off a ship system. It can be rebooted with a -2 ST: Skill. I Canna give it more power Cap’n! The solar flare has fractured the energy crystals used to power the ship. Practically that means the PCs are going to have to juggle power requirements for the ship systems. That may mean shutting off or reducing power. Okay that is what it means because they don’t Die Roll Random Encounter 2-5 Attack Crew 6-8 Do Nothing. * 9-12 Attacked by Crew have backup crystals and they don't have time to mine them. As Act Two progresses this situation should worsen to the point that systems have to be shut off in order to keep any power going to the other systems. Make sure to point out to the players that at least two systems are critical: Engines and the Cryogenic System. Without engines the ship will not get to Seti Beta Seven in time to drop off the prisoners. And without the Cryogenic System the criminals will awaken. And did we mention they are cybernetically enhanced. Yea, that means they can break into the ship systems very easily!! Unless..... He tasks me. At some point through lack of power, or the intervention of crazed crew members, the Criminals are going to get loose. Even if those are in some way handled, their leader, the mysterious Ricard, has devised a way to escape his entrapment. It just means he will be acting alone instead of with support. Below are stats for Ricard and his men. Ricard’s goal is to take over the ship and fly to parts unknown far away from the power of the UFP (Union of Federated Planets) Ricard Armor Class 2[18] Hit Dice 5 Total Hit Bonus +5 Attacks Slam 1d6+2 Star Saber 1d6+4, Laser Pistol (built in) Savings Throw 11 Special Cybernetic Link: Can access electronics and control them on successful ST. Movement 12 HDE/XP 5/300 Cybernetic Men (x12) Armor Class 4[16] Hit Dice 2+2 Total Hit Bonus +2 Attacks Slam 1d6+2, Laser Pistol (built in) Savings Throw 14 Special Cybernetic Link: Can access electronics and control them on successful ST. Movement 12 HDE/XP 3/100 Getting in is the problem Even if the PCs get to Seti Beta Seven on time, which is doubtful, they still have to make sure to navigate carefully. Timing is everything. The solar radiation emitted from the sun in this system will completely fry any ship. Shielding simply isn't strong enough. Fortunately if they got to the system on time (within 2 days) it is relatively easy as the Seti Beta Six and Seven can provide most of the cover from direct exposure. Otherwise they have to jump from point to point, between space debris, taking even longer. And if they are more than two days past their window they simply cannot find enough cover to get to Seti Beta Seven without destroying the ship. This could involve scanning the area for pieces of debris large enough to hide behind. Calculating distance and time from point to point. And how many points they will have to jump to, all of which will take precious energy to start and stop. Time is Relative, by marriage Basically the PCs are going to have decide how fast they want to get to Seti Beta Seven and what they are willing to gamble to get there. They could just punch the engines, but other systems would need to be sacrificed. Even with that option there is the likelihood that the engines will fail. In fact there is a 100% chance they will. In the words of a famous starship engineer, “The ship canna take much more of this Cap’n.” ACT THREE: (Character) Resolution There is no act three, read GM advice. GM advice This is the Act where the players get to do the most driving. Here you, as GM, get to react to them. And this is not as hard as it seems. Having set the stage through exposition, inciting incident, and then an initial problem, the players are ready to solve the problems you give them. Once all those problems are solved, the adventure is over. Hand out new characters, or XP. Speaking of problems. Start with the inital one: The Ship systems overloaded by the Solar Flare. Once that is nearing completion, hit them with another problem. And don’t stop hitting until they are near panic. Then let the players sort out how to solve, and in what order, each of the problems. Its that simple. NPCs are the doors to adventure. It is good advice, when the players are stuck send in two guys with guns. But decide who they are pointing the guns at. Maybe its at the players. Maybe its at someone chasing them. Maybe they just have guns. And remember, most of the time this is a metaphor. Every once in awhile you will need guys with actual guns busting in, but more often you will just need an NPC with a problem that is related to one of the adventure goals. And here are a couple of goals this adventure was designed around: Get the Prisoners to the Penal Planet. Keep the Ship together. Cure the Crew. Fix the ship. Now you know, when your players are floundering shove an NPC towards them that needs help with one of those goals. And don’t worry how they solve them. Let them suggest any way. Then use the tools at your disposal to determine the success of those actions. With White Star you have a couple of different systems to use. They are called resolution systems for a reason. You use them to resolve players actions. They are in no certain order: Roleplay it, 1in6 chance, Savings Throws, Combat, Attribute Checks, and the NPC reaction table. Now whatever the players suggest pick a system that will allow you to quickly and easily resolve their action and move to the next thing. Doing this will create more problems for your players as they won’t be able to resolve every problem with one die roll. And the third act creates itself before your very eyes. THE OFFICER Officers are captains, admirals, medics, helmsman, security officers, scientists, communications specialists, as well as many other things. They provide the support necessary to run a Star Cruiser or Dreadnaught. From repairing the ship, to navigating the treacherous areas of space, to discovering new planets, people, and places. Due to their rigorous training an Officer commands the respect of those around him or her. These brave souls have been painstakingly prepared for anything they might encounter out in the void of space. When in doubt they can fall back on their training and it will see them through. OFFICER CLASS ABILITIES Weapon/Armor Restriction: Trained in all types of combat, Officers have no weapon/armor restrictions. Skill Training: Each branch of Officers has been trained in a set of specialties. These are reflected mechanically by a Saving Throw: Skill. Whenever a character attempts an action involving an ability they may get a bonus based on their Branch training, in addition to any attribute bonus. There are three main branches for Officers to pursue. Those Branches are: COMMAND BRANCH: Command Officers get a +1 to Intelligence Savings Throw, +1 to Wisdom Savings Throws, and +2 to Charisma Savings Throws. SCIENCE BRANCH: Science Officers get a +3 to Intelligence Savings Throw, and +1 to Dexterity Savings Throw. Medical Officers get a +2 to Intelligence Savings Throws, and +2 to Charisma Savings Throws. OPERATIONS BRANCH: Engineering Officers get a +2 to Intelligence Savings Throws, +1 to Strength Savings Throws, and +1 to Constitution Savings Throws. Security officers get a +2 to Strength and Dexterity Savings Throws. Tactical Officers get a +3 to Wisdom Savings Throws, and +1 to Charisma Savings Throws. Communications Officers get a +3 to Charisma Savings Throws, and a +1 to Wisdom Savings Throws. SPECIALTIES Alternatively, if the GM decides simple Savings Throw: Skill Bonus is too broad, you could pick a specialty for each Savings Throw category in your Branch. Thus a Science officer could select Savings Throw: +3 Intelligence: Biology. Whenever she attempted an action that required a Savings Throw: Skill: Biology, the officer would get a +3 to that roll. One new specialty can be selected every level from Branch training. A character may change Branches every five levels. Level XP HD BHB ST 1 0 1 0 13 2 2500 2 1 12 3 5000 3 2 11 4 10000 3+1 2 10 5 20000 4 3 9 6 40000 4+1 4 8 7 80000 5 4 7 8 160000 5+1 5 6 9 320000 6 6 5 10 640000 7 6 5 DESIGNATION OF PRODUCT IDENTITY Barrel Rider Games™ logo and name "Barrel Rider Games™", and "White Star™" and the “White Star™” logo are copyright and the Product Identity of James Spahn, 2012-2015. Chapters 11 and 12 and all proper names and terms within, as well as the map of the Kelron Sector, are designed Product Identity. Artwork and cartography are the copyright of the respective artists, are used with permission., and are Product Identity. DESIGNATION OF OPEN CONTENT All other content not designated Product Identity is open content. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. 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textdata/thevault/White Star/3rd Party/White Star - Space Cede.pdf
Al-Qadim Archetypes: Scimitars Against the Darkv1.2 1 AL-QADIM ARCHETYPES: Scimitars against the Dark Version 1.2 An Adventurer’s Guide to Banishing the Shadows of Zakhara Converts material from the article “Campaign Journal: Scimitars against the Dark” from Dragon Magazine #198, with additional material from Al-Qadim: Arabian Adventures, The Complete Thief’s Handbook, the Al-Qadim Monstrous Compendium, and The Complete Arcane. by Jeremy Forbing DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2016 by Jeremy Forbing and published under the Community Content Agreement for Dungeon Masters Guild Contents Contents Contents Contents Contents ......................................................................................................... 1 How to Use This Document .................................................................. 2 Class Archetypes ........................................................................................ 3 Defender Domain .................................................................................. 3 Janissary ................................................................................................... 6 Oath of Enlightenment .................................................................... 8 Mariner ................................................................................................... 10 Tomb Robber ........................................................................................... 12 School of the Sungazer ................................................................... 14 Races ............................................................................................................... 18 Sea Dragonborn ................................................................................... 18 Spells .............................................................................................................. 19 Spell Lists ................................................................................................ 19 Challenger’s Mark ............................................................................. 19 Dread Mercy .......................................................................................... 19 Elemental Blade ................................................................................. 20 Frightful Strike ................................................................................. 20 Reaver’s Touch ..................................................................................... 21 Equipment .................................................................................................... 21 Cutlass ..................................................................................................... 21 Razor Claw ............................................................................................. 21 Monsters ..................................................................................................... 22 Deep Cultist .......................................................................................... 22 Great Ghul.............................................................................................. 23 Pseudonatural Creature ................................................................ 25 Example: The Rat-Thing (Pseudonatural Rat) ..................... 26 Example: The Black Dog (Pseudonatural Hell Hound) .. 27 Rom ............................................................................................................ 28 Zakharan Kraken ............................................................................... 30 Al-Qadim Archetypes: Scimitars Against the Darkv1.2 2 A Land of Dark Fate “Listen and grow wise, my children, that you may avoid the darkness that has claimed my sight. Though the sun shines bright on the sands of Zakhara, the earth beneath hungers for blood, and the night hides mad genies, howling for vengeance. We have no Fate but the Fate we are given; may your Fate not be a dark one.” —Ali ben Ali, blind prophet Not long after the debut of the Al-Qadim campaign setting, one of that product line’s most prolific authors, Wolfgang Baur, wrote an article on a new campaign style for Al-Qadim games. Inspired by the fictions of Tanith Lee, H.P. Lovecraft, and Clark Ashton Smith, this article, “Scimitars Against the Dark” detailed a more sinister side to the Land of Fate. This version of the setting was described as “A setting of tyrannical caliphs, man-eating ghouls, and mad genies” where there were “whispering terrors in the dark, and treks deep into the bowels of the earth… Dark cults and heartless tyrants… the struggle against encroaching shadow gives the campaign a clear focus. The villains are ruthless, lurking just out of sight, stronger or smarter than the PCs, but the glory to be had is that much greater because of it.” The text of the article describes Dungeon Mastering techniques, motifs, and themes for running such campaigns, making the original invaluable reading for a game set among the eldritch shadows of Zakhara. This document does not seek to improve on or reproduce that invaluable DM advice, but converts character options, monsters, and other rules stated or suggested in that article, for the 5th Edition of Dungeons & Dragons. It also converts material from the original Al-Qadim tome and other books directly referenced or related to concepts in the article as well, and provides some new rules in order to give players and DM’s everything they need to create such a campaign with the existing core rulebooks. These rules also focus on the two kinds of geographic features that perhaps most define the Land of Fate: the deserts and the seas. How to Use This Document Though the rules herein adapt material originally intended for the Al-Qadim campaign setting—which describes the continent of Zakhara, far to the south of the default Forgotten Realms setting of Faerun— this content can also easily be used in any D&D campaign setting. In an area of the Forgotten Realms such as the Sword Coast, characters with these class archetypes can obviously be visitors from Zakhara, taking their pursuit of ancient evils from their native land to less civilized northern climes. However, these archetypes can also represent homegrown heroes aligned against such dark forces. The mariner and tomb robber require no adaptation at all to be natives of traditional fantasy settings such as Faerun. The priest-defenders who follow the Defender domain can easily be converted to followers of a protective god such as Helm or Torm. A janissary can represent a member of a multi-generational, long-standing mercenary brotherhood, especially one with administrative duties over a nation or city-state. The Paladin of the Oath of Enlightenment (a conversion of the faris from the original Al-Qadim) works best as the exemplar who brings what they believe to be a more advanced way of life to the common people of the realm. And of course, the wizard meddling with dark forces that could turn him to evil or insanity is a long-standing trope of many fantasy settings, making the School of the Sungazer an easy conversion as well. Sea dragonborn should work as written in most campaigns, as should all new spells and equipment. As for the monsters, they can strike anywhere at all… Al-Qadim Archetypes: Scimitars Against the Darkv1.2 3 Class Archetypes Cleric Domain: Defender Domain There is a secret faction within your faith, an order that includes members of certain allied religions as well. The god or gods you worship grant unique powers to you and your fellow members of this order, for your sacred task is keeping all of Zakhara safe. You are a priest-defender, charged with protecting civilization from the dark primordial forces that still haunt the shadows of the Land of Fate. There are very few of you, and being organized at all is very new for clerics called to your divine mandate. It is only through alliance with a legion of mamluks, known as “abd-Haris,” or the Vigilant, that clergy with the knowledge of these secret threats have now banded together. All priest-defenders are allied with the Vigilant, and those of higher level serve a crucial function for these warriors. When absolutely necessary, they alter the memories of those who have encountered those dark forces against which priest-defenders and the Vigilant have made common cause. Most clerics of this domain are loathe to violate the minds of the innocent, but sparing common folk such knowledge is considered a mercy, and often prevents a near-certain loss of sanity. Priest-defenders are usually equipped much like mamluks of the Vigilant. They are often armed with maces, scimitars (a traditional weapon of Zakhara), or with huge scimitar-like greatswords. Their armor and clothing are commonly embroidered. painted or inlaid with sacred verses, holy writings, and religious symbols. Unlike their farisan allies, priest-defenders often care little for their own appearance, but maintain their tools devotedly. Defender Domain Spells Cleric Level Spells 1st alarm, shield 3rd cloud of daggers, magic mouth 5th conjure animals, wind wall 7th private sanctum, stoneskin 9th modify memory, wall of force Anointed Defender In addition to your magical abilities, you are trained in special combat techniques that help you defend people and locations from an enemy advance. Any creature within 30 feet that you hit with an attack (including both weapon attacks and spell attacks) must make a Wisdom saving throw against your spell DC or have its speed reduced by half until the end of its next turn. Bonus Proficiency When you choose the Defender Domain at level 1, you gain proficiency with heavy armor, as well as the scimitar and the greatsword. Sacred Enemy Starting at 2nd level, your faith grants you special power when you face certain enemies. You can choose a sacred enemy from the following: aberrations, constructs, dragons, fey, fiends, giants, monstrosities, or oozes. Whenever you use your Turn Undead feature, instead of affecting undead Al-Qadim Archetypes: Scimitars Against the Darkv1.2 4 with this ability, you may choose to affect either the type of monster you chose for your sacred enemy, or to affect elementals (including genies). Otherwise, the effect is identical to when you Turn Undead Expert Defender Beginning at 6th level, opportunity attacks are made against you with disadvantage. In addition, choose one of the following types of monsters: elementals, undead, or your sacred enemy. When a creature of that type attacks a target within 30 feet of you, you can use your reaction to impose disadvantage on the attack roll. Defender’s Wrath At 8th level, when you hit a creature with a weapon attack that has made an attack roll against you in the last minute, you can choose to inflict an additional 1d8 radiant damage. In addition, choose one of the following categories when you gain this ability: elementals, undead, or your sacred enemy. When you hit a creature of the chosen type with a weapon attack or a spell attack, you can choose to inflict the same extra 1d8 radiant damage, whether the creature has attacked you or not. Either way, you can only inflict this extra damage once per turn. Uncanny Protector Starting at 17th level, when an attacker that you can see hits you or a creature within 5 feet of you with an attack, you can use your reaction to halve the attack's damage. Additional Ability Because this ability uses less common game mechanics and can have larger effects on your party’s ability to defeat encounters, it requires your DM’s approval before you acquire it in-game. Vigilant Allies Starting at 8th level, at the beginning of a game session, or at another time the DM deems appropriate, you can spend 10 downtime days to summon three guards from the Vigilant to assist and protect you in battle. If you spend 15 downtime days, a veteran comes leading them as well. The guards stay with you until they have assisted you in combat on two separate occasions, after which time they return to their post. Al-Qadim Archetypes: Scimitars Against the Darkv1.2 5 Warrior Roles: The Mamluk Fanatically loyal professional soldiers educated from youth in the disciplines of war, leadership, and politics, mamluks are the unequalled masters of large scale battle. The unpleasant root of most mamluk legions is slavery, as the oldest such orders began as cadres of child slave soldiers, and to this day many operate in this way. However, in the current era of Al-Qadim, not all mamluk legions are based in such atrocities, and at this point leadership positions are nearly always held by the mamluks themselves, rather than an outside “owner.” Still, it is traditional for all members to start in their youth, as the mamluk system of training demands it, and all the legion are sworn to a nation, leader, or cause they serve with unwavering devotion. Whether they begin as slaves, orphans, younger children of large families, offspring of older mamluks, or choose this path for themselves, these scholar-warriors receive an education as good as any aristocrat. In the societies they serve, they operate as the infrastructure of the government and civil service as well as the professional military. Instead of earning position by being born with the right name or connections, they advance based on their own aptitude and determination, making mamluk orders and the governments they compose true meritocracies. This emphasis on personal excellence as a path to authority pays off, and mamluks (also called janissaries) often end up entirely ruling the countries they once merely served. The most important structural element of mamluk society is rank. The scholar-warriors are raised for absolute loyalty to their comrades in their legion, and they are known for strict obedience to those of higher rank. Disputes are arbitrated based on rank, and the only time a trained mamluk will disobey an order from a higher ranking member of their legion is of they are countermanded by someone of even higher rank. In order to make these ranks clear to all, mamluks receive special facial tattoos that indicate their position in the legion, as well as to which legion they belong. Though different orders use different tattoos, the systems are similar enough that anyone from a society where mamluks are prominent can recognize one’s rank on sight, and likely can identify which legion they belong to as well. In general, adventuring mamluks have been given leaves of absence from regular duties to perform some task or larger tactical objective, ranging from spying or scouting to master-minding an entire slave rebellion. While they are expected they send reports whenever possible, these leaves usually have few limitations, as they are granted to exemplary scholar-warriors known to for their adaptability and personal prowess. Such individuals are expected to have the discipline to operate in the long-term without direct oversight, in the belief that if they are worthy they will gain the field experience necessary to become great leaders, and that if they are unworthy they will at least die well, without endangering their fellows. Creating a Mamluk Most mamluks have the Soldier background. Most mamluks in a Scimitars Against the Dark campaign join the Vigilant, but you can also choose or roll using the table below to determine the mamluk society you serve. A great martial archetype for mamluk fighters (especially members of the Vigilant) is the Janissary (see next page). Another suitable archetype, the Commander, will appear in the forthcoming Adventurer’s Guide to Al-Qadim. d12 Legion 1 The Dauntless: Specialists in exploration and recovery of lost relics, based in Qudra and Huzuz. 2 The Defenders: Focused on defense of Qudra, City of Power, seat of the mamluks’ power. 3 The Devoted/Devout: Religious crusading mamluks of I’tiraf and Kadarastro, respectively. 4 The Dutiful: Largest mamluk society stationed throughout Zakhara, very loyal to Grand Caliph. 5 The Exalted: Moralist mamluks of Pantheist League seeking to make Zakhara lawful and civilized. 6 The Honored: Eunuchs and independent women serving as harem guards for the Grand Caliph. 7 The Parched: Mamluks of Talab protecting the water supply and nearby oases. 8 The Respected: Mamluks of Muluk, more loyal to the kings of Muluk than the Grand Caliph. 9 The Studious: Qudra-based specialists in espionage and communication. 10 The Valiant: Qudra-based specialists in lightning raids and ambushes, facing impossible odds. 11 The Wanderers: Mamluk navy throughout Zakhara. 12 The Wondrous: Parade troops and palace guards of the island of Afyal. The 13th Legion: The Vigilant The most ancient and powerful of the mamluk societies are the renowned twelve listed above. However, in the last century or so, a new legion of mamluks has emerged, one of the first such societies to be led entirely be their own kind, rather than as slaves of an outside authority. Called “abd-Haris,” or the Vigilant, they are based in the frontier regions of Zakhara, including the Free Cities, the Ruined Kingdoms, and the Crowded Sea, and dedicated to the extermination of evil creatures beyond the Enlightened lands. They have made close alliance with the holy warriors known as the farisan (including paladins of the Oath of Enlightenment) and the priest-defenders (clerics of the Defender Domain) to cover up the existence of the forces of darkness. They hide such knowledge fanatically, even calling upon their cleric allies to erase memories when necessary, in order to to protect the innocent from things that would only terrify them, and to keep eldritch lore away from those who might seek to learn more. Members of this legion prefer the term “janissary” to mamluk, and are best represented by the Janissary martial archetype described on the next page. Al-Qadim Archetypes: Scimitars Against the Darkv1.2 6 Martial Archetype: Janissary You are a member of a sworn alliance that defends one or more kingdoms or city-states from dire threats. The oath you share bonds you and your comrades together as brothers and sisters, foreswearing all outside ambitions and any social ranks or obligations to which you were born. Perhaps you’re a watcher on a wall at the far end of the known world, the defender of a keep on the caliphate’s borderlands, or a mamluk guard stationed in a lawless city, but wherever you serve, you seldom enjoy civilian comforts. You spend long hours training in armor amid the extreme conditions of your protectorate and its adjoining wilds, whether they be scorching deserts or frozen wastelands. gaining phenomenal endurance. Your fighting style relies on this indomitable vigor, and on leveraging the tactical advantages provided by close collaboration with allies. Stalwart Ally Beginning at 3rd level when you choose this archetype, if you successfully hit and damage an opponent with a weapon attack on your turn, you can use the Help action as a bonus action to assist an ally in striking that same opponent. Steel Yourself At 3rd level the unforgiving training regimen you live by helps you to resist threats to your morale as well as the extreme temperatures of your home. You gain different benefits depending on your legion’s favored climate. Choose one of the following: Colder Climate: You can use your reaction to gain advantage on saving throws against cold damage, psychic damage, fear, sleep, paralysis, or being charmed until the end of your next turn, and you are considered naturally adapted to cold climates as long as you are wearing armor. Warmer Climate: You can use your reaction to gain advantage on saving throws against fire damage, psychic damage, fear, sleep, paralysis, or being charmed until the end of your next turn, and you are considered naturally adapted to hot climates when you are not wearing heavy armor. Marks of Rank At 7th level, you have attained a powerful reputation in the alliance you serve, developing a natural mien of authority. In a mamluk legion, this includes impressive facial tattoos that intimidate foes. Even those who don’t know of your standing are inclined to take you seriously. The combination of any marks of rank you possess and the grim, relentless personal bearing you’ve gained as you’ve risen in the ranks lets even mindless beasts know you are not to be trifled with. But for those who know, your rank testifies to your unquestionable battle prowess. You have advantage on Charisma (Intimidate) checks against any creature that can see your face, and advantage on all Charisma checks against members of any organized military hierarchy (such as a mamluk society). Allied Enemy At 10th level, you are a specialist in infantry tactics, as well as in dispatching enemies of the organization to which you are sworn. Work with your DM to determine an appropriate type of enemy for the organization to which you belong (for example, members of the mamluk order known as the Vigilant are likely to choose aberrations or undead). You can choose one allied enemy from the following: aberrations, beasts, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoids (such as humans and goblins) as legion enemies. When you hit with a weapon attack against a creature that is within 5 feet of one of your allies, or that is your allied enemy, the creature takes an extra 1d10 damage. At 18th level, you choose a second allied enemy. Unyielding Comrade Starting at 15th level, you are stirred to greater prodigies of valor by dire threats to your comrades. When an ally fails a death save, if you have no uses of your Action Surge ability remaining, you regain the ability to use it once. If the death save is the second one that ally has failed, you also regain the use of your Second Wind ability if you have no uses remaining. In addition, as long as you have an ally within 30 feet, you cannot be charmed or frightened, and you cannot be forced to sleep by magical effects unless you choose to be. Lord Commander At 18th level, you become a legendary role model in your organization, regardless of your actual rank. You gain resistance to psychic damage, you are proficient in Wisdom saves, and you have advantage on all weapon attack rolls against enemies within 5 feet of an ally. In addition, you gain a resistance dependent on the type of legion you chose for your steel yourself feature. If you chose colder climate, you gain resistance to cold damage; if you chose warmer climate, you gain resistance to fire damage. Al-Qadim Archetypes: Scimitars Against the Darkv1.2 7 Additional Abilities for Mamluk Fighters The abilities below are intended to represent a mamluk’s true power: being part of larger organization. However, because they use less common game mechanics and can have larger effects on your party’s ability to defeat encounters, they require your DM’s approval before you acquire them in-game. Ranking Mamluk At 7th level, because of your rank, whenever you are in a settlement with at least 1,000 inhabitants, you can spend 5 downtime days to recruit a knight or veteran (your choice) from your order of mamluks or an allied military force to assist you. The knight or veteran stays with you until they have performed their assigned task, provided it is reasonable and possible for them to perform, or until they have assisted you in combat on two separate occasions, after which time they leave you to resume duties at their regular post. Marshal Soldiers At 10th level, you have such a natural mantle of command that you can recruit soldiers even when away from your legion. At the beginning of a game session, or at another time the DM deems appropriate, you can spend 10 downtime days to recruit three guards to your cause. If you spend 15 downtime days, you can instead recruit three scouts. They stay with you until they have performed their assigned task, provided it is reasonable and possible for them to perform, or until they have assisted you in combat on two separate occasions, after which time they return to their previous lives. Legendary Legionnaire Starting at 15th, your status in your legion is such that even jaded sergeants and proud officers will flock to your banner, even crossing great distances to fight by your side. At the beginning of a game session, or at another time the DM deems appropriate, you can spend 20 downtime days to summon a total or three mamluks (who can be any combination of knights and veterans) to serve you in completing your mission. These seasoned soldiers are led to you by a competent scout, so they can reach you anywhere within reason. The scout will not stay and fight for you, but he can be trusted to deliver a message back to your legion if you wish. They knights or veterans stay with you until they have performed their assigned task, provided it is reasonable and possible for them to perform, or until they have assisted you in combat on two separate occasions, after which time they return to your legion and report what has occurred. Political Intrigues At 18th level, your importance in your legion of mamluks makes you an influential mover-and-shaker in the politics of Zakhara. By spending 20 downtime days whenever you are in a settlement with at least 1,000 inhabitants,, you can cause an assassin to target and attempt to kill a humanoid of your choice. It is up to the DM to determine how long the assassination attempt takes to plan and execute, whether or not it succeeds, and how long it takes you to get word of the result. Al-Qadim Archetypes: Scimitars Against the Darkv1.2 8 Paladin Oath: Oath of Enlightenment To swear the Oath of Enlightenment binds you to live the holy and civilized beliefs that unite the honorable peoples of Zakhara, You become known as a faris, a faithful warrior who brings others to the true path. You know that Fate walked the lands of Al-Qadim as the shadow of a woman in ancient times, leaving her teachings with the illustrious Loregiver, who recorded the code of honorable behavior for all to follow. These are not merely manners of custom, but the commandments of divine revelation. You strive to embody these ideals as a holy warrior, sworn to serve only a righteous cause. You devote yourself in particular to the common folk, seekng to bring them enlightenment and truth. You’ve sworn to fight for them and inspire them, both by living honorably and by your willingness to die for your cause. If a faris worships a god associated with a particular weapon, they always carry that weapon on their person, whether or not they ever fight with it. They are certain to always carry the holy symbol of their faith as well, and often have sayings from holy works or writings of their religion inscribed in beautiful Midani calligraphy in various places on their armor and arms. They maintain a meticulously clean appearance whenever possible, in keeping with the Loregiver’s principles of purity. Warrior Roles: The Faris A faris (plural farisan, pronounced FARE-iss-ahn) is a holy warrior sworn to fight only in divine causes. Not all farisan are paladins of the Oath of Enlightenment, or even paladins, but all pledge their bodies and souls to their faith. No mortal is without sin, but the Loregiver wrote clearly in her scrolls that those who go to battle as champions of the enlightened ways and wage war only in the service of holiness will be redeemed. No matter what the sins of a faris’s past, the paradise of the afterlife will one day be welcome them, so long as they ensure that they fight only the good fight. A truly just and holy war is one that enjoys the popular support of the people, and which is righteous according the teachings of the faith. A fighter, ranger, or paladin with the Acolyte, Folk Hero, and Soldier backgrounds is a good fit to be a faris, though a Criminal background also suits the faris’s quest for redemption. The Faris Paladin & The Faris Fighter A paladin of any oath may be a faris, but a good choice for paladins following the Enlightened gods is the Oath of Enlightenment. Such paladins are always farisan, The Faris Fighter. An archetype for fighters who walk the path of the faris, the Holy Warrior, appears in the forthcoming Adventurer’s Guide to Al-Qadim. Tenets of Enlightenment Inspiration. You are a model and protector to the common folk, and must conduct yourself in a manner that inspires them. including distributing any excess wealth you obtain as alms for the poor. Duty. When you are called upon to redress attacks against your church or its devoted adherents, you must answer with action, and when you are asked to join in wars which the church has declared holy, you must fight and die if necessary. Revelation. The fame of your deeds is an opportunity to shine the light of the Loregiver’s truth as a beacon for those following benighted ways. Faith. You are champion of your faith and your people, in that order, and your religious beliefs require absolute devotion, even beyond mortal perceptions of ethics or morality. Righteousness. So long as you fight only for holy causes that enjoy the support of the people, any misdeeds will be forgiven and your soul redeemed. Oath Spells You gain oath spells at the paladin levels listed. Oath of Enlightenment Spells Paladin Level Spells 3rd charm person, faerie fire 5th detect thoughts, enhance ability 9th beacon of hope, tongues 13th freedom of movement, greater restoration 17th commune, hallow Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options Holy Light. You can use a holy symbol on your person to distract your enemies. As long as you have a symbol of your faith displayed openly on your person, you can dazzle an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your Channel Divinity as a reaction to impose disadvantage on the attack roll, before it hits or misses, as the light from the symbol flashes at just the right angle to distract the attacker. At that moment, the attacker is also filled with fear of the power you are granted by your faith, taking 2d6 psychic damage. An attacker that can't be blinded is immune to this feature. Turn the Unenlightened. You can use your Channel Divinity to rebuke fiends as well as genies and other elementals with the holy sayings of the Loregiver. As an action, you present your holy Al-Qadim Archetypes: Scimitars Against the Darkv1.2 9 symbol and speak an appropriate scripture, and each elemental or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, such a creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it possibly can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. If any other creatures are charmed and/or frightened by the turned creature at the time it is turned, any such charming and frightening effects are suppressed while it is turned. Any suppressed effect resumes when the duration of the turning ends, provided that its duration has not expired in the meantime. Cavalry Leadership Beginning at 7th level, you are an experienced battlefield leader, especially comfortable leading from atop your steed, and those who fight alongside you feel a sense of security from your very presence. You and all creatures you choose within 10 feet of you have resistance to psychic damage and advantage on saving throws against being charmed or frightened. At 18th level, the range of this effect increases to 30 feet. In addition, when you are mounted, opportunity attacks against you and your mount are made at disadvantage. Holy Enlightenment Beginning at 15th level, your religious studies have fortified you against the occult. You have advantage on saving throws against spells and resistance against fire and necrotic damage. Battlefield Prayer When you reach 20th level, you can focus your mind with prayer to gain legendary mettle and unmatched martial prowess. Using your action, you gain the following abilities for one minute: • You increase your walking speed and the speed of any mount you ride by 20 feet. • You and your mount ignore difficult terrain. • You have resistance against all damage inflicted by spells or non-magical weapons. • When you inflict damage on a creature with a melee weapon attack, that creature must make a Strength saving throw against your spell save DC. If it fails, it is knocked prone. Once per turn, when a creature is knocked prone by this effect, you may choose to move it 10 feet away from you if you wish. Once you use this feature, you can't use it again until you finish a long rest. Al-Qadim Archetypes: Scimitars Against the Darkv1.2 10 Ranger Archetype: Mariner Mariners are rangers born not to the desert or forest, but the sea. You are the daring merchant- princess, the cunning freebooter, or the bold explorer. While your Zakharan ancestors were born to the desert, they soon became practiced in the ways of the sea, and today, mariners like you dominate trade (and piracy) in the waters surrounding the Land of Fate. You live the virtues that Zakharans are known for: bravery, honesty among allies, leadership by example, and advancement by merit. Yet as a traveler between the great seaports, with no single home, you exist on the borders of society. When your luck or patience runs out in one port, you move on, seeking out new lands and adventures. Yet the waves are no peaceful haven. The sea lanes are choked with pirates (who may be your enemies or rivals, depending on your own activities), sea serpents, giant squids, and other strangeness. And lately, these threats seem to be growing darker. It has always been said by some that, in the deepest waters, primordial powers older than the gods of mortals still hold sway. Prophecies state that when such beings wake, they will bring forth a cataclysm that will devastate the Land of Fate, and that their spawn and worshippers will swarm over city and desert alike. Sailors will tell their tales, of course, but you've heard too many rumors of signs and omens repeated in different ports to dismiss these dire predictions out of hand. You've heard that mamluks of the order called the Vigilant seem to be taking these threats seriously enough to ally with even the most lawless mariners when necessary. They most often seek only information, but at times they will hire a ship and all its crew to investigate dark doings in remote places, occasionally joining the voyage themselves. Some of these daring seafarers have never returned, but others have come back to port with incredible stories or cargo holds full of unique treasure. In the Land of Fate, it is a strange and dangerous time to be a mariner. Then again, you weren’t seeking safety or boredom when you chose a life at sea. Upon "retiring, corsairs often become simple sea merchants, following common routes and carrying traditional cargos. Yet even in the hearts of these old sea dogs a fire burns—a passion that may lead them to accept one "last" great adventure. Your fighting style reflects the common traits of sailors everywhere, prizing freedom, mobility, and vengeful counterattacks. Warrior Roles: The Corsair Shunning the regimented lives of land-bound soldiers, corsairs are warriors of the waves, accustomed to swift moves and running battles over open water. For a corsair, the sea represents freedom, untethered to land-based organizations or leaders. A mere mortal becomes the master of their own universe when at the helm of a ship. Corsairs may be fighters, rangers, or even rogues. Barbarians who engage in coastal raiding or piracy may be corsairs as well, just as paladins who take to the sea to battle such savage pirates or greater evils such as the servants of the Zakharan kraken may be as well. The simplest way to represent this is to choose the Sailor or Pirate background, or the Pearl Diver background from the forthcoming Adventurer’s Guide to Al-Qadim. In addition, whenever a class feature allows a corsair to choose a fighting style, they may always choose from the following additional options, even if they are not normally options for that class (though they can never choose the same fighting style twice). • Mobility When you are not using a shield or wearing any kind of heavy armor, you receive a +1 bonus to AC, and you gain a swimming speed and climbing speed equal to your walking speed. • Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. The Corsair Ranger The Mariner archetype is a worthy choice for corsairs of the ranger class. Al-Qadim Archetypes: Scimitars Against the Darkv1.2 11 Corsair Fighting Style When you choose this archetype at 3rd level, you receive a second fighting style, chosen from either Mobility or Two-Weapon Fighting (as listed under Warrior Roles: Corsair, on the previous page), You can never take the same Fighting Style option more than once. Seafarer You gain proficiency in navigator’s tools and vehicles (water). When you make ability checks for either of these proficiencies, or Strength (Athletics) checks related to climbing or swimming, your proficiency bonus is doubled. For purposes of holding your breath and avoiding suffocation, you may treat your Constitution as if it were 19. Sailor’s Luck Once per round, when you miss with a weapon attack against a creature that has attacked you within the last minute or that is your favored enemy, you can re-roll that attack roll. You must use the result of the second roll. Slippery Opponent At 7th level, when you hit an opponent with a weapon attack, that opponent’s attack rolls against you are made at disadvantage until the end of your turn. In addition, whenever you fail a saving throw to avoid being frightened, you can use your reaction to roll that saving throw again. Seasoned Sailor At 7th level, you learn three languages you did not already know and the druidcraft cantrip. Mariner Retreat At 11th level, whenever an opponent makes an opportunity attack against you, they provoke an opportunity attack from you in turn. Overwhelming Counterattack Starting at 11th level, once per turn, when you attack a creature that has attacked you within the last minute, if that attack hits, you can choose one of the following options: • Inflict an additional 1d10 damage on that creature. • Make a weapon attack against any number of creatures within 5 feet of that creature, with a separate attack roll for each target. Rolling with the Waves At 15th level, you gain a special defensive ability. Choose one of the following features. Evasion. You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Outmaneuver. When you make an opportunity attack, after the attack resolves, you can move 10 feet as part of the same reaction. This movement does not provoke opportunity attacks. Retaliation. When you take damage from a creature that is within 5 fcet of you, you can use your reaction to make a melee weapon attack against that creature. The Whispers at Sea In recent years, more and more sea stories seem to speak of a growing darkness invading oceans and coastal regions. Superstitious merchant captains now make a practice of fearfully sacrificing a black goat or white calf and tossing the carcass overboard when passing through the Strait of Dawal, sometimes accompanied by chests of good coin. Primitive jungle elves on the coasts, once eager to trade for maritime goods, now chase off merchant ships with spears and poison blowgun darts. A growing number of pirates on the waters seem to be murderous cultists rather than mere thieves, and tattoos of tentacled kraken or black eight-fingered hands are seen on longshoremen in many a dock. Similars tattoos have been seen on sahuagin traveling on land, sometimes in disguise. It is said they do business near Hama with sinister mamluks of an unidentified legion, purchasing slaves of all races that are then carried off by evil jinn, but holy slayers of Hakiya have come in the night for those who have looked into the matter further. Meanwhile, advisers, nobles, and viziers in many places have been revealed as great ghuls in disguise. Mercenaries from distant lands seek passage to marshal at a long-ruined citadel in Kadar, their passage sometimes paid by mysterious figures believed to be rakshasa. A sha'ir's tower in the Sea of Chaos is said to have vanished overnight. The dirges of the rom now sing of horrors to come as well as their tragic past. Aboleths seem to be inhabiting shallower and sunnier waters than in the past, dao serving the emperor of the yak-men haunt major ports, and nothics, once rarely seen in these lands, are now a common feature of seaside tales. Even the great marids, ever known for their chaotic nature, are now described as plotting or even sinister in their deeds as often as they are called capricious. Ancient writings state that Great Old Ones sleep beneath the waves, elder things who ruled in the chaos before recorded time, and that they await a fateful night when the stars and planets align correctly, awaken these ancient horrors to devastate the kingdoms of mortals—many sages say that all these troubling rumors, taken together, point to that night coming very soon. Al-Qadim Archetypes: Scimitars Against the Darkv1.2 12 Rogue Archetype: Tomb Robber While most burglars covet the treasure of the living, you are one who specializes in stealing the wealth of the dead. Nearly all civilized societies have strong taboos against disturbing the rest of those who have passed, and you see this as an advantage, since it winnows down the competition. Many cultures make a custom of interring their most illustrious members with finery befitting their station in life, yet the writings of the Loregiver make it clear that such worldly trappings do not accompany those who pass into the afterlife. You have determined, quite sensibly, that this is a tremendous waste. Of course, those who lay such grand personages to rest know that not everyone respects the sanctity of burial. Special masons and engineers are often employed to design stone walls, heavy doors, bewildering architecture, and cunning traps to protect great tombs, to say nothing of magical curses or monstrous guardians. Your specialty is navigating these deterrents. Despite the unsavory nature of their work, tomb robbers tend to be well-educated and scholarly, as they require a deep understanding of the ancient past and the dangers history has left behind. Though not a formal community, they tend to know each other by reputation. and often form great rivalries. The relationship between those who pilfer from the dead for personal gain and those who do so in the service of a larger cause (such as knowledge or the desire to take dangerous magic items out of evil’s reach) is particularly competitive. Many are traditional antiquity scholars attached to institutions of education, and they delight in discrediting each other’s theories about the past by delving into ancient ruins or mausoleums and obtaining contrary proof firsthand. They foster their own renown by specializing in certain cultures or historical epochs, writing memoirs of their dangerous expeditions, and carrying specialized tools and equipment. Most of all, leading tomb robbers become famous for their advanced prowess with a signature weapon. Less commonly used weapons—such as blowguns, nets, or whips—are especially favored by tomb robbers for this purpose, the better to grow their personal reputations. Scholar of Danger Beginning when you choose this archetype at 3rd level, you can add your Intelligence modifier to Dexterity saving throws. You also gain proficiency in any one martial weapon of your choice and one of the following skills: Arcana, History, or Religion. Al-Qadim Archetypes: Scimitars Against the Darkv1.2 13 Signature Weapon At 3rd level, choose one weapon with which you are proficient. This becomes your signature weapon. When you take the attack action with that weapon, you can then use the bonus action granted by your Cunning Action to use your weapon to force the creature you attacked to make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity or Intelligence modifier (your choice)). If they fail, choose one of the following effects: • The target falls prone; • The target takes damage equal to your Intelligence modifier; • The target drops one item of your choice that it is holding; • The next attack made against the target has advantage. In order to use your bonus action this way, you must still be wielding your signature weapon, and the target must be within range of that weapon. Well-Planned Strike At 9th level, when you add your sneak attack damage to an attack with your signature weapon, you may choose to reroll a number of the damage dice up to your Intelligence modifier. You must use the new rolls. You may use this ability twice. You regain all expended uses when you complete a short or long rest. Signature Strike At 13th level, when you add your sneak attack damage to an attack with your signature weapon, you can sacrifice 2d6 of the damage dice you would have rolled to force the creature damaged to make a Dexterity saving throw against one of the effects of your Signature Weapon ability. In addition, when you use your bonus action for your Signature Weapon ability, the target does not have to be the creature you attacked with your attack action on that turn, but can be any creature within the signature weapon’s range. Adept in Darkness At 17th level, when you hit a creature with an attack, if you and that creature are both heavily obscured by darkness, you can deal your sneak damage even if you do not have advantage on the attack roll. This ability does not function if the creature struck has blindsight or truesight, the rogue’s Blindsense feature, or the warlock’s Devil Sight eldritch invocation ability. Extra Signature Attack Beginning at 17th level, you can attack twice, instead of once, whenever you take the Attack action on your turn, as long as both attacks are made with your signature weapon. Once per turn, you can inflict an extra 1d8 damage with your signature weapon on a successful attack that does not include sneak attack damage. Al-Qadim Archetypes: Scimitars Against the Darkv1.2 14 Wizard’s Arcane Tradition: School of the Sungazer You study ancient, dark knowledge of the distant past, and use the power of the forces you study to empower your magic, You specialize in long- forgotten summoning, warding, and protective spells related to eldritch horrors from before recorded time. Your goal in studying these entities is to better destroy then, but there is a price. The reason other wizards eschew such forbidden lore is because it slowly drives you insane. It is worth noting that there is no formal academic setting or larger organization in which these damning secrets are taught. There is a loose network among some of the wizards who curate this knowledge, which mostly consists of exchanging coded messages across long distances, but direct transmission of the magical techniques implicit in this “school” occurs almost exclusively from direct study of the blasphemous tomes that contain them. Only occasionally do the mysterious wizards known as sungazers even take on apprentices. Sungazers wear dark colored robes, and they let their hair (and beard, if male) run long. As they grow progressively wilder and closer to insanity, their eyes become tinged with red or yellow. Forbidden Lore You are both drawn to dark knowledge and repelled by it. At 3rd level, when you choose this archetype, your dark researches grant you insight and power. You gain a set of abilities called eldritch wards, which are fueled by special dice called lore dice. Both are described below. Necrotic damage and psychic damage inflicted by your expending lore dice ignores resistances and immunities to those damage types. Lore Dice. You have three lore dice, which are d6s. A lore die is expended when you use it. You regain all of your expended lore dice when you finish a long or short rest. Your lore dice become more potent as you gain levels: When you reach 9th level, they become d8s instead of d6s. When you reach 13th level, they become d10s. At 17th level, they become d12s. Eldritch Wards. You learn four eldritch wards, which are described under “Eldritch Wards” at the end of this archetype description. Three of the eldritch wards you learn are Cerulean Glyph, Dark Studies, and Supernatural Sense, but the fourth may be any one eldritch ward of your choice. Many eldritch wards enhance a spell in some way. You can only use one eldritch ward per spell. The Price of Forbidden Lore. For a duration of one hour after you spend a lore die, you have disadvantage on all Charisma checks and Wisdom (Insight) checks against humanoids. A Bit of Complexity During the design of 5th Edition D&D, there was a lot of discussion about what various players wanted from the game, specifically in terms of tracking resources and other attributes of their characters. The tactical complexity of managing character abilities in some versions of the game was the source of strong disagreement among players, with some really enjoying that secondary level of gameplay. Others felt it betrayed the spirit of earlier editions, in which combat was quicker and tracking limited use features such as spells and other abilities was simpler. In most editions of this game, there is a marked difference even between classes of the same edition in this area. From the earliest editions, fighters were simpler to play than wizards, since a fighter’s main action was to attack with their weapon, while wizards had to track the limited number of spells they could cast of each level. 5th Edition tries to bring the editions together by offering faster combat and simpler adjudication of edge cases while continuing the tradition of having some classes play with less complexity than others. A fighter with the Champion archetype has very little resource management, while one with the Battle Master archetype has to track superiority dice, and both are simpler than classes like the druid and sorcerer, which have to track spell slots as well as extra ability uses such as wild shape or sorcery points. The School of the Sungazer is on the complex end of classes. In addition to tracking spell slots, the player of a wizard with this school must track lore dice, eldritch wards, and their effects. Hopefully, this complexity is mitigated by not having very many lore dice to keep track of (3 or 4 for most of an adventurer’s career), since the effects of rolling too high on a lore die have more and more possible consequences as the Sungazer gains levels. This is an intentional attempt to make playing the Sungazer feel like one is keeping track of a great deal of strange and dangerous arcane lore, just as the character is in the story of the game. It also seeks to bring some direct horror into playing such a character, emulating the effects of confronting blasphemous truths in certain more Lovecraftian roleplaying games. However, a consequence is that the School of the Sungazer is a better option for advanced players who have a good deal of familiarity with this edition of D&D or roleplaying games in general. For players who envision their character as struggling with the consequences of wielding forbidden magic from unknowable entities but do not want the extra level of resource management required in playing this class, a warlock whose patron is the Great Old One or the Fiend is a perfectly good option. But for those who do choose this class, the rewards of wielding these secret powers are great. As are the risks… Al-Qadim Archetypes: Scimitars Against the Darkv1.2 15 Blasphemous Insight At 6th level, your dark researches let you use your knowledge of forbidden lore more reliably and powerfully, but at an even more horrifying price. You gain an additional lore die (giving you a total of four instead of three). You also learn a new eldritch ward of your choice, but may be forced to pay the penalty listed below whenever you expend a lore die. Psychic Backlash. The price of using lore dice worsens. When you roll one or more lore dice, if at least one of the dice rolls a 6 or higher, you must roll a Wisdom saving throw against your own spell save DC or take psychic damage equal to double the result of the highest rolling lore die. Pseudonatural Familiar Starting at 6th level, if you have or summon a familiar, it becomes a pseudonatural creature, gaining the effects of the Pseudonatural Creature Template listed in this document. Worsening Taint At 10th level, part of you is tainted by corruption, though you resist it. Your use of lore dice grows both more potent and more costly. You learn a new eldritch ward of your choice, but may be forced to pay the penalty listed below whenever you expend a lore die. Spiral of Insanity. The price of using lore dice worsens. When you take psychic damage as a side effect of having expended one or more lore dice, roll 2d8 and add your Intelligence modifier. If the total equals or exceeds your Wisdom score, your Wisdom score is reduced to 0, you are incapacitated until you regain at least 1 point of Wisdom, and you gain one type of indefinite madness (per the Madness rules). Deeper Studies At 10th level, you can choose to either gain proficiency with one type of artisan’s tools or learn one additional skill from the following list: Arcana, Deception, Intimidate, Investigation, Medicine, Perception, or Religion. In addition, you add a 1st level warlock spell of your choice to your wizard’s spellbook. Edge of Madness At 14th level, you know you may not have much longer until dark powers either destroy you or shatter your sanity, but your insight and power give you the potential to destroy such dark powers yourself. When aberrations, fiends, elementals, or undead take necrotic damage from your expended lore dice, that damage is doubled. You also gain an additional lore die (giving you a total of five instead of four), and when you roll initiative and have no lore dice remaining, you regain one lore die automatically. Finally, you learn a new eldritch ward of your choice, but expending lore dice may expose you to the penalty listed below. Loss of Self. If your Wisdom score is reduced to 0 by an expenditure of lore dice, you risk permanent insanity if you do not regain your senses soon. For every 24 hours you have a Wisdom score lower than half of your normal Wisdom score, roll an Intelligence saving throw against your spell save DC. If you fail, you gain one form of indefinite madness. Unlike normal indefinite madness, this trait cannot be cured by any spell short of a wish. Your DM may choose to allow your madness to be cured by some other special means, but what that means might be and how you might discover it are entirely up to the DM. Finally, even when you do regain your full Wisdom, you may not regain all of it. When your Wisdom finally returns to its normal score, if you have gained at least one incurable from of indefinite madness since the last time your Wisdom was at its normal score, as described above, your Wisdom ability score is permanently reduced by 1. Al-Qadim Archetypes: Scimitars Against the Darkv1.2 16 Eldritch Wards The eldritch wards are listed in alphabetical order below. Cerulean Glyph. When an aberration, elemental, fey, fiend, or undead inflicts damage on you with a spell or attack, you may expend one lore die to decrease the damage you suffer. Roll the lore die, then add your Intelligence modifier to the number rolled and reduce the damage inflicted by the total. Creeping Spell. When you cast a spell that has a duration of 1 minute or longer, you can spend one lore die to double its duration, to a maximum of 24 hours. However, there is a side effect. For a number of minutes equal to your lore die roll, you have advantage on Intelligence (Investigation) checks and on Constitution saves that you make to maintain your concentration on a spell when you take damage, but you also have disadvantage on Wisdom (Perception) checks and Initiative rolls. Dark Studies. When you make an Intelligence check that relates to aberrations, elementals, fey, fiends, or undead, or to any cult or extraplanar entity, you can expend one lore die to bolster the check. After you make the roll for the Intelligence check, but before learning if it was successful, you may choose to use this ability, making a second roll and taking the higher of the two rolls, and you add half the number rolled on the lore die to the final result of your check. Harrowing Spell. When you cast a spell of 1st level or higher that targets only one creature and doesn't have a range of self, you can spend a lore die to choose a number of creatures equal to the spell’s level within 30 feet of the target. One of these creatures can be the creature targeted by the original spell. The chosen creatures must make a Wisdom saving throw against your spell save DC or become frightened of you for a number of rounds equal to the lore die roll. If the spell cast is 3rd level or higher, on a failed save they also drop whatever they are holding and must take the Dash action and move away from you by the safest route on each of their turns while affected, as under the effects of fear spell. Hungry Spell. When you hit a creature with a spell attack, you can expend one lore die to deal extra necrotic damage to that creature equal to the number rolled on the lore die. You can only inflict damage on one creature per turn with this ability. When you reach 10th level in your wizard class, you may choose to expend two lore dice instead of one on this ability. If you spend two, you roll both lore dice and add them together to determine how much necrotic damage this ability inflicts. Insidious Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can expend one lore die to make the creature more likely to fail. Subtract the number rolled on your lore die from the creature’s saving throw. You must choose to use this ability before the saving throw is rolled. Instinctive Spell. When you cast a spell that has a casting time of one action, you can spend a lore Al-Qadim Archetypes: Scimitars Against the Darkv1.2 17 dice to change the casting time to 1 bonus action for this casting. When you use this ability, you must roll your lore die and take necrotic damage equal to the number rolled. Repel Abominations. You can attempt to keep dark forces at bay. Each time you use this eldritch ward, you choose one of the following creature types to affect: aberration, elemental, fey, fiend, or undead, and then spend a lore die as an action. Each creature of the chosen type within 30 feet of you that can hear or see you must make a Wisdom saving throw against your spell save DC. On a failed save, such a creature is repelled for a number of rounds equal to the number rolled on your lore die, though the effect ends if the creature takes damage. A repelled creature must spend its turns trying to move as far away from you as it possibly can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Slithering Ward. When you cast a spell or move on your turn, you can expend one lore die to temporarily ward yourself against harm. You roll your die and add the number rolled to your AC until the end of your turn. In addition, you increase your walking speed by 5 feet and gain a climbing speed equal to your (newly increased) walking speed until the end of your turn. Supernatural Sense. You have a preternatural awareness for certain kinds of inhuman beings— a chill runs up your spine, the hair on the back of your neck stands up, an old wound aches, or you experience some other sensation. As an action, you can expend one lore die to open your awareness to detect these forces. For a number of rounds equal to your lore die roll, you know the location of all aberrations, elementals, fey, fiends, or undead within 60 feet of you that are not behind total cover. You know the type (aberration, elemental, fey, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). After you use this ability, you gain another benefit. For a number of minutes equal to your lore die roll, aberrations, elementals, fey, fiends, and undead can always understand your spoken words, and you can always understand theirs, and you gain advantage on Charisma checks and Wisdom (Insight) checks against them. Whispering Spell. When you cast a spell, you can spend one lore die to cast it without any somatic or verbal components. If you roll damage for this spell, you must replace one die rolled for damage with the number rolled on your lore die. That much of the damage inflicted becomes necrotic damage. At the same time, you take necrotic damage equal to half the number rolled on your lore die. Al-Qadim Archetypes: Scimitars Against the Darkv1.2 18 Races Dragonborn Variant: Sea Dragonborn Dragonborn remain rare in the Land of Fate. Having only come to this world during the events of what northern barbarians call the Spellplague—which affected the continent of Faerun much more dramatically—they have yet to become common alongside the civilized peoples of Zhakara. However, a certain breed of dragonborn who share traits with sea dragons rather than chromatic or metallic ones are seafarers, and perhaps for this reason there are many more of them found in Zakhara than their more landbound cousins. The sea dragonborn are a warlike people who take to naval battle readily, using their unique abilities to strike with stealth from banks of fog or mist. Besides a tendency to be smaller and more agile, they are very much like their metallic or chromatic kin. They have a tradition of raiding ships and port settlements, but few seem to be evil, and they focus their depredations on evil groups which their leaders declare as anathema. Recently, many such warbands have come into conflict with the slave- taking minions of the Zakharan Kraken, finding common cause with corsairs of other races as well as groups like the Vigilant. Of course, less ethical sea dragonborn of other alignments are often marine raiders as well, but are far less discriminating when choosing their targets. Sea Dragonborn Multiclassing If you are using the optional multiclassing rules, sea dragonborn gain a special benefit: they can substitute their Dexterity score for their Strength score when determining if they can be multiclass paladins. Sea Dragonborn Traits These traits replace the Ability Score Increase, Draconic Ancestry, Breath Weapon, and Damage Resistance traits of a normal Dragonborn. Ability Score Increase. Your Charisma score increases by 2, and your choice of either your Strength score or Dexterity score increases by 1. Amphibious. You can breathe both air and water. Draco-Aquatic Ancestry. Like all dragonborn, you have draconic ancestry, but it links you to dragons of the sea rather than the usual metallic or chromatic breeds. For effects that may depend on it, your draconic ancestry is of the “Sea” type, and your breath weapon is a 15 ft. cone requiring a Dexterity save. Your ancestry does not grant the normal resistance to a particular damage type, but for any effet that may be based on the damage type determined by your draconic ancestry, the damage type is considered fire. Minor Heat Resistance. When you take fire damage, you can use your reaction to roll a d6. Add your Constitution modifier to the number rolled, and reduce the damage by that amount. Searing Steam Breath. You can use your action to exhale a cloud of super-heated steam. When you use your breath weapon, each creature within a 15 ft. cone must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 1d6 fire damage on a failed save and half as much damage on a successful one. Being underwater doesn’t grant resistance against this damage. The damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. In addition, your breath weapon creates an area of fog that includes not only the cone itself but any area within 5 feet of it, including the space in which you are standing when you use it. The fog remains for 1 minute, and it spreads around corners, and its area is heavily obscured. After you use your breath weapon, you can’t use it again until you complete a short or long rest. Sea Dragon’s Legacy. You gain a swimming speed equal to your walking speed, and whenever you make a Dexterity (Stealth) check while you are heavily obscured by any form of water or vapor (including mist and fog), you are considered proficient in the Stealth skill and add double your normal proficiency bonus to the check, instead of your normal proficiency bonus. Al-Qadim Archetypes: Scimitars Against the Darkv1.2 19 Spells Spellcasters are some of the greatest foes of the ancient darkness threatening Zakhara. Whether they offer healing to warrior allies, terror to their enemies, or simply bring increased destructive power, their mysterious arts often make the difference between failure and success against such powerful enemies. Spell Lists The new spells in this section can be cast by many classes, as shown in the following spell lists. After each spells, its school of magic is listed in parentheses. Bard Spells Cantrips (0 Level) reaver's touch (necromancy) 1st Level dread mercy (enchantment) frightful strike (enchantment) 2nd Level elemental blade (transmutation) Cleric Spells Cantrips (0 Level) challenger's mark (enchantment) reaver's touch (necromancy) 1st Level frightful strike (enchantment) 2nd Level elemental blade (transmutation) Druid Spells Cantrips (0 Level) reaver's touch (necromancy) 1st Level frightful strike (enchantment) 2nd Level elemental blade (transmutation) Paladin Spells 1st Level dread mercy (enchantment) 2nd Level elemental blade (transmutation) Ranger Spells 1st Level dread mercy (enchantment) Sorcerer Spells Cantrips (0 Level) reaver's touch (necromancy) 1st Level frightful strike (enchantment) 2nd Level elemental blade (transmutation) Warlock Spells Cantrips (0 Level) challenger's mark (enchantment) reaver's touch (necromancy) 1st Level frightful strike (enchantment) Wizard Spells Cantrips (0 Level) reaver's touch (necromancy) 1st Level frightful strike (enchantment) 2nd Level elemental blade (transmutation) Spell Descriptions All new spells referenced in this document are listed and described alphabetically in this section. Challenger’s Mark Enchantment cantrip Casting Time: 1 action Range: 5 feet Components: V, S Duration: 1 round As part of the action used to cast this spell, you must make a melee weapon attack against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and you exchange a moment of silent, instinctive communication that expresses your personal challenge. Before the beginning of your next turn, if the target willingly moves more than 30 feet away from you or attacks a creature besides you, it immediately takes 1d8 psychic damage, and the spell ends. This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 psychic damage to the target, and the damage the target suffers for moving more than 30 feet away from you increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level. Dread Mercy 1st-level enchantment Casting Time: 1 reaction, which you take when you reduce a creature within 60 feet to 0 hit points with a weapon attack Range: 60 feet Components: V Duration: 10 minutes You offer an opponent mercy in exchange for their cooperation. Choose one creature within range that you have just reduced to 0 hit points. You instead reduce that creature to 1 hit point and immediately command their surrender. (If a creature prefers to be reduced to 0 hit points for some reason, it can make a Charisma saving throw, and be reduced to 0 hit points instead of 1 on a success.) As soon as the creature is reduced to 1 hit point instead of 0 due this spell, it must immediately make a Wisdom Al-Qadim Archetypes: Scimitars Against the Darkv1.2 20 saving throw. On a success, the creature is frightened of you for the spell’s duration, and suffers only the normal effects of being frightened. On a failure, the creature is still frightened, but rather than fleeing, the frightened creature stays where it is and does not move unless you tell it to. For the duration of the spell, the creature that failed its save will not attack you, and it fearfully obeys any instructions it can hear and understand that will not directly harm it (for example, it will not knowingly drink poison or walk off a cliff). It will not deliberately say anything to you that it believes to be a lie, though it can simply remain silent if you do not ask any direct questions. If you ask it a direct question that can be answered in one or two sentences, it will not give you an answer that it considers false, though it may leave things out, especially if you ask a question that takes more than one or two sentences to answer. It may avoid answering questions to which it would normally respond with a lie by giving short or evasive answers, as long as what it does say remains within the boundaries of what it believes to be the truth. Whenever you or one of your allies attempt to harm the creature, or if you give it instructions that would harm it, or whenever you force it to make a saving throw against another effect, it repeats its Wisdom saving throw against this spell, ending the effects of the initial failed save on a success. You always know if a creature has succeeded or failed on a saving throw against this spell. When the spell’s effect ends, the creature is unaware it was ever affected by this spell, knowing you could have killed it and believing its fear of you was merely natural. At Higher Levels. When you cast this spell using a 3rd level or higher spell slot, the duration is increased to 1 hour. If you use a 5th level or higher spell slot, the duration is increased to 8 hours. Elemental Blade 2nd level evocation Casting Time: 1 action Range: Touch Components: V, S, M (a plum blossom) Duration: Concentration, up to 1 minute When you cast this spell, a sword blade of elemental energy appears in the hand of the creature you touch (who must be a willing recipient). You choose one of the following damage types when you cast this spell: acid, cold, fire, lightning, or poison. It is the size and shape of a normal shortsword, but is virtually weightless. If the wielder lets go of the blade, it disappears, but you can evoke it for them again as a bonus action. Once on its turn while it holds the blade, the wielder can use its action to create one of two effects: • The wielder can make a melee attack with the blade, rolling the attack as if they were attacking with a regular shortsword, but on a hit the target takes 5d4 damage of the type chosen when this spell was first cast, instead of the normal damage it would take from such an attack. Since the blade is immaterial, the wielder’s Strength or Dexterity modifiers do not apply to the damage, nor does any extra damage from special abilities the wielder may possess (such as sneak attack). • The wielder can unleash lightning on a single target within 30 feet. The wielder’s chosen target makes a Dexterity saving throw against your spellcasting DC. If the target fails, it takes 4d4 damage of the type chosen when this spell was first cast. If it succeeds, it takes half damage and can take reactions normally. The blade sheds bright light in a 10 foot radius and dim light for an additional 10 feet. A creature who takes damage from this spell suffers an additional effect depending on the type of damage inflicted, as follows: • Acid: The creature cannot take reactions until the beginning of the wielder’s next turn. • Cold: The creature’s speed is reduced by half until the end of its next turn. • Fire: The creature must choose to either fall prone to extinguish flames on its body or take 1d4 extra fire damage. Creatures wearing metal armor are immune to this effect. • Lightning: The creature takes an extra 1d4 lightning damage if it is wearing metal armor. • Poison: The creature is poisoned until the end of its next turn. At Higher Levels. When you cast this spell using a 3rd level or higher spell slot, the damage increases by ld4 for each slot level above 2nd. Frightful Strike 1st-level enchantment Casting Time: 1 action Range: 10 feet Components: V, M (a weapon with at least one drop of blood on it) Duration: 1 round Al-Qadim Archetypes: Scimitars Against the Darkv1.2 21 You bark or whisper a terrifying threat to the creature your weapon strikes. As part of the action of casting this spell, you must make a melee attack against one creature within the spell's range, otherwise the spell fails. On a hit, in addition to the attack’s normal effect, the creature struck takes an additional amount of psychic damage equal to 1d4 plus your Charisma modifier (minimum 1) and must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage is increased by 1d4 for each slot level above 1st. Reaver’s Touch Necromancy cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous The touch of your hand drains a target’s life energy, allowing you to empower yourself via the ritual sacrifice of animals and other creatures, or by striking your opponents in combat. Make a melee spell attack against the target. You have advantage on the attack if your target is a beast. On a hit, the target takes 1d6 necrotic damage, and you gain temporary hit points equal to half the damage inflicted (round up). The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Equipment Cutlass A curving sword with a cutting edge on only one side, the cutlass’s shape keeps it short enough for battle in close quarters. At the same time, it is sharp and strong enough the cut through ropes and rigging. These qualities make it ideal for naval combat. Type: Martial Melee Weapon Damage: 1d8 slashing Properties: Finesse Cost: 25 go Weight: 3 lbs. Special: All creatures can make attack rolls with this weapon underwater without being at disadvantage (for most weapons, only creatures with swim speeds can attack normally underwater). Razor Claw Four or five curved blades are attached to a glove, strap, or metal bar, allowing the wielder to place the blades securely atop or between their knuckles. Various versions of this weapon exist, often with nicknames like “tiger claws” or “bear claws.” Type: Simple Melee Weapon Damage: 1d4 slashing Properties: Finesse, light, special Cost: 3 gp Weight: 1lb. Special: A wielder armed with this weapon can choose to make an unarmed strike instead of a weapon attack; if they do so, the unarmed strike inflicts slashing damage instead of bludgeoning. If a creature would drop this weapon, they can use their reaction to not drop it. Al-Qadim Archetypes: Scimitars Against the Darkv1.2 22 Monsters Deep Cultist A deep cultist is the child of a warlock who traded their child’s humanity for power before it was born, mixing their own nature with that of an otherworldly being. They are naturally attracted to aquatic aberrations, such as aboleths or krakens, and they seek to assist their abominable schemes in any way they can. Parents who make these pacts raise their tainted offspring to worship whichever Far Realm entity they made their pact with, and when such children grow up, they attempt to raise up cults of their own sharing this worship. The being that spawned them is connected to the element of water (or perhaps to the elemental evil corruption of it), and so while deep cultists can pass for human, their amphibious nature is indicated by subtly fish-like or frog-like appearances, including flattish noses that are barely more than a pair of nostrils and great bulging eyes that tend to stare without blinking. They have muscular or wiry builds, pale almost bluish or greenish skin, and black greasy hair that either grows wild or is thin and sparse. Despite these hints to their true origins, some deep cultists are still attractive by human standards. They’ve been known to recruit members for their cults by seduction as well as more mundane means of coercion, and some truly come to love their human paramours. Many are the legends of “mermaids” rescuing sailors from drowning and falling in love with them that actually tell of deep cultists. When on land commonly go about in heavy robes to hide their appearance on land. Deep Cultist Medium humanoid, chaotic evil Armor Class 15 (natural armor) Hit Points 105 (14d8+42) Speed 30ft., swim 40 ft. STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 16 (+3) 11 (+0) 16 (+3) 14 (+2) Skills Arcana +3, Deception +4, Religion +3, Stealth +5 Damage Resistances cold, lightning Damage Immunities acid, poison Senses darkvision 60 ft., passive Perception 13 Languages Common, Aquan Challenge 6 (2,300 XP) Spellcasting. The deep cultist is a 7th-level spellcaster. Its spellcasting ability is spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It knows the following spells: Cantrips (at will): druidcraft, reaver’s touch**, shape water*, vicious mockery 1st level (4 slots): create/destroy water, dissonant whispers, disguise self, fog cloud 2nd level (3 slots): blur, hold person 3rd level (3 slots): fear, tidal wave* 4th level (1 slot): storm sphere* (“*” = appears in the Elemental Evil Player’s Guide). (“**”= new spell appearing in this document). Amphibious. The deep cultist can breathe air and water. Fanaticism. The deep cultist has advantage on saving throws against being charmed or frightened. Venomous Skin. The deep cultist can cause their flesh to exude a corrosive poison. Any creature grappling to deep cultist or grappled by it takes 3 (1d6) poison damage and 3 (1d6) acid damage at the end of that creature’s turn. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3(1d6) piercing damage plus 3 (1d6) poison damage and 3 (1d6) acid damage. Al-Qadim Archetypes: Scimitars Against the Darkv1.2 23 Great Ghul Undead elemental cousins of the dao, djinn, efreeti, and marids, great ghuls comprise the most wicked members of an inferior order of genies. They haunt burial grounds and feed on dead human bodies. They are usually female, and all great ghuls are beguiling and seductive shapechangers. No matter what form they take, however, their feet always remain those of a donkey, though they often wear special boots or long robes to conceal this aberration. Ghuls delight in devouring the flesh of victims and sucking the marrow from the bones. Masters of Disguise. Great ghuls have thick hair and bushy eyebrows that often droop over their eyes. Their hands end in clawed fingers, and their feet and sometimes their ears are those of a donkey. Their jaws jut out and are powerfully muscled. Their dark gray or pale white skin is always cold and clammy, and they have the hunched posture of their lesser kin, the ghouls. Great ghuls are aware of how their looks repulse other creatures and are eager to disguise their true appearance with cosmetics, clothes, and jewelry. While most great ghuls stand over 7 ft. tall, those that are sorcerers typically stand about 10 ft. tall. In their polymorphed form they are often smaller. Because great ghuls are feared by humans and despised by genies, they rarely keep their own form, even when at home in their lonely caves and ruins. Shapeshifting has become a habit for the great ghuls, and they are excellent actors and liars. Great ghuls have many opportunities to practice these deceptions when they travel among humans. Great ghuls are fond of all forms of perfumes and scents, such as attar of orange, rosewater, cloves, and so on. They use these to cover their own unpleasant smell. Secretive yet Social. Great ghuls serve the genies (when required), but lord it over the ghouls, who are considered unrefined and unreliable. Great ghuls who become sorcerers are very secretive; the other genies resent and fear the ghuls’ power over them. Such great ghuls are often destroyed when their homes are discovered. In general, all great ghuls avoid contact with other races because violence often follows. But, they do sometimes help humans and others who come to them seeking help against other genies. Sometimes they also help humans in quests which the great ghuls find interesting, and they do this without expectation of reward. Though solitary, they grow bored easily, and this seems to motivate them to take part in pranks and daring deeds that sometimes put them and the secret of their true identities at considerable risk. Some of their pranks are less amusing than others: great ghuls are particularly fond of joining groups of nomads and travelers and then leading them astray. Many of these travelers are led to their deaths and consumed by the carrion- eating ghuls. Predators of the Lonely Wastes. Great ghuls are normally solitary, though if they have kin who are great ghuls as well, they will form packs with them. Great ghuls live in seclusion in ruins or caves found in the emptiest deserts or on the highest mountains. Because of their sharp claws and incredible strength, great ghuls are able to climb sheer rock walls that would daunt most mountaineers. Only genies slain by great ghuls become ghuls themselves; all other races are simply slain and devoured. Al-Qadim Archetypes: Scimitars Against the Darkv1.2 24 Great Ghul Large undead, neutral evil Armor Class 17 (natural armor) Hit Points 184 (16d10+96) Speed 40ft., climb 40 ft. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 23 (+6) 14 (+2) 16 (+3) 19 (+4) Saving Throws Dexterity +6, Wisdom +7, Charisma +8 Skills Deception +8, Religion +6, Stealth +6 Damage Vulnerabilities radiant Damage Resistances acid, fire, lightning, thunder, necrotic Damage Immunities cold; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 13 Languages Common, Primordial Challenge 10 (5,900 XP) Spellcasting. The great ghul’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It knows the following spells: At will: shocking grasp , detect evil and good, disguise self, true polymorph (self only) 1/day: animate dead, invisibility, tongues Magical Weapons. The great ghul’s weapon attacks are magical. Mountainwalk. Great ghuls ignore difficult terrain and take no damage from falling. Sunlight Sensitivity. While in sunlight, the great ghul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Turning Defiance. The great ghul and any ghouls within 30 feet have advantage on saving throws against effects that turn undead. Actions Multiattack. The great ghul makes two claw attacks or one claw attack and one bite attack. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8+5) piercing damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) piercing damage. Great Ghul Sorcerers A great ghul sorcerer has a challenge rating of 11 (7,200 xp). It has the same statistics as a regular great ghul, except that it has 229 (17d10+136) hit points, a Constitution of 26, and the sorcerous spellcaster trait as described below, in addition to its normal innate spells: Sorcerous Spellcaster. The great ghul sorcerer is a 10th- level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It knows the following sorcerer spells: Cantrips (at will): chill touch, fire bolt, friends, prestidigitation, shape water*, shocking grasp, vicious mockery 1st level (4 slots): charm person, chromatic orb, feather fall, ray of sickness 2nd level (3 slots): detect thoughts, dust devil*, shatter, suggestion 3rd level (3 slots): counterspell, fear, vampiric touch 4th level (3 slots): storm sphere*, wall of fire 5th level (2 slots): dominate person (“*” = spell appearing in the Elemental Evil Player’s Guide). Al-Qadim Archetypes: Scimitars Against the Darkv1.2 25 Pseudonatural Creature Pseudonatural creatures originate in the Far Realm or in other places beyond the planes as we know them. Eldritch abominations such as these are often the spawn or servitors of Great Old Ones, elder gods, or powerful aberrations. They can take on at least one less alien form when needed, but a glimpse of their true nature can shake a mortal’s grip on reality. Pseudonatural Template Any corporeal creature can become a pseudonatural creature. When it becomes a pseudonatural creature, it keeps its statistics, except as noted below. Type. The creature’s type changes to Aberration. Alignment. Chaotic evil and neutral evil creatures do not change their alignment. Other alignments are changed as follows: Pseudonatural Creature Alignment Base Creature’s Alignment New Alignment Lawful Good Unaligned Neutral Good Neutral Chaotic Good Chaotic Neutral Lawful Evil Neutral Evil Lawful Neutral Lawful Evil Chaotic Neutral Chaotic Evil Neutral Chaotic Neutral Unaligned Chaotic Neutral Hit Points. If the creature has less than 3 Hit Dice, raise its number of Hit Dice to 3 and adjust its hit points accordingly. Ability Scores. If the creature’s Intelligence is below 3, increase it to 3. In addition, if the creature’s Wisdom is less than 20, increase the creature’s Wisdom by 10, to a maximum of 20 or the base creatures’s challenge rating, whichever is higher. Challenge. Increase the creature’s challenge rating by 1 after applying this template. If the base creature’s challenge rating is lower than1/2, increase the challenge rating to 1/2; if it is 1/2, increase it to 1. Senses. The pseudonatural creature gains blindsight with a radius of 10 feet. Damage Resistances. The pseudonatural creature gains resistance to acid and lightning. Languages. The pseudonatural creature gains telepathy 30 ft. New Trait: Telepathic Insight. If a creature within 30 ft. communicates telepathically with the pseudonatural creature, it must make a Charisma saving throw against a DC equal to the pseudonatural creature’s Wisdom score. If the creature fails the save, the pseudonatural creature magically learns one fact or secret about that creature. New Spells: The pseudonatural creature knows the true strike and vicious mockery cantrips. If it can Al-Qadim Archetypes: Scimitars Against the Darkv1.2 26 cast spells of 1st level or higher, it also gains the spells bane and dissonant whispers. New Action: Pseudonatural Form. As a bonus action, the creature assumes its true form, that of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. While it is in this form, all attack rolls against the pseudonatural creature made by creatures who can see it are at disadvantage. In addition, while it is in its true form, the pseudonatural creature has advantage on Charisma (Intimidation) checks and disadvantage on all other Charisma checks. It can use another bonus action to change back. New Reaction: True Form. When the pseudonatural creature takes damage, it can assume its pseudonatural form as a reaction. Example: The Rat-Thing (Pseudonatural Rat) The rat-thing appears to be a regular rat to most who see it, but it is always the familiar of some loathesome, half-mad spellcaster, and its true form is far more disturbing. Those who glimpse it in unguarded moments are horrified, for the rat-thing has a face much like that of a human, and its tiny hands are human-like as well. Its face is bearded, sharp-toothed, and bears an evil expression. Its voice sounds like hateful tittering, but it can only communicate via telepathy, which those contacted experience as the same loathsome titter forming words in their own language. It is said evil wizards and warlocks create rat-things from the remains of sacrificed cultists. Such a creature almost never fights alone, engaiging in hostile action only at the side of the corrupted spellcaster they serve. Pseudonatural Rat (Rat-Thing) Tiny aberration, chaotic neutral Armor Class 10 Hit Points 4 (3d4-3) Speed 20ft. STR DEX CON INT WIS CHA 2 (-4) 11 (+0) 9 (-1) 3 (-4) 20 (+5) 4 (-3) Damage Resistances acid, lightning Senses blindsight 10 ft., darkvision 30 ft., passive Perception 15 Languages telepathy 30 ft. Challenge 1/2 (100 XP) Innate Spellcasting. The pseudonatural rat’s innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spell, requiring no material components: At will: true strike, vicious mockery Telepathic Insight. If a creature within 30 ft. communicates telepathically with the pseudonatural rat, it must make a Charisma saving throw (DC 20). If the creature fails the save, the pseudonatural rat magically learns one fact or secret about that creature. Actions Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Pseudonatural Form. As a bonus action, the pseudonatural rat creature assumes its true form, that of a rat with a human-like face and tiny, humanoid hands. While it is in this form, all attack rolls against the pseudonatural rat made by creatures who can see it are at disadvantage. In addition, while it is in its true form, the pseudonatural rat has advantage on Charisma (Intimidation) checks and disadvantage on all other Charisma checks. It can use another bonus action to change back. Reactions True Form. When the pseudonatural rat takes damage, it can assume its true form as a reaction. Al-Qadim Archetypes: Scimitars Against the Darkv1.2 27 Example: The Black Dog (Pseudonatural Hell Hound) The black dog is massive dog the size of a calf with thick, shaggy, jet black fur and glowing red eyes. It has massive, sharp canines, and its mouth always seems to be grinning, as the fell creature bears some hidden secret. Its saliva stinks of sulfur. It appears only at night, but even in the moonlight its fur does not shine or gleam, but remains dark as a shadow. It leave no footprints, but can be tracked by the scorch marks it leaves on the ground every few paces, and by its tendency to stop and claw or gnaw upon large objects of wood or metal. It is always associated with fire, with the smell of smoke and flickering shadows in its presence, but does not appear with a visible aura of fire. It is as if, wherever it goes, there is always an unseen fire nearby. Thankfully, these creatures are rare, and seldom attack the living, but rather are omens of worse horrors to follow. They appear before great fires, deadly plagues, battles with high casualties, and the deaths of important personages. They also accompany the appearances of comets in the night sky. Sometimes, they are set to guard something, charged with this duty by unknown powers. In this case, they remain calm and aloof unless a creature threatens or approaches the object of their protection, which sends them into an aggressive frenzy. In their true form, black dogs are far more frightening. Their bodies seem to explode, as they become unsteady orbs of crimson flame, surrounded by ember-like points of fiery light and bursts of red lightning. They shimmer with heat, making them hard to focus on, but anyone looking directly at the fiery orb sees visions in the flames, visions of various horrific ways they might die, combined with scenes of cataclysm and carnage consuming nearby settlements. Pseudonatural Hell Hound (Black Dog) Medium aberration, neutral evil Armor Class 15 Hit Points 45 (7d8-14) Speed 50ft. STR DEX CON INT WIS CHA 17 (+3) 12 (+1) 14 (+2) 6 (-2) 20 (+5) 6 (-2) Skills Perception +9 Damage Resistances Acid, lightning Damage Immunities Fire Senses blindsight 10 ft., darkvision 60 ft., passive Perception 19 Languages telepathy 30 ft., understands Infernal but can’t speak it Challenge 4 (1,100 XP) Innate Spellcasting. The pseudonatural hell hound’s innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spell, requiring no material components: At will: true strike, vicious mockery Keen Hearing and Smell. The pseudonatural hell hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The pseudonatural hell hound has advantage on an attack roll against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Telepathic Insight. If a creature within 30 ft. communicates telepathically with the pseudonatural hell hound, it must make a Charisma saving throw (DC 20). If the creature fails the save, the pseudonatural hell hound magically learns one fact or secret about that creature. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 7 (2d6) fire damage. Fire Breath (Recharge 5–6). The pseudonatural hell exhales fire in a 15‐foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. Pseudonatural Form. As a bonus action, the pseudonatural hell hound creature assumes its true form, that of a flaming sphere wreathed in embers and red lightning, shimmering with it and filled with horrific visions, While it is in this form, all attack rolls against the pseudonatural hell hound made by creatures who can see it are at disadvantage. In addition, while it is in its true form, the pseudonatural hell hound has advantage on Charisma (Intimidation) checks and disadvantage on all other Charisma checks. It can use another bonus action to change back. Reactions True Form. When the pseudonatural hell hound takes damage, it can assume its true form as a reaction. Al-Qadim Archetypes: Scimitars Against the Darkv1.2 28 Rom The rom are a race of subterranean, undead giants that withdrew from the surface world in the distant past. They are sullen, malicious, and angry creatures, attacking any who disturb their final dwelling places or cairns. Rom are all male, with tall, muscular physiques—similar to humans in proportion—and dark, ashen-grey skin. They have sunken, glassy eyes, long, curling fingernails, and are either bald or have thinning, bone-white hair. They stand about 17 ft.’ tall, retaining the supernatural strength they possessed in life. They speak with sad, resonant voices. All are talented singers, poets, and musicians. Cursed by Tragedy. Rom are thought to be all that remains of an ancient race of giant herdsmen. They lived in the hills and on the plains where their giant cows could graze, some practicing a limited form of agriculture. They were a quiet, peace-loving people whose end came when their wives produced only male children; there were no further generations. Shaking their fists at the sad destiny Fate had passed upon them, they built enormous stone cairns for themselves, fashioned out of monolithic granite slabs. Entire clans of rom descended into their self-made tombs, burying themselves alive. However, so great was their collective self-pity and anger at Fate, that their existence persisted beyond death. Inspiring Hosts. The giants are known to receive brave visitors during the night, who politely knock on the entrance to the tombs and humbly request hospitality for the evening. The rom are a musical and poetic race. Brave bards who have visited with them for only a short while are said to have been inspired to compose a masterful, if tragic, song or epic poem. Death to Trespassers. Those who brashly intrude on the giants during the night, or who break into a cairn during the day, will be immediately attacked by the rom present in the tomb (usually 8 or fewer). They will throw any corpses outside as a warning to others against further unwarranted intrusions. Regional Effects The granite cairns of the rom can still be found today, towering over the plains or nestled among the hills. They are shunned by all forms of animal and insect life. Nearby vegetation appears stunted and lacks its usual color. All is quiet near these tombs during the day, but at night, one can hear a loud lamentation rising from within the cold, stone cairns, a plaintive cry against Fate. • At night, within a mile of a rom cairn, their haunting dirges can be heard. Any creature in this area at night that can hear must make a DC 11 Wisdom saving throw unless their Intelligence is 2 or lower. On a failure, the character feels a heartbreaking sadness, a despair that makes their efforts seem meaningless. Until they leave the area, they have disadvantage on death saving throws and Dexterity checks for initiative, and they gain the following flaw: “If all this beauty ends in tragedy, what’s the point of living at all?” A creature can repeat its saving throw every time it finishes a long rest, ending the effect on itself on a success. A creature that makes a successful saving throw against this effect is immune to it for 24 hours. The dirge has no effect on constructs and undead. • Any beast or humanoid with an Intelligence of 2 or lower that comes within a mile of a rom cairn becomes frightened, and will not willingly move closer to the cairn. • No plant life grows naturally within 500 ft. of a rom cairn. Al-Qadim Archetypes: Scimitars Against the Darkv1.2 29 Rom Huge undead, lawful evil Armor Class 17 (natural armor) Hit Points 172 (15d12+75) Speed 40 ft. STR DEX CON INT WIS CHA 26 (+8) 10 (+0) 21 (+5) 11 (+0) 14 (+2) 18 (+4) Skills Animal Handling +6, Intimidation +8, Persuasion +8, Perception +6 Damage Resistances necrotic Damage Immunities cold, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 16 Languages Common, Giant Challenge 9 (5,000 XP) Pack Tactics. The rom has advantage on an attack roll against a creature if at least one of the rom’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Sleepless. Magic cannot cause the rom to sleep. Actions Multiattack. The rom makes two claw attacks. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d8+8) slashing damage plus 4 (1d8) necrotic damage, and the target’s Strength score is reduced by 1d4. The target dies if this reduces his Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft. one target. Hit: 30 (4d10+8) damage. Frightful Presence. Each creature of the rom’s choice that is within 120 feet of the rom and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success. Dolorous Dirge. (Recharge 6). As a bonus action, the rom sings a song of loss in its haunting voice, a mourning ballad that pierces the hearts of even hardened veterans. This dirge has no effect on constructs and undead. Any other creature within 30 feet who can hear the rom must make a Charisma saving throw (DC 16) or have its speed reduced by half for as long as the rom keeps singing. The rom must use a bonus action to continue this effect each round. A creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success. Al-Qadim Archetypes: Scimitars Against the Darkv1.2 30 Zakharan Kraken Zakharan Kraken are an albino race of air- and water-breathing squid-like creatures that dwell in the dark depths of the ocean. Either they or their ancestors came to Zakhara from a distant blackness beyond the stars in the most ancient of ancient times, and the Zakharan Kraken believe themselves to be the eldest species of creature yet living. Elder Things. Before the darn of recorded time. Zakharan Kraken were smaller and lived in shallow coastal waters, where human worshippers served them and brought them sacrifices. Some upheaval in nature—or possibly a battle with forces of good—made the surviving monsters retreat to the depths. Although their number dwindled to a mere handful, the survivors grew huge and powerful. Zakharan Kraken now seek to kill good creatures and to devour all life smaller than they. Sailors’ Doom. Zakharan Kraken often attack ships to drag them down. Larger than the largest squid, a Zakharan Kraken can drag vessels up to 60 ft. long under the waves. Larger ships are dragged to a halt in five rounds. If a Zakharan Kraken can grasp the ship with six or more tentacles for three consecutive rounds during an attack, the vessel suffers damage as if it had been rammed. It then takes on water, and within 2d4 rounds the ship will have lost enough buoyancy so that the Zakharan Kraken can easily drag it under. Lone Hunters. Zakharan Kraken are aggressive hunters, able to battle even large sperm whales and win. They are solitary creatures except during mating season, which coincides with the monsoons. At this time the Zakharan Kraken gather in the deepest trenches of the ocean, where they leave their eggs to hatch. Zakharan Kraken prey on whales, giant squid and octopi, and occasionally young zaratan. They especially hate the aboleth, whom they consider unnatural upstarts. They even disdain the more common krakens found in the warmer seas of the north, who they see as imitative parodies created by the young gods of distant Faerun. They have no natural enemies, though some legends say that rocs will eat young Zakharan Kraken basking near the surface of the ocean, and the marid hunt them for sport. Lairs of the Zakharan Kraken Zakharan Kraken maintain air-filled grottos, underwater caverb complexes where they keep and breed human slaves to serve and feed them. The Zakharan Kraken stock these undersea dungeons by using wind and weather to bring vessels to the area. Ambitious Zakharan Kraken make pacts with sahuagin or ixitxachitl, agreeing not to destroy them in exchange for their servitude and tribute. These Kraken use their servants to strike against shipping and coastal cities. Lair Actions On initiative count 20 (losing initiative ties), the Zakharan Kraken takes a lair action to cause one of the following magical effects. • Once per minute, a Zakharan kraken can cause its lair to fill with water or with air, as it chooses. When this happens, creatures within 30 feet of the Zakharan kraken must roll a DC 23 Dexterity saving throw. Al-Qadim Archetypes: Scimitars Against the Darkv1.2 31 Creatures that fail this save are knocked prone and, if they are Huge or smaller, they are pushed up to 20 feet away from the Zakharan kraken. On a success, a creature is only pushed 5 feet away and is not knocked prone. If the lair is filling with water (instead of air), creatures who fail the save also take 28 (8d6) bludgeoning damage (half that damage on a successful save). Once a Zakharan Kraken makes this decision, its lair remains filled with air or water until it chooses to use this ability again or until it dies (at which point nature takes its natural course). • Creatures within 60 feet of the Zakharan Kraken have vulnerability to lightning and psychic damage until initiative count 20 on the next round. • The Zakharan Kraken chants its own blasphemous scriptures in a pre-primordial language, blasting the minds of those around it. All creatures within 120 feet of the Zakharan Kraken that are able to hear must succeed on a DC 23 Wisdom saving throw, taking 13 (3d8) psychic damage on a failed save, or half as much damage on a success. Regional Effects In the area around a Zakharan Kraken’s lair, the insanity of the Far Realm bleeds into reality, warping both the landscape and the minds and bodies of those who dwell there. Even if the Zakharan Kraken dies, these effects take a year and a day to fade completely. • Humanoid children born within 10 miles of the Zakharan Kraken’s lair gain the Amphibious trait (able to breathe both air and water) and have oddly narrow heads, with small, flat noses and bulging, frog-like eyes (a look known as “the kraken’s taint”). • 1 in 100 humanoid children born within 10 miles of the Zakharan Kraken’s lair is born a water genasi (per the Elemental Evil Player’s Guide) and also has “the kraken’s taint” as described above). • 1 in 1,000 humanoid children born within 10 miles of the Zakharan Kraken’s lair is born a sahuagin, regardless of its parent’s race. • The Zakharan Kraken can alter the weather at will in a 10 mile radius centered on its lair. This effect is otherwise identical to the control weather spell. • Deep cultists (a new monster appearing in this document) and their followers are attracted to this area, where they dwell in hastily constructed shrines, seeking to worship and serve the Zakharan kraken and recruit others to do the same. • Humanoids and beasts that take a long rest within 10 miles of the Zakharan Kraken’s lair have brutal nightmares. When they finish a long rest, they must make a DC 11 Wisdom saving throw or recover 1 less hit die than normal. Zakharan Kraken Gargantuan aberration, chaotic evil Armor Class 18 (natural armor) Hit Points 482 (28d20 + 196) Speed 20 ft., swim 60 ft. STR DEX CON INT WIS CHA 30(+10) 11(+0) 25 (+7) 22 (+6) 23 (+6) 20 (+5) Saving Throws Str +17, Dex +7, Con +14. Int +13. Wis +13 Damage Resistances acid Damage Immunities lightning; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities frightened, paralyzed Senses blindsight 10 ft., truesight 120 ft., passive Perception 16 Languages Abyssal, Celestial, Infernal, Primordial, telepathy 120 ft. Challenge 24 (62,000 XP) Innate Spellcasting. The Zakharan Kraken’s innate spellcasting ability is Wisdom (spell save DC 21). It can innately cast the following spells, requiring no material components: At will: druidcraft, create/destroy water, faerie fire, shape water*, vicious mockery 1/day each: bane, conjure animals, control water, control weather, dissonant whispers, water breathing, control winds*, maelstrom* (“*” = spell appearing in the Elemental Evil Player’s Guide). Amphibious. The Zakharan Kraken can breathe air and water. Disturbingly Alien. The Zakharan kraken’s appearance is so terrifying and otherworldly that all attack rolls against it made by creatures who can see it are at disadvantage. In addition, the Zakharan Kraken has advantage on Charisma (Intimidation) checks and disadvantage on all other Al-Qadim Archetypes: Scimitars Against the Darkv1.2 32 Charisma checks aqainst creatures that are not sea creatures or aberrations. Freedom of Movement. The Zakharan Kraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Siege Monster. The Zakharan Kraken deals double damage to objects and structures. Telepathic Insight. If a creature within 30 ft. communicates telepathically with the Zakharan Kraken, it must make a Charisma saving throw (DC 23). If the creature fails the save, the Zakharan Kraken magically learns one fact or secret about that creature. Actions Multiattack. The Zakharan Kraken makes three tentacle attacks, each of which it can replace with one use of Fling. Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the Zakharan Kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Zakharan Kraken, and it takes 42 (12d6) acid damage at the start of each of the Zakharan Kraken’s turns. If the Zakharan Kraken takes 50 damage or more on a single turn from a creature inside it, the Zakharan Kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Zakharan Kraken. If the Zakharan Kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. Tentacle. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The Zakharan Kraken has ten tentacles, each of which can grapple one target. Fling. One Large or smaller object held or creature grappled by the Zakharan Kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone. Lightning Storm. The Zakharan Kraken magically creates three bolts of lightning, each of which can strike a target the Zakharan Kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. Legendary Actions The Zakharan Kraken can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Zakharan Kraken regains spent legendary actions at the start of its turn. Tentacle Attack or Fling. The Zakharan Kraken makes one tentacle attack or uses its Fling. Lightning Storm (Costs 2 Actions). The Zakharan Kraken uses Lightning Storm. Ink Cloud (Costs 3 Actions). While underwater, the Zakharan Kraken expels an ink cloud in a 60‐ foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the Zakharan Kraken. Each creature other than the Zakharan Kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the Zakharan Kraken’s next turn.
textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Jeremy Forbing/Jeremy Forbing - Al-Qadim Archetypes - Scimitars Against The Dark.pdf
GP Starting GP Lifestyle � None � Standard (12 gp x TU) � Rich (50 gp x TU) � Luxury (100 gp x TU) Lifestyle Cost Other Coin Spent Total Coin Spent - GP GP Spent GP Subtotal + GP GP Gained GP Subtotal + GP GP Gained GP Subtotal - GP GP Spent GP FINAL GP TOTAL Items Sold Total Value of Sold Items Add ½ this value to your gp value Items Bought Total Cost of Bought Items Subtract this value from your gp value XP Starting XP - XP XP lost or spent XP Subtotal + XP XP Gained FINAL XP TOTAL XP TU Starting TU 1 or 2 TU TU Cost - TU Added TU Costs TU REMAINING ITEMS FOUND DURING THE ADVENTURE Cross off all items NOT found APL 2 � Saddle of the Zephyr (Frequency: Regional; see above) � Brooch of Shielding (Frequency: Adventure; DMG) APL 4 (all of APL2 plus the following) � None APL 6 (all of APLs 2-4 plus the following) � None Adventure Record# 593 CY A D V E N T U R E L E V E L O F P L A Y (CIRCLE ONE) APL 2 max 450 xp; 400 gp APL 4 max 675 xp; 600 gp APL 6 max 900 xp; 800gp �Saddle of the Zephyr: This finely crafted saddle has a flame motif that seems to flicker slightly when stared at. When properly attached to a horse, the saddle provides the effects of the spell Endure Elements: Fire on the horse only. As long as the saddle is properly in place, the spell is in effect. Caster Level: 3 rd; Prerequisites: Craft Wondrous Item, Endure Elements: Fire; Market Price: 2,000 gp; Frequency: Regional. �Corruption Thwarted: Not only have you helped bring down a rare case of corruption within part of the Church of the True Faith, but the Inquisition branch has noticed you and are willing to take you in among their numbers due to your diligence to stopping corruption, above all else. <cont> This grants the ‘Special’ requirement for taking the Church Inquisitor Prestige Class from Defenders of the Faith. You must be an active member of the Church of the True Faith Meta Org, as well have Al’Akbar as your patron deity. �Curse of the Bad Name: Word of your failure to safely rescue the poor innocent hostage from the knife wielding slave has gotten around, as if by divine means. No matter how much you protest your lack of involvement, people seem to still give you an odd stare. You suffer a –4 Insight penalty to all Charisma based skill checks, when involved with a resident of Ket (DM’s discretion on who a resident is). This effect lasts for the next 20 TU’s that you spend, including TU’s spend on this Scenario. Remove curse removes this effect as well. Frequency: Curse. This Record Certifies that __________________________________________ Played by______________________________________ Player RPGA # Has Completed Lowest of the Low A Regional Adventure Set in Ket Event: __________________________________ Date: ______ DM:__________________________________________________ Signature RPGA # Play Notes: � Gained a level � Lost a level � Ability Drained ____________ � Died � Was raised/res’d � Was reincarnated _________________________________________ _________________________________________ _________________________________________ Home Region______________________
textdata/thevault/Living Greyhawk/Modules/Ket/593/Normal Scenarios/KET3-01 - Lowest of the Low (APL 2-6)/KET3-01 - Lowest of the Low AR.pdf
Item Name Weapon Rare Description Requires Attunement Requires Attunement Requires Attunement Requires Attunement Requires Attunement Requires Attunement Requires Attunement Requires Attunement Requires Attunement
textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/D&D Item Cards - Form Fillable.pdf
FATE OF HARN 1 HârnWorld © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 SETTING The setting is HarnWorld as published. All places, characters and situations are as described and defined by Harn canon. Fanon is at GM discretion. Sample NPCs and a BESTIARY are included, as well as a system to resolve larger conflicts: LUST FOR BATTLE. CHARACTER GENERATION Character generation proceeds as in FATECore though there are some Harn-specific Skills and Extras. An alternative is to follow the HarnMaster process for defining the character’s background, and using that to define aspects and any relationship between the characters. ASPECTS Each character has 5 Aspects: High Concept; Trouble; and three others that are determined as in FATECore. Some of the Harn-specific Extras require the character to allocate some of Aspect slots to reflect the Extra. STUNTS & REFRESH The character begins with one Stunt linked to one of their Skills, and a Refresh of 3. The character can then choose a 2nd & 3rd Stunt, each at the cost of 1 Refresh, which cannot go below 1. Some Extras offer access to unique Stunts. STRESS/CONSEQUENCES The character begins with 2 Physical and 2 Mental Stress Boxes, with additional boxes dependent on skill choice. Unlike FATECore, each character starts with separate Physical and Mental Consequence slots. These are re-christened to match the Harn setting as: MILD; SERIOUS; & GRIEVOUS. They can absorb only half the damage compared to FATECore: 1, 2 & 3 points of damage, respectively, to reflect the less heroic, more dangerous, nature of Harnic conflict. The rules for the recovery from Consequences are as described in FATECore; the difficulty of treating them remains 2, 4 and 6, respectively. A single CRIPPLING Consequence, able to absorb up to 4 points of either physical or mental damage, is included. Rules for its recovery are as in FATECore. FATE IN HARNWORLD Rules for Natural Hazards, Brute Force & Ignorance, Encumbrance, Lifting & Carrying, Fear, Extra Effort, and Trangression & Atonement are included. SKILLS The player begins with a skill pyramid that peaks at +4. Skills conform to the descriptions in FATECore, unless the entries below say not. Some skills are new, for the Harn setting:  ATHLETICS  CONTACTS  CRAFTS  DECEIVE  EMPATHY  ENDURANCE  FIGHT  INVESTIGATE  LARCENY  MELEE  MISSILES  NOTICE  PROVOKE  RAPPORT  RIDE  RITUAL  SCHOLAR  STEALTH  STRENGTH  SURVIVAL  WILL EXTRAS Finally, there are five Harn-specific Extras, some of which include novel Stunts or applications of Skills:  RANK (incl. PRIVY PURSE)  SHEK-PVAR  CLERICAL ORDER  MILITARY ORDER  SHAMAN  PSIONICS Some of these Extras require the character to allocate some of these Skill slots to special skills linked to the Extra. FATE OF HARN 2 © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 HârnWorld SKILLS ATHLETICS The Athletics skill represents general level of physical fitness, mobility and ability to dodge. Overcome: Athletics can overcome obstacles requiring jumping, running, climbing, swimming, etc. Overcome actions with Athletics are used to move between zones in a conflict if there’s an aspect or other obstacle in the way. A race or chase is an Athletics contest, until it turns into a contest of Endurance. It is also used when the objective is to stop others trying to get past by moving about in front of them. Create an Advantage: Leaping to higher ground, running fast enough to stay ahead of an opponent, or performing dazzling acrobatic manoeuvres in order to confound foes are potential advantages. Attack: It isn’t an attack skill. Defend: It is the default defence against Fight, Melee, and Missile attacks. Sample Athletics Stunts Sprinter: Move two zones for free instead of one in a conflict without rolling, provided there are no aspects restricting movement, or gain +2 in a sprint race. Body check: Use Athletics to charge an enemy at least two zones away, and hit them for physical damage. Even if the opponent defends successfully, the character can still move into their zone, so long as movement would otherwise have been unrestricted by an aspect. Head for heights: +2 to create advantages with Athletics in any activity or chase across rooftops or a similarly precarious environment. Roll with the blow: When succeeding with style on a defend action against an opponent’s Melee/Fight attack, the character gains a scene aspect with a free invocation, as opposed to just a boost. Cat’s grace: Use Athletics instead of Stealth when moving while trying to avoid detection. CONTACTS This is about making and using connections with people and organisations. The longer a character lives somewhere the easier this should be so the GM may apply bonuses where the character is well known. Overcome: Any obstacle related to finding someone or something by asking on the street or discovering and using information networks. Contacts can be used in contests with people seeking to create social disadvantages against the character, provided an information network can be brought to bear on the situation. It could also be used to keep someone from using Deceive or Contacts to disappear; or to interfere with Investigate attempts. Create an Advantage: Knowing the perfect person to talk to is usually a way to create story details which can be represented by aspects such as The Best Smith in the Shire. Also, advantages that represent what is being said about a particular individual, object, or location. These aspects almost always deal with reputation more than fact, such as Known as a Vicious Thug or Notorious Swindler. Whether the person lives up to their reputation is anybody’s guess, though that doesn’t invalidate the aspect – people often have misleading reputations. Contacts could also be used to create aspects when planting information or getting information that might help in a later conflict. Attack: It isn’t an attack skill. Defend: It isn’t an defence skill. Sample Contacts Stunts Ear to the ground: Whenever someone initiates a conflict in a locale where the character might have got a tip off about it, they roll Contacts against a difficulty of 2. Success and they automatically go first in the conflict because they knew it was coming. Rumourmonger: +2 to create an advantage when planting vicious or untrue rumours about others. Weight of reputation: If the character has an appropriately sinister aspect then use Contacts instead of Provoke to create advantages based on the fear generated by that reputation or their shady associates. Destroy reputation: Spend a Fate Point to use Contacts instead of Provoke to inflict mental stress by attacking social status/emotional health. Friend in every port: Overcome 6 minus local market size to find someone who owes a favour. Success with style and they’ll take significant risks to help the character. o c a d o c a d FATE OF HARN 3 HârnWorld © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 CRAFTS Crafts measures practical ability and its level reflects relative mastery. Apprentices are typically +1, Journeymen +2 or +3, and Masters at least +3. Overcome: Crafts allows things to be built, broken or fixed, presuming sufficient time and tools. Crafts often comprises one part of a complex challenge. Often time pressure characterises overcome actions with greater success allowing earlier completion. Create an Advantage: Crafts can create an aspect on an object the character makes, and could be declared long after it was made if it made narrative sense. It can also be used in place of Notice in spotting some flaw in a made object. Creating advantages can also take the form of quick and dirty sabotage or jury-rigging on mechanical objects in a scene. It might create a Makeshift Pulley to help get over a wall, or throw something into the ballista to give it Prone to Jamming reducing its chance of hitting. Only the Specialist stunt brings knowledge of the theory behind a craft. Attack: It isn’t an attack skill. Defend: It isn’t an attack skill. Special: Crafts can treat physical consequences by stitching wounds and setting bones, etc. Sample Crafts Stunts Specialist: Choose a particular specialism from among the many ‘practical’ guilds and unguilded trades of Harn, including metalcrafter, mason, clothier, seaman, etc. The character gains a +2 to all Craft rolls relating to that particular sphere of expertise. Always making useful things: Whenever a situation demands a certain object, tool or artefact, make an overcome roll to declare that it is on hand, or can be jury rigged from what’s available. Success with style adds a boost to the item. Better than new!: Succeed with style on an overcome action to repair something and gain an aspect instead of just a boost. Hogtie: Use Crafts to create a Hogtied (or similar) advantage on someone, allowing the character to actively oppose any overcome rolls to escape the hogtie with their Crafts, even if they’re not present. DECEIVE Deceive is the skill used to lie and misdirect. Overcome: Deceive is used to bluff a way past someone or to give a false impression. This often happens in situations where the stakes aren’t high enough for a contest, but a roll will determine if things get complicated or not. More complicated confidence tricks might be a contest involving a layered series of deceptions to achieve the goal. Deceive can also contest efforts made to discern true motives with the Empathy skill, and throw off Investigate attempts with false information. Deceive is the skill used to determine if a disguise works, whether on the character or someone else, though time &/or supplies may be needed to avoid a penalty. Imitating someone of higher Rank will increase the difficulty. Deceive also enables characters to perform small tricks of sleight-of-hand and misdirection. Create an Advantage: Deceive can obtain information from someone by making them believe the questioner is trustworthy. This is more likely to generate story details than an aspect, but if the information represents a tangible advantage, it might generate an aspect. Deceive can create an aspect of a false impression or cover story. Deceive can apply to creating distractions, momentary bluffs, any other form of misdirection, or combat feints rendering an enemy Off-Balance. Attack: It isn’t an attack skill. Defend: It isn’t a defence skill. Sample Deceive Stunts Lies upon lies: +2 to create a Deceive advantage against someone who has already believed a lie during this session. Mind games: Use Deceive to make mental attacks against an opponent, provided the character has some form of leverage in the form of an Aspect representing the opponent’s weakness. One person, many faces: Spend a Fate Point to declare that they’ve met a person before but under a different name and identity. Add an aspect to represent the cover story, and use Deceive in place of Rapport whenever interacting with that person. Master of disguise: Spend a Fate Point to use found objects to create an ‘instant’ disguise aspect with a free invoke. o c a d e o c a d FATE OF HARN 4 © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 HârnWorld EMPATHY Empathy involves knowing and being able to spot changes in a person’s mood or bearing. It’s the emotional equivalent of the Notice skill. Overcome: Empathy can be used to overcome obstacles related to social difficulties. It can be used to sense the atmosphere in a scene, spot some small tick or concealed intention, catch a change in attitude or gain an insight into someone’s intent. This is the skill used in a contest against Deceive, allowing lies to be pierced to see the true intent or against those creating social advantages with Contacts. Create an advantage: Empathy can read a person’s emotional state and get a general sense of who they are, presuming there is some contact with them. Often it is used to assess the aspects that are on another character’s sheet or, sometimes, to create new aspects, especially on an NPC. If the target is aware that they are being read then they can contest with Deceive or Rapport. Empathy can also discover what circumstances will allow mental attacks on someone, figuring out their weaknesses and breaking points. Attack: It isn’t an attack skill. Defend: It isn’t a defence skill. Special: Once per session Empathy can be used to reduce a character’s mental consequence from grievous to serious (vs. +4), serious to minor (vs. +3), and minor to nothing at all (vs. +2). This requires at least half an hour of conversation and can’t be used on the character themselves. Sample Empathy Stunts Good listener: natural practitioner of the ‘talking cure’: +2 treat mental consequences. Nose for trouble: Use Empathy instead of Notice to determine initiative in a conflict, provided the character has already had a chance to observe or speak to those involved during this scene. The GM may require an overcome roll if the character is making a snap decision without ‘taking the temperature’ of the scene. Eye of truth: +2 to all Empathy rolls made to discern or discover lies, whether they’re directed at the character or someone else. Discerning eye: +2 when creating advantages based only on the ‘look’ of another character. ENDURANCE The Endurance skill represents the character’s capacity to keep going in difficult circumstances. Overcome: Endurance can overcome any obstacle that is intended to present a challenge to the character’s capacity to survive in uncomfortable of challenging circumstances. This includes contests such as marathons, or other endurance-based challenges, including opposition to attempts to torture information from a character. Endurance can provide active opposition to someone else’s action where it is the time that the character can maintain their opposition that matters. It is Endurance that allows a character to resist the impact of thirst or other environmental challenges. It includes the ability to stay awake when those around them are dropping with tiredness. Create an Advantage: Endurance creates advantages where the ability to maintain pressure or resist tiredness longer than the opponent matters. It might also be used to discover physical impairments of an opponent such a Lacking Stamina. Attack: It isn’t an attack skill. Defend: It isn’t a defence skill. Special: +1/+2 Endurance adds a 3-point stress box. +3/+4 Endurance adds a 3- and a 4-point stress box. +5 Endurance adds these stress boxes PLUS an additional mild physical consequence slot. Sample Endurance Stunts Absorb the blow: Use Endurance to defend against Melee/Fight attacks though the character takes +1 Hit on a tie. Hard as nails: Once per session spend a Fate Point to reduce the severity of a serious physical consequence to mild, or remove a mild consequence all together. Is that your best?: Once per scene when the character takes physical damage, they may spend a Fate Point to immediately inflict an equal amount of mental damage on their attacker, to whom they appear invulnerable (even though they aren’t). o c a d e o c a d e FATE OF HARN 5 HârnWorld © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 FIGHT Fight covers all forms of unarmed close quarter combat, including use of clubs, staves and other improvised weapons. Overcome: It might be used in a boxing or wrestling demonstration, or to participate in some kind of regulated bout or contest. Create an Advantage: Any number of advantageous special moves can be created such as a targeted strike or a positional advantage etc. Fight could even be used to assess another fighter’s style, spotting weaknesses to be exploited. Attack: Fight can only attack opponents in the same Zone. Defend: Fight can be used in place of Athletics to defend against Fight or Melee attacks, as well as almost any action in a close quarter struggle. It cannot defend against Missile attacks. Special: The attacker adds +1 per point of SIZE difference to hit a larger target, and -1 per point of SIZE difference to hit a smaller target. Special: If the attacker hits they subtract 2 shifts of damage per point of SIZE difference against a larger target, and add 2 shifts of damage per point of SIZE difference against a smaller target. Special: If the attacker hits and their Weapon/Unarmed Impact exceeds the target’s Armour then +1 shift to damage. If less than the target’s Armour then -1 shift. Sample Fight Stunts Haymaker: Success with Style in a Fight attack creates the Dazed aspect on the target and grants a free invoke, instead of just a boost. Bar-Fighter: Gain +2 to create advantages involving improvised weapons, bottles, chairs etc. Dirty-Fighter: Spend a Fate Point to increase the harm done by a successful attack so that any Stress is converted to a Mild Consequence, Mild becomes serious or serious becomes Grievous related to a very painful blow to kidneys or gonads, or an eye gouge etc. Grappler: Can spend a Fate Point to allow any successful Fight attack to create the boost Incapacitated on an opponent with a single free invoke. Counterstrike: If a character uses Fight to defend against Melee/Fight and Succeeds with Style, they may apply +2 hits rather than take a boost. Great Blow: Whenever a character uses Fight and succeeds in an attack, they automatically inflict 2 extra hits due to the power of the blow. INVESTIGATE Investigate is the skill used to find things out, involving concentrated effort and in-depth scrutiny, while Notice is situational alertness and surface observation. Overcome: Obstacles are usually things that are hard to uncover for some reason: analysing a scene for clues; searching a cluttered room for an item; pouring over an old tome to find a vital passage. Racing against the clock to collect evidence before others arrive or disaster occurs is one way to use Investigate in a challenge. Create an Advantage: Investigate is one of the most versatile skills that can create an advantage, because as long as there’s time, just about anything about anyone, anything or anywhere, can be discovered. Likewise, it provides a lot of power to declare aspects about nearly anything that a character could reasonably unearth by, for example, looking for clues in a scene, examining records, verifying the truth of a piece of information, conducting surveillance, and researching a cover story. Attack: It isn’t an attack skill. Defend: It isn’t a defence skill. Sample Investigate Stunts The power of deduction: Once per scene the character can spend a Fate Point (and a few minutes of observation) to make an Investigate roll representing their potent deductive faculties. They may discover or create an aspect on either the scene or the target of the observations for each shift, though only one may be invoked for free. Attention to detail: Use Investigate instead of Empathy to defend against Deceive in contests. What others discover through gut reactions and intuition can be learned through careful observation of the attacker. Eavesdropper: When using Investigate to create an advantage by eavesdropping on a conversation, the character can discover or create one additional aspect though this one doesn’t get an extra, free, invocation. Eye for detail: When using Investigate to create an advantage by direct observation, the character can discover or create one additional aspect though this one doesn’t get an extra, free, invocation. o c a d e e e o c a d FATE OF HARN 6 © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 HârnWorld LARCENY Larceny is the aptitude for stealing things, getting into places they shouldn’t, and anything else that’s ‘illegal’. Overcome: Larceny allows the character to overcome any obstacle related to theft or infiltration. Bypassing locks and traps, pickpocketing and filching, covering their tracks, and other such activities all fall under this skill. Create an Advantage: A character can case a location with Larceny, to determine how hard it will be to break into, and what kind of security to expect, as well as discovering any vulnerabilities it might have, or create vulnerabilities others could exploit. They can also examine the work of other thieves to determine how a particular heist was done, and create or discover aspects related to whatever evidence was left behind. Attack: It isn’t an attack skill. Defend: It isn’t a defence skill. Sample Larceny Stunts Specialist: Choose an aspect of illegality such as pickpocket/cutpurse, breaking and entering, or trailing a target. Gain +2 on rolls relating to the specialism. To catch a thief: Spend a few minutes to enhance the security of a door, secure a cupboard or chest, or even set a small and devious trap. Whenever someone tries to break through the enhancements put in place their Larceny is resisted by the character’s Larceny skill, even if the character isn’t there. Connected: Use Larceny in place of Contacts to overcome 6 minus local market size to find a local representative of the Lia-Kavair who owes a favour. Success with style and they’ll take risks too You’re never safe: The character can use Larceny to make mental attacks and create advantages against a target by staging a robbery or infiltration in such a way as to shatter their confidence in their precautions. MELEE Melee skill covers armed close-quarter combat. Overcome: It might be used to display fighting prowess in a demonstration, or to participate in some kind of regulated bout or fencing contest. Create an Advantage: Any number of special moves can be covered with advantages, such as a targeted strike or disarming. Melee could even be used to assess another fighter’s style, spotting weaknesses. Attack: Physical attacks in the same zone, with any weapon but improvised ones, use Melee. Defend: Melee is used to defend against any other attack made with Melee/Fight. It cannot defend against Missile attacks. Special: The attacker adds +1 per point of SIZE difference to hit a larger target, and -1 per point of SIZE difference to hit a smaller target. Special: If the attacker hits they subtract 2 shifts of damage per point of SIZE difference against a larger target, and add 2 shifts of damage per point of SIZE difference against a smaller target. Special: If the attacker hits and their Weapon Impact exceeds the target’s Armour then +1 shift to damage. If less than the target’s Armour then -1 shift. Sample Melee Stunts Master of [Weapon]: Gain a +2 bonus to create an advantage using Melee when fighting with the type of melee weapon mastered e.g. swords, maces, spears, etc. Heavy hitter: Success with Style generates an aspect with a free invoke, instead of just a boost. Two-weapons: When attacking with two weapons accept -2 to all Melee rolls but, when successful inflict +2 hits to the target. Hurled [Weapon]: Melee is used instead of Missiles to throw a melee weapon into adjacent zones. Doing so puts the Disarmed aspect on the character, but no one gets to invoke it for free. Critical hit: Once per scene, when an opponent is forced to take a consequence, the character can spend a Fate Point to increase the severity of the consequence from minor to serious, serious to grievous, or grievous to grievous PLUS a second consequence, or be taken out. Hidden weapon: Whenever hit with a Disarmed aspect, spend a Fate Point to declare the presence of a hidden dagger. The Disarmed aspect is ignored but the opponent gets a boost instead, representing the momentary distraction of drawing the dagger. Counterstrike: If a character succeeds with style, using Melee to defend against Melee/Fight they are allowed to choose to inflict a 2-shift hit rather than take a boost. o c a d o c a d e e e FATE OF HARN 7 HârnWorld © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 MISSILES Missiles covers use of all ranged weapons. Overcome: Demonstrating ability in non-conflict situations and missile contests. Create an Advantage: Missiles can be used to perform trick shots etc. It might even be possible to disarm people or pin their sleeves to walls! It could lay down heavy covering fire which might act as a defence for allies or a way to provide opposition to an opponent’s movement. Attack: This skill makes physical attacks up to two zones away, depending on the missile weapon used. Defend: Missiles can’t be used to defend. Special: The attacker adds +1 per point of SIZE difference to hit a larger target, and -1 per point of SIZE difference to hit a smaller target. Special: If the attacker hits they subtract 2 shifts of damage per point of SIZE difference against a larger target, and add 2 shifts of damage per point of SIZE difference against a smaller target. Special: If the attacker hits and the missile’s Impact exceeds the target’s Armour then +1 shift to damage. If less than the target’s Armour then -1 shift. Sample Missiles Stunts Master of [Weapon]: Gain a +2 bonus to create an advantage using Missiles when fighting with the type of missile weapon mastered e.g. bows, slings, javelins, thrown axes, thrown knives etc. Called shot: During a conflict, a character can spend a Fate Point and declare a specific condition that will be inflicted on a target. If the attack succeeds place the condition on them as a scene aspect, such as Shot in the Sword Arm, in addition to applying stress to them. Critical hit: Once per scene, when an opponent is forced to take a consequence, the character can spend a Fate Point to increase the severity of the consequence from minor to serious, serious to grievous, or grievous to grievous PLUS a second consequence, or be taken out. Fast hands: Use Missiles instead of Notice to deter- mine initiative in any physical conflict where shooting quickly would be useful. Arrow storm: Whenever a character uses a bow and they succeed in a Missiles attack, they automatically create a Fair (+2) opposition against movement in that zone until their next turn because of all the arrows in flight. NOTICE Notice represents a character’s powers of observation and ability to pick out details at a glance. Notice is very rapid compared to Investigate: the details are more superficial, but require less time to find. Overcome: Notice can be used in a contest against Stealth and in avoiding an ambush, or to discover an observer. It can also be used to notice something in a scene, hear a faint sound, spot a concealed weapon etc. Create an Advantage: Notice creates aspects based on direct observation: looking over a room for details that stand out, finding an escape route in a debris-filled building, noticing someone in a crowd, etc. Notice could declare that something is spotted that can be used as an advantage in a situation, such as a convenient Escape Route or a Subtle Weakness in the enemy’s line of defence. It could spot a puddle on the floor next to an opponent in a barroom brawl that might become Slippery Floor. Attack: It isn’t an attack skill. Defend: It isn’t a defence skill. Special: Notice defines the order in which characters act in a physical combat. If Notice ties then use Athletics; if Athletics ties, then roll a die. Sample Notice Stunts Danger sense: At the start of any physical conflict that would normally be a surprise for the character, they can make a free Notice roll to create an advantage based on the fact that they aren’t as surprised as the enemy thinks they should be. Keen hearing: +2 on Notice rolls made to overcome based on hearing. Keen eyesight: +2 on Notice rolls made to overcome based on visual perception. Reactive shot: Use Notice instead of Missiles to make quick, reactive shots that don’t involve a lot of aiming. However, because they are knee-jerk reactions the target cannot be confirmed before taking the shot. The character might be able to shoot at someone they see moving in the bushes with this stunt, but they won’t be able to tell if it’s friend or foe beforehand. o c a d e e e o c a d e FATE OF HARN 8 © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 HârnWorld PROVOKE This is the ability to provoke fear, anger, shame, etc. in others, including using fear and the threat of violence to intimidate, dominate or manipulate them. It requires some kind of justification that could come entirely from the situation; because of an aspect that’s appropriate; after creating an advantage with another skill (like Rapport or Deceive); or learning a target’s aspects (using Empathy). Emotionless targets are immune, and it’s also hard to Provoke while bound and gagged! Overcome: Provoke is used to frighten someone into acting as desired. Create an Advantage: Use Provoke in a contest against Will to get information, in the form of an aspect, or reveal a target’s aspect(s) by seeing how they respond to Provoke. Also allows characters to unnerve an opponent in a conflict, force them into a defensive posture, startle them, or otherwise use an intimidating presence to create an advantage. It allows particular threats or circumstances to be created in the scene to enhance the effect, like brandishing a weapon or reminding the target that they’re isolated. Attack: Provoke can cause mental stress when used to attack the confidence and resolve of an opponent. The relationship with the target and the situation determine whether or not Provoke can be used. However, Provoke doesn’t require an Empathy roll to know how to get to an opponent beforehand – negative emotion is a universal enough language that, in the right situation, a mental attack can be made. Not all attacks with Provoke have to involve intimidation or domination – it could equally provoke uncontrolled, negative emotional responses like anger or loss of composure. Defend: It isn’t a defence skill. Sample Provoke Stunts Armour of fear: Use Provoke to defend against Melee/Fight attacks, but only until receiving stress in a conflict, which demonstrates vulnerability. Torturer: +2 to Provoke attacks made to cause mental stress, provided the implements of torture are at hand and could be used against the target. Enough talk!: Use Provoke instead of Melee/Fight to attack in the first round of a physical conflict. Fear me!: Use Provoke to overcome in contests that normally need Endurance, whenever the ability to overawe an opponent with the force of their presence alone would be a factor. RAPPORT Rapport is about influencing people and getting them onto the character’s side. Unlike Deceive, it relies on honest appeals and natural charisma, but that doesn’t mean the target isn’t still being manipulated. Overcome: Like Deceive and Provoke, Rapport gets things out of people, e.g. convincing a guard to ignore something, flattering a guildsman, winning over the tavern locals, or calming down an otherwise tense situation. Use Rapport in contests against Rapport or Deceive. Talking their way out of situations or turning hostile words against the opponents. As long as the situation is verbal in nature, it can be used against Provoke too. Create an Advantage: Use Rapport to get information out of someone by seeming to be a trustworthy individual. While this will more often result in story details, if the information has a tangible benefit it might represent an aspect such as Talkative or Helpful on the target. Attack: It isn’t an attack skill. Defend: It isn’t a defence skill. Sample Rapport Stunts I have studied you: +2 to Rapport rolls made against a target that the character has been able to prepare to meet. Haggle: +2 to the use of Privy Purse to buy things. I know you: Once per scene, on meeting someone for the first time, make a Rapport roll against difficulty of 2 to declare that they are known and on good terms. Add that aspect to the target but with no free invoke. Orator: +2 to Rapport when seeking to sway a crowd through an inspiring speech. If there are named NPCs or PCs in the scene, then the roll is opposed. Braggart: Use Rapport instead of Provoke on first meeting someone to create an advantage based on the intimidating demeanour they display. Court crony: Gain a +2 bonus to any attempt to overcome obstacles using Rapport when they are at a noble function, such as a royal hunt or Baron’s tourney. o c a d o c a d FATE OF HARN 9 HârnWorld © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 RIDE This is the ability to ride a horse (or another culturally appropriate animal), or drive wagons and carts. The GM may limit access to the skill to those of sufficient Rank. Overcome: Ride replaces Athletics when mounted or when driving a wagon/cart. It is used to successfully accomplish movement in the face of difficult circumstances, like rough terrain, small amounts of clearance, or jumping etc. It is used in chases and races. Create an Advantage: Most things that apply to Athletics also apply to Ride. Additionally Ride can be used to determine the best way to get somewhere using an animal, and might reveal features of the route that get expressed as aspects, or declarations. It can deliver bursts of speed. Advantages created using Ride can mean getting good positioning, attempting difficult jumps or turns, or putting an opponent at a disadvantage. Attack: It isn’t an attack skill (though the Charge! Stunt makes it one). Defend: It is the default defence against Melee/ Fight or Missiles when mounted or driving. Sample Ride Stunts Hard to shake: +2 to Ride whenever creating an advantage during a pursuit of another rider/wagon. Like the wind: +2 to Ride bonuses when using overcome and speed matters above all else. Charge!: Use Ride (and the mount) to attack another character by charging them. This includes jousting. There’s inherent danger in taking this action. Unless the result is success with style, the mount gets a scene aspect representing the damage done to it. Failure or a Tie requires the mounts lowest consequence slot to be filled instead! That could result in a fall and stress being applied to the character. Animal ken: The character can use Ride as if it were Empathy when ‘communicating’ with domestic animals. It also allows Rapport or Provoke, but can only communicate basic ideas and simple directions. Spend a Fate Point to use this stunt on wild animals for the rest of the scene. The whistle: The character can spend a Fate Point and whistle for their mount (which they have to have owned for a while) to arrive ‘just in time’. RITUAL Religion pervades all Lythian cultures and societies. Most folk share a common set of pantheistic beliefs. They largely agree on the same story of creation, accept the existence of the deities, but mostly worship only one. A player character may indicate that religion is important to them by taking the Ritual skill. Ordained priests gain access to a special Stunt and should also take the Clerical Extra. The Ritual skill is about knowledge of a particular church, theology or faith and must state which deity/ church/theology it relates to. Theological scholars may take multiple specialisms in Scholar to reflect scholarship about a number of churches and take Ritual in only the religion they believe in. Ordained Priests make use of Ritual every day in marriage and death rites, as well as to conduct church services. Overcome: Use Ritual like Scholar, to overcome any obstacle that requires some specific knowledge to achieve a goal. This might include understanding a relevant religious text, remembering a parable, reading a temple script or understanding the language used in services. It could also be used in a theological debate or other contest of knowledge. Create an Advantage: Ritual provides a lot of very flexible opportunities to create advantages, provided the subject in question falls within its limits. It can provide a story detail; some obscure piece of information that is uncovered at the right time. If that information offers an edge in a future scene, it might take the form of an aspect. Attack: It isn’t an attack skill. Defend: It isn’t a defence skill. Sample Ritual Stunt Divine intervention: Any ordained priest must take this as one of their ‘free’ Stunts, but a lay believer can also take it so long as no other skill is higher than Ritual. If that changes they must replace this stunt with another one, until Ritual returns to primacy. The character spends a Fate Point and makes a Ritual roll to Create an Advantage in keeping with the tenets of their god (see below). This could be as simple as a Laranian Bless the Faithful, or and Agrikan Burn the Unbelievers. Alternatively, as gods often work in mysterious ways, the priest could seek divine inspiration to reveal a hidden Aspect when they need it. Any free invokes can be passed to another character to exploit. Equally another character of the same faith could donate the Fate Point needed to power the Divine Intervention in the first place. o c a d o c a d FATE OF HARN 10 © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 HârnWorld SCHOLAR The Scholar skill reflects knowledge of the world and intellectual capacity. Overcome: A character can use Scholar to overcome any obstacle that requires applying the knowledge that they have to achieve a goal. They might roll Scholar to decipher some ancient language on a tomb wall, because the character might have learned something of it in their studies. Scholar is applicable whenever it is important to know if they can answer a difficult question, and where some tension exists in not knowing the answer. Create an Advantage: Like Investigate, Scholar provides a lot of very flexible opportunities to create advantages, provided the character can research the subject in question. More often than not, they’ll be using Scholar to get a story detail, some obscure bit of information that they uncover or know already, but if that information gives them an edge in a future scene, it might take the form of an aspect. Likewise, they can use Scholar to create advantages based on any subject matter the character might have studied, which also offers the GM an opportunity to encourage players to contribute details to the setting. Attack: It isn’t an attack skill. Defend: It isn’t a defence skill. Special: Languages - Scholar determines the range of languages spoken and character literacy. All players begin able to speak their native language with a degree of sophistication appropriate to their Rank. A character can make themselves understood in any language from within the same language family but with +1 to difficulty rolls, if needed. The sophistication in the related language is also judged as if they were -1 in Rank. A character cannot make themselves understood in any language from outside their language family. A Numec traveller could get by in Falani or Korlic, but not in Harnic; managing with the odd word and gestures! Each level of Scholar grants th player a choice of either native speaker skill in a language from outside the character’s language family or removes the penalty to communication using other languages within the language family or grants use of a script associated with a language they know (usually starting with their native script). A language can be picked up or improved by immersion in the relevant culture, but only if the GM agrees that the player can use a milestone to increase Scholar. This reflects the fact that immersion broadens knowledge and understanding of the world, as well as language use. Harnic Language Families & Scripts Lakise is the principal script for speakers of Jarind languages, other than speakers of Jarinese who use Runic. Runic is also learned by speakers of Ivinian and Harbaalese, though Lakise is more popular among other speakers of Phari languages. Azeryani’s tend to write using Ayaran, as do those peoples who were once part of their Empire. While Ayaran is also the classical script of the Korlic coast, the other speakers of the Numer family of languages write in Hekori. ‘Kantal’ The roots of the Chelembian ‘trade language’ are in Haarbaler, so Ivinians, Chelembians and characters from Palithane and Trierzon add it to their language family. However, it has been enriched by a number of other languages from across NW Lythia. It therefore allows communication (at +2 to difficulty and -2 Ranks of sophistication) between any native speaker of a Jarind, Pharic, Azeri, or Hepeka language. Sample Scholar Stunts Specialist: Choose a specialism from among the many ‘academic’ guilded and unguilded professionas and trades, including litigant, cartographer, pilot, military strategist, arcanist etc. The character gains a +2 to all Scholar rolls relating to that particular sphere of expertise. Physician: This stunt allows Scholar to be used to treat all physical and, at GM discretion, mental consequences. I’ve read about that: Spend a Fate Point to use Scholar in place of any other skill for one roll or exchange, provided they can justify having read about the action they are attempting. Shield of reason: Use Scholar to defend against Provoke attempts, provided the GM can be convinced that rational thought and reason could overcome fear. Mercantile genius: Use Scholar whenever the character creates an advantage that represents a return on investments made, and invoke that aspect for free one additional time. Linguist: Use of Scholar ignores the +1 to difficulty and -1 Ranks of sophistication penalty to speak any language within their language group. o c a d e FATE OF HARN 11 HârnWorld © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 STEALTH The Stealth skill allows characters to avoid detection, by hiding in place or moving about unseen. Overcome: Use Stealth to get past any situation that primarily depends on not being seen: sneaking past sentries, hiding from a pursuer, avoiding leaving evidence somewhere, etc. Stealth is the opposition in a contest when Notice is being used to spot a character or to throw pursuers off the scent in a pursuit or Investigation effort. Create an Advantage: Use Stealth to create aspects on a stealthy character, setting them up in an ideal position for an attack or ambush in a conflict. That way, they can be Well-Hidden when the guards pass by, or Hard to Pin Down if fighting in the dark. Attack: It isn’t an attack skill. Defend: It isn’t a defence skill. Sample Stealth Stunts Lost in a crowd: +2 to any Stealth rolls made to lose themselves in a large crowd of people. Vanish like Naveh: Once per scene the character can spend a Fate Point to roll Stealth and ‘vanish’. When ‘vanished’, they can’t be targeted by attacks or attempts to create advantages against them unless the attacker first beats their Stealth roll with a Notice roll. The effect ends when the character’s next turn starts, or if someone beats their Stealth roll. Slippery target: Provided they’re in darkness or shadow, they can use Stealth to defend against Missile attacks from enemies that are at least one zone away. The hidden blade: A character can use Stealth to make a physical attack provided the target isn’t already aware of them or thinks they are unarmed. STRENGTH The Strength skill represents the character’s raw physical power. Overcome: Strength can overcome any obstacles that require the application of brute force, such as a blocking aspect on a zone, or other physical barrier, like prison bars or a locked door. Strength is used in arm-wrestling matches and other similar contests of physical prowess. Strength can provide active opposition to someone else’s movement, provided it’s a small enough space that allows the character to block access. Also, interposing something heavy and bracing it to stop someone from sprinting past. Create an Advantage: Strength has a lot of potential in physical conflict for advantages, usually related to grappling and holding someone in place, making them Pinned. It might also be used to discover physical impairments of an opponent such a Weak Right Knee. Attack: It isn’t an attack skill. Defend: It isn’t a defence skill. Special: Add Strength/2 (rounded up) shifts of damage to any successful Melee/Fight attack. Sample Strength Stunts Grappler: +2 to Strength rolls made to create advantages on an enemy by wrestling or grappling them. Take the blow: Use Strength to defend against Melee/Fight attacks though the character takes +1 damage on a tie. Is that your best?: Once per scene when the character takes physical harm, they may spend a Fate Point to immediately inflict an equal amount of mental harm on their attacker. Bellow: Once per scene the character may use Strength instead of Provoke to make a mental attack. o c a d o c a d e FATE OF HARN 12 © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 HârnWorld SURVIVAL Survival is the skill of living off the land, finding shelter, identifying useful (and dangerous) things in nature, and staying alive when far from civilization. Overcome: Use this when trying to find a safe place during a storm, gathering sufficient food to feed the party, tracking a fugitive through the woods. Not getting lost is included as well as navigating from one place to another by the sun and stars. Racing to cross a wilderness before an opponent or competing for limited game would constitute contests. Risk from starvation or some natural disaster would constitute a challenge. Create an Advantage: Advantages often come in the form of preparations made beforehand, like setting a snare or gathering firewood to ensure the hunt is easier or the fire keeps burning through the night. It also represents using knowledge of the land to identify potential help or hazards in a scene. Attack: It isn’t an attack skill. Defend: It isn’t a defence skill. Special: Survival could be used to treat certain physical consequences so long as the GM agrees Sample Survival Stunts Herblore: As long as the character is in a natural environment, they can use Survival instead of Scholar to find a particularly useful plants or herbs. It also confers knowledge of how to use plants to treat wounds or sickness, adding +2 to the rolls. Lodestone: The character never gets lost, even in the worst weather or unfamiliar surroundings. Their internal compass is always right and they always know which way is north and the general direction of major landmarks. If they ever find themselves in truly alien surroundings they are still always allowed to make a Survival roll against a difficulty of 3 to know where they are in relation to known landmarks. Tracker: +2 to Survival rolls made to find and follow tracks in natural environments. WILL This represents a character’s mental fortitude, as Endurance represents physical fortitude. Overcome: Use Will to overcome obstacles that require mental effort such as puzzles and riddles, as well as any mentally absorbing task, like deciphering a code. Use Will when it’s only a matter of time before a mental challenge is overcome, and Scholar if it takes something more than brute mental force to get past it. Many of the obstacles that Will goes up against will be complex, to reflect the effort involved. Contests of Will might reflect challenging games where it is important to concentrate or hold their nerve. Will is also be the opposition when certain Pvaric skills are in use. It represents emotional control under pressure Create an Advantage: A character uses Will to place aspects on themselves representing a state of deep concentration or focus. Attack: It isn’t an attack skill. Defend: Will is the skill used to defend against mental attacks, from Provoke (or Deceive, Rapport, or some Pvaric assaults). . Special: The Will skill adds additional mental stress boxes or consequence slots. +1/+2 adds a 3-point stress box. +3/+4 adds a 3-point and a 4-point stress box. +5 Endurance gives an additional mild consequence slot in addition to the 4-point stress boxes. Sample Will Stunts Sleep later: Use Will instead of Endurance when- ever trying to resist any effect having to do with fatigue, exhaustion, or sleep deprivation. Hard boiled: Once per session choose to ignore a mild or serious consequence for the duration of the scene. It can’t be compelled against the character and can’t be invoked by their enemies. At the end of the scene the character pays for it as, if it’s a mild consequence it becomes a serious consequence. If it was already serious, it becomes grievous. Indomitable: +2 to Will rolls made to defend against Provoke attacks intending to inflict mental stress. o c a d e o c a d e FATE OF HARN 13 HârnWorld © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 RANK EXTRA Permission (and Cost) All players begin with Rank 1 (a respectable serf or freeman) unless they include reference to some other status in their High Concept. GMs/players may wish to use the Character section of Harnmaster to generate a back-ground. It is for the player and GM to agree details within the following framework for Starting Rank. Starting Rank Slave/Beggar/Outlaw (Rank 0): These characters have no personal wealth or sufficient personal status to raise any funds on their own. They live on what they are given, or steal, and are at the bottom of the social pile. Outlaw leaders may have some status relative to other outlaws, but this is worth little in settled society. Serf (Rank 0 or 1): A peasant tied to the land or, at Rank 1, a member of a Reeve or Woodward clan etc. Freeman/Tribesman (Rank 1 or 2): A member of a tribe in good standing, a free farmer, or unguilded tradesman. The latter are not as respectable as members of the Harnic Mangai, but fulfil necessary roles in any village or town. A village Beadle, a respected member of an unguilded trade, or accomplished tribesman might be Rank 2. Guildsman/Tribal Elder (Rank 2 or 3): These are the most respected ‘commoners’ in civilised or tribal society. They are members in good standing of one of the Guilds recognised by the Mangai (where a respected guildsmaster would be Rank 3) or a tribal shaman, wise woman or renowned hunter/warrior. Noble/Chief (Rank 3+): The lowest rank of the feudal nobility is the knight but the lord of a wealthy manor might be 4. A baron could be 5 and an Earl 6, or more, depending on the fief and family connections. The rank of tribal chieftains and over-chiefs would depend on the size and dominance of their clan or tribe. Current Rank It is Current Rank that will influence play and it depends on several factors: Location Rank depends on local reputation, and most people never travel far from home. Current Rank depends on how far the character is from the ‘home’ where their Rank was established. The GM has the final say, but:  ‘Far Overseas’ (-4 to Rank)  ‘Overseas’ (-3 to Rank)  Neighbouring Kingdom/Tribal range (-2)  Neighbouring Shire/Clan range (-1)  Within ‘home’ Shire/Clan range (0) Cultural distance can be as costly as geographic! Clerical or Shek Pvar Rank Irrespective of their birth, priests and mages gain a certain status based on their church or scholarly hierarchy, and its good (or bad) reputation. Unlike birth Rank Clerical and Shek Pvar Rank usually transcends boundaries, unless the character is so isolated from civilisation that the locals recognise neither. At GM discretion a character of noble birth who enters as an acolyte or apprentice may sacrifice their noble Rank: Acolyte/Mavari (Rank 0 or 1): Those being trained towards the priesthood or apprenticed within a Chantry gain some Rank by association. Priest/Satia-Mavari (Rank 1 or 2): Village priests and those undertaking most roles in a temple as well as experienced, ‘travelling’, apprentices of the Art. High Priest/Shenava (Rank 2 or 3): The senior priests in a temple as well as some other roles in some churches, or a Journeyman Mage. Bishop/Viran (Rank 3 or 4): These priests hold sway over large parts of most kingdoms while a Mage will be Master of their Art. Primate/Pontiff/Grey Mage (Rank 4+): The senior representative of their church in a region of western Lythia or across the continent, as well as a Mage who has ‘taken the Grey’. Local Favour/Disfavour: If a priest is a member of a church known to be favoured by the Crown, or local fief-holder, then Current Rank rises by +1 while in those lands. That is also true in realms where the Shek Pvar are encouraged or particularly respected. Similarly, representatives of proscribed churches or mages in lands where there is a risk of being taken as a heretic, witch or renegade, will tend to keep their identity, and often Rank, secret if they wish to avoid persecution &/or death. They suffer at least -1 to Rank unless disguised in which case they may default to their birth Rank, or the Rank of the disguise they have adopted using Deceive. ‘Improving’ Rank Current Rank may change during the game but the Rank on which it is based will only change with a change to the character’s High Concept. Benefits Subject to Current Rank a character’s High Concept can be invoked to support social skill rolls where the relative Current Rank of those present might matter. This could include Rank 0 characters obtaining gossip from beggars or Rank 2 characters commanding their respect. Current Rank also determines a character’s starting Privy Purse. FATE OF HARN 14 © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 HârnWorld PRIVY PURSE The Privy Purse is an abstraction of a character’s wealth and can be used as a skill. However, unlike other skills it can change during play rather than just at a Milestone. Every time it is used then its level may decrease, so Privy Purse must be tracked separately from Current Rank once play begins. Privy Purse can also be used as an indicator of which items a character already possesses. If Privy Purse exceeds the Cost of an item by more than 1 then, at GM discretion, the player can declare that the character already has it. Overcome: When a character doesn’t have the item then the GM can declare whether it is available to buy or not. If local Market Size is equal to, or greater than, the Cost of an item/service, it will usually be available for sale. If not then it isn’t available until next session, unless the character spends time and effort locating it. To buy the item/service Privy Purse must overcome a difficulty equal to the Cost of the item. Create an Advantage: Privy Purse can be used to create an advantage such as Generous or Well Dressed in situations where money would matter. Attack & Defend: Privy Purse cannot be used to Attack or Defend, though it can enhance both by creating advantages. Special: Whenever Privy Purse is used to Overcome or Create an Advantage the following outcomes are applied instead of the usual ones:  Fail: Succeed but reduce Privy Purse by Cost+1  Tie: Succeed but reduce Privy Purse by Cost  Succeed: Succeed with no change to Privy Purse  Succeed with Style: In addition to obtaining the item/service the character can negotiate a Possession Aspect with the GM that’s noted on the character sheet with one free invoke. Improving Privy Purse Privy Purse can never be increased by passing a milestone, only by obtaining valuable items and selling them or, with GM agreement, increasing Current Rank. The GM also determines if Privy Purse ever resets to its starting level when a character might have collected ‘ready-money’ from ‘home’, or obtained credit in their current locale, perhaps through the use of Contacts. Selling Things: the character will receive a value of Cost-1. To get a higher value they must find a more generous buyer through Contacts, &/or haggling. If the value obtained is less then, or equal to, current Privy Purse, then Privy Purse does not change. If the value obtained is greater than Privy Purse, then Privy Purse increases to match that value. ITEMS AND THEIR COSTS Item/Service (±1 Cost for high/low quality) Cost Armour Shields/Armour can absorb stress by reducing their protection until repaired. Bucklers can’t. Leather/Padded or equiv. (1) 2 Ring Mail or equiv. (2) 3 Chain Mail or equiv. (3) 4 Plate Mail or equiv. (4) 5 Round/Kite Shield (+1) 2 NB: Buckler +1 to Defend 1 Close combat Weapon Impact (when used with Melee/Fight) All are limited to Zone 0 Club/Staff (1/1) 0 1-H Mace/2-H Club (2/2 ) 0 Dagger/Knife (1/1) 1 Short Sword/1-H Axe (2/1) 1 Broadsword/Long Sword (2/1) 2 2-H Battle Axe (3/2) 2 1-H Spear/Javelin (2/1) 1 2-H Heavy Spear/Lance (3/1) 2 2-H Sword (3/2) 3 Ranged Weapon Impact(Range in Zones) Thrown Stone 0(0) 0 Sling Shot 0(1) 0 Dagger/Knife/Hand Axe 1(0) 1 Bow 1(1) 1 Javelin 2(1) 1 1-H Spear 2(0) 1 Long Bow 2(2) 3 Crossbow 2(1) 3 Clothes +1 for cold weather Respectable 1 Prosperous 2 Expensive/Court Quality/Furs 3 Food & Drink Cup of Ale/Wine/Pottage 0 Good Meal/Meat & Fish 1 Barrel of Ale 1 Grand Meal/Bottle of wine 2+ Lodging Flophouse/Common Room 0 Single Room 1 Rented Room per month in city 1+ Rented house per month in city 2+ Service +Craft or similar to reflect skill Beggar guide 0 Guide/Messenger per task 1 Servant per month 1 Skilled Cook/Tutor per month 2 Entertainer(s) per day 1+ Craftsman per commission/task 1+ Transport Riding Horse/Ox 2 Cart (1-horse/ox) 2 Wagon (2-horse/ox) 3 Warhorse 3+ Military Force Guard per month 1 Man-at-Arms per month 2 10 x Men-at-Arms per month 3+ Item Aspects/Stunts The GM (or Success with Style in making or buying an item) can imbue it with an appropriate aspect which can be invoked for the cost of a Fate Point. At GM discretion some items may give the PC access to a specific stunt. o c a d e FATE OF HARN 15 HârnWorld © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 SHEK PVAR EXTRA Permission To gain access to the magic of the Shek-Pvar a character must use their High Concept to describe which of the six Convocations they belong to. Their Rank is assumed to be that of an experienced Satia- Mavari (travelling apprentice) on the verge of becoming a Shenava (journeyman). If the mage wants to gain the advantages of a Convocational Focus they must describe it in a second Aspect. Convocations Lyahvi is the magic of the insubstantial, invisible and illusory. Lyahvians manipulate light to illuminate, confuse, or hypnotize. The essence of Lyahvi is bright, sterile, and unliving. Gems, mirrors, and other items which reflect or refract can enhance their art. Diametric = Fyvria. Peleahn is the most active, destructive, and least thoughtful school of magic. The Peleahn manipulate heat and fire, producing pyrotechnic effects. Peleahn have an affinity to fire pots, flint and steel, and other fire- making tools. Diametric = Odvishe. Jmorvi have an affinity to metal and its minerals. Their magic runs in a slower vein and includes the construction and manipulation of metallic locks, tools, weapons, etc. Diametric = Savorya. Fyvria is the magic of the green and growing, the pale and dying – essentially the cycles of growth and decay that underlie the natural world. The base of Fyvria is fertile earth where life swarms. Fyvrian mages prefer to use organic objects including petrified wood, bags of earth, or even living plants and animals as foci. Diametric = Lyahvi. Odivshe is the magic of slow, cool darkness, the opposite of fire and action. Odivshe mages study and manipulate water, snow, ice, darkness, and cold to achieve their ends. Diametric = Peleahn. Savorya deals in matters of the spirit including knowledge, thought and understanding, all of which, they believe, stand above the other elements. They have an affinity with the Spirit World and can summon spirits to do their bidding. They often embody their art in illustrations, runes, or the written word. Diametric = Jmorvi. Cost As well as the aspect slot the character must use up four skill slots with which to accommodate the family of Shek-Pvar skills used by mages to influence the environment around them through the manipulation of complex magical forces. The character also adopts the Code of the Shek Pvar which can be compelled against them:  Bring not the scorn of the ordinary folk upon thy brothers, nor make with thine Art a place for thyself above them;  Spread not thy Lore, even among thy brothers, without the sanction of thy peers;  Keep sacred and free from harm thy Chantry;  Succour not a renegade of the Art, but strike him down with thy power, else summon thy brothers to thine aid;  Make tithe to thy Chantry a portion of thy arcane treasure to thy brother’s benefit Benefits Shek-Pvar characters gain the ability to manipulate the world around them through the use of 4 skills: Create/Make; Destroy/Disperse; Learn/Perceive; and Conjure. The skills have a range of applications which vary with convocation and can sometimes mimic the effects of other skills. They are applied using, and limited by, the elements and essences that define the convocations: Convocation Element Essence Lyahvi Air Light Illusion Ethereal Peleahn Fire Heat Dryness Action Jmorvi Mineral Metals Minerals Artifice Fyvria Living Earth Growth Death Decay Odvishe Water Cold Darkness Moisture Savorya None, but an affinity with Knowledge Spirits Knowledge Mind Meaning Starting skill levels for a Satia-Mavari or fresh minted Shenava are: Create Make Destroy Disperse Learn Perceive Conjure Lyahvi +4 +3 +1 +2 Peleahn +4 +2 +1 +3 Jmorvi +4 +3 +2 +1 Fyvria +4 +3 +1 +2 Odvishe +4 +3 +1 +2 Savorya +2 +3 +4 +1 -1 for a Mavari; +1 for an experienced Shenava or Viran. All should be +4/+5 if they are considering the Grey. To ‘take the Grey’ all the must be at least +4. Having become a Grey Mage they suffer no diametric penalties. FATE OF HARN 16 © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 HârnWorld Create/Make This is the art of creating changes in the environment around the mage through the use of existing sources of the convocation’s Element and Essences. Overcome: Any competition between mages would constitute a contest where Create/Make was used to overcome Destroy/Disperse. Challenges would be applicable when Jmorvi are seeking to make or enhance some artefact using Craft (Metal) or Craft (Weapon) so long as they have time and tools. Similarly, Fyvria could increase fertility (of a place or living thing) through a series of challenges, though how long that would take is up to the GM. If the mage can overcome the level of success of an existing spell effect caste by another mage (or, if the GM prefers, the skill level of the casting mage), then they can use Overcome to maintain the life of the spell by its original duration. There is -2 to the roll when trying to affect the spells of the Diametric Convocation. Create an Advantage: Lyahvi, Peleahn, or Odvishe can create advantages by changing the environment through the creation of light or illusions; fire or heat; and water, cold or shadows, respectively. If Lyahvi are sufficiently skilled they can create a temporary ‘ethereal door’ through which to escape the scene safely, or a ‘pocket’ in which to hide. Peleahn can create an aspect that enhances Athletics as they are inclined to action while Fyvria could create one that enhanced Endurance by strengthening the tissues of the target. Savorya are most likely to influence the scene by creating an aspect that helps a character understand something they had not previously realised or implanting a memory, which sets the target up for another skill, as could ‘provoking’ a reaction. Fyvrians could temporarily enhance the development of their arms, muscles, bones etc. or the growth of local plants to impede progress. Attack: Creating a sufficiently bright light, hot flame or a torrent of cold and ice can cause physical stress and consequences to a character. Though an extremely skilled Jmorvi could create a weapon from thin air it is the skill with the weapon that would be judged in any conflict, not the Pvaric skill. Defend: It isn’t an defence skill but some advantages could be invoked defensively. Destroy/Disperse This skill also changes the environment around the mage, but more destructively through the use of existing sources of the convocation’s Element and Essences. Overcome: Any competition between mages would constitute a contest where Destroy/ Disperse was used to overcome Create/Make. Challenges would be applicable when Fyvria reduces the target’s resistance to infections, or the fertility of a place or person over time. A contest between this skill and the target’s Craft(Metal) or (Weapon) would allow a Jmorvi to reduce the quality of the resulting product. Savorya could use the skill in contests against skills like Notice, Investigate, Provoke, Deceive, Empathy or Rapport. If the mage can overcome the level of success of the original spell (or, if the GM prefers, the skill level of the casting mage), then they can dispel an existing spell. There is -2 to the roll when trying to affect the spells of the Diametric Convocation. Create an Advantage: Lyahvi, Peleahn, or Odvishe can create advantages by dispersing light, fire, heat, water, cold or shadows, or dispelling illusions. Jmorvi could damage or weaken the metal components of an artefact within the scene. Lyahvi can also can close an ‘ethereal door’ or ‘pocket’ before it would have closed naturally. Savorya, meanwhile, could cloud meaning, confuse thinking and disperse ideas, conclusions or inspirations, or even the target’s ability to manipulate a weapon. Plucking a memory or thought from the target’s mind would be an excellent way to reveal an aspect, mimicking some of the other ‘perception’ or ‘social’ skills. Fyvrians could open a way among dense undergrowth or other incarnations of the Convocation’s Essences, to reduce the barrier to movement they present. They might even create weakened sword arm on an opponent. Attack: Savorya can cause mental stress and consequences by using this skill to directly attack the mind of the target. Fyvria can use it to attack the tissues of the target and cause physical stress and consequences. Defend: It isn’t a defence skill but advantages could be invoked defensively. o c a d o c a d FATE OF HARN 17 HârnWorld © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 Learn/Perceive This is the skill used by the mage to interrogate the world and the objects and people in it. Overcome: Any competition to discover something would constitute a contest. Mages can use this skill to identify magical effects related to their convocation (but Diametric at -2) They use it in place of Scholar when dealing with knowledge of their convocation. Lyahvi would use this action to see through an illusion or otherwise enhance perception to reveal things that would not normally be seen or heard. They could also use it to reveal the presence of an otherwise hidden ethereal creature or feature. Peleahn might use this skill in a contest with Stealth by looking for heat signatures. Savorya could engage in a contest with Will to steal knowledge from a target’s mind. They could also use the skill to overcome difficulties of communication when people do not share a common language by lifting the ideas direct from, and placing them in, people’s minds. Create an Advantage: Lyahvi and Peleahn have little use for this skill, though the Peleahn predisposition towards action might allow them to pick out some pattern in the activity of others in the scene or the swiftest route across a zone to their destination. Equally Lyahvi might create an advantage based on clarity of perception in a confused scene. Jmorvi use this skill to identify flaws in an artefact, assess its value, or read something of its history from the imprints left by its maker or owners. They can also increase the chance of finding mineral deposits in the wilds, or particular metals in a more civilised environment, using this skill. Fyvria can use an assessment of a living thing’s health or fertility, the identity of an infection, or even questions the newly dead. Odvishe can find water in the way Jmorvi can find minerals. They could also use this skill to find air in environments where it is scarce, perhaps even under water. They can also use their affinity for darkness to mitigate against an aspect that makes it difficult to see. Savorya can use this skill to perceive otherwise invisible spirits and place aspects on them. They can also communicate with spirits which may not physically manifest. Attack: It isn’t an attack skill. Defend: It isn’t a defence skill. SAMPLE SKILL USE Create/ Make Destroy/ Disperse Learn/ Perceive Lyahvi Enhance Light, Create Illusion, Open Ethereal ‘Door’ Disperse Light, Dispel Illusion, Close Ethereal ‘Door’ Pierce an Illusion, Enhance Visual Perception Peleahn Enhance Fire, Increase Heat, Enhance Speed Disperse Fire, Disperse Heat, Slow Speed See in Slow Motion, Spot Shortest Route, Perceive Heat Jmorvi Enhance Mineral or Metal or Metal Object Weaken Mineral or Metal or Metal Object Find Mineral or Metal, Assess Value, ‘Read’ an Item Fyvria Enhance Fertility, Guide Growth, Increase Resistance, Heal Tissue Reduce Fertility, Guide Decay, Reduce Resistance, Damage Tissue Assess Fertility, Perceive Health, Identify Disease Odvishe Enhance Water, Increase Cold, Create Shadows Disperse Water, Disperse Cold, Disperse Shadows Find Water, See in the Dark, Find Air in Water Savorya Enhance the Mind or Inspiration, Create a Memory Cloud the Mind or Confuse Meaning, Disperse Thought or Inspiration Read the Mind, Perceive Spirit, Speak to Spirit All Maintain an existing spell effect beyond its normal duration. ‘Charge’ some enchanted item so that it can be used later. Create an item or scroll in which a spell might be bound. Dispel an existing spell so that its duration is lessened (perhaps to zero). Ward some location against magic (a pre-set dispel waiting to be triggered). Identify magical effects in the scene (and perhaps their convocation of origin). o c a d FATE OF HARN 18 © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 HârnWorld SPELL DIFFICULTY The difficulty of a spell is based on the sum of difficulties for: the Duration the effect is to last; its Area of Effect; and, the Range of the casting. Spell Duration Increments Difficulty Instant - the next relevant die roll +0 A full exchange around the table +1 A contest-challenge-conflict in the scene +2 The rest of this scene +3 This scene and all the next one +4 The rest of this session +5 This session and all the next one +6 A season +7 A year +8 A few years +9 A decade +10 A lifetime +11 Eternity (i.e. permanent) +12 Spell Scale Increments Difficulty Tiny - Thumb-sized +0 Very small - Fist-sized +1 Small - Dog-sized +2 Man-sized +3 Big - Horse-sized +4 Huge - Elephant/Room-sized +5 Enormous - House-sized +6 Gigantic - Small Temple-sized +7 Vast - Keep-sized +8 Village-sized +9 Town-sized +10 City-sized +11 Spell Range Increments Usually requires line of sight Difficulty Same Zone as the caster +0 1 Zone away +1 2 Zones away +2 3 Zones away +3 The other side of a large building +4 The other side of a village +5 The other side of a town +6 The other side of a city +7 Target characteristics + Target’s Will if the spell is aimed at their mind. + Target’s Athletics if the spell could be dodged. Discretion Finally, the GM may alter difficulty up or down to reflect the effect desired or particular circumstances. SPELL CASTING ROLL The casting roll benefits from: Time Spent Casting; Support from other mages; the use of a Convocational Focus; or a relevant Stunt. Spell Casting Time Duration Roll Modifier Instant - a single die roll +0J A full exchange around the table +1J all exchanges until the current contest/challenge/combat is over +2J The rest of this scene +3 The rest of this scene and the whole of the next one +4P The rest of this session +5P The rest of this session and the whole of the next one +6P J: Jmorvi -1 convocational modifier P: Peleahn -1 convocational modifier Supporting Spell Casters The Mage with the highest skill (or the most senior Mage depending on etiquette) makes the Roll but every other mage of the same convocation and has been given time to understand the spell (perhaps by having a scroll or tome to refer to) adds +1 to the roll. Convocational Focus Aspect Spend a Fate Point to invoke the mage’s Focus Aspect and get +2 to roll. Extra Magical Effort A character can choose to take a Physical OR Mental Consequence when a Casting roll is insufficient. The value of the Consequence is added to the roll. SHEK-PVAR STUNTS Student of [Essence]: gain +2 when working with the nominated Convocational Essence, except when Conjuring. Cant: gain +2 to the roll when loudly shouting/ chanting, but accept a -1 modifier to the roll when casting in whispers and -2 when remaining silent. Gesture: gain +2 to the roll when throwing their whole body into the ‘casting’ (including ‘ritual dance’!), but accept a -1 modifier to the roll when standing still/ avoiding movement. COST OF SPELL CASTING The mage takes 1 point of Mental Stress whenever a spell is caste, and while the Casting Roll always achieves an effect, there will sometimes be an extra cost:  Fail or Tie: Succeed but +1 extra Mental Stress per shift of failure.  Succeed: Succeed with 1 free Invoke.  Succeed with Style: Succeed with 2 free Invokes. EXTENDING DURATION The duration can be extended the by the same time increment by doing nothing else and taking the same Stress again; doubling it for each extension after the first. FATE OF HARN 19 HârnWorld © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 Conjure This is the skill used by the mage to conjure some of their convocational element from the elemental planes or, in the case of Savoryans, an inhabitant of the Spirit World. These Conjurations are treated in the same way. Overcome: is used to create a protective circle around the character, or a Conjuration, with difficulty depending on time spent, size, and intended duration, as for any Spell. Shifts of success represent the difficulty an aggressive Conjuration would face in breaching it. This skill also replaces Scholar for creatures of the appropriate plane Create an Advantage: Conjuring is a specific sort of advantage creation. The conjurer rolls against a difficulty equal to the Rank of the creature they seek to conjure. Fail: the Conjuration appears, but is not bound to serve. Rank +1 and +2 Conjurations tend to run away, while higher ranking creatures may turn on the conjuror. Tie: the Conjuration appears and will serve, but only for the next exchange after which it disappears. Succeed: It appears and is bound to the mage’s service for the rest of the scene. Succeed with style: At GM discretion it is bound to the mage’s service for a number of scenes equal to the number of shifts of success, or the end of the Session. The character's skill is the limit on the total Ranks of Conjurations they can control at one time. A +4 conjuror could control 2 x +2 or 1 +4 Conjuration. Lords or Princes among their kind (Rank +6 or greater) can only usually be conjured if the character has discovered their true name! Mages can dismiss any creature they have conjured at any time. An independent Conjuration, or one serving another mage, cannot be dismissed. It must be driven back whence it came using Destroy/Disperse. The Mage can us their actions to command any Conjuration serving them to Create Advantages based on their Skills, Stunts and Aspects. The Mage can also use the conjuration as a source of their convocational element and apply their Create/ Make or Destroy/Disperse Learn/Perceive skills to it. Attack: The mage can use their action to command a Conjuration to attack (see the Bestiary for details of their characteristics). Multiple Conjurations are treated as a Mob with the highest Ranking creature attacking with +1 for each additional Conjuration taking part in the attack. Defend: Conjurations may be used to defend the mage who commands them to interpose themselves between the mage and an attack. CLERICAL ORDER EXTRA Permission To gain access to the power of a deity a character must use their High Concept to describe themselves as an ordained priest or priestess. They must also adopt at least one of the god’s aspects (below) as their own. They can use additional aspects to describe any position of authority within the church if they wish, though a figure in the church hierarchy has less freedom or opportunity to pursue an adventurous life. Cost In addition to the Aspect slot(s) above, the character’s first Stunt has to be Divine Intervention. Benefits As well as having to take Divine Intervention as their first Stunt, ordained members of a church or religious order gain access to some other, unique, Stunts. These unique Stunts cost the same as any other. Unless otherwise stated, or ruled by the GM, the Stunt is:  based on Ritual;  available once per session;  active for the duration of the scene; and,  can be ‘given’ to a member of the faithful other than the cleric, at the cost of a Fate Point. A range of suggested Stunts can be found below, but the GM may alter or replace them to better reflect their vision of Harnic religions. Changing Churches A character wishing to change church should first suffer divine consequences (See Sin & Atonement). Only when their sin results in a Crippling Consequence can they replace their High Concept with a new one reflecting their fresh search for enlightenment. That search is likely to include joining a new church as an acolyte rather than instant ordination. o c a d FATE OF HARN 20 © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 HârnWorld AGRIK ASPECTS:  The Emperor of Flame;  Immortal Warlord of Balgashang;  Lord of the Four Horsemen;  Master of the V’hir;  Breeder of Plague, Squalor, and Decay;  The Reasonless Reaper;  Tyrant of the Foul Chamber;  He Who Knows the 10,000 Ways. Agrik is worshipped by dozens of clerical sects and fighting orders many of which are endlessly squabbling. His followers believe might is right. While this section links particular Stunts to particular orders the GM need not follow that approach. The Order of the Eight Demons The older priestesses have access to the Stunts of Herpa the Mace as well as those below. Painful Pleasure: use Rapport as if it was Provoke. In addition, when circumstances allow her to use her training in the seductive arts she can spend a Fate Point to gain +2 to the Rapport roll. Strength of the V’hir: summon forth the fiery strength of the V’hir, either into herself or another believer. This allows them to ignore consequences as if they had the Hard as Nails Endurance Stunt. Spending a Fate Point extends the effect to a second character. The Order of the Fuming Gate Agrik’s Mace: Any blunt weapon wielded by the cleric adds +2 damage to any successful Melee attack for the duration of the current scene. The Fuming Gate: Spend a Fate Point to open a temporary gateway to the nearest Agrikan temple via Agrik’s infernal realm. Spend a second Fate Point to keep it open long enough for d6 others to follow the priest. The cleric (and anyone else passing through the gateway) must use Athletics to defend against burns as if attacked once by a fire elemental of Level equal to the number of people passing through the gate+1. The Order of Herpa the Mace Summon V’Hir: the cleric may spend a Fate Point to use Ritual to summon a V’hir (with the same characteristics as a Fire Elemental and Rank equal to the difficulty overcome). See the Peleahn Conjure Fire Elemental skill. Signs & Portents: the cleric may use Ritual to Create an Advantage based on a sign or portent within a scene. The Order of the Kukshin Flaming Mace: Causes a blunt weapon being used by the priestess to burst into flame. Successful attacks cause an additional +2 damage or create an advantage based on the flames. Agrik’s Shield: +2 to Athletics (or whatever other skill the cleric is using) to defend in combat. The Order of Mamaka the Master of Steel Alchemical War: create an alchemical advantage from commonly available materials. Iron Will: use Will as if it was Endurance. Divine Torture: use Ritual in place of Provoke when torturing someone and gains +2 to rolls. The Order of the Octagonal Pit Agrik’s Whip: +2 to attacks with a whip for the duration of the current combat. Damage to a non- human foe is applied as Mental Stress. Spend a Fate Point to have the whip do Mental Stress to a human. Rot: +1 to attacks with a whip for the duration of the current combat, and any Consequence resulting from its attack is ‘infected’; treated as one level more severe for the purposes of recovery. The Order of the Pillar of Fire Healing Fire: the cleric may ignore the effect of any infection on recovery and speed recovery of a Consequence by adding +2 to the treatment roll. Spend a Fate Point to instantly reduce the level of the Consequence by one step with successful treatment. Pillar of Fire: Spend a Fate Point to create a ring of fire around themselves as a barrier to those trying to attack them. The fire does the cleric no harm but attacks those trying to attack or move across it as if it was a Rank 4 fire elemental (see Peleahn Conjure skill). FATE OF HARN 21 HârnWorld © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 HALEA ASPECTS:  The Empress of Opulence;  Queen of Pleasures and Self-Fulfilment;  Maker of Bargains;  Guardian of the Treasure Hoards of Heaven;  Enslaver of Hearts and Loins;  Mistress of the Stolen Moment Forever Lost;  Unchaste Lady of the Ten Forgotten Arts;  Golden Temptress of the Crimson Chamber. The goddess of wealth and pleasure who demands unswerving devotion from her adherents. Only women can enter her clergy. The Order of the Silken Voice Listen to Me!: +2 to create an advantage based on the increased suggestibility of a target in the same zone as the priestess to reflect her whispered suggestion. Affect additional targets by spending one Fate point per additional target. Look at Me!: +2 to create an advantage based on distracting a target in the same zone as the priestess due to her aura of seductive beauty. Affect additional targets by spending one Fate point per additional target in the zone or spend one fate point to extend the effect on a single target to a second zone, so long as they have a clear view of the priestess. The Handmaid’s Favour: the priestess may spend a Fate Point to seek a favour from one of Halea’s Handmaidens. Use the Ritual skill to create an advantage, for the rest of the scene, based on the aspect of one of the handmaidens: Abundance, Enterprise, Ecstasy, Feast, Harmony, Fortune, Wrath. The favour must be repaid by the priestess carrying the aspect forward into successive scenes until the debt is paid. It cannot be invoked in any successive scene but can be compelled once, for free, after which time it disappears. ILVIR ASPECTS:  Master of Araka-Kalai;  Brooder in the Blasted Plains;  The Serpent that Dwells Below;  Accursed Lord of the Barren Cycle;  Prince of the Fatherless Multitude;  Craven Lord of Sterile Lands. Ilvir is the creator of the Ivashu and lives at Araka- Kalai. He has few followers, mostly in Orbaal or near his home. Priests are individualistic, creative, and mystical and this has generated dozens of orders and sects. The Order of Chuchlaen Wheelwright The Perfect Wheel: +2 to any Craft roll. The Order of Meamyt the Hermit Aid to the Hermit: the cleric may call forth simple bread and water; enough to sustain him and a companion for one day. Spend a Fate point for each additional companion. The Order of the Ochre Womb Call Ivashu: spend a Fate Point to call forth an Ivashu to defend them. Typically this will be small Ivashu, such as a Vlasta, but success with style could generate multiple Ivashu or a larger creature, such as a Nolah. The Order of Pia-Gardith Calm the Beast: call on Ilvir’s aid to calm the temper of a mundane beast or an Ivashu. Treat this as an overcome vs. Average (+2) with success calming the beast so it will harm no one for the duration of the scene. Success with style will, at the cleric’s choice, either extend the effect for the rest of the scenario, or allow them to command the beast to defend them to the death. The Order of the Seaferer Ibenis Call the Ferryman: spend a Fate Point to call forth one of the spirits being carried to Ilvir for re-incarnation. Treat as a Spirit Elemental conjured using the Savoryan Conjure skill. The Order Sudelrhynn the Bearer of Loam Ilvir’s Favour: spend a Fate Point to either grow extra muscles (adding +2 to Endurance or Melee rolls), or lose weight and gain improved reactions (adding +2 to Athletics or Missiles). Two Fate Point may be spent to gain both advantages. The Order Tuarbalt the Golden Limbed: Rage of the Ivashu: the cleric may spend a Fate Point and call forth a vengeful, merciless spirit of rage into themselves, or more likely a target. An unwilling target may resist with Will. The effect is the same as the Endurance Stunt Hard as Nails. FATE OF HARN 22 © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 HârnWorld The Enclave of the Verdant Pool Ilvir’s Craft: the cleric may spend a Fate Point to use Ritual once in the scene as if it was the Fyvrian Create/Make skill. They could create an advantage or overcome an obstacle by guiding the growth of any living thing in the scene. The Order of the Yellow Hand Find the Way: spend a Fate Point to enhance vision to reveal things that would not normally be seen because of darkness or some other obstacle to vision. LARANI ASPECTS:  Shieldmaiden of the Worthy Cause;  Guardian of Dolithor;  Protector of the Brave;  the Unwilling Warrior;  Lady of Paladins. Larani is the goddess of chivalry and battle, favoured by the feudal nobility. Those who follow her are expected to display courage, compassion, and honour. The Orders of Hyvrik and of the Spear of the Shattered Sorrow The orders have access to the same Stunts: Know your Place: the cleric may call on the goddess to remind those in the scene of their position in the feudal order. Use Ritual in place of Rapport to influence those of non-noble rank in the scene. Duty to the Weak: the cleric may call forth the essence of the Knights of Tirith. Use Ritual to create an advantage that could protect the weak or vulnerable in the scene. That could include the cleric if the GM agrees their situation is sufficiently dire. Peace of Valamin: the cleric may call forth the essence of Valamin and use Ritual in place of Empathy or Rapport. FATE OF HARN 23 HârnWorld © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 MORGATH ASPECTS:  Tormentor of the Unlamented Dead;  Master of the Principle of Evil;  Lord of the Gulmorvrin of the Black Pit;  Wielder of the Shadow of Incarnate Evil;  Master of Chaos;  The Lord of Darkness. Morgath is master of the undead, and despises all things fair and noble. His church is dour and ruthless, and infamous for its human sacrifice. Those blessed by Morgath may wield the Shadow of Bukrai, Shadow of Bukrai: spend a Fate Point to use Ritual to summon Bukrai to do their bidding. The difficulty is equal to the Size of the Shadow (see Bestiary) If possession occurs, then the appropriate consequence slot is filled in with Possessed by the Shadow. While possessed the target comes under the complete control of the Morgathian cleric. This lasts until the end of the scene if Mild, the session if Serious, or the entire scenario if Grievous, unless the possessed character can be helped to recover from the Consequence sooner. While possessed the target is treated as a Gulmorvin, with all ‘mental’ skills to +0; and all ‘physical’ skills reduced by +1. When the Shadow departs the target’s skills return to normal but the relevant consequence must become Memory of the Shadow until cured as a normal mental consequence. NAVEH ASPECTS:  Lord of the Pitch Shadows;  Master of Deceit and Evil Dreams;  Lord of the Last Illusion;  The Unseen Lifter of Lives;  Trancer the Cat, Wealth’s Worry;  The Merchant of Death. A god of darkness, best known as the bringer of nightmares. He is worshipped by thieves and assassins and his fanatical clerics will commit suicide to prove their faith. Summon Gytevsha: spend a Fate Point to use Ritual to summon a Gytevsha to do their bidding. The difficulty is equal to the Rank of the Gytevsha (see Bestiary). Only Rank +1 to +4 Gytevsha may be summoned, the higher ranking demons serve only at Naveh’s personal servants. If possession occurs, then the appropriate consequence slot is filled with Possessed by Naveh. While possessed the target comes under the complete control of the Navehan cleric. This lasts until the end of the scene if Mild, the session if Serious, or the entire scenario if Grievous, unless the possessed character can be helped to recover from the Consequence sooner. While possessed all Mental skills default to the Rank of the Gytevsha while physical skills are those of the possessed character. Mouth of Falsehood: +2 to Deceive when used to tell lies. Hunter of Sleep: the cleric may spend a Fate Point to place the aspect Kept Awake by Nightmares on the target during their next sleep. The aspect remains in place for the rest of that session. FATE OF HARN 24 © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 HârnWorld PEONI ASPECTS:  The Bringer of the Life Renewed;  Maker of Balms;  Lady of Truth;  Ever-living Daughter of White Virtue;  Guardian of the Meek;  Lady of Industrious Labours & the Ripe Harvest;  Confidant of Lovers. This gentle goddess is worshipped by rural folk. Peoni’s clergy are divided into celibate male and female orders; both of which maintain hospitals. Temples are found where poverty and pain are common. The Irreproachable Order & Balm of Joy Son of Tirrala: the priest may speed recovery of a minor or serious Consequence by adding +2 to the treatment roll so long as it takes place within a scene of it being inflicted. Spend a Fate Point to instantly reduce the level of the Consequence by one step with successful treatment. Shield of Belsirasin: use Ritual to attack and defend against elemental or other spirits in the same way as a Shek-Pvar using Conjure. The Quality of Mercy: Once per scene, when an opponent of the cleric, or one of their allies, accepts a Consequence as part of a concede, the cleric may lower that consequence by one step and gains a Fate Point in return. Valon’s Balm: Spend a Fate Point to speed recovery of a serious or grievous consequence by adding +2 to the treatment roll whenever it was applied. Spend a Fate Point to instantly reduce the level of the Consequence by one step with successful treatment. The Winding Way: Gain a +2 bonus to Defend against Melee or Fight Attacks with a staff. SARAJIN ASPECTS:  King of the Icy Wind;  Lord of the Perilous Quest;  Wielder of the Blooded Axe;  Master of Frosty Climes;  The Grey Slayer. Sarajin demands honour and bravery from his adherents, who are mostly Ivinians. His sport is war and he sometimes joins human battles where he inspires battle lust among the faithful. Call to the Elkyri: spend a Fate Point to seek a favour from one of Sarajin’s fierce shieldmaidens. Use the Ritual skill to create an advantage, for the rest of the scene, based on the aspect of one of the Elkyri:  Alaryr – Weather and the Sea;  Bronwyne – Protection and success in battle;  Deanaal – The Ljarl, oaths and oath breaking;  Easlyn – Songs and poetry;  Eynwif – Health and healing;  Freana – Love and forgiveness;  Gresalyne – Strength and will;  Lynraal – Wrath and battle lust;  Maarne – Livestock and crops;  Sendryl – Crafts and fertility; and,  Ylina – Knowledge, lore and learning In return the cleric must take a Consequence, Remember the Ljarl. The level of consequence is judged by the GM from Mild for small favours to Grievous for great favours. The Consequence can never be invoked to benefit the cleric, their friends or their aims, but can be compelled against them for free! Every time the Consequence is compelled its severity is reduced by one, so a Mild Consequence disappears after a single compel. When the consequence disappears the debt to the Elkyri has been paid as the Ljarl requires. FATE OF HARN 25 HârnWorld © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 SAVE-K’NOR ASPECTS:  Sage of the Gods;  Lord of Puzzles, Conundrums, and Mazes;  Lord of Jesters;  Mixer of Potions;  Knower of Many Things;  Keeper of the Var-Hyvrak;  The Lost Guide. Save K’nor seeks after enlightenment. His adherents believe that a stable and ordered society precludes evil behaviour. The Order of Hyn-Aelori the Sage of Heaven Keep Secrets: When any effort is made to find out what the cleric knows, by guile or torture, they resist with +2 to Ritual. The Order of Rydequelyn the Fool Did you Know …: When seeking to confuse, mislead or entertain, the cleric uses +2 to Ritual. The Order of Shea-Al-Aecor the Lost Guide. Elementary: Once per scene the cleric can spend a Fate Point (and a few minutes of observation) to make a Ritual roll in place of Investigate, to enhance their potent deductive faculties. They may discover or create an aspect for each shift on either the scene or the target of the observations, though only one may be invoked for free. SIEM ASPECTS:  Master of the Lords of Dream;  Bringer of Meritorious Dreams and Blessed Forgetfulness;  Lord of the Starlit and Thrice-blessed Realm;  King of the Uttermost West;  Master of the Sundered Ones in Exile;  Spirit of the Mist;  Never-changing Lord of the Azure Bowl. The benign god of mystery, magic, and dreams. He is the special deity of elves and dwarves. Siem’s worshippers favour a personal approach to the deity. Enlightenment: the cleric gains +2 to create an advantage with Investigate or Scholar. Summon Free Ilsiri: the cleric can call forth an Ilsiri from their home in some natural object within the scene. The spirit is bound to answer a single question about the locale where they are summoned, but the GM can determine how precise or clear their answer is. Summon Asiri: the cleric may spend a Fate Point to summon an Asiri with the characteristics as an Air Elemental. They use Ritual as if it were the Lyahvian Conjure Air Elemental skill. The Rank summoned reflects the difficulty to be overcome. Summon Elmithri: the cleric may spend a Fate Point to summon an Elmithri into a body of water within the scene using Ritual as if it were the Odvishan Conjure Fire Elemental skill. The Elmithri has the same characteristics as a Water Elemental. The Rank summoned reflects the difficulty to be overcome and the size of the body of water will limit the maximum Rank that can be summoned. Summon Aulamithri: the cleric may spend a Fate Point to summon one of the spirits Siem uses to carry dreams. Though they have the same characteristics as a Spirit Elemental summoned with the Savoryan Conjure Elemental skill they will only attack until they succeed. Once they succeed in inflicting any hits the Cleric may place an Aspect on the target reflecting the ‘dream’ the spirit will have carried and placed in the target’s mind. FATE OF HARN 26 © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 HârnWorld MILITARY ORDER EXTRA The churches of Agrik and Larani maintain military orders tasked to extend the reach of their faith by force. Permission If the character is to be a sworn member of a military order then the player must use the character’s High Concept to describe them as such. They may also adopt one of their god’s aspects as their own, but this is not compulsory. Like priests they may describe their rank within the order with additional aspects. Cost The aspect slot is the only cost. Benefits Membership of a military order gains access to some unique Stunts costing the same as any other Stunt. Sin & Atonement If a member of a military order does adopt one of their god’s Aspects as their own then the will suffer the risks of Sin just as any priest. AGRIKAN FIGHTING ORDERS The GM need not follow the suggestions below The Cohorts of Gashang Those warriors who were previously Red Shadows can access that order’s Stunts. Newer members have access to: Break their Spirit: when inflicting physical harm, spend a Fate Point to inflict mental harm in the corresponding box on the opponent’s mental stress track. Braggart: use Provoke instead of Rapport on first meeting someone to create an advantage based on the character’s reputation. The Companions of the Roving Doom Brute Strength & Ignorance: Gain +2 to defend against Mental Attacks using Endurance. You Win or You Die: Gain +2 to create advantages with Deceive when using dirty tricks in close combat. The Crimson Dancer Shades of the Flame: Once per scene the character can spend a Fate Point to roll Athletics and ‘vanish into the shadows’, so long as there are shadows!. When ‘vanished’, they can’t be targeted by attacks or attempts to create advantages against them unless the attacker first beats their Athletics roll with a Notice roll. The effect ends when the character’s next turn starts, or if someone beats their Athletics roll. Dance of Death: This martial art allows the Crimson Dancer to make close combat attacks using Athletics. In addition the attacks are at +2 if the character has surprise, or some other advantage, that renders the attack unexpected. The Company of the Copper Hook Kill the Bitches: +2 to attacks against declared or believed Laranians. Spend a Fate Point to extend the effect to any non-Agrikans. Born to War: +2 to create advantages in a scene that reflect the order’s long decades of border war. The Red Shadows Favoured of (name of Prince): the character is known to be favoured by one of Agrik’s sons. This makes them resistant to mental/social damage due to rumours etc. They may spend a Fate Point to reduce a mental consequence based on social standing by one step. Grievous becomes serious, serious becomes mild, mild becomes 2 mental stress. They may not clear stress boxes in this manner. If the next lower slot is already full, this stunt cannot be used. Brand of a Prince: the warriors can draw their own blood (and accept a mild consequence Self Inflicted Wound), and spend a Fate Point to obtain a single use of the Eight Demons stunt Strength of the V’hir. Single Combat: the warrior may use Endurance, Provoke, Will or Melee to create an advantage that allows him to face a single opponent among many that might otherwise overwhelm him. The Warriors of Mameka Strength of Brothers: the warrior may share stress or consequences with a friendly character in the same zone. The Mamekan can either take stress and consequences that should go to the other character, or the character can take the stress heading for the Mamekan. Pain Is My Blade: once per session, when the character takes a physical consequence, they can choose to make their next attack roll with a bonus equal to the value of their highest physical consequence (+2, +4, or +6). In doing so the consequence they took is stepped up by one level (mild becomes serious, serious becomes grievous, grievous becomes taken out). Mind is Body: the warrior may use Endurance as if it was Will to resist attacks to cause mental harm. FATE OF HARN 27 HârnWorld © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 LARANIAN FIGHTING ORDERS The Chequered Shield & the Lady of Paladins Pure Knight: the character is known to be a true embodiment of the chivalric ideal. This makes them resistant to mental/social attacks due to rumours etc. in locales where the Laranian Church is respected. They may spend a Fate Point to reduce a mental consequence based on social standing by one step. Grievous becomes serious, serious becomes mild, mild becomes 2 mental stress. They may not clear stress boxes in this manner. If the next lower slot is already full, this stunt cannot be used. Strength and Honour: the warrior may reduce the hits done to one opponent in order to create and advantage that is feely invoked against another. We Happy Few: If they succeed with style on a Rapport roll to create a Rousing Speech aspect, choose a number of characters equal to the Laranian’s Rapport to each receive a free invocation of that Aspect. Royal Patronage: warrior may use Wealth at +2 so long as he publically declares his membership of the order, which is well known to enjoy royal support in western Harn. Pure Knight: the warrior may use Melee as if it was Rapport when the context allows him to declare or display the chivalric virtues of the order. Field of Honour: the warrior may use Melee or Endurance to impress their enemies and demand that the matter be dealt with through single combat. If accepted then the objective is to force the opponent to submit rather than to kill them. The knight can do this by converting hits into boosts, or ‘pulling’ blows to avoid taking out the opponent. In return the opponent is bound to concede prior to being taken out and they, and their allies, accept an outcome that favours the knight’s aims. Feudal Loyalty: +2 to create an advantage that helps protect any orderial or clerical superior. SHAMAN EXTRA Despite their proselytising efforts the churches of Western Lythia have had little impact on the traditional, often animist, beliefs of most tribes. The gods pay little attention to the barbarian peoples, preferring the worship that the ‘civilised’ churches harvest for them. The tribes have, therefore, come to rely on the Ilsiri, nature spirits, and the greater denizen’s of the Spirit World. They can be commanded, bargained with, tricked and bound to give the shaman access to their power. Many tribes revere totem spirits, tribal heroes &/or ‘demi-gods’ which exemplify particular characteristics valued by the tribe in its struggle to survive and prosper. These can be called upon for help in return for ‘sacrifices’ of food, goods or even blood. Some charlatans use herbs, potions and a good line of patter, or even a psionic gift, to give the impression of shamanic powers. These are best dealt with through the use of a Deceive Stunt. This Extra assumes the character is an authentic shaman (though some have different names); the chief animist of a tribe or clan. They are skilled in calling on spirits, walking the ethereal Spirit World, and binding spirits to their will. Permission To gain access to the power of the spirits a character must use their High Concept to describe themselves as a shaman of a particular tribe, totem, hero, or tribal god. Cost (and Benefit) They may also devote other aspects to the fetishes with which they begin the game, including sufficient descriptive detail to define the nature of the spirit bound within each. At the start of the game each fetish represents a +1 spirit. See below for the limits on the spirits a shaman may bind at one time. Finally the shaman must take the unique Shamanic Rites skill and Scholar. The first Stunt taken must be the Scholar specialism for that tribe: Tribal Lore of … STRAIN OF USING SHAMANIC RITES The shaman takes 1 point of Mental (e.g. headaches or nervous exhaustion) or Physical (self-harm or physical exhaustion) Stress (player choice), whenever they use the Shamanic Rites skill. They may, though, be subjected to more stress:  ‘Succeed at Minor Cost’ OR ‘Opponent gains a Boost’ = Succeed but take +1 extra Stress;  ‘Succeed at Serious Cost’ OR ‘Benefit opponent’ OR ‘Give a free invoke to opponent’= Succeed but take +1 extra Stress per point of failure! FATE OF HARN 28 © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 HârnWorld Shamanic Rites This skill commands the often ubiquitous but lowest ranking spirits, the Ilsiri, that are found everywhere. It is also used to enter the Spirit World and communicate with, or subdue, greater spirits before binding them into fetishes. Overcome: The shaman need only declare that they are using the skill to enter the Spirit World and their spirit leaves their body to enter the ethereal plane at the start of the next exchange. Overcoming an encountered spirit’s Rank (+1 to +6) gets its attention and the shaman can demand answers to one Yes/No question for each Rank, as the GM agrees it could know the answer. The character’s body is a Defenceless Target (with a free invoke by the attacker) while his spirit is in the Spirit World. The shaman can Concede as soon as the attack is declared (but before the dice are rolled). They then hide in the Spirit World, and take no actions, until the end of the Scene. The GM exacts the usual cost (and awards the usual Fate Points) associated with conceding. Alternatively, the shaman’s spirit can return to their body immediately after the blow is struck (and take any damage), at which point the advantage disappears and the shaman can act as normal. The skill is used instead of Scholar when dealing with knowledge of the Spirit World, or when competing with another character in a contest of such knowledge. Create an Advantage: The shaman can create a situational advantage in their current Zone, so long as the GM agrees it would be possible through the intersession of one of the ubiquitous spirits found in every scene, and invoke it once for free. The starting difficulty is, at GM discretion, the Rank of the Spirit. Invoking a Fetish, or a dominated human, costs a Fate Point but gains +2 to the roll. Attack: The skill can be used to cause Mental Stress to denizens of, or other travellers in, the Spirit World. While the target always chooses whether or not to take a Consequence, the shaman may name the Consequence as Bound to me. Ethereal creatures are bound in a Fetish while travellers are bound in their own body and to the service of the victor until either the shaman frees them, or the Consequence ‘heals’ as described in the rules. This represents the spirit escaping the binding. The shaman always has the opportunity to engage in Mental Combat with a spirits escaping a fetish in an effort to re-bind it, but not necessarily with a human escaping domination – GM discretion applies in that case. Defend: This skill is used to defend against attacks by denizens of, or travellers in, the Spirit World. SHAMANIC RITES STUNTS Crush Their Will: +2 to Attacks in the Spirit World. Shield of Will: +2 to Defend in the Spirit World. What happened?: Use Shamanic Rites in place of Investigate by asking the local spirits what they know. Friend to [Totem]: Gain the Ride: Animal Ken stunt in relation to the totemic animal or hero/god’s friend. Power of [Totem]: gain one use of a relevant Totemic Aspect as if it was the Shaman’s own. Requires Friend to [Totem]. Spend a Fate Point to extend to the end of the current scene. Sample Totems Sample Totemic Aspects Wolf Run all day Keen nose Honour the pack Eagle Swift Sharp-eyed Lone hunter Bear Strong Implacable Ponderous of thought and deed Dracofelas Silent hunter Death dealer Arrogant lord of the forest Snake Poison mouth Swift strike Untrustworthy Crow Clever Mystical Trickster Owl Wisdom Death from above At home in the dark Bat At home in the dark Fear the light Agile Eder Cold and Unpredictable The Merciless Deep Sea Creatures everywhere Kemlar the Guide Fore-knowledge Mysticism Friend of the Owl Heneryne Fertility Protective Friend of the Eagle Crador the Blind Unpredictable Madness Spell-binding Storyteller Friend of the Bat Skinchanger: Spend a Fate Point to physically (but not mentally) transform into the totem animal for the rest of the scene. Requires Power of [Totem] o c a d FATE OF HARN 29 HârnWorld © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 PSIONICS EXTRA Permission To gain access to the Psionics Extra the player must use one of their aspects to describe the talent. The GM may decide they have to use the High Concept (and therefore rule out the psionic mage or priest). Cost As well as displacing other stunts the GM can compel the Psionic Aspect as suggested below once per session for free. Subsequent compels cost a Fate Point. Benefits The Will Stunts available to the Psionic are: Clairvoyance Stunt The ability to visualise events currently occurinh at a remote location. Spend a Fate Point while concentrating on a location (or person) in the same or adjacent zone and creating/discovering a situation aspect based on what they perceive. Extend the range of by taking additional Mental Stress in line with the Spell Range costs (see Shek Pvar Extra). Sample Compel: spontaneously broadcast one of the psionic’s aspects to the nearest person to the target of the clairvoyance, with a free invoke. Disembodiment Stunt The ability to detach the ethereal spirit from the body. Spend a Fate Point to gain access to one use of the Shamanic Rites skill to to enter the Spirit World (see Shaman Extra). Their spirit leaves their body to enter the ethereal plane at the start of the next exchange and use Overcome to gain answers from a spirit. Sample Compel: spontaneously weaken the boundary between the material and ethereal planes in the vicinity of the psionic. A situation aspect is placed on the scene that reflects this and could include the spontaneous appearance of a spirit with a grudge against humanity. Healer Stunt The ability to enhance the healing of another creature, not the healer themselves. Spend a Fate Point while touching the skin of the patient and immediately reduce the severity of a Consequence by one step (or remove a Mild Consequence). Even a Crippling Consequence can be reduced to a Grievous one if the psionic acts in the same scene as the Consequence was received and they succeed in a Will roll against a passive opposition of +8! Sample Compel: spontaneously subject the psionic to a situation aspect such as Overwhelmed by Other’s Pain, with a free invoke. Hex Stunt The ability to curse a victim. Spend a Fate Point to create Hexed on the victim. If the invoker has nail parings a lock of hair, etc. then add a second free invoke. Sample Compel: spontaneously target a random character, or the psionic, instead. Medium Stunt The ability to perceive, communicate and, to an extent, control a spirit. Spend a Fate Point to gain one use of the Shamanic Rites skill (see Shaman Extra) to Create an Advantage through the intercession of a spirit. Sample Compel: spontaneously trigger and weaken the boundary between the material and ethereal planes in the vicinity of the psionic. A situation aspect is placed on the scene that reflects this and could include the spontaneous appearance of an ethereal creature. Mental Bolt Stunt The ability to project a blast of mental energy at another mind. Spend a Fate Point to create an aspect such as Blinded by the Pain on a victim they can see in the same or adjacent zone. Sample Compel: spontaneously target a random character or the psionic, instead. Negation Stunt The ability to create a shield against peionic, spiritual or magical effects. Spend a Fate Point to create an aspect such as Protected by my Mind on the psionic and any other character in the same zone (with a free invoke against any magical, spiritual or psionic effect or creature). The effect is approximately spherical so any enemies in the zone are also affected. Sample Compel: spontaneously negate a magical, spiritual or psionic effect at an inconvenient time. Prescience Talent The ability to determine the fate of a group, person or item. Spend a Fate Point to create a situation aspect on a person, group or object which implies fore knowledge, even if it only becomes clear to the psionic at the point the talent is used. Sample Compel: spontaneously trigger and allow a random person in the current scene to gain an insight into the psionic’s future in the form of a situation aspect with a free invoke. Psychometry Talent The ability to determine information about an object, its history or a person who owns/owned it. Spend a Fate Point while holding the object to create a situation aspect on the scene or the object or its owner, with two free invokes; or two aspects with a single invoke on each. The aspect(s) must relate to the objects past, how it was used, when, by whom, &/or its owner. FATE OF HARN 30 © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 HârnWorld Sample Compel: spontaneously broadcast one of the psionic’s aspects (or location if appropriate) to the nearest inconvenient person who gains a free invoke. Pyrokinesis Talent The ability to raise the temperature of a combustible object to flash point and start a fire. Spend a Fate Point to create an aspect on the scene like those of a Peleahn mage, with additional Mental Stress depending on the area of effect. Sample Compel: spontaneously trigger the combustion of something useful at an inconvenient time. Sensitivity Talent The ability to scan for magical, spiritual or magical effects. Spend a Fate Point to detect the location or nature of a magical/psionic/spiritual residue or effect in the scene. This takes the form of revealing a situation aspect on the scene/object with a free invoke. Sample Compel: spontaneously broadcast the psionic’s presence to an inconvenient nemesis in the vicinity and possibly attract them … Telekinesis Talent The ability to move objects without touching them. Spend a Fate Point to move an object the psionic can see and keep it moving until the end of the exchange. The effect can be sustained by taking Mental Stress each subsequent exchange (Use the Spell Duration Difficulty scale to judge). While it is not possible to accelerate objects to dangerous speeds and control their direction it is possible to raise and drop them to create Falling Object. Sample Compel: spontaneously cause an object(s) in the scene to move in unpredictable directions and at potentially dangerous speeds! Telepathy Talent The ability to transmit thoughts or emotions. Spend a Fate Point to create an appropriate aspect on a target within sight. Sample Compel: spontaneously affect a random person, or the psionic, instead. FATE IN HARNWORLD NATURAL HAZARDS Hazards have two skills:  Danger is how difficult it is for a character to oppose the effects of the hazard;  Scale represents how widespread the hazard is and how difficult the it is to avoid its effects. Hazards come in several varieties but in each case the hazard description will describe the effect of failure: Simple Hazards: a single Overcome action against Scale to avoid or Danger to pass swiftly. Challenge Hazards: comprise multiple challenges requiring more than one (and possibly different) skills/ actions to successfully negotiate. Contest Hazards: The character(s) compete with the hazard, with three victories required to ‘win’. Conflict Hazards: the hazard has a stress track and may have Consequences. It seeks do the characters harm by Attacking using Danger or Scale, depending on the description. Incremental Hazards: Any type of hazard that has to be confronted at various intervals (every exchange, hour, watch, day etc.), or due to the character’s actions, or the adventure’s Plot Stress, or which gets more challenging. Hazard Aspects: these operate as situation aspects special to the hazard and can be invoked to increases their impact. Examples Simple Hazard - Bog: Overcome Scale with Survival to find a way around it, or Danger with Athletics (to pick a way across it) or Endurance (to slog through it). Shifts of failure convert into increments of time delayed. Simple Hazard - Rockfall: Overcome Danger with Athletics to avoid it. Shifts of failure convert into Physical Stress that a Shield can absorb. Incremental Simple Hazard – Drowning: Overcome +1 Danger (+1 per exchange in the water) using Endurance. Shifts of failure convert into Physical Stress. Incremental Simple Hazard - Falling: A pit trap would have Scale dependent on the degree of camouflage that would be Overcome by Notice to avoid. Scale is +1 per 6’ fallen after the first 6’ (±1 or 2 if the surface fallen onto is particularly hard/sharp/soft/ yielding). Overcome using Athletics. Shifts of failure convert into Physical Stress that Armour &/or Shield can absorb. Incremental Simple Hazard - Desert: The desert has high Scale and low Danger to start with, but each watch the character spends without water increases Danger by +1. Overcome Danger with Endurance. Shifts of failure FATE OF HARN 31 HârnWorld © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 convert into Physical Stress (or Mental Stress if the GM accepts hallucinations as a possible Consequence). Incremental Simple Hazard - Quicksand: Overcome Scale with Strength to achieve 3 ‘victories’ in order to escape. Failure to win and the character disappears below the sand and must Overcome +1 Danger (+1 per exchange in the sand) using Endurance. Shifts of failure convert into Physical Consequences. Overcome Scale with Athletics to reach the surface again. The more you struggle the worse it gets can be invoked to increase the challenge of quicksand. Challenge Hazard – Ice/Dust/Sand storm: Overcome Scale with Survival to create the advantage Makeshift shelter but Overcome Danger with Endurance to avoid Consequences equal to shifts of failure. Challenge Hazard – Extensive thorny thicket: Assuming Survival failed to Overcome Scale to find a way around it, then Overcome Danger with Athletics and Strength to hack a way through it. Shifts of failure convert into increments of time delay. Incremental Challenge Hazard - Singing sword in a stone: Overcome Scale +1 per exchange exposed to the singing, with Will, or be forced to grip the hilt. Overcome Scale (which continues to increase by +1 per exchange exposed) with Will to release the hilt one grasped. Each exchange that the hilt is held causes 1 point of Mental Stress, until Consequences cause the character to fall unconscious. Overcome Scale with Strength (to pull the sword from the stone and stop it singing; teamwork bonuses apply), or with Athletics to put enough distance between the character and the sword to avoid its effects. Contest Hazard - Reefs: Overcome Scale with Scholar (Pilot) or Craft (Seaman) to avoid the reefs. Shifts of failure convert into incremental time delays. Alternatively, Overcome Danger with the same skills to achieve 3 ‘victories’ to pass through the reefs. Failure and the Danger must be Overcome using the Strength of the character’s vessel (perhaps supported by character skills) to avoid running aground. Conflict Hazard - Poison: Overcome Danger (which depends on the poison concerned) with Endurance. Shifts of failure convert to Physical Stress. This continues until Endurance achieves 3 ‘victories’, at which point the poison ceases to have any effect. Conflict Hazard - Haunted forest: Scale defines the number of stress boxes the forest has and the forest has Everyone feels the chill which can be invoked once for free against each character. After that invokes must be paid for. Each character must Defend against Danger using Will with shifts of failure converted into Mental Stress (as if the forest was using Provoke to instill fear). In their turn characters may attack Danger with Provoke (I’ve been in worst places than this) or Deceive (You don’t frighten me!). They could also create advantages of morale using Rapport. If their Attacks succeed then shifts of success convert into Stress applied to the forest’s stress track. Conflict Hazard - Disease(Infection): any character coming into contact with the disease must Overcome +2 or Danger (depending on the disease) with Endurance, or take Physical Stress equal to the shifts of failure. Any resulting Consequence becomes Infected with … Contest Hazard - Disease(Recovery/Impact): A victim must accumulate 3 Endurance victories over Danger to shake off the disease. Shifts of failure continue to inflict Physical Stress (and Consequences based on the disease). Challenge Hazard - Disease(Containing Infection): Overcome Danger with Scholar(Physician). Shifts of failure convert into zones of spread. Overcome Scale with Scholar(Physician) to understand the disease and create a treatment. TIME INCREMENTS Exchange: an instant to a few minutes; Scene: a few mins; 15 mins; half an hour; an hour; Session: an hour; a Watch; half a day; a day; a few days; or a week; Scenario: a few days; few weeks; a month; to a season; Longer Increments of Time: half a year; a year; a few years; a decade; a lifetime; eternity. BRUTE FORCE & IGNORANCE [BF&I] Sometimes obstacles do not yield to subtlety and require a different approach. Obstacles have one skill, Strength, which also defines their Stress Track. Obstacles also have Resistance which can, like Armour, make them more difficult to damage. Attack the obstacle’s Strength using Strength (teamwork bonus applies if other characters can access the obstacle). Shifts of success convert into Physical stress on the obstacle modified by the difference between Weapon Impact and the obstacle’s Resistance. Shifts of failure convert into Physical Stress damage to the character, modified by the difference between obstacle’s Strength and the character’s Armour. The weapon used to make the Attack can be used to absorb this Stress by reducing its Impact permanently. Character’s can use Crafts to create advantages such as Leverage before making an Attack. Sample Obstacles Strength* Resistance* Interior wooden door +0 +1 Exterior wooden door +2 +1 Iron bound door +4 +2 Stone wall +6 +3 Metal bars +8 +3 *±1 at GM discretion, depending on quality of construction. FATE OF HARN 32 © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 HârnWorld ENCUMBRANCE The character sheet shows the number of ‘hands’ of items that a character can carry on their back, belt and in their hands. Once these slots are filled each extra item carried makes any rolls +1 more difficult. LIFTING AND CARRYING Overcome +2 per point of SIZE difference from the character using Strength to lift it, modified by the GM for particularly dense items. Teamwork bonuses apply, but shifts of failure convert to Physical Stress which is distributed between all the characters, starting with the lead character. Overcome +2 (+2 more per point of SIZE difference from the character) using Endurance to carry it for a watch (modified by the GM for particularly dense items or if forced marching). Teamwork bonuses apply, but shifts of failure convert to Physical Stress which is distributed between all the characters trying, starting with the lead character. FEAR Harn is a routinely dangerous, often cruel, place but its inhabitants are not immune to what they encounter. Whenever a PC encounters something TERRIBLE, HORRIFIC or MONSTROUS for the first time, they must oppose a Mental Attack on their Will. The resulting Mental Stress is accumulated, and recovered from, as normal. The Harnic Bestiary, below, includes reference to these aspects and other uses can be judged against these examples: TERRIBLE(+1): a mound of mutilated corpses; a Terrible creature; or witness their first human sacrifice. HORRIFIC(+2): one of the mutilated corpses is someone they know; the creature has hold of someone they know, or is HORRIFIC; or they recognise the sacrificial victim. MONSTROUS(+3): They wake among the mutilated corpses, or are the subject of the sacrificial rite. The creature is MONSTROUS, or defies the laws of nature as they understand them. This will usually include any arcane summoning and the servants of any god – possibly even their own! EXTRA EFFORT A character can choose to take a Physical Consequence when a roll is insufficient to succeed in some physical task. The value of the Consequence is added to the roll. TRANSGRESSION & ATONEMENT The Transgression Stress Track monitors the sins of a player character with the Clerical Extra or the drift towards renegade of a Shek Pvar. The track comprises 4 x 1 Stress boxes: 1111. Transgression If the player spends a Fate Point to avoid a compel of the aspect they have adopted from those of their god, or the Shek Pvar code, they take 1 Stress to their Transgression Stress Track. The GM may choose to impose more than 1 point in extreme cases and can also impose a point of Transgression Stress when the player benefits from the action of another that is antithetical to their god/code. Unlike other Stress Tracks, Transgression does not clear at the end of a scene. After gaining 4 points of Transgression the next point causes a Consequence. The player can choose whether it is physical or mental so long as it makes narrative sense and the GM agrees. Agrik might impose a Raging Fever, Save K’nor might apply Forgetful, for instance, while other Shek Pvar might judge the character Suspicious and then Dangerous. Taking the consequence clears the track, which can then refill until a second Consequence is taken, and so on until the character is Crippled by the weight of their transgressions. The Code of the Shek Pvar  Bring not the scorn of the ordinary folk upon thy brothers, nor make with thine Art a place for thyself above them;  Spread not thy Lore, even among thy brothers, without the sanction of thy peers;  Keep sacred and free from harm thy Chantry;  Succour not a renegade of the Art, but strike him down with thy power, else summon thy brothers to thine aid;  Make tithe to thy Chantry a portion of thy arcane treasure to thy brother’s benefit Atonement The Consequences of Transgression cannot be treated, and do not recover, as other consequences do. Instead, whenever the character accepts compels based on their god’s aspect/Pvaric code they immediately donate the Fate Point they earned to their god/the fates, to buy off a point of the Consequence. The change is immediate so the Knorran’s Forgetfulness (+3) could swiftly recover to Absentminded (+1) in only a few scenes if compels came quickly enough. A Crippling Consequence does not recover in this way; it will have replaced the High Concept that defined the characters belief/philosophy. The High Concept Priest of … might become … Heretic, or Defrocked Priest of …, while the Shek Pvar aspect becomes Renegade … etc. Only a very significant Milestone requiring time, effort and pain should recover the character’s original status. FATE OF HARN 33 HârnWorld © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 THE PEOPLE OF HARN Nameless NPCs Nameless NPCs can be: Average (a +1 skill); Fair (+2 & +1 skills); or Good (+3, +2 & +1 skills). The following examples are a guide to the GM and provide possible foundations for Named NPCs. The statistic blocks describe: HIGH CONCEPT Other Aspect(s) *All NPCs have a single stress track with 1 & 2 stress boxes. Additional boxes sre added of they have Endurance. The GM can give any NPCs a Mild, Serious & Grievious Consequence if desired, but their situation (and the plot) may mean they are reluctant to resort to them! Skills (& Stunts) Weapon(s) Armour (& Shield) Stress & Consequences* Average Nameless NPC: Rank- and-file order-takers, local conscripts, appretices and those new to their work or role: Fair Nameless NPC: Trained professionals, journeymen, most men-at-arms or sharp-tongued courtiers or talented thieves: Good Nameless NPC: Tough opposition when leading groups of NPCs, or a significant challenge if appearing in numbers themsleves: SLAVE/SERF/TOWNSFOLK Manual Labourer Skilled Labourer; Well-known Office Holder; Respected +1 Endurance +2 Endurance; +1 Crafts +3 Crafts (Specialism Stunt); +2 Contacts; +1 Endurance Unarmed:0; 1-HImprovised:1 Unarmed:0; 1-H Improvised:1 Unarmed:0; 1-H Improvised:1 Cloth:0 Cloth:0 Cloth:0 123 123 123 FREE GUILDSMAN/UNGUILDED TRADESMAN Apprentice/Learning the trade Journeyman/Knows their business; Well-known Master/The best … in town; Respected +1 Crafts or Scholar +2 Crafts OR Scholar(Specialism Stunt); +1 Contacts +3 Crafts OR Scholar(Specialism Stunt); +2 Contacts; +1 Rapport Unarmed:0; 1-H Improvised:1 Unarmed:0; 1-H Improvised:1 Unarmed:0; 1-H Improvised:1 Cloth:0 Cloth:0 Cloth:0 12 12 12 LIA-KAVAIR CONMAN Apprentice/Learning the game Journeyman/Knows the game; Well-known in certain circles Master/The best … in town; Dangerous connections +1 Deceive +2 Deceive; +1 Rapport +3 Deceive; +2 Rapport; +1 Contacts Unarmed:0 Unarmed:0 Dagger:1 Cloth:0 Cloth:0 Cloth:0 12 12 12 LIA-KAVAIR THIEF Apprentice/Learning the trade Journeyman/Knows the game; Well-known in certain circles Master/The best … in town; Dangerous connections +1 Larceny +2 Larceny; +1 Notice +3 Larceny; +2 Notice; +1 Contacts Dagger:1 Dagger:1 Dagger:1 Cloth:0 Cloth:0 Cloth:0 12 12 12 FATE OF HARN 34 © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 HârnWorld LIA-KAVAIR THUG Learning to survive Handy in a fight; Well-known in certain circles The most feared in town; Dangerous connections +1 Fight +2 Fight; +1 Strength(Damage+1) +3 Fight; +2 Strength(Damage+1); +1 Contacts Dagger:1 Dagger:0; 1-H Improvised:1 Unarmed:0; 1-H Improvised:1 Cloth:0 Cloth:0 Cloth:0 12 12 12 PRIEST Acolyte Ordained; Well-known Office Holder; Respected OR Feared +1 Ritual +2 Ritual; +1 Contacts OR church related skill +3 Ritual; +2 Contacts or church related skill; +1 Rapport OR Provoke Unarmed:0; 1-H Improvised:1 Unarmed:0; 1-H Improvised:1 Unarmed:0; 1-H Improvised:1 Cloth:0 Cloth:0 Cloth:0 12 12 12 BRIGAND/OUTLAW Runaway Peasant Locally known; Nose for risk Brigand Leader; Respected OR Feared +1 Notice +2 Notice; +1 Fight +3 Notice; +2 Fight; +1 Missiles 1-H Improvised:1 Club/Dagger: 1 Bow:1/1; Dagger/Club: 1 Cloth:0 Cloth:0 Leather:1 12 12 12 KNIGHT (Medium Foot/Horse) Green but keen Experienced Knight; Warhorse Veteran Knight; Loyal warhorse +1 Melee +2 Melee; +1 Ride +3 Melee; +2 Ride; +1 Fight Long Sword:2; Spear:2; Dagger:1 Long Sword:2; Spear:2(3 Mounted charge); Dagger:1 Long Sword:2; Spear:2(3 Mounted charge); Dagger:1 Ring & Kite Sh:2+1 Ring & Kite Sh:2+1 Chain & Kite Sh:3+1 12 12 12 MAN-AT-ARMS (Light Foot) Green and nervous Experienced; Dutiful OR Cynical Veteran sergeant; Survivor +1 Missile +2 Missile; +1 Fight +3 Missile; +2 Fight; +1 Endurance Bow:1(1); Dagger:0 Bow:1(1); Dagger:0 Bow:1(1); Dagger:0 Leather:1 Leather:1 Leather:1 12 12 123 MAN-AT-ARMS (Medium Foot) Green and nervous Experienced; Dutiful OR Cynical Veteran sergeant; Survivor +1 Melee +2 Melee; +1 Strength (Damage+1) +3 Melee; +2 Strength (Damage +1); +1 Endurance Spear:2; Dagger:1 Spear:2; Dagger:1 Spear:2; Falchion:2 Dagger:1 Ring:2 Ring & Kite Sh:2+1 Ring & Kite Sh:2+1 12 12 123 FATE OF HARN 35 HârnWorld © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 THARDIC LEGIONARY (Light Foot) Green but trained Experienced; Dutiful OR Cynical Veteran; Survivor +1 Missiles +2 Missiles; +1 Melee +3 Missiles; +2 Melee; +1 Endurance Bow:1(1); Short Sword:1 Bow: 1(1); Short Sword:1 Bow: 1(1); Short Sword:1 Leather:1 & Buckler:+1 to Defend Leather:1 & Buckler:+1 to Defend Leather:1 & Buckler:+1 to Defend 12 12 123 THARDIC LEGIONARY (Medium Foot) Green but trained Experienced; Dutiful OR Cynical Veteran; Survivor +1 Melee +2 Melee; +1 Missiles +3 Melee; +2 Missiles; +1 Strength (Damage +1) Spear/Javelin:2(1); Short Sword:1 Spear/Javelin:2(1); Short Sword:1 Spear/Javelin:2(1); Short Sword:1 Ring & Kite Sh:2+1 Ring & Kite Sh:2+1 Ring & Kite Sh:2+1 12 12 12 THARDIC LEGIONARY (Medium Horse) Green but trained Experienced; Warhorse Veteran; Loyal warhorse +1 Melee +2 Melee; +1 Ride +3 Melee; +2 Ride; +1 Provoke Spear:2 (3 Mounted charge); Short Sword:1 Spear:2 (3 Mounted charge); Short Sword:1 Spear:2 (3 Mounted charge); Short Sword:1 Ring & Kite Sh:2+1 Ring & Kite Sh:2+1 Ring & Kite Sh:2+1 12 12 12 URBAN MILITIA (Light Foot) Green and nervous Protect the town; Dutiful Once a man-at-arms; Dutiful +1 Crafts +2 Crafts; +1 Melee +3 Melee; +2 Crafts; +1 Contacts Spear:2; Club:1 Spear:2; Club:1 Spear:2; Dagger:1 Leather:1 Leather:1 Leather & Round Sh:1+2 12 12 12 RURAL MILITIA (Unarmoured Foot) Green and nervous Protect the village; Dutiful Loyal to my Lord; Sacrifice +1 Crafts +2 Crafts; +1 Fight +3 Crafts(Beadle Specialism); +2 Melee; +1 Contacts 1-H or 2-H Improvised:1 OR 2 1-H or 2-H Improvised:1 OR 2 Spear:2 Cloth:0 Cloth & Round Sh:0+2 Leather & Round Sh:1+2 12 12 12 IVINIAN BOAT CREW Green but keen Experienced; Fierce Courage Veteran; Frightening when roused +1 Melee +2 Melee; +1 Missile +3 Melee; +2 Missile; +1Endurance Spear:2 Spear:2; Handaxe:1(0) Spear:2; Handaxe:1(0) Cloth:0 Cloth & Round Sh:0+2 Cloth & Round Sh:0+2 12 12 123 IVINIAN HUSCARL Green but in search of fame Experienced; Fierce honour Veteran; Protect my honour +1 Melee +2 Melee; +1 Endurance +3 Melee; +2 Endurance; +1 Strength (Damage+1) Spear:2; Hand axe:1(0) Spear:2; Hand axe:1(0) Spear:2; Short Swd:1; Hand axe:1(0) Leather & Round Sh:1+2 Ring & Round Sh:2+2 Ring & Round Sh:2+2 12 12 123 FATE OF HARN 36 © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 HârnWorld BARBARIAN WARRIOR (Unarmoured Foot) Youth Experienced; Fierce Veteran; Cunning +1 Missile +2 Missile; +1 Melee +3 Melee; +2 Missile; +1 Endurance Bow:1(1); Dagger:1 Bow: 1(1); Dagger:1 Bow: 1(1); Dagger:1 Cloth:0 Cloth:0 Cloth:0 12 12 123 BARBARIAN WARRIOR (Light Foot) Youth Experienced; Fierce Veteran; Cunning +1 Melee +2 Melee; +1 Endurance +3 Melee; +2 Endurance; +1 Strength (Damage+1) Sprear:2 Spear:2; Handaxe:1 Spear:2; Handaxe:1 Leather & Round Sh:1+2 Leather & Round Sh:1+2 Leather & Round Sh:1+2 12 123 123 BARBARIAN SHAMAN/WISE WOMAN Apprentice shaman Shaman of the (tribe/totem/god etc.); Fetish (appropriate +1 Spirit) Shaman of the (tribe/totem/god etc.); Fetish (appropriate +1 Spirit) +1 Scholar(Tribal Lore) +2 Shamanic Rites; +1 Scholar(Tribal lore) +3 Shamanic Rites; +2 Scholar (Tribal lore); +1 Survival Dagger:1 Dagger:1 Dagger:1 Cloth:0 Cloth:0 Cloth:0 12 12 12 FALSE BARBARIAN SHAMAN/WISE WOMAN ‘Apprentice’ ‘Shaman’ of the (tribe/totem/god etc.); Many prominent ‘Fetishes’ ‘Shaman’ of the (tribe/totem/god etc.); Many prominent ‘Fetishes’ +1 Deceive +2 Deceive; +1 Rapport(Orator) +3 Deceive; +2 Rapport (Orator); +1 Survival Dagger:1 Dagger:1 Dagger:1 Cloth:0 Cloth:0 Cloth:0 12 12 12 Named NPCs Named NPCs play a supporting role in scenes and scenarios. They often have a distinguishing aspect that sets them apart from the crowd, perhaps because of their relationship to a PC or NPC, a particular competence or unique ability, or simply the fact that they tend to appear in the game a great deal. The ‘faces’ assigned to particular locations are named NPCs, as are any characters who are named in one of the PCs’ aspects or with whom they have a relationship. While they may not be central to resolving a scenario, they’re a significant part of the session, either because they provide aid, present a problem, or figure in a subplot. To make a Named NPC, start with an appropriate Nameless NPCs but give them a unique High Concept and a Trouble, and 2-3 other aspects. Also add two stunts, and turn the skill column into a pyramid peaking at Good(+3). Also add Mild, Serious & Grievous Consequences. Significant Named NPCs These are the most significant characters that a PC will encounter, with a full character sheet just like a PC. They can be peers of the PCs with the same skill distribution and number of stunts as the PCs; improving as the PCs improve. Alternatively they can be superior to the PCs who remain static while the PCs grow to sufficient strength to oppose them. In this case their skill pyramid peaks at least two higher than the PCs with more aspects and more stunts to reflect their superiority. Friendly NPCs & Missing PCs The GM can use their pool of scene Fate Points compel any of their known Aspects (or roll to discofer them). The Fate Point forms a ‘party pool’ accessible to any PC. Similalrly a PC can invoke any of their known Aspects by paying a Fate Point to the GM. They support die rolls made by the GM or PC but do not initiate skill rolls (or take harm) themselves FATE OF HARN 37 HârnWorld © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 MORE ASPECTS AND STUNTS These suggestions are provided to flesh out Named or Significant NPCs. BARBARIAN WARRIOR Knows his Territory, Superstitious, Brutal (or Noble) Savage; Berserker Rage Notice(Keen Hearing): +2 on Notice rolls made to overcome based on hearing. Notice(Keen Eyesight): as above for visual perception. Survival(Tracker): +2 to Survival rolls made to find and follow tracks in their range. Almost any other Survival Stunt BARBARIAN SHAMAN/WISE WOMAN Terrifying to all, , Superstitious , Gossip, I've got a lotion for that, Never admit ignorance, Respected in community, Thinks things through Any Shamanic Rite Stunt Rapport(Braggart): Use Rapport instead of Provoke on first meeting someone to create an advantage based on intimidating demeanour. Rapport(Orator): +2 to Rapport when delivering an inspiring speech in front of the tribe. Empathy(Eye of Truth): +2 to Empathy rolls to discern or discover lies. Deceive(Mind Games): Use Deceive to make mental attacks provided they have the leverage of knowing an opponent’s weakness represented by an Aspect. IVINIAN WARRIOR Glory in Battle, Loot and Pillage, Brutal, Superstitious, Loyal to … , Terrifying to all, Berserker Rage, Superstitious Melee(Hurled Axe): Melee is used instead of Missiles to throw the Axe into an adjacent zone. Doing so puts the Disarmed aspect on the character, but no one gets to invoke that for free. Melee(Master of the Axe): Gain a +2 bonus to create an advantage using the Axe and Melee. Fight(almost any Stunt) Endurance(Bellow): Once per scene the character may use Endurance instead of Provoke to make a mental attack. Melee(Two Weapons): When attacking with two weapons accept -2 to all Melee rolls but, when successful, inflict 2 extra shifts of damage to the target. Endurance(Hard as Nails): Once per session spend a Fate Point to reduce the severity of a serious physical consequence to mild, or avoid a mild consequence altogether. COURTIER/STEWARD Loyal to Lord, Arrogant, Cultured, Everything money can buy, Family Honour, Generous, Get out of my way, Sheltered Upbringing (Rapport)Orator: +2 to Rapport when delivering an inspiring speech in front of a crowd. (If there are named NPCs or PCs in the scene, they may be targeted simultaneously with one roll rather than dividing up shifts.) Rapport(Braggart): Use Rapport instead of Provoke on first meeting someone to create an advantage based on intimidating demeanour. Rapport(Court Crony): Gain a +2 bonus to any attempt to overcome obstacles using Rapport when they are at a noble function, such as a royal hunt, tourney or moot. KNIGHT Loyal to Lord, I have a cunning Plan, For Glory!, Impoverished Noble, Oath to Lord, Knighted in the Field Melee(Master of Swords): Gain a +2 bonus to create an advantage using Melee with a sword. Melee(Counterstrike): If a character succeeds with style, using Melee to defend they are allowed to choose to inflict a 2-shift hit rather than take a boost. Melee(Critical Hit): Once per scene, when an opponent is forced to take a consequence, spend a Fate Point to increase the severity from minor to serious, serious to grievous or grievous to grievous PLUS a second consequence; or be taken out. MAN-AT-ARMS Loyal to Lord, Cynical, Dutiful, Just Following Orders, Loves an Honest Fight, Thug, Will Do Anything for Pay Missiles(Arrow Storm): Whenever a character uses a bow and they succeed in a Missiles attack, they automatically create a Fair (+2) opposition against movement in that zone until their next turn because of all the arrows in flight. Melee(Counterstrike): If a character succeeds with style, using Melee to defend against Melee, they are allowed to choose to inflict a 2-shift hit with their weapon rather than take a boost MILITIA Loyal to Locality, Local Concerns, Salt of the Earth, I have a future! Improvised Weapons, Underfed Crafts(Better than New!): Succeed with style on an Craft (overcome) action to repair something and gain a scene aspect instead of just a boost. FATE OF HARN 38 © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 HârnWorld THARDIC LEGIONARY Professional, Loyal to Self, Cynical, Dutiful, Just Following Orders, Loves an Honest Fight Melee(Master of Spear & Shield): Gain a +2 bonus to create an advantage using Melee when fighting with a spear & shield combination. Melee(Master of Sword & Buckler): Gain a +2 bonus to create an advantage using Melee when fighting with a sword and buckler combination. Ride(Master of the Mounted Charge): Gain a +2 bonus to create an advantage using Ride during a Mounted Charge. CRAFTSMAN/TRADESMAN Greedy, Dedicated to Craft/Trade, Industrious, Loves Routine, Perfectionist, Respected in Community Crafts(Better than New!): Succeed with style on an overcome action to repair something and gain a scene aspect instead of just a boost. Crafts(Always Making Useful Things): Make an overcome roll with Craft to have a tool or artefact, or jury rig it. MERCHANT/TRADER Avaricious, Eye for a Good Deal, Honest, Unprincipled, Wheeler-dealer, Gotta haggle! Rapport(Haggle): use Rapport to buy things if Privy Purse is no more than 2 below difficulty; Privy Purse may still change. Contacts(Ear to the Ground): roll Contacts against a difficulty of 2 where they’ve built a network of contacts to automatically go first in a social conflict initiated by someone else. Empathy(Eye of Truth): +2 to all Empathy rolls to spot lies, whether they’re directed at the character or someone else. MERCENARY/TOWN GUARD Loyal to Self, Cynical, Just Following Orders, Will Do Anything for Pay Fight(Dirty-Fighting): Spend a Fate Point to increase the harm done by a successful Fight attack so that Stress points become a Mild Consequence, Mild becomes serious or serious becomes Grievous related to a very painful blow to kidneys or gonads, or an eye gouge etc. Fight(Bar-fighter): Gain +2 to create advantages involving improvised weapons such as bottles, chairs etc., and clubs. LIA-KAVAIR Career Criminal, Chequered Past, Heart of gold, Hunted, Instinctive Liar, Thrill Seeker, Loyal, Avaricious, Can't Resist Temptation, Impoverished, Ruthless, Nimble Fingers Deceive(Mind Games): Use Deceive to make mental attacks against an opponent, provided the character has some form of leverage or ammunition in the form of an Aspect representing the opponent’s weakness. Melee(Hidden Weapon): Whenever hit with a Disarmed aspect, spend a Fate Point to declare the presence of a hidden dagger. The Disarmed aspect is ignored but the opponent gets a boost instead, representing the distraction of drawing the dagger. Dirty-Fighting: Spend a Fate Point to add +2 shifts of damage done by a successful Fight attack due to a very painful blow to kidneys or gonads, or an eye gouge etc. Bar-fighter: Gain +2 to create advantages involving improvised weapons such as bottles, chairs etc., and clubs. Almost any other Larceny or Deceive Stunt PRIEST Aspect assocaied with their god, Ascetic, Learned, Loner, Pious, Corrupt Ritual(Divine Intervention): Spend a Fate Point (or one from a character with the same faith) and use Ritual to create an advantage in keeping with one of the god’s aspects.Any invoke can be passed to another character. BEGGAR Con Artist, Desperate, Diseased, Frightening, Frightened Danger Sense: At the start of any physical conflict that would normally be a surprise for the character, they can make a free Notice roll to create an advantage based on the fact that they aren’t as surprised as the enemy thinks you should be. Contacts(Rumourmonger): +2 to create an advantage when planting rumours (likely vicious and untrue) about someone else. Rapport(Haggle): Provided Privy Purse is no more than 2 below the difficulty, use Rapport instead of Privy Purse to buy things, though it may still change. BRIGAND/OUTLAW Loyal to Gang, Former Soldier, FreedomFighter, Impoverished, Ruthless Athletics(Head for Heights): +2 to create advantages with Athletics in any activity or chase across rooftops or a similarly precarious environment. Fight(Grappler): Spend a Fate Point to allow any successful Fight attack to create the boost Incapacitated on opponent and allow a free invoke. FATE OF HARN 39 HârnWorld © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 MUSICIAN/PERFORMER Hopeless Romantic, Loves to be the centre of attention, Voice like honey Deceive(Master of Disguise): Spend a Fate Point to use a few things to create Disguised with a free invoke. Empathy(Good Listener): natural practitioner of the ‘talking cure’ who can help others recover from social or mental consequences. +2 to the Empathy roll. SCHOLAR Bookworm, I think it would be better if …, Mad Genius, Oblivious, Obsessed Scholar(I’ve Read about That): Spend a Fate Point to use Scholar in place of any other skill for one roll or exchange, provided they can justify having read about the action they are attempting. Scholar(Shield of Reason): Use Scholar to defend against Provoke attempts, provided the GM can be convinced that rational thought and reason could overcome fear. Investigate(Attention to Detail): Use Investigate instead of Empathy to defend against Deceive in contests due to careful observation of the opponent. Serf/Slave/Common Townsfolk Loyal to Locality or Master, Downtrodden, Confidante, Discontent, Obsequious, Overworked Empathy(Nose for Trouble): Use Empathy instead of Notice to determine initiative in a conflict, provided the character has already had a chance to observe/speak to those involved in the scene. Rapport(Haggle): Provided Privy Purse is no more than 2 below the difficulty, use Rapport instead of Privy Purse to buy things; Privy Purse may still change. Rapport(Braggart): Use Rapport instead of Provoke on first meeting someone to create an advantage based on intimidating demeanour HUNTER/FORESTER Loner, One with Nature, The Thrill of the Chase, Uncomfortable in Towns Survival(Tracker): +2 to Survival rolls to find and follow tracks in natural environs. Survival(Lodestone): never gets lost, whatever the weather or surroundings. They always know which way is north and the general direction of landmarks. In truly alien surroundings they can make a Survival roll vs. 3 to know where they are in relation to known landmarks. Survival(Herb Lore): use Survival instead of Scholar to find a particularly useful plants or herbs in natural environs. Add +2 to the healing rolls using plants/herbs to treat wounds/sickness. HARNIC BESTIARY These interpretations of the creatures of Harn World use the following Statistic Block: NAME (HIGH CONCEPT & Nos. appearing) Number appearing is only a guide to GMs and should be interpreted based on the narrative. It can be invoked or compelled to reflect the behaviour of a creature when other aspects don’t apply. Trouble Aspect A characteristic of the creature, or its behaviour, that may get it into difficulties (and perhaps advantage PCs). Behaviour Aspect An aspect of the creature’s behaviour or way of life. Threat Reaction Aspect A typical reaction to a threat from PCs (or other creatures) along with any qualifying factors such as time of year or presence of young etc. Other Aspect(s) These usually describe a natural ability of the creature if it is general enough to constitute an aspect. SIZE This is not an aspect but is used in combat encounters as described under Fight, Melee and Missile where the creature is more or less than ‘Man-sized’: Descriptor SIZE Tiny - Thumb-sized +0 Very small - Fist-sized +1 Small - Dog-sized +2 Man-sized +3 Big - Horse-sized +4 Huge - Elephant/Room-sized +5 Enormous - House-sized +6 Gigantic - Small Temple-sized +7 Vast - Keep-sized +8 Village-sized +9 Town-sized +10 City-sized +11 FEAR! Aggressive ‘natural’ beasts often have a Fear rating of +1, which increases for the larger &/or more ‘mythical’. Skill Column and (Stunts) Most peak at +4 with Stunts used to define specific modes of attack or other natural abilities. Attack Impact: Armour Protection: These are used as described in Fight, Melee and Missile. Stress and Consequences The Stress Track usually peaks at SIZE supplemented by Endurance &/or Will. They all have Mild, Serious and Grievous Conseqeunces, though narrative or context may make them reluctant to use them. FATE OF HARN 40 © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 HârnWorld BEASTS AQUATIC – DARANOG (1) Stays close to Water; Swift strike from the water’s edge; Retreat to fight another day. HUGE(+5) & TERRIBLE(+1)! +4 Fight (Serpentine Crush: Can spend a Fate Point to allow any successful Fight attack to create the boost Incapacitated on an opponent with a free invoke.); +3 Stealth; +2 Notice; +1 Athletics (Swimmer: Move two zones through water and attack, unless there is a movement restriction). Bite: 5/1 (due to long neck); Constrict: 6/0 (if target is Incapacitated) Glistening Green-Blue Scales: 3 12345 Mild1 Mild1 Serious2 Grievous3 AQUATIC – WRECAN (1) Ships look like other Wrecan; Territorial predator; Hates other Wrecan; Can’t let go! GIGANTIC(+7) & HORRIFIC(+2)! +4 Fight (Jaws of the Wrecan): Spend a Fate Point after a successful Fight attack to create the advantage In its Jaws on any vessel/creature up to its own size. On smaller creatures/objects, this becomes Swallowed! Successive successes generate Firmer Grip, and then Sinking, as it drags the ship down. The Endurance of Swallowed! characters is subject to automatice Attacks each exchange (Armour applied only for the first exchange). They may also face the risk of suffocation. Swallowed! Characters must Overcome +2 to Attack the Wrecan which then defends using Endurance but with no armour protection; +3 Endurance; +2 Notice; +1 Athletics (Swimmer: Move two zones through water and attack, unless there is a movement restriction). Bite:6 Brown Wrinkly Hide:3 1234567 Mild1 Mild1 Serious2 Serious2 Grievous3 BEARS – BLACK BEAR (1) Curious; Mildly Territorial Omnivore; Retreat unless young are threatened; Powerful Claws MAN-SIZED(+3) +4 Notice (Keen Sense of Smell: +2 on Notice rolls made to overcome using good sense of smell.); +3 Athletics (Climber: +2 to Athletics when climbing trees); +2 Survival; +1 Fight Claws: 1 Pelt: 1 123 Mild1 Serious2 Grievous3 BEARS – BROWN ‘GRIZZLED’ BEAR (1) Territorial in Spring; Intimidate if threatened or attack in defence of young; Ripping Claws BIG(+4) & HORRIFIC(+2) +4 Fight (Roar: Use Fight to make Mental Attack against Will on anyone in the same Zone, once per scene) & (Grappler: spend a Fate Point to allow any successful Fight attack to create the boost Incapacitated on an opponent) & (Bear Hug: +2 shifts of damage on an Incapacitated opponent) & (Teeth & Claws: Either +1 to attack a single target with teeth AND claws, OR attack 2 targets at -1 each); +3 Endurance; +2 Athletics; +1 Notice. Bite & Claws: 2 Thick Hide & Pelt: 2 1234 Mild1 Serious2 Grievous3 BEARS – SNOW BEAR (1) Feels the heat; Fearless Hunter; White on White. BIG(+4) & TERRIBLE(+1)! +4 Fight; +3 Endurance; +2 Stealth; +1 Athletics (Swimmer: Move two zones thorugh water and attack in the same action if there are no restrictions to movement.) Bite & Claws: 2 Thick Hide & Pelt: 2 1234 Mild1 Serious2 Grievous3 CAT – COUGAR (1) Nervous; Stalks its prey; Retreats; Grace & Power. SMALL(+2) +4 Notice; +3 Stealth (Ambush: Use Stealth to Attack if target is unaware); +2 Athletics (Death from above: +2 to Overcome or Create Advantage when above the opponent); +1 Fight. Bite:1 Hide:1 12 Mild1 Serious2 Grievous3 CAT – DRACOFELAS (1) Arrogant ‘Lord of the Forest‘; Nocturnal Hunter by Stealth; Frightened of nothing; Sabre-toothed. BIG(+4) +4 Fight; +3 Stealth (Cats Grace: Use Stealth to climb and move among the trees) AND (Ambush: Use Stealth to Attack if target is unaware); +2 Notice; +1 Endurance. Sabre toothed bite: 2 Thick Fur: 1 1234 Mild1 Serious2 Grievous3 FATE OF HARN 41 HârnWorld © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 CATTLE - AUROCHS (1d6+1) The Herd comes first; Aggressive grazer; Enormous horns; Potent sinews. HUGE(+5) +4 Fight (Charge: Overcome +2 to move 1 zone and Attack as one action and, if Succeed with Style then +2 Damage due to trampling); +3 Endurance (Too stubborn to die: Once per scene spend a Fate Point to ignore the damage from any single attack); +2 Provoke (Bellow: Use Provoke against every creature in the zone, plus 1 zone per Fate Point expended); +1 Notice (Herd instinct: +1 to Notice for each adult present) Hooves and Horns:5 Hide:2 12345 Mild1 Mild1 Serious2 Grievous3 CATTLE - WISENT (1d6+6) The Herd comes first; Avoid confrontations; Heavily muscled grazer BIG(+4) +4 Endurance (Hard to kill: Use Endurance to defend against physical attacks though the beast takes +1 extra damage on a tie); +3 Fight (Charge: Overcome +2 to move 1 zone and Attack as one action and, if Succeed with Style then +2 Damage due to trampling); +2 Athletics; +1 Notice (Herd instinct: +1 to Notice for each adult present). Hooves and Horns:4 Hide:2 1234 Mild1 Serious2 Grievous3 CHIMERA - HIRENU (1) Stupid & lightly boned; Territorial scavenger; Intimidate if threatened BIG(+4) & TERRIBLE(+1)! +4 Notice; +3 Athletics (Leap onto a target: Succeed with style to leap 20’ into the air before swooping hooves first onto the target to do +2 shifts of Damage) AND (Fly: Move 2 zones and attack as a single action so long as there is no restriction); +2 Fight (Multiple Attacks: Either +1 to attack a single target with Beak AND Talons, OR attack 2 targets at -1 each); +1 Provoke Talons:3 & Beak:2 Hide:2 1234 Mild1 Serious2 Grievous3 CHIMERA – GRIFFON (1 MALE) Arrogant Master of the high peaks; Cunning hunter; Intimidate rather than fight. BIG(+4) & TERRIBLE(+1)! +4 Athletics (Glide attack: Use Athletics to move up to 2 zones per 20’ of starting height and attack as a single action) AND Agile climber: +2 to climb); +3 Endurance; +2 Provoke (Roar!: Intimidate Attack on all creatures within 1 zone); +1 Fight (Multiple Attacks: Either +1 to attack a single target with Beak and Talons, OR attack 2 targets at -1 each) Talons:2 & Beak:1 Hide:2 1234 Mild1 Serious2 Grievous3 CHIMERA – GRIFFON (1d6+3 FEMALES) The pride comes first; Cunning pack hunter; Drive the prey. BIG(+4) & TERRIBLE(+1)! +4 Notice; +3 Stealth; +2 Athletics (Glide attack: Use Athletics to move up to 2 zones per 20’ of starting height and attack as a single action) AND (Agile climber: +2 to climb); +2 Fight (Multiple Attacks: Either +1 to attack a single target with Beak and Talons, OR attack 2 targets at -1 each) Talons:2 & Beak:1 Hide:2 1234 Mild1 Serious2 Grievous3 DEER – RED DEER (1d3+1 x 1d6) The Herd comes first; Placid grazer; Flee unless provoked. BIG(+4) +4 Notice; +3 Athletics (Charge: Overcome +2 to move 1 zone and Attack as one action and, if Succeed with Style then +2 Damage due to trampling); +2 Endurance; +1 Fight. Gore:1 Hide:1 1234 Mild1 Serious2 Grievous3 DEER – PERAN MOOSE (1d3) Fearless; Territorial forest grazer; Challenge the interloper HUGE(+5) +4 Strength; +3 Endurance (Hard to kill: Use Endurance to defend against physical attacks though the beast takes +1 extra damage on a tie); +2 Fight; +1 Athletics (Charge: Overcome +2 to move 1 zone and Attack as one action and, if Succeed with Style then +2 Damage due to trampling) Gore:2 (+2 shifts of Damage) Hide:2 12345 Mild1 Mild1 Serious2 Grievous3 FATE OF HARN 42 © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 HârnWorld DOG – ATTACK/GUARD DOG (varies) Domesticated; Courageous friend to man; Bite before bark. SMALL(+2) +4 Fight; +3 Athletics (Swift: Move two zones and attack as a single action if no restriction to movement); +2 Notice; +1 Stealth Bite:1 Hide:1 12 Mild1 Serious2 Grievous3 DOG – BLOODHOUND (varies) Domesticated; Tenacious friend to man; Bark before bite. SMALL(+2) +4 Survival (Tracker: +2 to Survival rolls made to find and follow tracks in a natural environments); +3 Notice (Keen Sense of Smell: +2 to Notice using smell); +2 Athletics; +1 Stealth Bite:1 Hide:1 12 Mild1 Serious2 Grievous3 DRAGON – DRAGONET (1) Prized as a familiar; Bat-winged serpent; Fight another day; Psychic link SMALL(+2) +3 Athletics (Diving Attack: Move up to 2 zones, Attack, and continue on for another zone) AND (Flyer: Move two zones instead of one, provided there are no aspects restricting movement); +2 Fight; +1 Notice (Psychic Link: Spend a Fate Point to detect any ethereal in the scene and communicate to a chosen human) Bite:1 Iridescent scales:1 12 Mild1 Serious2 Grievous3 DRAGON – BASILISK (1) Prized by scholars; Solitary cave dweller; Very aggressive BIG(+4) & TERRIBLE(+1)! +4 Will (Gaze: +2 against target’s Will to create Frozen so long as the target is in the same zone. The effect can be sustained at the end of that, and subsequent, exchanges by spending a Fate Point); +3 Stealth; +2 Fight (Venom: spend a Fate Point following any successful Fight attack to force the victim to take a Consequence, Creeping Paralysis, instead of Stress. This requires an Endurance Overcome to reduce to the value of the Consequence until it’s gone); +1 Notice Bite:2 Dull brown and black scales:3 1234 Mild1 Serious2 Grievous3 DRAGON – LINDWORM (1) Stay close to Water; Territorial serpent; Very aggressive BIG(+4) & TERRIBLE(+1)! +4 Notice; +3 Stealth (Prismatic Scales: Use Stealth instead of Athletics to defend against physical attacks); +2 Fight (Grappler: spend a Fate Point to allow any successful Fight attack to create the boost Incapacitated on an opponent as its tail coils around them) AND ( Venom: spend a Fate Point following any successful Fight attack to force the victim to take a Consequence, Creeping Paralysis, insteaed of Stress. This requires an Endurance Overcome to reduce the value of the Consequence until it’s gone); +1 Athletics (Swimmer: Move two zones for free in a conflict without rolling, instead of one, provided there are no aspects restricting movement.) Claws & Bite: 3 Glistening scales: 3 1234 Mild1 Serious2 Grievous3 DRAGON – DRAKE (1) Craven; Territorial stalker; Spit! BIG(+4) & TERRIBLE(+1)! +4 Athletics (Climber and Jumper: +2 when using Athletics to climb or jump); +3 Fight (Acid Spray: once per session can ignore victim’s armour following a successful Fight attack or spend a Fate Point to attack a weapon or armour with an Overcome against the quality of their crafting to make them permanently Weakened); +2 Endurance; +1 Stealth (Ambush: Spend a Fate Point to take the first action irrespective of normal turn order). Claws & Bite: 3 Glistening scales: 3 1234 Mild1 Serious2 Grievous3 DRAGON – WYVERN (1) Light boned; Soaring Terrtorial Hunter; Craven BIG(+4) & TERRIBLE(+1)! +4 Athletics (Flyer: Move two zones instead of one provided there are no restrictive aspects) AND (Diving Attack: Use Athletics to move up to 2 zones, attack, and continue into another zone); +3 Notice (Sharp eyed: +2 to Overcome using sight); +2 Fight ( Venom: spend a Fate Point following any successful Fight attack to force the victim to take a Consequence, Creeping Paralysis, insteaed of Stress. This requires an Endurance Overcome to reduce the value of the Consequence until it’s gone ) +1 Survival Claws & Bite: 3 Glistening scales: 3 1234 Mild1 Serious2 Grievous3 FATE OF HARN 43 HârnWorld © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 GIANT – HRU (5d6) Stone in the sun; Sociable thinker; Fight ENORMOUS(+6) & TERRIBLE (+1) +4 Notice (Foul Breath: Use Endurance to create Retching on any opponent(s) in the same zone due to its foul breath.); +3 Fight (Haymaker: Success with Style in a Fight attack places Dazed on the target with a free invoke) AND (Great Blow: Success in a Fight attack automatically inflicts 2 extra shifts of physical damage); +2 Scholar (Lore of the Mountains: gains a +2 to all Scholar rolls relating to the Mountains); +1 Athletics Fist:5 Stone!:6 123456 Mild1 Mild1 Serious2 Serious2 Grievous3 GRAVE-WIGHT – MALE (1d6) Not Very Bright Follower of its Female; Long Limbed Night Stalker; Attack! MAN-SIZED(+3) & HORRIFIC(+2)! +4 Athletics & +3 Fight (Rot: If an Attack causes a physical Consequence it is Grave Rot which must be treated successfully or it gets worse!) AND (Teeth & Claws: Either +1 to attack a single target with teeth AND talons, OR attack 2 targets at -1 each); +3 Stealth; +2 Strength (+1 Damage); +1 Endurance. Talons:3/1 & Bite:2/0 Thick Hide & Pelt: 2 123 Mild1 Serious2 Grievous3 GRAVE-WIGHT – FEMALE (1/male group) Fat and Slow; Night Stalker; Cunning Deceiver MAN-SIZED(+3) & HORRIFIC(+2)! +4 Will (Influence: Passive Overcome vs. target Will within 2 Zones to secretly create the advantage Confused. Actively Overcome vs. target Will within 2 Zones to secretly create the advantage Panic. Either advantage can only be invoked by the female and are typically used to drive them from the Wights’ lair or draw them deeper into danger); +3 Endurance; +2 Stealth; +1 Fight (Rot: If an Attack causes a physical Consequence it is Grave Rot which must be treated successfully or it gets worse!) Talons:2/0 & Bite:2/0 Thick Hide & Pelt: 2 123 Mild1 Serious2 Grievous3 GULMORVRIN (varies) Slow; Suscpetible to Light and Fire; Obedient to Master HORRIFIC(+2)! +4 Fight (Touched by Bukrai: If any Physical Stress is inflicted add a point of Mental Stress); +3 Endurance +2 Strength; +1 Will (Hard boiled: Once per session choose a mild or serious Consequence that can’t be compelled/invoked against it for the duration of the scene. At the end of the scene the Consequence increases one level). Bludgeoning Fists:1 (+1 Damage) Leathery skin:1 1234 Mild1 Serious2 Grievous3 SNAKE – HARNIC ADDER (1d3) Craven; Silent in the undergrowth; Dangerous when surprised! VERY SMALL(+1) +4 Notice; +3 Stealth; +2 Athetics; +1 Fight (Poison: Victim Overcomes +2 with Endurance or suffers 1 physical stress per exchange until treated) Bite:1 Skin:0 0 TAWEDOG (1) Shy, elusive and enigmatic ‘Old Ones of the Forest’; Camouflage; Berserk blood lust BIG(+4) & TERRIBLE(+1)! +4 Notice; +3 Provoke (Presence: Use Provoke to defend against Melee/Fight attacks, but only until receiving stress in a conflict, which demonstrates vulnerability); +2 Athletics (Move through the canopy: +2 to Overcome obstacles among the forest canopy); +1 Survival (Ghost in the woods: +2 to create advantages when tracking or being tracked). Clawed hand:3 or Tree bough:2 Hide:1 1234 Mild1 Serious2 Grievous3 WILD BOAR (1) Tenacious(or Stupid!); Ferociously Territorial; Cunning MAN-SIZED(+3) +4 Fight; +3 Endurance; +2 Athletics (Charge: Move two zones instead of one into contact, provided there are no restrictive aspects); +1 Notice Tusks:2 Thick Hide:1 123 Mild1 Serious2 Grievous3 FATE OF HARN 44 © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 HârnWorld WOLF – BLACK WOLF (2d6) Depends on the pack; Intensely Territorial; Cunning Hunter SMALL(+2) +4 Notice; +3 Survival; +2 Fight (Pack Hunter: +2 to create an advantage using Fight when there are 3+ wolves in the scene); +1 Stealth Bite: 1 Thick Fur: 1 123 Mild1 Serious2 Grievous3 WOLF – DIRE WOLF (1d3) Reckless; Intensely Territorial; Cunning Hunter BIG(+4) +4 Notice; +3 Endurance; +2 Fight (Pack Hunter: +2 to create an advantage using Fight when there are 3+ wolves in the scene) AND (Teeth & Claws: Either +1 to attack a single target with teeth AND claws, OR attack 2 targets at -1 each); +1 Stealth Teeth:2 & Claws:1 Thick Fur: 1 1234 Mild1 Serious2 Grievous3 YELGRI (2d6) Light Boned; Skittish Hunter; Aggressive MAN-SIZED(+3) & TERRIBLE(+1)! +4 Athletics (Fly: Move 2 zones instead of one provided there are no restrictive aspects); +3 Notice; +2 Fight (Diving Attack: Can dive three zones and Attack with Talons as one action provided there are no restrictive aspects); +1 Melee Primitive Spear/Javelin:1/1 & Talons:1 Hide:2 123 Mild1 Serious2 Grievous3 GARGUN GARGU –ARAK (2d6) – Small Orc Easily bullied; Nocturnal Predator; Avoids other Gargun; SMALL(+2) +4 Stealth; +3 Missiles; +2 Fight; +1 Survival (Herb Lore: use Survival instead of Scholar to find plants giving +2 to treat physical Consequences) Mankar:1 & Bow:1/1 Hide:1 & Buckler(+1 Defend) 12 Mild1 Serious2 Grievous3 GARGU –HYEKA (2d6) – Brown Orc Confident miner; Nocturnal Predator; Metal Crafter MAN-SIZED(+3) +4 Melee; +3 Notice; +2 Stealth; +1 Craft (Miner: +2 to Craft rolls relating to mines and mining) Mankar:1 & Javelin:2/1 Hide & Round Sh:1+1 123 Mild1 Serious2 Grievous3 GARGU –KYANI (1d6) – White Orc Loyal to Tribe; Thoughtful Nocturnal Predator; Honours Courage SMALL(+2) +4 Melee; +3 Notice (Danger Sense: a free Notice roll to Create an Advantage as they are not as surprised as the enemy expects); +2 Scholar (Wolf Ken: Use Scholar instead of Rapport/Provoke/Empathy to ‘communicate’ basic ideas and simple directions to dogs/wolves); +1 Endurance Mankar:1 & Javelin:2/1 Leather & Round Sh:1+1 1234 Mild1 Serious2 Grievous3 GARGU –VIASAL (1d6) – Red Orc Aggressive; Superstitious Nocturnal Cannibal Predator; Hate Khanu MAN-SIZED(+3) +4 Melee; +3 Stealth; +2 Athletics; +1 Notice (Danger Sense: a free Notice roll to create an advantage due to the fact that they’re not surprised by enemy at the start of any ambush.) Mang:2 & Spear:2 Ring & Round Sh:2+1 123 Mild1 Serious2 Grievous3 GARGU –KHANU (1d6) – Black Orc Fearless; Murderous Nocturnal Predator; Battle Rage MAN-SIZED(+3) +4 Melee; +3 Endurance; +2 Notice (Danger Sense: a free Notice roll to create an advantage due to the fact that they’re not surprised by enemy at the start of any ambush); +1 Stealth Mang:2 (+1 Damage) Ring & Round Sh:2+1 1234 Mild1 Serious2 Grievous3 FATE OF HARN 45 HârnWorld © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 ELEMENTALS Elementals can be summoned from the elemental dimensions that exist beyond the Spirit World. They vary in size from the Very Small (Size +1) to rare Elemental Lords (Enormous: Size +6). INTELLIGENCE Elementals up to Size +3 are no more intelligent than dogs or well-trained horses, but the larger they get the more intelligent they become. These Elementals often have complex, individual personalities, and quirks. VULNERABILITIES Elementals are normally only vulnerable to attacks using their own element, the element to which they are diametrically opposed, or magic from a similar source. They also suffer if they are separated from their natural element. They -1 to all rolls per zone away from a source of their element (or in the case of fire elementals, fuel to feed on). This has most effect on water and mineral elementals, and least on air elementals. Fire elementals have to Overcome their own Rank to remain active in the same zone for more than 2 exchanges, as they use up fuel depending on their own size; this is why they most often attack using their fireball stunt as it allows them to pass through the target’s zone and refuel in an adjacent one. AIR ELEMENTALS Invulnerable to any physcal attacks other than those based on its own or the diametric element/essence: Earth or Fyvrian Magic. Common Stunt: Charge! Spend a Fate Point (own or Conjuror‘s) to Move up to 2 Zones into contact, attack with a Buffet, and retreat 1 Zone, all as a single action. VERY SMALL(+1) Playful and dangerous living wind +1 Athletics Buffet:1 1 Mild1 Serious2 Grievous3 SMALL(+2) Playful and dangerous living wind +2 Athletics, +1 Strength Buffet:2 [+1Dam] 12 Mild1 Serious2 Grievous3 MAN-SIZED(+3) Playful and dangerous living wind +3 Athletics, +2 Strength, +1 Fight Buffet:3 [+1Dam] 123 Mild1 Serious2 Grievous3 BIG(+4) Playful and dangerous living wind Confined spaces are restrictive +4 Athletics, +3 Strength, +2 Fight, +1 Deceive Buffet:4 [+2Dam] 1234 Mild1 Serious2 Grievous3 HUGE(+5) Playful and dangerous living wind Confined spaces are restrictive Sound is Just Moving Air +5 Athletics, +4 Strength, +3 Fight, +2 Deceive, +1 Provoke Buffet:5 [+2Dam] 12345 Mild1 Serious2 Grievous3 ENORMOUS(+6) Playful and dangerous living wind Confined spaces are restrictive Sound is Just Moving Air A Storm Incarnate +6 Athletics, +5 Strength, +4 Fight, +3 Deceive, +2 Provoke, +1 Will Buffet:6 [+3Dam] 123456 Mild1 Mild1 Serious2 Grievous3 FATE OF HARN 46 © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 HârnWorld EARTH ELEMENTALS Invulnerable to any physcal attacks other than those based its own or the diametric element/essence: Air or Lyahvian Magic. Common Stunt: Restrain! Spend a Fate Point (own or Conjuror‘s) to gain +2 active opposition to any movement through the zone it occupies. VERY SMALL(+1) Deliberate and Dangerous Living Earth +1 Strength Batter and Bury:1[+1Dam] 1 Mild1 Serious2 Grievous3 SMALL(+2) Deliberate and Dangerous Living Earth +2 Strength, +1 Fight Batter and Bury:2[+1Dam] 12 Mild1 Serious2 Grievous3 LARGE(+3) Deliberate and Dangerous Living Earth +3 Strength, +2 Fight, +1 Athletics Batter and Bury:3[+2Dam] 123 Mild1 Serious2 Grievous3 BIG(+4) Deliberate and Dangerous Living Earth Stone is not Earth! +4 Strength, +3 Fight, +2 Athletics, +1 Will Batter and Bury:4[+2Dam] 1234 Mild1 Serious2 Grievous3 HUGE(+5) Deliberate and Dangerous Living Earth Stone is not Earth! Earth is my Water +5 Strength, +4 Fight, +3 Athletics, +2 Will, +1 Empathy Batter and Bury:5[+3Dam] 12345 Mild1 Serious2 Grievous3 ENORMOUS(+6) Deliberate and Dangerous Living Earth Stone is not Earth! Earth is my Water Plant Nurturer +6 Strength, +5 Fight, +4 Athletics, +3 Will, +2 Empathy, +1 Deceive Batter and Bury:6[+3Dam] 123456 Mild1 Mild1 Serious2 Grievous3 FIRE ELEMENTALS Invulnerable to any physcal attacks other than those based on its own or the diametric element/essence: Water or Odivishan Magic. Common Stunt: Fireball! Spend a Fate Point (own or Conjuror‘s) to Move up to 2 Zones into contact and Burn as a single action. VERY SMALL(+1) Swift and Aggressive Essence of Flame +1 Fight Burn:1 1 Mild1 Serious2 Grievous3 SMALL(+2) Swift and Aggressive Essence of Flame +2 Fight, +1 Athletics Burn:2 12 Mild1 Serious2 Grievous3 LARGE(+3) Swift and Aggressive Essence of Flame +3 Fight, +2 Athletics, +1 Endurance Burn:3 123 Mild1 Serious2 Grievous3 BIG(+4) Swift and Aggressive Essence of Flame Hot Tempered Destroyer +4 Fight, +3 Athletics, +2 Endurance, +1 Provoke Burn:4 1234 Mild1 Serious2 Grievous3 HUGE(+5) Swift and Aggressive Essence of Flame Hot Tempered Destroyer Fuel my Flame +5 Fight, +4 Athletics, +3 Endurance, +2 Provoke, +1 Deceive Burn:5 12345 Mild1 Serious2 Grievous3 ENORMOUS(+6) Swift and Aggressive Essence of Flame Hot Tempered Destroyer Fuel my Flame Beautiful when Tranquil +6 Fight, +5 Athletics, +4 Endurance, +3 Provoke, +2 Deceive, +1 Will Burn:6 123456 Mild1 Mild1 Serious2 Grievous3 FATE OF HARN 47 HârnWorld © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 ICE ELEMENTALS Invulnerable to any physcal attacks other than those based on its own or the the diametric element/essence: Fire or Peleahn Magic Common Stunt: Ice Storm! Spend a Fate Point (own or Conjuror‘s) to cause +1 shift of damage when making a successful Fight attack.# VERY SMALL(+1) Pitiless Essence of Cold +1 Fight Freeze:1 1 Mild1 Serious2 Grievous3 SMALL(+2) Pitiless Essence of Cold +2 Fight, +1 Endurance Freeze:2 123 Mild1 Serious2 Grievous3 MAN-SIZED(+3) Pitiless Essence of Cold +3 Fight, +2 Endurance, +1 Athletics Freeze:3 123 Mild1 Serious2 Grievous3 BIG(+4) Pitiless Essence of Cold Cold and Dark! +4 Fight, +3 Endurance, +2 Athletics, +1 Provoke Freeze:4 1234 Mild1 Serious2 Grievous3 HUGE(+5) Pitiless Essence of Cold Cold and Dark! Sensual Flow +5 Fight, +4 Endurance, +3 Athletics, +2 Provoke, +1 Will Freeze:5 12345 Mild1 Serious2 Grievous3 ENORMOUS(+6) Pitiless Essence of Cold Cold and Dark! Sensual Flow Tidal Wave! +6 Fight, +5 Endurance, +4 Athletics, +3 Provoke, +2 Will, +1 Strength Freeze:6 123456 Mild1 Mild1 Serious2 Grievous3 LIGHT ELEMENTALS Invulnerable to any physcal attacks other than those based on its own or the diametric element/essence: Earth or Fyvrian Magic. Common Stunt: Prismatic Flicker Spend a Fate Point (own or Conjuror‘s) to use Deceive instead of Athletics to defend against physical attacks. VERY SMALL(+1) Playful and dangerous living light +1 Deceive Dazzle:1 1 Mild1 Serious2 Grievous3 SMALL(+2) Playful and dangerous living light +2 Deceive, +1 Athletics Dazzle:2 12 Mild1 Serious2 Grievous3 MAN-SIZED(+3) Playful and dangerous living light +3 Deceive, +2 Athletics, +1 Fight Dazzle:3 123 Mild1 Serious2 Grievous3 BIG(+4) Playful and dangerous living light Line of Sight +4 Deceive, +3 Athletics, +2 Fight, +1 Provoke Dazzle:4 1234 Mild1 Serious2 Grievous3 HUGE(+5) Playful and dangerous living light Line of Sight Coat of Many Colours +5 Deceive, +4 Athletics, +3 Fight, +2 Provoke, +1 Will Dazzle:5 12345 Mild1 Serious2 Grievous3 ENORMOUS(+6) Playful and dangerous living light Line of Sight Coat of Many Colours Awesome Presence +6 Deceive, +5 Athletics, +4 Fight, +3 Provoke, +2 Will, +1 Empathy Dazzle:6 123456 Mild1 Mild1 Serious2 Grievous3 FATE OF HARN 48 © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 HârnWorld METAL ELEMENTALS Invulnerable to any physcal attacks other than those based on the its own or diametric element/essence: Spirit or Savoryan Magic. Some consider these refined members of one of the Stone tribes as it has some similarities to those cruder crreatures. Common Stunt: Dismantle! Spend a Fate Point (own or Conjuror‘s) to gain +2 to Create an Advantage due to taking some constrcuted item apart. VERY SMALL(+1) Sharp Edged Artificer +1 Craft Stab:1 1 Mild1 Serious2 Grievous3 SMALL(+2) Sharp Edged Artificer +2 Craft, +1 Endurance Stab:2 123 Mild1 Serious2 Grievous3 LARGE(+3) Sharp Edged Artificer +3 Craft, +2 Endurance, +1 Deceive Stab:3 123 Mild1 Serious2 Grievous3 BIG(+4) Sharp Edged Artificer Fragile Fault Lines Under Pressure +4 Craft, +3 Endurance, +2 Deceive, +1 Strength Stab:4 1234 Mild1 Serious2 Grievous3 HUGE(+5) Sharp Edged Artificer Fragile Fault Lines Under Pressure Ingenuity is Fascinating +5 Craft, +4 Endurance, +3 Deceive, +2 Strength, +1 Will Stab:5 12345 Mild1 Serious2 Grievous3 ENORMOUS(+6) Sharp Edged Artificer Fragile Fault Lines Under Pressure Ingenuity is Fascinating Metals can Flow +6 Craft, +5 Endurance, +4 Deceive, +3 Strength, +2 Will, +1 Scholar Stab:6 123456 Mild1 Mild1 Serious2 Grievous3 SHADOW ELEMENTALS Invulnerable to any physical attacks other than those based on its own or the the diametric element/essence: Fire or Peleahn Magic. Shadow Elementals cannot cause physical stress, but attack with Provoke to Frighten. Shadow Elementals are sometimes mistaken for the feared Shadow of Bukrai ... Common Stunt: Shivers! Spend a Fate Point (own or Conjuror‘s) to gain +1 to shifts of mental strss when attacking using Provoke. VERY SMALL(+1) Insidious Pool of Shadow +1 Stealth Frighten:1 1 Mild1 Serious2 Grievous3 SMALL(+2) Insidious Pool of Shadow +2 Stealth, +1 Provoke Frighten:2 12 Mild1 Serious2 Grievous3 LARGE(+3) Insidious Pool of Shadow +3 Stealth, +2 Provoke, +1 Empathy Frighten:3 123 Mild1 Serious2 Grievous3 BIG(+4) Insidious Pool of Shadow Silent and Cold! +4 Stealth, +3 Provoke, +2 Empathy, +1 Will Frighten:4 1234 Mild1 Serious2 Grievous3 HUGE(+5) Insidious Pool of Shadow Silent and Cold! Hide in Plain Sight +5 Stealth, +4 Provoke, +3 Empathy, +2 Will, +1 Deceive Frighten:5 12345 Mild1 Serious2 Grievous3 ENORMOUS(+6) Insidious Pool of Shadow Silent and Cold! Hide in Plain Sight The Pit of Despair +6 Stealth, +5 Provoke, +4 Empathy, +3 Will, +2 Deceive, +1 Athletics Frighten:6 123456 Mild1 Mild1 Serious2 Grievous3 FATE OF HARN 49 HârnWorld © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 STONE ELEMENTALS All of the many mineral tribes are invulnerable to anything but attacks based on its own or the diametric element/essence: Spirit or Savoryan Magic. Common Stunt: Smash! Spend a Fate Point (own or Conjuror‘s) to gain +1 Shift of damage against any Armour or Shield that is used to absorb damage, or any constructed item it attacks. VERY SMALL(+1) Blunt Destroyer +1 Fight Crush:1 1 Mild1 Serious2 Grievous3 SMALL(+2) Blunt Destroyer +2 Fight, +1 Endurance Crush:2 123 Mild1 Serious2 Grievous3 LARGE(+3) Blunt Destroyer +3 Fight, +2 Endurance, +1 Deceive Crush:3 123 Mild1 Serious2 Grievous3 BIG(+4) Blunt Destroyer Fragile Fault Lines Under Pressure +4 Fight, +3 Endurance, +2 Deceive, +1 Strength Crush:4 [+1Dam] 1234 Mild1 Serious2 Grievous3 HUGE(+5) Blunt Destroyer Fragile Fault Lines Under Pressure Single Minded +5 Fight, +4 Endurance, +3 Deceive, +2 Strength, +1 Will Crush:5 [+1Dam] 12345 Mild1 Serious2 Grievous3 ENORMOUS(+6) Blunt Destroyer Fragile Fault Lines Under Pressure Single Minded Unstoppable +6 Fight, +5 Endurance, +4 Deceive, +3 Strength, +2 Will, +1 Scholar Crush:6 [+2Dam] 123456 Mild1 Mild1 Serious2 Grievous3 WATER ELEMENTALS Invulnerable to anything but attacks based on its own or the the diametric element/essence: Fire or Peleahn Magic. Common Stunt: Fascinate! Spend a Fate Point (own or Conjuror‘s) to gain +2 to Create an Advantage using Rapport. VERY SMALL(+1) Flirtatious but Irresistible Living Water +1 Athletics Pummel and Drown:1 1 Mild1 Serious2 Grievous3 SMALL(+2) Flirtatious but Irresistible Living Water +2 Athletics, +1 Rapport Pummel and Drown:2 12 Mild1 Serious2 Grievous3 LARGE(+3) Flirtatious but Irresistible Living Water +3 Athletics, +2 Rapport, +1 Empathy Pummel and Drown:3 123 Mild1 Serious2 Grievous3 BIG(+4) Flirtatious but Irresistible Living Water Cold and Dark! +4 Athletics, +3 Rapport, +2 Empathy, +1 Fight Pummel and Drown:4 1234 Mild1 Serious2 Grievous3 HUGE(+5) Flirtatious but Irresistible Living Water Cold and Dark! Sensual Flow +5 Athletics, +4 Rapport, +3 Empathy, +2 Fight, +1 Endurance Pummel and Drown:5 12345 Mild1 Serious2 Grievous3 ENORMOUS(+6) Flirtatious but Irresistible Living Water Cold and Dark! Sensual Flow Tidal Wave! +6 Athletics, +5 Rapport, +4 Empathy, +3 Fight, +2 Endurance, +1 Deceive Pummel and Drown:6 123456 Mild1 Mild1 Serious2 Grievous3 FATE OF HARN 50 © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 HârnWorld SPIRITS Spirits can be summoned (see Shek Pvar and Shaman Extras) or encountered in nature. Rank reflects their power as Size depends on their choice of manifestation which can be very varied. INTELLIGENCE Spirits of Rank 1-2 are usually as intelligent as a child with Rank 3 having adult understanding. Those of higher Rank may be far more intelligent and cunning! SPIRIT VULNERABILITIES All spirits are vulnerable to mental, and immune to physical, attacks, but their choice of manifestation may not be. Many spirits are sometimes very fond of some object or places and threats to them can encourage the spirit’s cooperation. If taken out the spirit either disperses or retreats into its chosen object to recover. SPIRITS OF NATURE - ILSIRI These are the ubiquitous spirits summoned using the Shamanic Rites skill and rarely exceed Rank +3. The often manifest as tiny humanoids with insect wings Minor Ilsiri (Rank+1) Essence of … (animal, plant or place) +1 Will (Essence of the ...! +2 to either Overcome, Create an Advantage, or Attack, depending on the animal, plant or place.) AND (Mental Bolt: Use Will to make an Attack on Mental Stress) 1 Mild1 Serious2 Grievous3 Major Ilsiri (Rank+2) Essence of … (animal, plant or place) Proud, even Arrogant +2 Will (Essence of the ...! +2 to either Overcome, Create an Advantage, or Attack, depending on the animal, plant or place.) AND (Mental Bolt: Use Will to make an Attack on Mental Stress) AND (Summon ...: Use Will to Create an Advantage in the form of some creature associated with its nature); +1 Provoke 12 Mild1 Serious2 Grievous3 Potent Ilsiri (Rank+3) Essence of … (animal, plant or place); Proud, even Arrogant; This is my ... (animal, plant or place) +3 Will (Essence of the ...! +2 to either Overcome, Create an Advantage, or Attack.) AND (Summon ...: Use Will to Create an Advantage in the form of some creature associated with its nature); +2 Provoke; +1 in a skill related to its essence ... 123 Mild1 Serious2 Grievous3 SPIRIT OF NATURE – WILL O’THE WISP The spirits of dangerous misty marshes & bogs. Predator in the Mist (Rank +2) +2 Deceive (A Lantern in the Mist! Use Deceive to create the advantage‚ This way, it’s a Lantern/Light, as apprporiate); +1Will 123 Mild1 Serious2 Grievous3 SPIRIT OF NATURE - ASIRI These ethereal Sprites often secret themselves in inanimate objects and manifest as small humanoids with butterfly wings. In either form they can manipulate the air around them. Air Sprite(Rank +3); Air is my tool +3 Rapport (Charm: Use Rapport to Overcome the victim’s Will cause them to be Charmed, ignoring everything about them until the end of the next exchange); +2 Will (Magic of Air: +2 to use Will in place of Lyahvian Create/Make & Destroy/Disperse, BUT only on the Essence of Air. This causes no Stress but costs cumulative Fate Point to extend range, area of effect or duration beyond the currrent exchange; +1 Provoke Buffet: 2 123 Mild1 Serious2 Grievous3 SPIRIT OF NATURE - ELMITHRI These ethereal Sprites live in bodies of water and manifest as attractive women with fishtails; easily mistaken for mermaids. In either ethereal or physical form they can manipulate the water around them. Any Elmithri is fond of their pool and would have to cease manifestation to leave it. However, it is quite difficult to ‘attack’ a pool in order to threaten a water sprite. Water Sprite(Rank +3); Water is my tool and my home +3 Rapport (Charm: Use Rapport to Overcome the victim’s Will cause them to be Charmed, ignoring everything about them until the end of the next exchange); +2 Will (Magic of Water: +2 to use Will in place of Odvishan Create/Make & Destroy/Disperse, BUT only on the Essence of Water. This causes no Stress but costs cumulative Fate Point to extend range, area of effect or duration beyond the currrent exchange; +1 Provoke Buffet: 2 123 Mild1 Serious2 Grievous3 FATE OF HARN 51 HârnWorld © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 SPIRIT OF NATURE - DRYAD Dryads live in ancient trees, emerging at night and taking the form of a beautiful women. The Dryad’s tree is vulnerable to normal attacks, though it’s age and stregnth will make it difficult to chop down. Beautiful Tree Spirit (Rank +4) Fascinating and Fascinated unless offended +4 Rapport (Charm: Use Rapport to Overcome a male Will to Charm them until the end of the next exchange. Spend all her Fate Points at the beginning of each session to extend this effect to Enthralled until released by the Dryad, or her tree is killed, or a year and a day). +3 Deceive; +2 Will; +1 Stealth Unarmed: 0 1234 Mild1 Serious2 Grievous3 SPIRIT OF NATURE - GNOME Gnomes live in old stumps and boulders and manifest as small male humanoids. Sometimes Gnomes move into human homes when their boulder is broken up to make building stone. These often adopt the human inhabitants as Hearth Spirits. Gnomes living in the stones of mines are called Kobolds by miners. Grumpy but Industrious Spirit (Rank +3) Timid +3 Rapport (Animal Friends: Use Rapport to Overcome +2 and call on local animals to distract those threatening them); +2 Missiles(Poison Dart: Spend a Fate Point to cause the Consequence Deep Sleep instead of Stress); +1 Will Crossbow: 0 1234 Mild1 Serious2 Grievous3 SPIRIT OF NATURE - POLRAE Polrae live in ruins and caves preferring the dark to the light. They manifest as a sinewy male humanoid appearing to have been freshly dipped in blood. Lesser nature spirits live in fear of the Polrae who may bully them into supporting its plots to wreak havoc on humans. Murderous Spirit (Rank +4) Aggressive and Cunning +4 Stealth; +3 Melee(Master of the Polearm: +2 to Create Advantages using their bloodly polearm); +2 Will; +1 Strength Polearm: 1 (+1 Damage) 1234 Mild1 Serious2 Grievous3 SPIRIT OF NATURE - PUKA These are among the most powerful nature spirits. They manifest, usually at night, as either a humanoid with the head of an animal, or a large example of the animal itself. In either case they are easily distinguished by their jet black colour and golden eyes. Seeker of secrets and teller of lies (Rank +5) Cunning trickster of travellers Other gods but Siem are false +5 Scholar (Specialist: +2 Local folklore), +4 Deceive (Liar: +2 when using Deceive to create an advantage by telling a mortal lies); +3 Notice; +2 Will; +1 Notice Natural weapons and hide: see relevant beast 12345 Mild1 Serious2 Grievous3 SPIRITS OF THE DEAD – GHOST Spirits that have been denied, or refused, their death journey into their afterlife Sad and lonely apparition (Rank+3) Needs help to resolve ... (the issue/task etc.) Single minded +3 Will (Speak through the living: Use Will to Overcome the Will of a victim so that the ghost can control and speak through them until the end of te next exchange. Send a Fate Point to exted the effect for an additonal exchange) AND (Ghastly Appearancce! Use Will to Overcome target’s Will to manifest in the target’snond’s eye); +2 Provoke (Haunting: Use Provoke to Create an Advantage such as Moaning or Chills to frighten victims. Spend a Fate Point to have an area effect on anyone on the zone); +1 Deceive (Hide in Plain Sight: while normally entriely ethereal the ghoat can use Deceive to Overcme the will of a target to make itself visible out of the corner of their eye) 123 Mild1 Serious2 Grievous3 SPIRITS OF THE DEAD - POLTERGEISTS These are the Spirits of people who die while holding a grudge some other person(s) so powerful against that they refuse to give it up in favour of the afterlife. They remain to persecute their grudge. Noisy and Violent Spirit (Rank+3); Rash; This is MY place +3 Provoke, +2 Will (Telekinesis: Use Will to Create an Advantage by moving objects in the scene around or knocking them over. Spend a Fate Point to use Will in place of Missile to Attack a target using an otherwise harmless object in the scene. The Poltergeist can accepts penalties to the Attack to rasie the Impact of the object above 0), +1 Empathy (Secret Fear: Use Empathy to doscover a victom’s greatest fear) 123 Mild1 Serious2 Grievous3 FATE OF HARN 52 © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 HârnWorld SPIRIT OF DREAMS - AULAMITHRI These normally harmless Spirits servants of the god Siem are tasked to carry dreams into the material world. On the rare occasions they manifest they do so as tiny humanoids with dark insect wings Siem is my Master(Rank +2); Insidious Spirit of the Unconsious +2 Empathy (Bad Luck: Spend a Fate Point to create Bad Luck on the victim using Empathy. The spirit then concedes, leaving the free invoke for someone else) AND (Dream Caster: Overcome the Will of a sleeping target to give them a specific memorable dream. Spend a Fate Point to make it a Nightmare causing +1 Mental Stress per shift of success), +1 Rapport 12 Mild1 Serious2 Grievous3 SPIRITS OF UNDERSTANDING These are conjured by Savoryan mages and are invulnerable to any physical attacks unless based on the diametric element/essence: Fire or Peleahn Magic. Common Scholar Stunts: Overload: Use Scholar to make an Attack on Mental Stress by over stimulating the mind of the victim. Some Spirits of Knowledge are so jealous of mortal experience that they will seek to create the Grievous or Critical Consequence: Possessed! Eye of Knowledge: +2 to recognise and literally translation any script Specialist: +2 in an a number of areas of scholarship equal to Rank -1 Local Knowledge (+1) Essence of Knowledge +1 Scholar 1 Mild1 Serious2 Grievous3 Scholar (+2) Essence of Knowledge +2 Scholar +1Deceive 12 Mild1 Serious2 Grievous3 Teacher (+3) Essence of Knowledge +3 Scholar; +2 Deceive; +1 Empathy 123 Mild1 Serious2 Grievous3 Master (+4) Essence of Knowledge Jealous of what it knows +4 Scholar; +3 Deceive; +2 Empathy; +1 Rapport 1234 Mild1 Serious2 Grievous3 Grandmaster (+5) Essence of Knowledge Jealous of what it knows Essence of Understanding +5 Scholar; +4 Deceive; +3 Empathy; +2 Rapport; +1 Contacts 12345 Mild1 Serious2 Grievous3 Font of all Knowledge (+6) Essence of Knowledge Jealous of what it knows Essence of Understanding Thirst for Knowledge... and experience +6 Scholar; +5 Deceive; +4 Empathy; +3 Rapport; +2 Contacts; +1 Will 123456 Mild1 Mild1 Serious2 Grievous3 GYTEVSHA of NAVEH This demon servant of Naveh is sometimes sent to aide, or chastise, a priest or some other unlucky mortal. Gytevsha are invulnerable to any physical or mental attacks other than those Blessed by, or using the Aspects of, another god. It attacks the Will of a victim. Common Stunt: Possess! The summoner must overcome the Will of the Gytevsha using his own Will or Ritual in order to subdue and command it. Failure and the Gytevsha attacks its summoner with the possessed body’s physical skills. RANK+1 Dark Servant of Naveh +1 Provoke Frighten:1 1 Mild1 Serious2 Grievous3 RANK+2 Dark Servant of Naveh +2 Provoke, +1 Will Frighten:2 12 Mild1Serious2 Grievous3 RANK+3 Dark Servant of Naveh +3 Provoke, +2 Will, +1 Deceive Frighten:3 123 Mild1 Serious2 Grievous3 RANK+4 Dark Servant of Naveh Merciless +4 Provoke, +3 Will, +2 Deceive, +1 Stealth Frighten:4 1234 Mild1 Serious2 Grievous3 FATE OF HARN 53 HârnWorld © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 SHADOW of BUKRAI This is a horrific ethereal phenomenon which surrounds some artefacts sacred to Morgath, and his undead minions. The Shadow is only ever encountered as a result of conjuration by a Morgathian cleric. The Shadow is invulnerable to any physical or mental attacks other than those Blessed by, or using the Aspects of, another god. Though it causes mental stress it does so by making contact with the target’s skin using Fight. Common Stunt: Possess! The Morgathain cleric spends a Fate Point to define a Mental Consequence as Possessed by the Shadow (see Shadow Bestiary entry). VERY SMALL (+1) Dark Pool of Morgath’s Will +1 Fight Feed:1 1 Mild1 Serious2 Grievous3 SMALL (+2) Dark Pool of Morgath’s Will +2 Fight, +1 Provoke Feed:2 12 Mild1 Serious2 Grievous3 MAN-SIZED (+3) Dark Pool of Morgath’s Will +3 Fight, +2 Provoke, +1 Will Feed:3 123 Mild1 Serious2 Grievous3 BIG (+4) Dark Pool of Morgath’s Will Silent and Cold! +4 Fight, +3 Provoke, +2 Will, +1 Deceive Feed:4 1234 Mild1Serious2 Grievous3 HUGE (+5) Dark Pool of Morgath’s Will Silent and Cold! Hide in Plain Sight +5 Fight, +4 Provoke, +3 Will, +2 Deceive, +1 Empathy Feed:5 12345 Mild1 Serious2 Grievous3 ENORMOUS (+6) Insidious Pool of Morgath’s Will Silent and Cold! Hide in Plain Sight The Pit of Despair +6 Fight, +5 Provoke, +4 Will, +3 Deceive, +2 Empathy, +1 Athletics Feed:6 123456 Mild1 Serious2 Grievous3 IVASHU ADWELNA (1) Patient Nocturnal; Slow; Acidic Saliva; HUGE(+5); HORRIFIC(+2)! +4 Fight; +3 Endurance; +2 Notice; +1 Will (Hex: Spend a Fate Point to allow any successful passive Overcome against the targets Will to create the aspect Confused.) Tentacles: 3/1 Chitinous segments: 2 12345 Mild1 Serious2 Grievous3 AKLASH (1d3+1) Bad Tempered Semi-intelligent; BIG(+4); TERRIBLE(+1) +4 Endurance (The Choking Wind: Use Endurance to create Retching on any one opponent per exchange in the same zone due to its foul breath) AND (Regenerate: Spend a Fate Point to clear a Stress Box); +3 Fight (Grappler: Spend a Fate Point to replace any physical stress from a successful Fight attack with the boost Incapacitated on an opponent.); +2 Strength; +1 Survival Claws & Bite:3[+1Dam] Blubbery Skin:3 123456 Mild1 Serious2 Grievous3 ERGATH (1d3) Cowardly; Semi-intelligent; MAN-SIZED(+3) & TERRIBLE(+1) +4 Notice (Keen Senses: +2 on Notice rolls made to overcome using exceptional sense of smell, hearing and sight.); +3 Stealth; +2 Athletics (Swimmer: Move two zones through water for free in a conflict without rolling, instead of one, provided there are no aspects restricting movement.); +1 Fight Claws Bite:3; Club:1 Thick Pelt:3 123 Mild1 Serious2 Grievous3 MIURUCA (1d3) Cowardly amphibian; Opposable Thumbs; Pungent Odour; MAN-SIZED(+3) & TERRIBLE(+1)! +4 Athletics (Swimmer: Move two zones through water for free in a conflict without rolling, instead of one, provided there are no aspects restricting movement.); +3 Fight (Paralytic Bite: Any Consequence inflicted by Fight must be Sluggish, as the paralytic saliva takes effect); +2 Notice; +1 Survival Bite:1 Rubbery Hide:2 123 Mild1 Serious2 Grievous3 FATE OF HARN 54 © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 HârnWorld NOLAH (1) Hide and Lure; Flow into/through Small Spaces; Quite Intelligent; Some Language; MAN-SIZED(+3) &TERRIBLE(+1)! +4 Athletics (Swimmer: Move two zones through water for free in a conflict without rolling, instead of one, provided there are no aspects restricting movement.); +3 Will (Charm: Spend a Fate Point to make a passive Overcome agaist any target in line of sight. Success creates It’s this way on the target whihc is invoked for free to brig the targte to the Nolah’s location and submit to being eaten!); +2 Notice; +1 Survival 2-H Improvised/Rock:2 Moist Hairless Skin:2 123 Mild1 Serious2 Grievous3 SWARMS, SHOALS, PACKS Individually, or in very small numbers, some creatures do not constitute a combat target but require an Overcome Action by an appporiate skill to avoid them (ATHLETICS); drive them off or kill them (STRENGTH); or endure their attention (ENDURANCE or WILL). Only as a swarm, shoal or pack can they attack/be attacked. VULNERABILITY Swarms, Shoals and Packs can’t be damaged by attacks that don’t have an area effect, nor can their movement be opposed: there are too many of them to try to make them go anywhere they don’t want to go. LARGE SWARM (Size +3) These are man-sized - a large swarm of bees; several feral dogs, or more feral cats; or a pack of rats. 123 Mild1 Serious2 Grievous3 BIG SWARM (Size +4) These are about twice the size of an average human, or of a horse - a pack of several large wild cats; more rats than you’re likely to see in the same place or an unnaturally large swarm of bees or other stinging insects. 1234 Mild1 Serious2 Grievous3 HUGE SWARM (Size +5) These are about four times the size of an elephant - these will be truly unnatural packs/swarms as creatures rarely come together in such numbers nature. 12345 Mild1 Serious2 Grievous3 Larger groupings are best represented by multiple Big or Enormous swarms/shoals/packs. BATS – CRIBOG (1d3 Big Swarms) See Ancient Shades! There’s always exposed skin! +4 Notice; +3 Athletics (Fly: Move two zones through unobstructed air, instead of one); +2 Fight; +1 Survival Bites & Scratches:1 None:0 INSECTS – HORNETS (1 Small Swarm) Angry and irritable winged insects! There’s always exposed skin! +4 Notice; +3 Athletics (Fly: Move two zones through unobstructed air, instead of one); +2 Fight; +1 Survival Stings:1 None:0 INSECTS – FIGHTING ANTS (1 Big Swarm) Strongly territorial crawlers! There’s always exposed skin! Immensely strong for their size +4 Notice; +3 Strength (Irresistible wave: Overcome Size of opponent to move him 1 zone; +2 Fight; +1 Survival Bites:1 None:0 IVASHU – HYGITH (1d3 Small Shoals) Swarm towards Blood! Tiny Razor toothed Aquatic; HORRIFIC (+2) +4 Notice; +3 Athletics (Swimmer: Move two zones through unobstructed water, instead of one); +2 Fight (Crimson Frenzy: Blood in the water confers +1d6 to any attack by the shoal); +1 Survival Bite:1 Articulated plates:1 IVASHU – SCURGAH (1d3 Small Packs) They’re in the trees! Silent Death from Above; Fragile Glider +4 Stealth (Silent Killer: Overcome target’s Notice to create the Boost Surprised which must be immediately invoked I an attack.); +3 Notice (Keen Hearing: +2 on Notice rolls made to overcome based on hearing); +2 Fight; +1 Athletics (Gliding Attack: Can glide three zones for free in a conflict without rolling, instead of one, provided there are no aspects restricting movement.) Bite/Claw:1 Leathery Skin:1 IVASHU – UMBARTHI (1d6 Big Packs) Mischievous Insane Babblers; They Know Many Things; Predictable Teleporting! +4 Athletics (Blink: Disappear in a puff of smoke when hit, reappearing behind the attacker.); +3 Will (Keen Hearing: +2 on Notice rolls made to overcome based on hearing.); +2 Notice; +1 Scholar (Supernatural Lore): +2 to all Scholar rolls relating to the supernatural, though capturing and communicating with the Umbarthi may be a challenge.) Bite/Scratch:0 Thin Skinned:0 IVASHU – VLASTA (1d3 Small Packs) Voracious Carnivores; The Eye’s, Always the Eyes!; Light Boned but TERRIBLE(+1)! +3 Athletics; +2 Fight (Leaping Attack: leap two zones for free in a conflict instead of one, provided there are no aspects restricting move.); +1 Notice Bite/Claw:1 Thin Skinned:0 RATS (1d3 Small Packs) Voracious Omnivores; Fearful Rustling in the Dark +3 Notice; +2 Provoke; +1 Fight Bite:1 Skin:0 FATE OF HARN 55 HârnWorld © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 LUST FOR BATTLE! DEFINING AN ARMY An army is made up of Units and at least one Leader. Each Unit represents 4-5 warriors, or a typical Company/Squadron of 20 foot soldiers/10 cavalry, for larger engagements. Each army starts the battle with a pool of 1 Fate Point per Unit. DEFINING LEADERS During the battle every Named Character (PC & NPC) gains a special, temporary, skill: Command. This is equal to the highest of the character’s Provoke or Rapport skill (or Scholar if the character has the specialist Military Strategist stunt). One Named Character is the Army Leader. Other Named Characters can become the Leader of individual Units by attaching to them (see below). DEFINING UNITS Units have Skills, Aspects, and Consequences, and Quality, but not Stunts or Stress boxes. Unit Quality Average (+1) Quality Units: these are green units with one skill at +1 (and all others at +0); one Aspect; but no Consequences – one hit takes them out. Fair (+2) Quality Units: Trained warriors/men-at- arms have a skill pyramid peaking at +2 (and all others at +0); two Aspects; and one Mild(2) Consequence. Good (+3) Quality Units: These veterans have a skill pyramid peaking at +3 (and all others at +0); three Aspects; and one Minor(2) and one Serious(4) Consequence. Unit Aspects A unit's Name is its High Concept, such as The Red Guard of Tharda; Knights of the Red Shadows; Aleath Citizen Militia; The High Guard of Azadmere; Sindarin Noble Cavalry etc. Other aspects defined by the players, subject to GM agreement (see below). Unit Skills Athletics/Ride: Use to move foot/mounted units. Crafts: Use to attack/defend during a siege. Provoke: Use to intimidate/provoke other Units. Melee: Use to attack Units in the same zone, and defend against Melee attacks from other Units. Missile: Use to attack Units in adjacent zones. Notice: Use to scout ahead or spot infiltration. Stealth: Use to set up ambushes or infiltrate. Will: Use to defend against Missile attacks; the morale of Units enables them to stand in place under fire. Unit Consequences Unlike character consequences these can be ‘treated’ during the battle by any Named Character that is attached to the unit, using their Command. UNIT ACTIONS Units act in order of the Command of their Leader or their Quality (ties broken with a die roll). A led unit can defer its action to later in the turn if it wishes. A unit can always move for free into an adjacent unoccupied zone, as long as there is no hindering terrain or other obstacle. It can also take one action during its turn, either before or after its move. A unit can sometimes gain a second action but no unit can take the same action twice in a turn, and attacking always ends a unit’s turn. Hence, a unit can move one zone and attack, create an advantage and attack, and so on, but it can't attack twice, create an advantage twice, or attack and then create an advantage or move. Unit Overcome Actions Starting difficulty is always +2. Athletics: Overcome to move a foot unit into a zone occupied by an enemy unit, or containing hindering terrain or other obstacle, Aspect, or to move out of a zone it is engaged in. Add +2 to difficulty for each of these present after the first, and +1 per enemy unit in the zone after the first. Success with Style means the unit can move into a subsequent adjacent zone. Ride: As for Athletics but for moving a cavalry unit. Notice: Overcome to identify a hidden terrain aspect in an adjacent zone prior to declaring a move. Stealth: Overcome to move into an enemy occupied zone without immediately triggering combat, or disengage from a combat it is already involved in. Provoke: Overcome to move a unit into an enemy occupied zone but ignore any additional difficulty due to extra enemy units, but not additional difficulty due to hindering terrain or obstacle aspects. Unit Create Advantage Actions Use the standard Create Advantage results, including free invokes etc. Athletics: Roll against the Athletics of an enemy foot unit in the same zone (-2 if facing enemy cavalry) to create a positional advantage relative to that, such as Outflanked. If the unit has more allies than enemies it can place the Surrounded aspect. Ride: As for Athletics but for cavalry seeking an advantageous position (+2 if facing enemy foot). Provoke: Roll to create a situational aspect such as Frightened by our Power or Berserk Rage!. Missile: Roll to place an aspect such as Pinned Down! on a unit in an adjacent zone. FATE OF HARN 56 © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 HârnWorld Notice: Roll against +2 (+2 per existing terrain or obstacle aspect) to create a new aspect in an adjacent unoccupied zone. Stealth: Roll to add an aspect such as The Trap is Set! to an adjacent zone, or Surprised! to an enemy unit. Unit Attack/Defend Actions Each additional friendly unit in a zone modifies the roll by +1; each enemy by -1. Melee: Roll to attack, or defend against, enemy units in the same zone. Missile: Roll to attack Units in adjacent zones. Will: Roll to defend against Missile attacks; the morale of Units enables them to stand in place under fire. UNATTACHED CHARACTERS Unattached Named Characters act in the turn sequence based on their Notice, and always act before Units they tie with. Unattached Characters can do anything they could do in a normal scene, acting independently and spending their own Fate Points to interact with other unattached characters during the battle. They are not limited by any of the rules limiting unit movement, treating zones on the battlefield as they would zones in any scene. They can also:  Attach themselves to any unit in the same zone for free;  Spend an Action to attach themselves to any unit in the same zone having already detached from another unit that turn;  Spend a Fate Point to give a leaderless unit in the same zone a second action. ATTACHED CHARACTERS Attached Named Characters act when the unit they are attached to acts, though they can take their action at any time during the unit’s turn. The attached Character with the highest Command is usually the unit’s Leader unless the GM rules otherwise. If the unit Leader’s Command is greater than a skill possessed by their unit, then that skill gains a +1 bonus as long as the Leader remains attached. Attached characters are more constrained in what they can do during their turn: They can:  Detach from a unit becoming an unattached character in the same zone for free;  Spend an Action to detach themselves from a unit in the same zone having already attached to another unit that turn;  Donate their action to their unit, so it takes two actions;  Spend a Fate Point to invoke one of their aspects to help their unit;  Use their action to ‘treat’ a unit’s consequence as in Fate Core but using their Command;  Use their action to put a boost on their unit, such as Charge or Hold the Line. This doesn't require a roll unless the unit has taken a consequence, in which case the character uses Command against a difficulty equal to twice the total value of the unit’s consequence(s). THE AFTERMATH of BATTLE Battle continues until one side: Concedes, The conceding army must Overcome +2 with the army leader’s Command. Each shift of success removes a consequence (player choice irrespective of whether it is Mild or Serious). Named characters who were not taken out before the concession survive and any Consequences they took are reduced by one step, with Minor being removed. or, Is Taken Out The army has no chance to save stragglers or wounded. There is no Command roll to recover consequences, which are permanent until the GM judges sufficient time has passed to remove them. Named characters survive but must live with any Consequences received. DEFINING THE BATTLEFIELD A battlefield is made up of zones. A zone might be a hill, an open meadow, or an area of woodland, forest or marsh, etc. The actual dimensions of a zone is irrelevant as it is defined by its Aspect(s) not its area. Number and Placement of Zones As a rule of thumb the number of zones equals the total number of units engaged plus 4dF (minm of 4). The GM and players alternate rolls on a Terrain Table, in order of Command, and place their Zone adjacent to an existing one. Unit Starting Placement This might be determined by the scenario, GM decision or by placing alternate units. Sample Battlefield Aspects Weather is agreed in advance or based on rolls on the relevant Harn Weather Table. Sample Terrain Aspects Fortifications will usually be the result of the campaign but an army fighting from within fortifications gains the Aspect and can invoke it once for free, to defend, or compel it to restrict the garrison from sallying forth. Fieldworks can be thrown up prior to battle with GM agreement. Treat as fortifications without a free invoke. FATE OF HARN 57 HârnWorld © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 Buildings/Village - invoked to provide cover and the making of fire weapons; compel to distract troops with booty. Dense Forest – invoke to provide cover for an advance and achieve surprise; compel to make impassable. High ground – invoke to achieve momentum in a melee or extra range for missiles; compel to exhaust troops marching up hill. Marsh/Bog – invoke to provide a hidden approach; compel to delay a unit in the marsh. Open Ground – invoke to add pace to a charge; compel to reflect lack of cover.* Open Woods – invoke to provide cover; compel to break up formations/slow advances. River/Stream – invoke to negate hot weather effects; compel to create a barrier to a move. Rough ground – invoke to benefit from cover; compel to break up formations/slow advances. Trail – invoke to speed movement across the zone; compel to confine troops to column of march.* *All but Open Ground & Trail add +2 to difficulty to enter Terrain Tables Peran: Northern Coastal Plain 1d6 Zone Terrain Aspect 1 Dense Forest 2 Dense Forest 3 Dense Forest 4 River/Stream 5 High Ground 6 Marsh/Bog Peran: Western Highlands 1d6 Zone Terrain Aspect 1 Dense Forest 2 Dense Forest 3 River/Stream 4 Rough Ground 5 High Ground 6 High Ground Peran: River Valleys 1d6 Zone Terrain Aspect 1 Open Woods 2 Open Woods 3 River/Stream 4 River/Stream 5 High Ground 6 Open Ground Peran: Broken Lands 1d6 Zone Terrain Aspect 1 Rough Ground 2 Rough Ground 3 Rough Ground 4 Rough Ground 5 River/Stream 6 Marsh/Bog Peran: Rayesha Foothills 1d6 Zone Terrain Aspect 1 High Ground 2 High Ground 3 High Ground 4 High Ground 5 Rough Ground 6 River/Stream Rethem: Hills 1d6 Zone Terrain Aspect 1 Open Woods 2 Open Woods 3 River/Stream 4 Rough Ground 5 High Ground 6 High Ground Rethem: Cultivated 1d6 Zone Terrain Aspect 1 Open Woods 2 Open Ground 3 Open Ground 4 River/Stream 5 High Ground 6 Building/Village Rethem: Woodland 1d6 Zone Terrain Aspect 1 Open Woods 2 Open Woods 3 River/Stream 4 River/Stream 5 High Ground 6 Marsh/Bog FATE OF HARN 58 © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 HârnWorld SAMPLE FEUDAL UNITS Unarmoured(UF) – Average Foot Unit: Peasant Militia; Melee+1 (others +0); no Consequences. Unarmoured(UF/SB) – Average Shortbow Unit: Peasant Militia; Missile+1 (others +0); no Consequences. Light Foot(LF) - Fair Foot Unit: Trained Men-at- Arms; Loose Formation; Athletics+2, Melee+1, Will+1 (others +0); one Mild(2) Consequence. Light Foot(LF/SB) - Fair Shortbow Unit: Trained Men-at-Arms; Skirmish!; Athletics+2, Missile+1; Will+1 (others +0); one Mild(2) Consequence. Light Foot(LF/LB) - Fair Longbow Unit: Trained Yeomanry; Cloth Yard Shafts; Missile +2, Athletics +1; Will+1 (others +0); one Mild(2) Consequence. Medium Foot(MF) - Fair Foot Unit: Agrikan Laumak; Shieldwall!; Melee+2; Athletics+1, Will+1 (others +0); one Mild(2) Consequence. Unarmoured Horse(UH) - Average Cavalry Unit: Scouts; Stealth+1 (others +0); no Consequences. Light Horse(LH) - Fair Cavalry Unit: Skirmishers; Ride+1 (others +0); no Consequences. Medium Horse(MH) - Fair Cavalry Unit: Feudal Knights; Charge!; Melee+2; Ride+1, Will+1 (all others +0); one Mild(2) Consequence. Heavy Horse(HH) – Good Cavalry Unit: Akarata’s Guard; Big Men on Big Horses; Might is Right; Melee +3, Provoke+2; Ride+2, Will+1, Notice+1, Missile+1 (others +0); one Mild(2) and one Serious(4) Consequence. SAMPLE REPUBLICAN UNITS Light Foot(LF/LB) - Fair Longbow Unit: Loyal Legionary Bowmen; Emplace your Stakes!; Missile +2, Athletics+1; Will+1 (others +0); one Mild(2) Consequence. Medium Foot(MF) - Fair Foot Unit: Stout-hearted Legionary ; Shieldwall!; Melee+2; Athletics+1, Will+1 (others +0); one Mild(2) Consequence. Medium Horse(MH) - Fair Cavalry Unit: Well- drilled Legionary Cavalry; Hold the Line; Melee+2; Ride+1, Will+1 (others +0); one Mild(2) Consequence. Heavy Foot(HF) – Good Foot Unit: The Red Guard of Tharda; The Best of the Best; Many Emperors led the Guard; Melee+3, Will+2, Provoke+2; Athletics+1, Notice+1, Missile+1 (others +0); one Mild(2) and one Serious(4) Consequence. SAMPLE BARBARIAN UNITS Unarmoured(UF/SB) – Average Shortbow Unit: Kuboran Youths; Missile+1 (others +0); no Consequences. Light Foot(LF) - Fair Foot Unit: Kuboran Women; Protect the Hearth; Stealth+2, Athletics+1, Melee +1 (others +0); one Mild(2) Consequence. Light Foot(LF) - Fair Foot Unit: Fierce Kuboran Warband; TheForest is a Friend; Melee+2, Athletics+1, Stealth+1 (others +0); one Mild(2) Consequence. Medium Horse(MH) - Fair Cavalry Unit: Chelni Horse-Archers; Skirmish; Missile+2; Ride+1, Will+1 (others +0); one Mild(2) Consequence. SAMPLE NON-HUMAN UNITS Heavy Foot(HF) – Good Foot Unit: Azadmere High Guard; Plate Mail; 2-Handed Axe; Melee +3, Will+2, Provoke+2; Athletics+1, Notice+1, Missile+1 (others +0); one Mild(2) and one Serious(4) Consequence. Heavy Foot(HF) – Good Foot Unit: Evael’s Protectors; The Power of the Hartbow; The Power of Shava; Missile +3, Will+2, Melee+2; Athletics+1, Notice+1, Stealth+1 (others +0); one Mild(2) and one Serious(4) Consequence. Heavy Horse(HH) – Good Cavalry Unit: Evael’s Ancient Nobility; Swift and Sure; Might is Right; Melee +3, Will+2; Ride+2, Stealth+1, Notice+1, Missile+1 (others +0); one Mild(2) and one Serious(4) Consequence. SAMPLE ENGAGEMENT During the Agrikan retreat from Kustan in 718 the pursuing Kubora got over-confident! The Agrikans 1 Units of Laumak (men-at-arms) escorting a unit of Baggage which takes no part in the battle but acts as a continuously active and invoked disadvantage to the Laumak, adding +2 to all the difficulties they face, except when taking a Defend action: Medium Foot(MF) - Fair Foot Unit (+2 Quality): Agrikan Laumak; Shieldwall!; Melee+2; Athletics+1, Will+1 (others +0); one Mild(2) consequence. 2 Units of the Akarata’s Guard deployed as an after- guard for the retreat down the Scarlet Ribbon: Heavy Horse(HH) – Good Cavalry Unit (+3 Quality): Akarata’s Guard; Big Men & Big Horses; Might is Right; Melee +3, Provoke+2; Ride+2, Will+1, Notice+1, Missile+1 (others +0); One Mild(2) and One Serious(4) Consequence. Their Meketa (Command is 4) can be attached to either Guard Unit when battle commences. The Kubora 2 units of Warriors intent on taking the booty carried by the Baggage. To do so they must destroy or drive off the Laumak and hold the baggage for 2 turns after which they will scatter into the forest with whatever they can carry: Light Foot(LF) - Fair Foot Unit (+2 Quality): FATE OF HARN 59 HârnWorld © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 Fierce Kuboran Warband; Get the Booty!; Melee+2, Athletics+1, Stealth+1 (others +0); one Mild(2) Consequence. Their Leader (Command is 4) can be attached to either unit when battle commences. Defining the Battlefield 5 Units will be engaged so there are 5-4dF Zones: 6 zones Starting positions: The turn sequence is: Guard with Commander; then the other Guard; both Kuboran units and then the Baggage’s Laumak escort. Fate Point Pools: Agrikans 3; Kubora 2. Turn 1: The Guard* Unit (*=with the Commander attached) defers its action, and the other Guard Unit moves into the zone with the Baggage and its escort. This is a free move as it is into an open terrain zone with only friends present. Each Kuboran unit must use Athletics +1 to enter an occupied zone. Overcome +2, +1 for additional unit now present (the Guard), for +3. Kubora roll 4dF+2 vs. Agrikan 4dF+3: +2 vs +4. The overcome fails so the first Kuboran unit is stuck in place. The unit with the Leader attached (Kuboran*) gains an extra +1 due to his Command exceeding their Athletics: 4dF+2+1 = +4 vs +4 doesn’t exceed so can’t move either. The Kuboran spends a Fate Point to invoke Booty! to add +2 to the roll so his unit does advance after he encourages them. Fate Point Pools: Agrikans 3; Kubora 1. Having moved into the zone with the baggage the Kuboran unit makes an Attack action with Melee +2 (-1 for additional enemy unit) vs. the Escort Melee +2. 3 vs. 3, so no harm to escort but attacker gains the boost Momentum with a free invoke to use it. This ends the Kuboran* unit’s turn so the Escort tries to disengage and retreat into zone 6. Normally an unoccupied open zone is a free move, but this time they are disengaging from the Kubora so an Overcome Athletics+1 is required against normal difficulty +2 plus the difficulty the Baggage provides, +2: 4dF+1 vs. +4 = -1 vs 4 presents the Kubora with the boost Baggage bogged down with a free invoke. This ends the Escorts turn. The Guard* decides to take a hand and aims to thunder down the hill into the flank of the Kubora. Because the zone they are aiming for contain an enemy they require a Ride Overcome (4dF+2) vs. Difficulty +2, +2 for the Kubora in the target zone (+4): 5 vs 4 = success and they sweep down the hill to contact the Kubora. The Commander decides to create an advantage for the attack using his personal Action. He rolls his own Provoke+3 to get a total of +5 vs. Kubora Unit Will+0 or -2 for a total of +7! This creates Fear the horsemen! with 2 free invokes. He adds the first free invoke to the Guard* Unit’s attack: 4dF+3+2 vs. 4dF+2: 8 vs. 3 = 5 which overflows the Kuborans’ Mild(+2) consequence and takes out the unit. The Kubora are trampled underfoot and the survivors scatter taking their Mild(2) Consequence of Shattered with them to any future battle. Turn 2: The sequence begins again and this time the Agrikans take the initiative. The Guard* advances on the remaining Kuboran unit. Overcome with Ride+2 vs. +2 difficulty (1 enemy unit in open ground): 6 vs 2 = Success with Style, so the Knights could sweep through the zone into another one … but the Kubora are in the way … attack: 4dF+3+2 (second free invoke of Fear the horsemen! as the GM judges the Kubora will have been unnerved by seeing their friends scattered!) vs. 4dF+2: +5 vs. +4 = 1 point of damage, so the Kubora must use their Mild (+2) consequence to avoid being taken out. They have survived the attack, though and stopped the Guard* from thundering into any adjacent open zone. The next unit to act is either the Kubora, or the other Guard unit. The Agrikans win the tie-break so the Guard advance to contact: Overcome with Ride+2 vs. +2 difficulty (1 enemy unit in open ground): +6, so success with style, and they too could sweep on into another zone if they can shatter the Kubora. Attack: 4dF+3 vs. 4dF+2: 7 vs. 2 = 5 points of damage which takes this unit out too! The Agrikan player has destroyed both Kuboran units and the baggage and its escort will make it a little further down the Scarlet Ribbon towards safety! 3 Open [Baggage and Escort] 2 River [Akarata’s Guard] 4 Hill [Akarata’s Guard]* 6 Open 1 Open [Kubora & Kubora*] 5 Woods FATE OF HARN 60 © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 HârnWorld SAMPLE SETTING The initial stages of the campaign take place in Melderyn. The characters will move from place to place in a series of related quests. Current Issues Melderyn if widely known as the Wizards Isle, a mysterious place where knowledge is valued and people live peacefully and prosperously. The Shadowy Council of Eleven stand behind the throne and they have acted for centuries to control the flow of knowledge between mainland Lythia and the island of Harn. Growing economic forces are making it increasingly difficult for this isolationism to be maintained. The current issue is A Time of Change. Impending Issues There is no reason to believe that the several centuries of peace and prosperity that Melderyn has enjoyed are about to be threatened. Their neighbours have a healthy respect for Melderyn’s potential military power of the its assumed command of the arcane arts. However, the Solara Crusade and the periodic expeditions against the Hodiri tribesmen from the Dyriamarch suggest that both secular and religious lords are looking outward. It is difficult to believe that the Council of Eleven is not aware of these tendencies and this leads to the impending issue: A Secret Arcane Conspiracy? PLACES & FACES Melderyn - Felshon Island Home to wreckers preying on unsuspecting sea- farers and undertaking some dark rites to appease the local sea gods. This is where the characters are wrecked and where some of them are rescued from the locals before escaping in a stolen fishing boat. Wreckers and Human Sacrifice; Best Left to Themselves. The Scarecrow: This tall silent man wears a sack over his head with holes cut for his eyes and mouth. He speaks little but it might be possible to identify him from his voice. He is the head of the wreckers who make a living deceiving seafarers onto the rocks at the north of Felshon Island. Mysterious Master Wrecker; Duty to his People; Ruthless. Sir Adrin Cael: The Caels have been Bailiff’s of Felshon Hundred for generations. Their manor at Inorm is no bigger than Celim, further up the coast, but the seniority of the clan ensures that most trade to Chyrefal runs through their dock. Sir Adrin is not a man of action; he would much prefer to be in a warm Inn. He has no inclination to listen to rumours about wreckers. Short-sighted Bailiff of the Hundred; Enjoys the Good Things. Melderyn - Ikom Island Isolated Ikoshire is left very much to itself. The manors of Zuden and Kisl owe fealty to the Baron of Glenoth, across the Ikom Channel. That irks the Sheriff, Sir Balsen Torele. Green & Pleasant Land; Tensions among the Ruling Class. Sheriff Balsen Torele: A quiet man in his mid-40’s who enjoys the local power that isolation brings him. Efficient Administrator; Ambitious; Wandering Eye. Melderyn - Ikom Island - Chyrefal The shire moot of Ikoshire is a small but prosperous port that welcomes visitors as long as they obey the rule of law. It boasts a temple of Save K’nor and a widely respected Odvishan Chantry. Scholarly; Sprites and Elementals. The Whistle: a pleasant inn on the south end of the town kept by Lyman of Aleama. Its reasonable prices and high quality attracts many locals and is a home away from home of many travellers. Melting Pot; Perceptive Landlord. Melderyn - Glenoth Glenoth Island is located midway between the islands of Ikom and Melderyn and the town is home to the scholarly Baron Soren Halwyn. He takes an interest in the concentration of standing stones across his fief and has good relations with the local Jmorvi Chantry. Ancient Arcane Heritage; Target of Intrigue. The Jmorvi Chantry: a busy chantry that appears to operate openly and to the benefit of the locals. Best Metalwork in the Kingdom; Everyone has some secrets! Melderyn - Nurisel While Earl Sunoril is cold and formal the fief prospers under his insightful hand. Second only to Cherafir it boasts a prosperous maritime community and a Lyahvian Chantry. Strangers are Welcome; Pvaric Rivalries? Melderyn - Cherafir The Royal seat is renowned throughout western Lythia as a centre of scholastic activity and as the ‘wizard’s city’. Gateway to (and Gatekeepers of) the World and The Alienage can be Threatening. FATE OF HARN 61 HârnWorld © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 SAMPLE CHARACTER GARAN’aqli UQUIT 1. High Concept Garan is a Lawata Numec, a member of the kel of the Uquit, in the desert south of Isynen. As a member of the noble warrior caste he was granted the title ’aqli Uquit on reaching maturity. In his training he quickly outstripped his instructors and led the kel in raids against their neighbours. Soon he was the greatest warrior among the Uquit so that, when the time came, he inherited the kel’s Thanath. This sacred Taugari blade has been handed down through the kel’s greatest warriors for generations. Several years ago news reached the desert of a foreigner from the North carrying a sword that rivalled Taugari steel. The Taugari sent back an instruction: ‘The sacred Kelazaydi tells us that the unbridled spread of knowledge once came near to destroying the world. Find this man and his blade and end the spread of his knowledge.’ Garan was one of five Lawata chosen for the quest. The tribe’s understanding of the world beyond Isynen was limited but, through intermediaries, passage for the questing warriors was arranged. Three were sent to mainland Lythia while Garan and another travelled to Chelemby. From there his friend was to seek among the Cheler before travelling to Ivinia. Garan was to go to Harn. Knowing that they might spend many years among unclean foreigners all put aside their coveted status as respected members of their caste. Until he returns in honour Garan will be ’aq Uquit. Only as a member of the vassal caste can he travel among the muwathin – the unclean – and preserve his kel’s honour. Questing Numec Warrior Sample Invoke: Whenever a +2 might further the search for the northerner and his sword. Sample Compel: the merest hint could send him off in a hurry or distract him from the task in hand. 2. Trouble Not until he started his quest did Garan realise how different the world beyond the desert was. They speak different tongues, eat tasteless food and have disgusting table manners. Naïve Stranger in a Strange Land Sample Invoke: He is novel and unusual and that might be of interest to important or useful people. Sample Compel: whenever someone is gulling him, making fun of him or otherwise caricaturing him, they have his poor language skils and understanding of cultural mores to work with! 3. The First Adventure With the other player characters Garan was shipwrecked, coming ashore with little more than what he stood up in and his beloved Thanath. Making their way across the island to rescue the other survivors he was grateful that mighty Azay had been wise enough to leave him his sword. The Thanath of my Fathers Sample Invoke: When the quality of the blade or its uniqueness is a factor. Sample Compel: The sword is a concrete connection to his culture and mission so it might force an action to protect or recover it. 4. Crossing Paths His experience on Felshon Island demonstrated that the foreigners Jehal and Reza were barely fit to be allowed out alone. He may not be ‘aqli Uquit anymore, but they are certainly appropriate members of the Aqhed (slave) caste. He insists on calling them Jehal’abd Uquit and Reza’abd Uquit. As such he is now obliged to protect them whether they acknowledge their position in his kel or not. Protect the kel of ’abd Uquit Sample Invoke: invoke this aspect in their defence. Sample Compel: his actions in their defence could be compelled despite their inconvenience! 5. Crossing Paths again The other stranger, Gehl, is a different kettle of sand snakes. He is capable and practical and able to look after himself. He stepped in several times to stop Garan doing something he shouldn’t following the shipwreck. The Ivinian Trader is Wise Sample Invoke: to supplement some effort to understand a local situation when it’s reasonable that Gehl might signal the best course of action. Sample Compel: it is possible that his trust in Gehl’s judgement might be transferred to another, less deserving, Ivinian (or trader). 6. Skills Garan is a noble warrior who has to have the skills to have earned his Thanath and the honour of the quest. So: Melee (+4); Endurance and Athletics (+3); Notice, Will and Ride (+2); and Stealth, Provoke, Survival & Missile (+1). Other skills at +0. 7. Description Garan is a typical Numec: olive skin, high cheek- bones and a hooked nose. He is dressed in ankle length robes layered against the cold and the turban-like hebr. Garan uses layers of heavier, rougher, cloth in order to stay warm in the cold and damp of the north.
textdata/thevault/FATE (fudge) [multi]/Fate Hacks & Homebrews/Fate-of-Harn-Rules.pdf
FATE:​ ​Modesty​ ​Blaise  Ex-criminal​ ​Superspies​ ​versus​ ​current​ ​criminal​ ​depraved​ ​supervillains​ ​thanks​ ​to​ ​Peter O'Donnell,​ ​Jim​ ​Holdaway​ ​and​ ​Enrique​ ​Badia​ ​Romero. Draft​ ​1.0​ ​ ​April​ ​15,​ ​2013​ ​-​ ​Blue​ ​Tyson SETTING Pre-mobile​ ​phone​ ​modern.​ ​ ​Fancy​ ​radio​ ​communication​ ​is​ ​cool.​ ​ ​Sixties​ ​to​ ​eighties​ ​works​ ​nicely. Modesty​ ​Blaise​ ​is​ ​the​ ​retired​ ​ex-head​ ​of​ ​the​ ​criminal​ ​Network​ ​organisation,​ ​rising​ ​from wandering​ ​orphan​ ​at​ ​a​ ​very​ ​young​ ​age.​ ​ ​Blackmailed​ ​agreeable​ ​into​ ​helping​ ​out​ ​the​ ​British Secret​ ​Service​ ​by​ ​Gerald​ ​Tarrant​ ​she​ ​is​ ​officially​ ​a​ ​British​ ​citizen.​ ​Platonic​ ​best​ ​friends​ ​with Willie​ ​Garvin,​ ​turning​ ​his​ ​life​ ​around​ ​after​ ​pulling​ ​her​ ​out​ ​of​ ​prison.​ ​Previously​ ​her​ ​second​ ​in command​ ​the​ ​partners​ ​are​ ​ultra-competent​ ​and​ ​deadly​ ​adversaries,​ ​more​ ​than​ ​capable​ ​of​ ​taking on​ ​greater​ ​odds.​ ​ ​Stylish​ ​and​ ​sophisticated​ ​and​ ​witty,​ ​their​ ​adventures​ ​are​ ​brilliant​ ​in​ ​prose​ ​and comic.​ ​ ​Allies​ ​and​ ​previously​ ​outdone​ ​enemies​ ​abound​ ​throughout​ ​the​ ​world. ISSUES Sir​ ​Gerald​ ​has​ ​a​ ​problem.​ ​ ​Again.​ ​ ​The​ ​British​ ​Secret​ ​Service​ ​is​ ​still​ ​useless. If​ ​it​ ​doesn't​ ​involve​ ​a​ ​sociopathic,​ ​psychopathic​ ​or​ ​depraved​ ​supervillain​ ​we'll​ ​be​ ​disappointed. Too​ ​tough?​ ​ ​Target​ ​their​ ​friends. Crime​ ​doesn't​ ​pay​ ​if​ ​we​ ​disagree​ ​with​ ​it. THE​ ​PLAYERS Modesty​ ​Blaise Ex-Crimelord Retirement​ ​is​ ​boring Willie,​ ​I​ ​Really​ ​Need​ ​You​ ​Now! Orphan​ ​Out​ ​of​ ​Everywhere No​ ​drugs! Yes,​ ​I've​ ​got​ ​a​ ​place​ ​on​ ​this​ ​continent. F:​ ​Incredible​ ​+4 A:​ ​Incredible​ ​+4 S:​ ​Good​ ​+1 E:​ ​Remarkable​ ​+3 R:​ ​Excellent​ ​+2 I:​ ​Incredible​ ​+4 P:​ ​Incredible​ ​+4 Resources​ ​ ​Incredible​ ​(+4) Popularity​ ​ ​-Remarkable​ ​(-3) Other​ ​Skills Amazing​ ​(+5)​ ​ ​Leadership,​ ​Linguist,​ ​Kongo,​ ​Pistol,​ ​Quarterstaff,​ ​Survival Incredible​ ​(+4)​ ​ ​Alertness,​ ​Contacts,​ ​Rapport Remarkable​ ​(+3)​ ​ ​Intimidation,​ ​Weapons Excellent​ ​(+2)​ ​ ​Burglary,​ ​Deceit,​ ​Drive,​ ​Empathy,​ ​Investigation,​ ​Lapidary,​ ​Pilot,​ ​Ride,​ ​Stealth Good​ ​ ​(+1)​ ​ ​Dance Typical​ ​(+0)​ ​ ​Academics,​ ​Art Stunts Close​ ​At​ ​Hand,​ ​Face​ ​the​ ​Pain,​ ​Money​ ​Talks,​ ​Preemptive​ ​Grace,​ ​Quick​ ​Draw,​ ​Shot​ ​On​ ​the​ ​Run Acrobat,​ ​Big​ ​Name,​ ​Cold​ ​Read,​ ​Con​ ​Man,​ ​Criminal​ ​Mind,​ ​Death​ ​Defiance,​ ​I​ ​Know​ ​A​ ​Guy​ ​Who Knows​ ​A​ ​Guy,​ ​Inner​ ​Strength,​ ​Martial​ ​Arts,​ ​Mental​ ​Blueprint,​ ​Signature​ ​Strike,​ ​Tripwire Sensibilities Willie​ ​Garvin Ex-Crimelord​ ​2IC Retirement​ ​is​ ​boring What​ ​the​ ​Princess​ ​says​ ​goes Don't​ ​count​ ​the​ ​Princess​ ​out A​ ​Girl​ ​In​ ​Every​ ​Port No​ ​drugs! I​ ​Do​ ​Own​ ​a​ ​Circus,​ ​Actually.​ ​Also,​ ​a​ ​Pub. F:​ ​Incredible​ ​+4 A:​ ​Remarkable​ ​+3 S:​ ​Excellent​ ​+2 E:​ ​Remarkable​ ​+3 R:​ ​Excellent​ ​+2 I:​ ​Amazing​ ​+5 P:​ ​Remarkable​ ​+3 Resources​ ​ ​Remarkable​ ​(+3) Popularity​ ​ ​-Remarkable​ ​(-3) Other​ ​Skills Unearthly​ ​(+7)​ ​ ​Knife Amazing​ ​(+5)​ ​ ​Alertness,​ ​Rapport,​ ​Throw Incredible​ ​(+4)​ ​Contacts,​ ​Intimidation,​ ​Quarterstaff,​ ​Rifle,​ ​Survival Remarkable​ ​(+3)​ ​ ​Disguise,​ ​Empathy,​ ​Engineering,​ ​Linguist,​ ​Ride,​ ​Survival,​ ​Weapons Excellent​ ​(+2)​ ​ ​Burglary,​ ​Deceit,​ ​Drive,​ ​Gambling,​ ​Leadership,​ ​Pilot,​ ​Ride,​ ​Stealth Good​ ​(+1)​ ​ ​Academics,​ ​Science Poor​ ​(-1)​ ​ ​Pistol Stunts Danger​ ​Sense​ ​[His​ ​Ears​ ​Prickle],​ ​Everybody's​ ​Friend,​ ​Good​ ​Arm,​ ​Headquarters,​ ​Scary, Scientific​ ​Invention,​ ​Uncanny​ ​Hunch Acrobat,​ ​Big​ ​Name,​ ​Cold​ ​Read,​ ​Con​ ​Man,​ ​Criminal​ ​Mind,​ ​Death​ ​Defiance,​ ​I​ ​Know​ ​A​ ​Guy​ ​Who Knows​ ​A​ ​Guy,​ ​Inner​ ​Strength,​ ​Martial​ ​Arts,​ ​Mental​ ​Blueprint,​ ​Signature​ ​Strike,​ ​Tripwire Sensibilities Sir​ ​Gerald​ ​Tarrant British​ ​Secret​ ​Service​ ​Chief. I​ ​Must​ ​Have​ ​Modesty​ ​Blaise! What's​ ​a​ ​bit​ ​of​ ​blackmail​ ​between​ ​friends? F:​ ​Typical​ ​+0 A:​ ​Good​ ​+1 S:​ ​Typical​ ​+0 E:​ ​Good​ ​+1 R:​ ​Excellent​ ​+2 I:​ ​Excellent​ ​+2 P:​ ​Remarkable​ ​+3 Resources​ ​ ​Incredible​ ​(+4)​ ​[In​ ​government​ ​capacity,​ ​otherwise​ ​Excellent​ ​(+2)] Popularity​ ​ ​Excellent​ ​(+2) Other​ ​Skills Incredible​ ​(+4)​ ​ ​Bureaucracy,​ ​Contacts,​ ​Espionage Remarkable​ ​(+3)​ ​ ​Deceit,​ ​Intimidation,​ ​Investigation Good​ ​(+1)​ ​ ​Guns,​ ​Stealth Stunts Center​ ​of​ ​the​ ​Web,​ ​Expert​ ​Staff Weng Houseboy Reformed​ ​druggie Quite​ ​happy​ ​in​ ​this​ ​job,​ ​thanks​ ​very​ ​much F:​ ​Typical​ ​+0 A:​ ​Typical​ ​+0 S:​ ​Typical​ ​+0 E:​ ​Good​ ​+1 R:​ ​Good​ ​+1 I:​ ​Good​ ​+1 P:​ ​Good​ ​+1 Resources​ ​ ​Good​ ​(+1) Popularity​ ​ ​Typical​ ​(0) Other​ ​Skills Excellent​ ​(+2)​ ​ ​Administration,​ ​Drive John​ ​Dall Billionaire​ ​businessman Occasional​ ​boyfriend​ ​of​ ​Blaise F:​ ​Good​ ​+1 A:​ ​Good​ ​+1 S:​ ​Good​ ​+1 E:​ ​Good​ ​+1 R:​ ​Excellent​ ​+2 I:​ ​Good​ ​+1 P:​ ​Excellent​ ​+2 Resources​ ​ ​Amazing​ ​(+5) Popularity​ ​ ​Remarkable​ ​(+2) Other​ ​Skills Incredible​ ​(+4)​ ​ ​Bureaucracy Excellent​ ​(+2)​ ​Guns,​ ​Leadership Good​ ​(+1)​ ​Ride,​ ​Pilot Stunts Center​ ​of​ ​the​ ​Web,​ ​Fantastically​ ​Rich Steve​ ​Collier Retired​ ​mathematician​ ​and​ ​textbook​ ​author Psychic​ ​Investigator Ex-Lover​ ​of​ ​Blaise Husband​ ​of​ ​Dinah F:​ ​Typical​ ​(+0) A:​ ​Typical​ ​(+0) S:​ ​Typical​ ​(+0) E:​ ​Typical​ ​(+0) R:​ ​Good​ ​(+1) I:​ ​Good​ ​+1 P:​ ​Typical​ ​+0 Resources​ ​ ​Typical​ ​+0 Popularity​ ​ ​Typical​ ​+0 Other​ ​Skills Excellent​ ​(+2)​ ​ ​Academics,​ ​Mathematics,​ ​Mysteries Good​ ​ ​(+1) Dinah​ ​Pilgrim Blind​ ​Diviner Ex-Lover​ ​of​ ​Garvin Wife​ ​of​ ​Steve F:​ ​Poor​ ​(-1) A:​ ​Poor​ ​(-1) S:​ ​Typical​ ​(+0) E:​ ​Typical​ ​(+0) R:​ ​Typical​ ​(+1) I:​ ​Excellent​ ​+2 P:​ ​Good​ ​+1 Resources​ ​ ​Typical​ ​+0 Popularity​ ​ ​Typical​ ​+0 Other​ ​Skills Mysteries​ ​(+2) Stunts Fortuneteller,​ ​Secrets​ ​of​ ​the​ ​Arcane Doctor​ ​Giles​ ​Pennyfeather Adverse​ ​Conditions​ ​Medical​ ​Genius Bumbling​ ​Goofball F:​ ​Poor​ ​(-1) A:​ ​Typical​ ​0 S:​ ​Typical​ ​+0 E:​ ​Typical​ ​+1 R:​ ​Typical​ ​+0 I:​ ​Good​ ​+1 P:​ ​Typical​ ​+0 Resources​ ​ ​Poor​ ​(-1) Popularity​ ​ ​Typical​ ​(+0) Other​ ​Skills Excellent​ ​(+2)​ ​ ​Medicine Good​ ​(+1)​ ​ ​Science Stunts Doctor,​ ​Medic,​ ​Surgeon ADVENTURING Most​ ​definitely​ ​a​ ​Spirit​ ​of​ ​the​ ​Century​ ​via​ ​Shadows​ ​of​ ​the​ ​Century​ ​style​ ​game. TWO​ ​PLAYERS A​ ​perfect​ ​two​ ​player​ ​scenario​ ​team,​ ​Blaise​ ​and​ ​Garvin​ ​can​ ​be​ ​easily​ ​Compelled​ ​into​ ​whatever outlandishly​ ​led​ ​super​ ​spy​ ​or​ ​crime​ ​scenario​ ​Tarrant​ ​can​ ​come​ ​up​ ​with​ ​for​ ​them​ ​to​ ​solve.​ ​ ​The most​ ​likely​ ​abduction​ ​victims​ ​in​ ​their​ ​oeuvre​ ​are​ ​detailed​ ​above,​ ​for​ ​added​ ​spice.​ ​ ​Others​ ​include Tarrant's​ ​2IC​ ​and​ ​Maude,​ ​an​ ​operative​ ​they​ ​have​ ​worked​ ​with​ ​in​ ​the​ ​field​ ​before. ONE​ ​PLAYER The​ ​'needs​ ​the​ ​other'​ ​Aspects​ ​can​ ​be​ ​used​ ​in​ ​there​ ​is​ ​only​ ​one​ ​PC.​ ​ ​Got​ ​to​ ​get​ ​to​ ​the​ ​other. THREE​ ​PLAYERS Or​ ​if​ ​three​ ​players,​ ​an​ ​abduction​ ​victim​ ​attempting​ ​to​ ​use​ ​their​ ​brains​ ​to​ ​survive​ ​until​ ​Blaise​ ​and Garvin​ ​can​ ​get​ ​there.​ ​ ​Then​ ​surviving​ ​to​ ​escape​ ​with​ ​them. MORE​ ​PLAYERS A​ ​possibility​ ​is​ ​a​ ​support​ ​team​ ​for​ ​the​ ​two​ ​heroes,​ ​particularly​ ​competent​ ​local​ ​talent,​ ​ex-Network members​ ​or​ ​others​ ​provided​ ​by​ ​Tarrant​ ​to​ ​assist​ ​in​ ​a​ ​particular​ ​caper​ ​that​ ​could​ ​be​ ​on​ ​the​ ​level of​ ​a​ ​standard​ ​FATE​ ​Core​ ​beginning​ ​character.​ ​ ​Which​ ​the​ ​players​ ​could​ ​design​ ​and​ ​based​ ​on what​ ​they​ ​come​ ​up​ ​with,​ ​the​ ​actual​ ​scenario​ ​can​ ​then​ ​be​ ​designed​ ​aorund​ ​them. THE​ ​LADDER Being​ ​a​ ​big​ ​Marvel​ ​Super​ ​Heroes​ ​fan​ ​from​ ​way​ ​back,​ ​this​ ​is​ ​how​ ​I​ ​like​ ​to​ ​think: Value​ ​ ​ ​ ​Adjective +13​ ​Cosmic​ ​5​ ​(Class​ ​5000) +12​ ​Cosmic​ ​3​ ​(Class​ ​3000) +11​ ​Cosmic​ ​1​ ​(Class​ ​1000) +10​ ​Legendary​ ​Z​ ​(Shift​ ​Z) +9​ ​ ​Legendary​ ​Y​ ​(Shift​ ​Y) +8​ ​ ​ ​ ​Legendary​ ​X​ ​(Shift​ ​X) +7​ ​ ​ ​ ​Unearthly​ ​(Epic) +6​ ​ ​ ​ ​Monstrous​ ​(Fantastic) +5​ ​ ​ ​ ​Amazing​ ​(Superb) +4​ ​ ​ ​ ​Incredible​ ​(Great) +3​ ​ ​ ​ ​Remarkable​ ​(Good) +2​ ​ ​ ​ ​Excellent​ ​(Fair) +1​ ​ ​ ​ ​Good​ ​(Average) +0​ ​ ​ ​ ​Typical​ ​(Mediocre) -1​ ​ ​ ​ ​Poor -2​ ​ ​ ​ ​Feeble​ ​(Terrible) -3​ ​ ​ ​ ​Awful​ ​0​ ​(Shift​ ​0) -4​ ​ ​ ​ ​Abysmal FASERIP​ ​-​ ​basic​ ​human​ ​attributes Physique​ ​is​ ​split​ ​compared​ ​to​ ​Core,​ ​into​ ​a​ ​Strength​ ​component​ ​and​ ​an​ ​Endurance​ ​component, the​ ​latter​ ​of​ ​which​ ​should​ ​be​ ​used​ ​for​ ​the​ ​Stress​ ​track.​ ​ ​Reason​ ​is​ ​native​ ​intelligence. Fighting​ ​(Fight) Agility​ ​(Athletics) Strength Endurance Reason Intuition​ ​(Notice) Psyche​ ​(Will) secondary Popularity​ ​is​ ​a​ ​measure​ ​of​ ​charisma,​ ​reputation​ ​and​ ​public​ ​influence.​ ​If​ ​you​ ​like,​ ​bad​ ​people​ ​can have​ ​a​ ​negative​ ​popularity​ ​ladder​ ​equivalent.​ ​ ​Supervillains,​ ​mass​ ​murderers,​ ​ruthless​ ​thugs​ ​in The​ ​Ball,​ ​etc. Popularity Resources REFERENCES Modesty​ ​Blaise:​ ​Wikipedia​ ​-​ ​http://en.wikipedia.org/wiki/Modesty_Blaise The​ ​Complete​ ​Modesty​ ​Blaise​ ​Dossier​ ​-​ ​http://www3.sympatico.ca/jim.pattison/modesty/
textdata/thevault/FATE (fudge) [multi]/Fate Hacks & Homebrews/FATE_ Modesty Blaise.pdf
YEAR OF ROTTING RUIN—ADVENTURE 6 STORYBOOK: DEATH’S VENGEANCE Read the Following Aloud: Lastwall is dying, and the Whispering Tyrant has killed it. A noble nation of paladins and knights, Lastwall was created to watch over the prison of the undead Whispering Tyrant. The notorious lich was locked away 900 years ago in the province of Virlych in neighboring Ustalav. Ever vigilant for the lich’s return, Lastwall also protected civilized lands from orc hordes, roaming undead, and other evils. Yet in his imprisonment, the Whispering Tyrant planned for his freedom and his revenge. Armed with a devastating superweapon of his own design, the Whispering Tyrant obliterated Lastwall’s capital of Vigil and blasted open his prison. Now, the lich who tyrannized the Inner Sea region a millennium ago has returned. His undead minions and mortal cultists travel freely through Lastwall, slaying its guardians and shattering its castles. Lastwall’s final hope is the white-walled city of Vellumis, a trading port on Lake Encarthan. Lastwall’s remaining bureaucrats organize fleets of evacuees from Vellumis daily, shepherding people out of the dying nation to safer lands. Yet hard times are times for heroes. The Pathfinder Society, a world-spanning group of treasure hunters and lore seekers, maintains a presence in Lastwall. Few Pathfinders in Vigil survived, and those who did rushed to Vellumis to aid the evacuation efforts and rejoin with Vellumis’s Pathfinders. From Vellumis, the Pathfinders can coordinate rescue efforts in the Lastwall countryside and take the fight against evil into haunted Virlych itself. Some have given the dying nation of Lastwall a new name: the Gravelands. Yet even in the grim face of death, champions must rise. Lastwall Lastwall Ustalav Ustalav • Vellumis • Vellumis • Boursonne • Boursonne • Vigil • Vigil • Ardis • Ardis INNER SEA INNER SEA Scenario Design • Keith Richmond Story • Elizabeth Corrigan Editors • Mike Selinker and Vic Wertz Graphic Designers • Sonja Morris and Tony Barnett Cover Artist • Roberto Pitturru Interior Artists • Klaher Baklaher, Helge C. Balzer, Leonardo Borazio, Dmitry Burmak, Kremena Chipilova . Michal Ivan, Kiki Moch Rizky, Craig J. Spearing, and Kevin Yan Cartographer • Rob Lazzaretti Organized Play Manager • Tonya Woldridge Organized Play Lead Developer • Linda Zayas-Palmer PACG Development Team • Chad Brown, Tanis O’Connor, Paul Peterson, Keith Richmond, Aviva Schecterson, Mike Selinker, Liz Spain, Gaby Weidling, and Skylar Woodies, based on a game concept by Rian Sand © 2020 Paizo Inc. Paizo, the Paizo golem logo, and Pathfinder are registered trademarks of Paizo Inc. Pathfinder Adventure Card Game, Pathfinder Adventure Card Society, and Curse of the Crimson Throne are trademarks of Paizo Inc. COMPLETE THESE SCENARIOS IN ANY ORDER: Adventure Reward Adventure Path Reward COMPLETE THESE SCENARIOS IN ANY ORDER: Adventure Reward Adventure Path Reward Adventure 6—Death’s Vengeance Build the Vault: The vault should contain all level 0, 1, 2, 3, 4, 5, and 6 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, 2, and 3 non-Veteran banes and you may remove any Level 0, 1, 2, and 3 non-Veteran, non-blessing boons. DURING THIS ADVENTURE PATH: DURING THIS ADVENTURE PATH: During This Adventure: Scenarios 6C1: An Unlikely Alliance and 6C2: Backstabbed present a choice for the party regarding how to approach the Red Mantis assassins. Run only one of these scenarios: An Unlikely Alliance if the party wishes to parley with the assassins, or Backstabbed if they choose to fight them. Scenario 6D: The Demilich’s Domain is the standard conclusion to the Year of Rotting Ruin. Characters who have completed this adventure who wish to explore Trazavai’s soul-mist can continue to the optional scenario 6E: The Lich’s Legacy. That scenario is not required to earn the adventure or Adventure Path rewards. ADVENTURE 6: DEATH’S VENGEANCE ADVENTURE 6: DEATH’S VENGEANCE 3 Scenario 6A: Storm of Ravenous Shadows Read the Following Aloud: “All signs point to Virlych.” Venture-Captain Evni Zognoss folds her hands on her desk. She seems surprisingly chipper, given the sentence she just uttered. “The Lastwall Knights and I have been researching Trazavai’s history. It seems he has most likely hidden his phylactery in the hoard of his friend, the demilich Yln.” You’ve heard of Virlych, though you’ve never been there. The forbidding Ustalavic province is a land ruled by monsters and undead. It has been many generations since it was home to any but the bravest and most foolhardy of explorers. Since the rise of the Whispering Tyrant, the land’s threats could only have become more dire. “Locating Yln’s lair might have proven difficult, but luck was on our side.” The venture-captain gestures toward a tall woman with dark hair and blue-grey robes standing behind her. “Aviva Racovick has spent the past several years studying ancient sites in Virlych, and she believes she knows where the demilich resides.” Racovick nods in greeting. “When Vigil was destroyed, my compatriots and I were investigating a newly discovered site rife with necromantic energies. I returned to Lastwall to aid in the defense against the Whispering Tyrant.” “I suggest you take the next few hours to make any last-minute preparations,” said Zognoss. “Be sure to bring plenty of food and clean water; Virlych is short on both.” You set out at first light. When you cross the border into Virlych, the land becomes more desolate, and the plant life scarcer and less recognizable. Keeping a close eye on your surroundings, you manage to easily defeat a few lone skeletons and avoid some larger hordes of zombies. Then, a few hours into your trek, clouds fill the sky and a sudden storm descends. Sheets of acidic rain burn against your skin, reducing your vision to only a few feet in front of you. “We need to find shelter!” shouts Racovick, though you can barely hear her over the howling of the wind. “I think I know a—” Before she can finish, lightning flashes in the sky, revealing a rotting figure in black armor atop a spectral horse. All around you, the shadows come to life. You realize they aren’t shadows at all, but hungry wraiths. And they don’t plan to let you pass. 4 Development: As the graveknight shudders and falls and the wraiths dissipate, so too does the storm die down. Drizzles of acid still sizzle against your face, but you can see the terrain in front of you once more. Aviva Racovick insists upon taking the graveknight’s armor with you. “I can prepare a spell to destroy it tomorrow, but one of you will have to carry it. It’s too heavy for me.” With this new weight on your shoulders, you continue toward your destination. You have survived your first real challenge in Virlych, but it won’t be your last. STORY BANES STORY BANES Setup Setup LOCATIONS LOCATIONS DURING THIS SCENARIO DURING THIS SCENARIO Reward Reward 5 ADVENTURE 6: DEATH’S VENGEANCE ADVENTURE 6: DEATH’S VENGEANCE Scenario 6B: With Friends Like These Read the Following Aloud: As your guide, Aviva Racovick, leads you through the barren land, you question her about the hoard of the demilich Yln. “I’m not sure what’s in it,” she says. “When I left, the arcanists who accompanied me were still investigating the magical energies above the site.” This seems a little suspicious. After all, why would nebulous auras around a hoard be more interesting than the piles of treasure within? When you press Racovick on the subject, though, she refuses to speak about it further. Even more suspicious. Perhaps it’s paranoia after all of the treachery and misfortune you’ve encounter on your adventures, but you won’t be letting your guide out of sight. After a few more hours’ travel, Racovick says “We’re getting close. If we sneak around back here, we should be able to get to the entrance to the hoard without attracting any attention.” You consider questioning Racovick further, but decide that she’s unlikely to part with more information. As long as she gets you to Yln’s lair and Trazavai’s phylactery, you can handle a few unwelcome surprises. She leads you to what looks like an empty patch of dirt on the ground; closer inspection reveals a well-covered hatch. You brush away the grit and find the handle. Pulling on it reveals an opening to a set of stone stairs just wide enough to admit a single person. You’re about to head down when you hear a startled gasp from Racovick. Turning around, you see that a hooded man carrying a bright silver scythe has placed his hand on her shoulder. “Zenobia would like a word with you,” he says. Racovick swallows. “We should go talk to her,” she says. “It won’t take long. I’m sure it will be fine.” Maybe it’s the quaver in her voice, but you don’t quite believe her. You follow the hooded man to an encampment of individuals wearing matching robes. A woman—the center of everyone’s attention— lowers her hood, revealing dark hair and unnaturally pale skin. “That’s Zenobia Zanthret, the leader of the expedition,” said Racovick. “She wasn’t undead the last time I saw her. I left because I realized they were using the energies here to raise undead, not fight them.” “You shouldn’t have come back, Aviva,” says Zanthret. “But since you have, I’ll give you a choice: kill your new companions and join us, or die alongside them.” Racovick casts a spell and, to your relief, aims it at Zanthret. Zenobia snarls, and the robed figures around her begin casting spells. You think you can see them baring pointed teeth under the shadows of their robes. Well, you think, Aviva’s led us into this mess. Let’s see if we can lead her out. 6 DURING THIS SCENARIO DURING THIS SCENARIO Reward Reward STORY BANES STORY BANES Development: With Zanthret and her associates slain, you’re free to head back to the hatch. Racovick apologizes and thanks you for helping defeat the monsters she once worked alongside. “I suppose this is commonplace in my line of work, but it never gets easier,” she says. “Never easy to put friends down.” As you get closer to the stone staircase, you see two figures approaching. You groan when you recognize the black-and-red masks of Red Mantis assassins, though you notice their infamous sawtooth sabers are sheathed on their backs. Perhaps they have not come to kill you after all. Setup Setup LOCATIONS LOCATIONS 7 ADVENTURE 6: DEATH’S VENGEANCE ADVENTURE 6: DEATH’S VENGEANCE Scenario 6C1: An Unlikely Alliance If the majority of players wish to parley with the Red Mantis assassins, play this scenario. If the party would rather fight them, instead play scenario 6C2: Backstabbed. Read the following aloud: As long as the Red Mantis assassins are willing to talk, you’ll listen to what they have to say. When they get close enough to see that you’ve sheathed your weapons, they remove their hoods, revealing a dark-haired woman and a steely-skinned angelkin man. The woman raises her hand in greeting. “My name is Kayltanya, and this is my associate Koriantu. We have a proposition for you. It seems that your quarry was the subject of a Red Mantis contract long ago. While our order succeeded in killing the human, Trazavai thwarted us by rising as a lich. Though the original contractor is long dead, we take it as a matter of pride to make sure all of our marks stay dead.” That final statement makes you uneasy. After all, you are the subject of a Red Mantis contract, and you don’t want to spend the rest of your life dodging sawtooth sabers. Kayltanya continues, “While you also have contracts on your heads, it seems that we have a common enemy. Our proposition is this: if you assist us in destroying Trazavai’s phylactery, the Red Mantis will not attack you for three months’ time. You may have this time to put your affairs in order or shore up your defenses as you see fit.” Koriantu smirks, as if to suggest that no defenses will be sufficient. You consider the offer. Three months isn’t a lot—but it’s more than you would get if you refused the offer, and it will give you time to come up with another plan. Besides, the Red Mantis are far more useful as temporary allies than yet more enemies in these forsaken lands. You nod your agreement and gesture toward the trap door, indicating that the assassins can descend first. “Not so fast,” says Koriantu. “We’ll need you to prove your cooperation before we’ll head into a demilich’s lair with you. We have another contract on a powerful undead in the area, this one on the banshee Ulitha. We have some associates watching her movements, and we are ready to strike when the time is right.” Of course there’s a banshee, you think. And of course they want us to prove ourselves even further. You nod, agreeing to the further terms. Kayltanya and Koriantu lead you to a team of Red Mantis assassins inside a nearby cave. You peek around the corner and can barely see the whisper of a woman in the room beyond. Just as you try to disappear back behind the rock, the banshee turns and lets out a soul- rending wail. The bones around Ulitha rise into powerful skeletons and prepare to do battle. 8 DURING THIS SCENARIO DURING THIS SCENARIO Reward Reward Development: The banshee is dead, and you have proven yourselves as temporary allies of the Red Mantis assassins. You have to admit that you respect their skill with their blades, and you’re glad not to be on the receiving ends of them. “Three months,” they say in unison. “Three months,” you reply. You’ll be grateful to have them as allies as you face down the demilich. After that… well, you’ll think of something. Setup Setup LOCATIONS LOCATIONS STORY BANES STORY BANES 9 ADVENTURE 6: DEATH’S VENGEANCE ADVENTURE 6: DEATH’S VENGEANCE Scenario 6C2: Backstabbed If the majority of players wish to fight the Red Mantis assassins, play this scenario. If the party would rather parley with them, instead play scenario 6C1: An Unlikely Alliance. Read the following aloud: You can’t trust a Red Mantis assassin, especially when they have a contract on your head. These approaching assassins don’t have their weapons out, but you have every fighting resource at your disposal at the ready. The woman on the right raises a wary hand in greeting. “Greetings. My associate and I have a proposition for you. It seems that your quarry was the subject of a Red Mantis contract long ago. While our order succeeded in killing the human, Trazavai thwarted us by rising as a lich, and we take it as a matter of pride to make sure all of our marks stay dead.” That last statement more than anything else makes you certain you can’t trust this woman. After all, they have a contract out on you. The woman continues, “It thus seems that we have a common enemy. Our proposition is this: if you assist us in destroying Trazavai’s phylactery, we will not attack you for three months’ time. You may have this time to put your affairs in order or shore up your defenses as you see fit.” There’s no way you’re taking this deal. Working with Red Mantis assassins for a few months of reprieve from their attack? Not a chance! But, you reason, it doesn’t hurt for them to think you’re listening. The man on the left introduces the caveat you knew was coming. “We’ll need you to prove your cooperation before we’ll head into a demilich’s lair with you. We have another contract on a powerful undead in the area, this one on the banshee Ulitha. We have some associates watching her movements, and we are ready to strike when the time is right.” They want you to fight a banshee and a demilich for them? Forget it! But if they fight the banshee alone, they’ll be vulnerable. You tell the assassins you’d be happy to fight the banshee, but you have a few things to take care of first. “Be back in an hour,” says the man. “Otherwise we’ll fight Ulitha without you, and the deal is off.” You hurry off in the opposite direction, trying to figure out how to distract yourself for an hour and a half. You occupy yourself by killing some less powerful undead around the outskirts of the camp. After you’re certain the assassins have fought the banshee, you head in the direction they indicated. “You fools!” the woman exclaims as you rush toward them. “You promised to help us!” She and her fellows draw their blades. With a smile on your face, you rush into the fight. 10 DURING THIS SCENARIO DURING THIS SCENARIO Reward Reward Development: With the Red Mantises slain, you can only hope that you’ll get a reprieve from attacks for longer than the three months they promised. Each disappeared in a shower of blood-red mist when they fell, but they left their valuable equipment behind. You take time to loot their treasures. Now you won’t have to worry about a sawtooth saber stabbing you in the back after you’ve done the hard work of defeating your archnemesis. It’s time to go find Trazavai’s phylactery. Setup Setup LOCATIONS LOCATIONS STORY BANES STORY BANES 11 ADVENTURE 6: DEATH’S VENGEANCE ADVENTURE 6: DEATH’S VENGEANCE Scenario 6D: The Demilich’s Domain Read the Following Aloud: At long last, you descend the stone staircase into the demilich’s lair. At the bottom lies a twisty passage with barely enough room for one person to walk at a time. After what seems an interminable trek filled with nasty but eminently defeatable traps, you find yourself in a room full of treasures beyond imagining—gold, gems, magic items, and somewhere among it all, a lich’s phylactery. Unfortunately, you also spot the one thing traditionally associated with this kind of treasure hoard: a dragon curled up among the riches. The dragon raises his head, revealing festering wounds filled with ooze and maggots on his flank. “Well, well, well. What have we here?” His breath fills your nose with the smell of rot, and you wonder if you have ever beheld something so disgusting. “You look like tasty morsels indeed, but I’m sure the boss would like to participate as well.” Boss? You know you came for a demilich but find it hard to believe this creature—your mind struggles to supply the correct name for this dragon—this taniniver has a master. You turn in the direction the taniniver is looking. A few of the crystalized gems quiver and rise from the piles of treasure, revealing a tiny gnome skull underneath. Despite the aura of menace surrounding the skull, you find her almost... cute. Before you have time to react, the demilich Yln lets out an inhuman shriek, and the gold and gems begin spinning around the room, bludgeoning you in the face and obscuring your vision. Okay, maybe it’s not quite so cute after all. You hear rather than see the taniniver’s wings unfurl. A spew of disease disrupts the flow of coins around you momentarily, and you find yourself covered with rotting spittle. From beneath the coins, weapons rise into the air, dancing in a storm of wickedly sharp edges that barrel toward you. As they rise, they reveal a profane symbol in the ground. The symbol flashes, filling your body with wracking pain. Looks like this is going to be the fight of your life. LOCATIONS LOCATIONS 12 DURING THIS SCENARIO DURING THIS SCENARIO IF ANY CHARACTERS HAVE PLAYED SCENARIO 6C1 AND HAVE NOT PLAYED SCENARIO 6C2: IF ANY CHARACTERS HAVE PLAYED SCENARIO 6C1 AND HAVE NOT PLAYED SCENARIO 6C2: Reward Reward STORY BANES STORY BANES Development: You manage to destroy the demilich Yln and his taniniver minion, and you think you’ve triggered or disabled all the nefarious traps. The treasure is yours. But before you can figure out how to get it all out of here, you need to find Trazavai’s phylactery. It takes several hours, but eventually you find a magical glass container filled with swirling mist. With a mix of pleasure and relief, you use a large diamond to smash the relic. As you do, the vapor within rises and expands, then floats toward the entrance. At last, Trazavai is gone forever. You’ve destroyed the liches and acquired a hoard of treasure vast enough to live a life of luxury for the rest of your days, even after paying off whatever bounty the Red Mantis have on your head. But can your adventurer’s spirit resist the urge to find out what’s inside the mysterious mist? Setup Setup 13 ADVENTURE 6: DEATH’S VENGEANCE ADVENTURE 6: DEATH’S VENGEANCE URBAN URBAN ARENA ARENA LOCATION 0 LOCATION 0 Illustration by Leonardo Borazio ©2020 Paizo Inc. DECK SIZE S M L MONSTER 3 4 6 BARRIER 0 0 0 WEAPON 1 2 2 SPELL 0 0 0 ARMOR 1 1 2 ITEM 0 0 0 ALLY 1 2 2 BLESSING 0 0 0 AT THIS LOCATION On your combat check to defeat, add your Charisma die and the number of ally cards in your hand, and the difficulty is increased by d12. TO CLOSE OR TO GUARD Summon and defeat a new monster. WHEN CLOSED Draw a new ally. Scenario 6E: The Lich’s Legacy Read the Following Aloud: Unable to resist the siren call of one more adventure, you step into the mist. To your surprise, you find yourself in the large parlor of an elegant manor, where several people are sitting and drinking tea. “Oh, hello!” says the elderly lady closest to you. “It’s simply been too long since we’ve seen new faces. Though with all that blood covering you, I do rather think you belong next door.” You must have puzzled looks on your faces, because she continues, “Are you not Trazavai’s latest conquests? We were all killed as part of his quest for immortality, and we’ve been waiting patiently for someone to free us ever since. Others among us are not so civilized.” At her words, an icy wind swirls through the room, whipping away your surroundings. The scene shifts and you find yourself standing in a field of dead grass with a stone wall reaching up into the misty sky. In front of the wall are hundreds of people dressed in colors as drab as their surroundings. Some of them try to climb the wall, only to fall when they reach the sky. Others pound at the stone with weapons, tools, or their bare fists, and although the wall does not look like much, none of their efforts put even a dent in it. These souls must be unable to reach the River of Souls, but you think you know a ritual to liberate them. As you try to get someone’s attention, another gust of wind comes up, changing the scene yet again. Jeers assail your ears as you appear on the field of a huge arena where even more souls are scattered throughout the stands. Thirty feet in front of you, two gladiators are locked in battle. One stabs the other through the heart, and the latter falls to the ground. Within seconds, a shimmering haze surrounds her, and she comes to her feet, alive once more. “New blood!” someone shouts, pointing at you, and the spectators all raise their weapons and head straight for you. You quickly begin the opening steps of the ritual. You’re going to have to figure out how to conduct it with crowds of angry souls swarming you, because while they may be unable to escape their undying state, you’re pretty sure their weapons can kill. 14 DURING THIS SCENARIO DURING THIS SCENARIO Reward Reward Development: When the ritual is completed, a shimmering stream of magic appears above the arena, absorbing the spirits into it. The River of Souls, you think in awe. You didn’t think you’d see it until you died. The scene shifts again, bringing you back to the parlor you first arrived in, and you watch as the spirits, one by one, stand before they go onto their final judgment. The last to go is the elderly lady who spoke to you. “Thank you,” she says with a nod before she disappears into the glorious stream. Thanks to your curiosity, hundreds of souls that had been ensnared by Trazavai can now find their eternal rest. Setup Setup LOCATIONS LOCATIONS STORY BANES STORY BANES 15 ADVENTURE 6: DEATH’S VENGEANCE ADVENTURE 6: DEATH’S VENGEANCE 16 UNDEAD VETERAN UNDEAD VETERAN UNDEAD BANSHEE INCORPOREAL UNDEAD BANSHEE INCORPOREAL UNDEAD LICH VETERAN UNDEAD LICH VETERAN GRAVEKNIGHT GRAVEKNIGHT ULITHA ULITHA DEMILICH DEMILICH STORY BANE 1 STORY BANE 1 STORY BANE 6 STORY BANE 6 STORY BANE 4 STORY BANE 4 Illustration by Hedge C. Balzer ©2020 Paizo Inc. Illustration by Kevin Yan ©2020 Paizo Inc. Illustration by Klaher Baklaher ©2020 Paizo Inc. POWERS Roll 1d4. This monster gains the trait, is immune to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack. Before acting, a random character summons and encounters a random Undead story bane. Then, each local character suffers 1d4 damage. POWERS Immune to Mental and Poison. Before acting, each character suffers the scourge Frightened. If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated. When you discard cards as damage, discard them from the top of your deck. POWERS Immune to Mental and Poison. Resistant to Attack. Before acting, each character must succeed at a Constitution, Wisdom, Divine, or Fortitude 6+# check or suffer the scourge Drained and bury 1d4+1 cards from their hand, deck, and/or discards. If this monster would be defeated, roll 1d4. On a 1, it is evaded. If undefeated, bury your deck or role card. CHECK TO DEFEAT COMBAT OR DIVINE CHECK TO DEFEAT COMBAT OR DIVINE CHECK TO DEFEAT COMBAT CHECK TO DEFEAT COMBAT CHECK TO DEFEAT COMBAT COMBAT OR DIVINE CHECK TO DEFEAT COMBAT COMBAT OR DIVINE TYPE MONSTER TYPE MONSTER TYPE MONSTER TYPE MONSTER KOBOLD VETERAN KOBOLD VETERAN HUMAN ARCANIST HUMAN ARCANIST Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...? Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...? AVIVA RACOVICK AVIVA RACOVICK SUPPORTER 0 SUPPORTER 0 Illustration by Dmitry Burmak ©2020 Paizo Inc. POWERS Display. While displayed: • You may bury to draw 2 new Arcane spells, then banish 1 of them. • □ You may bury to examine the top 3 cards of your location, then you may shuffle them into your location. TYPE MONSTER TYPE MONSTER TYPE MONSTER TYPE MONSTER TYPE MONSTER TYPE MONSTER
textdata/thevault/Pathfinder/2nd Edition/Adventure Card Game/PF ACG Year of Rotting Ruins - Adventure 06 Death's Vengeance.pdf